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authorRémi Verschelde <rverschelde@gmail.com>2021-12-16 15:10:54 +0100
committerRémi Verschelde <rverschelde@gmail.com>2021-12-16 15:16:04 +0100
commit61c8ea7b14143785836531e99d0eaef8d2eca704 (patch)
treee5547f24b98904eb6b6daf1af8601bb5cbd080d4 /doc
parent6214727c809abfcf2a9534cc7ebd52355a4d51e5 (diff)
i18n: Sync classref translations with Weblate
(cherry picked from commit 9f838dbece20fb3eb53c6b57c4c1efb8361ea43c)
Diffstat (limited to 'doc')
-rw-r--r--doc/translations/de.po160
-rw-r--r--doc/translations/es.po2168
-rw-r--r--doc/translations/fr.po119
-rw-r--r--doc/translations/ja.po53
-rw-r--r--doc/translations/pt.po69668
-rw-r--r--doc/translations/ro.po10
-rw-r--r--doc/translations/zh_CN.po683
7 files changed, 71252 insertions, 1609 deletions
diff --git a/doc/translations/de.po b/doc/translations/de.po
index 81280378ff..0b80210bad 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -38,12 +38,13 @@
# Jummit <jummit@web.de>, 2021.
# Bastian <bastian.ike@gmail.com>, 2021.
# KuhnChris <kuhnchris@kuhnchris.eu>, 2021.
+# Rémi Verschelde <remi@godotengine.org>, 2021.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-11-18 13:37+0000\n"
-"Last-Translator: KuhnChris <kuhnchris@kuhnchris.eu>\n"
+"PO-Revision-Date: 2021-12-16 12:44+0000\n"
+"Last-Translator: Rémi Verschelde <remi@godotengine.org>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/de/>\n"
"Language: de\n"
@@ -51,7 +52,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.9.1-dev\n"
+"X-Generator: Weblate 4.10-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -178,7 +179,7 @@ msgstr ""
"diese Funktion, um den Winkel des Kosinus [code]s[/code] zu erhalten. "
"[code]s[/code] muss zwischen [code]-1.0[/code] und [code]1.0[/code] "
"(inklusiv) liegen, sonst wird [method acos] [constant NAN] zurückgeben.\n"
-"[Codeblock]\n"
+"[codeblock]\n"
"# c ist 0,523599 oder 30 Grad, wenn mit rad2deg(s) umgerechnet\n"
"c = acos(0,866025)\n"
"[/codeblock]"
@@ -195,10 +196,10 @@ msgid ""
"[/codeblock]"
msgstr ""
"Gibt den Arkussinus von [code]s[/code] in Bogenmaß zurück. Verwenden Sie "
-"diese Funktion, um den Sinuswinkel [code]s[/code] zu erhalten. [code]s[/"
-"code] muss zwischen [code]-1.0[/code] und [code]1.0[/code] (inklusiv) "
-"liegen, sonst wird [method asin] [constant NAN] zurückgeben.\n"
-"[Codeblock]\n"
+"diese Funktion, um den Sinuswinkel [code]s[/code] zu erhalten. [code]s[/code]"
+" muss zwischen [code]-1.0[/code] und [code]1.0[/code] (inklusiv) liegen, "
+"sonst wird [method asin] [constant NAN] zurückgeben.\n"
+"[codeblock]\n"
"# s ist 0,523599 oder 30 Grad, wenn mit rad2deg(s) umgerechnet\n"
"s = asin(0,5)\n"
"[/codeblock]"
@@ -270,7 +271,7 @@ msgstr ""
"Die Methode kann nicht wissen, in welchen Quadranten der Winkel fallen soll. "
"Siehe [method atan2], wenn sowohl [code]y[/code] als auch [code]x[/code] "
"vorhanden ist.\n"
-"[Codeblock]\n"
+"[codeblock]\n"
"a = atan(0.5) # a ist 0.463648\n"
"[/codeblock]"
@@ -524,9 +525,9 @@ msgid ""
msgstr ""
"Die natürliche Exponentialfunktion. Sie hebt die mathematische Konstante "
"[b]e[/b] in die Potenz von [code]s[/code] und gibt sie zurück.\n"
-"[b]e[/b] hat einen ungefähren Wert von 2,71828 und kann mit [code]exp(1)[/"
-"code] erhalten werden.\n"
-"Für Exponenten zu anderen Basen verwenden Sie die Methode [Methode pow].\n"
+"[b]e[/b] hat einen ungefähren Wert von 2,71828 und kann mit "
+"[code]exp(1)[/code] erhalten werden.\n"
+"Für Exponenten zu anderen Basen verwenden Sie die Methode [method pow].\n"
"[codeblock]\n"
"a = exp(2) # Approximately 7.39\n"
"[/codeblock]"
@@ -1209,12 +1210,13 @@ msgid ""
"var diamond = preload(\"res://diamond.tscn\").instance()\n"
"[/codeblock]"
msgstr ""
-"Gibt eine [Resource] aus dem Dateisystem zurück, das sich unter [code]path[/"
-"code] befindet. Die Ressource wird während der Skriptanalyse geladen, d. h. "
-"es wird mit dem Skript geladen, und die [preload] Methode fungiert effektiv "
-"als Referenz auf diese Ressource. Beachten Sie, dass die Methode einen "
-"konstanten Pfad erfordert. Wenn Sie eine Ressource aus einem dynamischen / "
-"variablen Pfad laden möchten, verwenden Sie die [load] Methode.\n"
+"Gibt eine [Resource] aus dem Dateisystem zurück, das sich unter "
+"[code]path[/code] befindet. Die Ressource wird während der Skriptanalyse "
+"geladen, d. h. es wird mit dem Skript geladen, und die [method preload] "
+"Methode fungiert effektiv als Referenz auf diese Ressource. Beachten Sie, "
+"dass die Methode einen konstanten Pfad erfordert. Wenn Sie eine Ressource "
+"aus einem dynamischen / variablen Pfad laden möchten, verwenden Sie die ["
+"method load] Methode.\n"
"[b]Hinweis:[/b] Ressourcenpfade erhalten Sie, indem Sie im Assets-Bedienfeld "
"mit der rechten Maustaste auf eine Ressource klicken und \"Pfad kopieren\" "
"auswählen oder die Datei aus dem Dateisystempanel in das Skript ziehen.\n"
@@ -4183,7 +4185,7 @@ msgid ""
"Editing it will show a popup menu of valid resource types to instantiate."
msgstr ""
"Weist darauf hin, dass es sich bei einer Eigenschaft um eine Instanz eines "
-"von [Ressource] abgeleiteten Typs handelt, der optional über die "
+"von [Resource] abgeleiteten Typs handelt, der optional über die "
"Hinweiszeichenkette angegeben wird (z. B. [code]\"Textur\"[/code]). Bei der "
"Bearbeitung wird ein Popup-Menü mit gültigen Ressourcentypen zum "
"Instanziieren angezeigt."
@@ -4383,7 +4385,7 @@ msgstr "Variable ist vom Typ [Transform]."
#: doc/classes/@GlobalScope.xml:1544
msgid "Variable is of type [Color]."
-msgstr "Variable ist vom Typ [Farbe]."
+msgstr "Variable ist vom Typ [Color]."
#: doc/classes/@GlobalScope.xml:1547
msgid "Variable is of type [NodePath]."
@@ -4395,7 +4397,7 @@ msgstr "Variable ist vom Typ [RID]."
#: doc/classes/@GlobalScope.xml:1553
msgid "Variable is of type [Object]."
-msgstr "Variable ist vom Typ [Objekt]."
+msgstr "Variable ist vom Typ [Object]."
#: doc/classes/@GlobalScope.xml:1556
msgid "Variable is of type [Dictionary]."
@@ -4406,39 +4408,32 @@ msgid "Variable is of type [Array]."
msgstr "Variable ist vom Typ [Array]."
#: doc/classes/@GlobalScope.xml:1562
-#, fuzzy
msgid "Variable is of type [PoolByteArray]."
-msgstr "Variable ist vom Typ [PackedByteArray]."
+msgstr "Variable ist vom Typ [PoolByteArray]."
#: doc/classes/@GlobalScope.xml:1565
-#, fuzzy
msgid "Variable is of type [PoolIntArray]."
-msgstr "Variable ist vom Typ [Array]."
+msgstr "Variable ist vom Typ [PoolIntArray]."
#: doc/classes/@GlobalScope.xml:1568
-#, fuzzy
msgid "Variable is of type [PoolRealArray]."
-msgstr "Variable ist vom Typ [Array]."
+msgstr "Variable ist vom Typ [PoolRealArray]."
#: doc/classes/@GlobalScope.xml:1571
-#, fuzzy
msgid "Variable is of type [PoolStringArray]."
-msgstr "Variable ist vom Typ [PackedStringArray]."
+msgstr "Variable ist vom Typ [PoolStringArray]."
#: doc/classes/@GlobalScope.xml:1574
-#, fuzzy
msgid "Variable is of type [PoolVector2Array]."
-msgstr "Variable ist vom Typ [PackedVector2Array]."
+msgstr "Variable ist vom Typ [PoolVector2Array]."
#: doc/classes/@GlobalScope.xml:1577
-#, fuzzy
msgid "Variable is of type [PoolVector3Array]."
-msgstr "Variable ist vom Typ [PackedVector3Array]."
+msgstr "Variable ist vom Typ [PoolVector3Array]."
#: doc/classes/@GlobalScope.xml:1580
-#, fuzzy
msgid "Variable is of type [PoolColorArray]."
-msgstr "Variable ist vom Typ [PackedColorArray]."
+msgstr "Variable ist vom Typ [PoolColorArray]."
#: doc/classes/@GlobalScope.xml:1583
msgid "Represents the size of the [enum Variant.Type] enum."
@@ -4725,8 +4720,8 @@ msgid ""
"component."
msgstr ""
"Gibt [code]true[/code] zurück, wenn dieses [AABB] und [code]aabb[/code] "
-"annähernd gleich sind, indem die [Methode @GDScript.is_equal_approx] für "
-"jede Komponente aufgerufen wird."
+"annähernd gleich sind, indem die [method @GDScript.is_equal_approx] für jede "
+"Komponente aufgerufen wird."
#: doc/classes/AABB.xml:174
msgid ""
@@ -4745,7 +4740,7 @@ msgstr ""
#: doc/classes/AABB.xml:183 doc/classes/Rect2.xml:143
msgid "Beginning corner. Typically has values lower than [member end]."
-msgstr "Beginnende Ecke. Hat typischerweise niedrigere Werte als [Stabende]."
+msgstr "Beginnende Ecke. Hat typischerweise niedrigere Werte als [member end]."
#: doc/classes/AABB.xml:186 doc/classes/Rect2.xml:146
#, fuzzy
@@ -4878,8 +4873,8 @@ msgstr ""
#: doc/classes/AcceptDialog.xml:82
msgid "Emitted when a custom button is pressed. See [method add_button]."
msgstr ""
-"Wird ausgegeben, wenn eine benutzerdefinierte Taste gedrückt wird. Siehe "
-"[Methode add_button]."
+"Wird ausgegeben, wenn eine benutzerdefinierte Taste gedrückt wird. Siehe ["
+"method add_button]."
#: doc/classes/AESContext.xml:4
msgid "Interface to low level AES encryption features."
@@ -4962,7 +4957,7 @@ msgstr ""
msgid "Close this AES context so it can be started again. See [method start]."
msgstr ""
"Schließen Sie diesen AES-Kontext, damit er erneut gestartet werden kann. "
-"Siehe [Methode start]."
+"Siehe [method start]."
#: doc/classes/AESContext.xml:52
#, fuzzy
@@ -4972,12 +4967,11 @@ msgid ""
"[b]Note:[/b] This function only makes sense when the context is started with "
"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
msgstr ""
-"Holt den aktuellen IV-Status für diesen Kontext (IV wird beim Aufruf der "
-"[Methode update] aktualisiert). Normalerweise benötigen Sie diese Funktion "
+"Holt den aktuellen IV-Status für diesen Kontext (IV wird beim Aufruf der ["
+"method update] aktualisiert). Normalerweise benötigen Sie diese Funktion "
"nicht.\n"
-"Hinweis: Diese Funktion ist nur sinnvoll, wenn der Kontext mit der "
-"[Konstante MODE_CBC_ENCRYPT] oder [Konstante MODE_CBC_DECRYPT] gestartet "
-"wird."
+"Hinweis: Diese Funktion ist nur sinnvoll, wenn der Kontext mit der [constant "
+"MODE_CBC_ENCRYPT] oder [constant MODE_CBC_DECRYPT] gestartet wird."
#: doc/classes/AESContext.xml:62
msgid ""
@@ -5250,9 +5244,9 @@ msgid ""
"animation."
msgstr ""
"Weist dem angegebenen Frame eine [Texture2D] zu. Frame-IDs beginnen bei 0, "
-"also hat das erste Frame die ID 0 und das letzte Frame der Animation die ID "
-"[member frames] - 1.\n"
-"Sie können eine beliebige Anzahl von Texturen bis zur [Konstante MAX_FRAMES] "
+"also hat das erste Frame die ID 0 und das letzte Frame der Animation die ID ["
+"member frames] - 1.\n"
+"Sie können eine beliebige Anzahl von Texturen bis zur [constant MAX_FRAMES] "
"definieren, aber beachten Sie, dass nur die Frames von 0 bis [member frames] "
"- 1 Teil der Animation sein werden."
@@ -5288,9 +5282,9 @@ msgid ""
"frames is [constant MAX_FRAMES]."
msgstr ""
"Anzahl der Frames, die in der Animation verwendet werden sollen. Während Sie "
-"die Frames mit der [Methode set_frame_texture] selbständig erstellen können, "
+"die Frames mit der [method set_frame_texture] selbständig erstellen können, "
"müssen Sie diesen Wert setzen, damit die Animation neue Frames "
-"berücksichtigt. Die maximale Anzahl der Frames ist [Konstante MAX_FRAMES]."
+"berücksichtigt. Die maximale Anzahl der Frames ist [constant MAX_FRAMES]."
#: doc/classes/AnimatedTexture.xml:67
msgid ""
@@ -5650,7 +5644,7 @@ msgid ""
"math function [method @GDScript.ease])."
msgstr ""
"Liefert die Übergangskurve (Easing) für eine bestimmte Taste (siehe die "
-"eingebaute Mathematikfunktion [Methode @GDScript.ease])."
+"eingebaute Mathematikfunktion [method @GDScript.ease])."
#: doc/classes/Animation.xml:303
msgid "Returns the value of a given key in a given track."
@@ -5663,7 +5657,7 @@ msgid ""
"[method track_set_path]."
msgstr ""
"Ruft den Pfad eines Tracks ab. Weitere Informationen zum Pfadformat finden "
-"Sie in [Methode track_set_path]."
+"Sie in [method track_set_path]."
#: doc/classes/Animation.xml:317
msgid "Gets the type of a track."
@@ -5744,7 +5738,7 @@ msgid ""
"function [method @GDScript.ease])."
msgstr ""
"Setzt die Übergangskurve (Easing) für eine bestimmte Taste (siehe die "
-"eingebaute Mathematikfunktion [Methode @GDScript.ease])."
+"eingebaute Mathematikfunktion [method @GDScript.ease])."
#: doc/classes/Animation.xml:438
msgid "Sets the value of an existing key."
@@ -5882,7 +5876,7 @@ msgstr ""
"Bezier-Spuren werden verwendet, um einen Wert mithilfe von "
"benutzerdefinierten Kurven zu interpolieren. Sie können auch verwendet "
"werden, um Untereigenschaften von Vektoren und Farben zu animieren (z. B. "
-"den Alphawert einer [Farbe])."
+"den Alphawert einer [Color])."
#: doc/classes/Animation.xml:543
msgid ""
@@ -6079,7 +6073,7 @@ msgstr ""
"Ruft die Eigenschaftsinformationen für Parameter ab. Parameter sind "
"benutzerdefinierter lokaler Speicher, der für Ihre Nodes verwendet wird, da "
"eine Ressource in mehreren Bäumen wiederverwendet werden kann. Das Format "
-"ist ähnlich wie bei [Methode Object.get_property_list]."
+"ist ähnlich wie bei [method Object.get_property_list]."
#: doc/classes/AnimationNode.xml:112
msgid ""
@@ -6194,7 +6188,7 @@ msgid ""
"code] when calling [method AnimationNode.blend_input], forcing the blended "
"animations to update every frame."
msgstr ""
-"Wenn [code]wahr[/code], wird beim Aufruf der [Methode AnimationNode."
+"Wenn [code]wahr[/code], wird beim Aufruf der [method AnimationNode."
"blend_input] die [code]Optimierung[/code] auf [code]falsch[/code] gesetzt, "
"wodurch die überblendeten Animationen gezwungen werden, jeden Frame zu "
"aktualisieren."
@@ -6285,7 +6279,7 @@ msgid ""
"[member AnimationTree.anim_player]."
msgstr ""
"Animation, die als Ausgabe verwendet werden soll. Es ist eine der "
-"Animationen, die von [Mitglied AnimationTree.anim_player] bereitgestellt "
+"Animationen, die von [member AnimationTree.anim_player] bereitgestellt "
"werden."
#: doc/classes/AnimationNodeBlend2.xml:4
@@ -6353,7 +6347,7 @@ msgid ""
msgstr ""
"Eine Ressource zum Hinzufügen zu einem [AnimationNodeBlendTree].\n"
"Dies ist eine virtuelle Achse, auf der Sie jeden Typ von [AnimationNode] mit "
-"der [Methode add_blend_point] hinzufügen können.\n"
+"der [method add_blend_point] hinzufügen können.\n"
"Gibt die lineare Überblendung der beiden [AnimationNode]s aus, die dem "
"aktuellen Wert des Nodes am nächsten sind.\n"
"Sie können die Ausmaße der Achse mit dem [member min_space] und [member "
@@ -6420,7 +6414,7 @@ msgid ""
"add_blend_point]."
msgstr ""
"Die obere Grenze der Achse des Blend Space für die Position der Punkte. "
-"Siehe [Methode add_blend_point]."
+"Siehe [method add_blend_point]."
#: doc/classes/AnimationNodeBlendSpace1D.xml:74
msgid ""
@@ -6607,7 +6601,7 @@ msgid ""
"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
"the last animation's playback position."
msgstr ""
-"Ähnlich wie [Konstante BLEND_MODE_DISCRETE], startet aber die neue Animation "
+"Ähnlich wie [constant BLEND_MODE_DISCRETE], startet aber die neue Animation "
"an der Abspielposition der letzten Animation."
#: doc/classes/AnimationNodeBlendTree.xml:4
@@ -6774,7 +6768,7 @@ msgstr ""
"[AnimationNodeStateMachinePlayback] vom Knoten [AnimationTree] ab, um es "
"programmatisch zu steuern.\n"
"[b]Beispiel:[/b]\n"
-"[Codeblock]\n"
+"[codeblock]\n"
"var state_machine = $AnimationTree.get(\"parameter/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/codeblock]"
@@ -7249,14 +7243,14 @@ msgid ""
msgstr ""
"Spielt die Animation mit der Taste [code]name[/code] wieder. "
"Benutzerdefinierte Mischzeiten und Geschwindigkeit können eingestellt "
-"werden. Wenn [code]custom_speed[/code] negativ ist und [code]from_end [/"
-"code] ist [code]true[/code] ist, wird die Animation rückwärts wiedergegeben "
-"(was dem Aufruf von [Methode play_backwards] entspricht).\n"
+"werden. Wenn [code]custom_speed[/code] negativ ist und [code]from_end [/code]"
+" ist [code]true[/code] ist, wird die Animation rückwärts wiedergegeben (was "
+"dem Aufruf von [method play_backwards] entspricht).\n"
"Der [AnimationPlayer] verfolgt seine aktuelle oder zuletzt wiedergegebene "
-"Animation mit [Member assigned_animation]. Wenn diese Methode mit derselben "
+"Animation mit [member assigned_animation]. Wenn diese Methode mit derselben "
"Animation [code]name[/code] oder ohne [code]name[/code] Parameter aufgerufen "
"wird, dann wird die zugewiesene Animation wiedergegeben, wenn sie angehalten "
-"wurde, oder neu gestartet, wenn sie beendet wurde (siehe [Methodenstopp] für "
+"wurde, oder neu gestartet, wenn sie beendet wurde (siehe [method stop] für "
"Pause und Stopp). Wenn die Animation bereits abgespielt wurde, wird sie "
"weiterhin abgespielt.\n"
"[b] Hinweis:[/b] Die Animation wird aktualisiert, wenn der [AnimationPlayer] "
@@ -12725,8 +12719,8 @@ msgid ""
"discarded. Don't use the epsilon argument, it does nothing."
msgstr ""
"Gibt [code]true[/code] zurück, wenn dieses [AABB] und [code]aabb[/code] "
-"annähernd gleich sind, indem die [Methode @GDScript.is_equal_approx] für "
-"jede Komponente aufgerufen wird."
+"annähernd gleich sind, indem die [method @GDScript.is_equal_approx] für jede "
+"Komponente aufgerufen wird."
#: doc/classes/Basis.xml:104
msgid ""
@@ -18282,8 +18276,8 @@ msgstr ""
#, fuzzy
msgid "Emitted when a modal [Control] is closed. See [method show_modal]."
msgstr ""
-"Wird ausgegeben, wenn eine benutzerdefinierte Taste gedrückt wird. Siehe "
-"[Methode add_button]."
+"Wird ausgegeben, wenn eine benutzerdefinierte Taste gedrückt wird. Siehe ["
+"method add_button]."
#: doc/classes/Control.xml:841
msgid ""
@@ -61844,8 +61838,8 @@ msgid ""
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]"
msgstr ""
"Tweens sind nützlich für Animationen, bei denen eine numerische Eigenschaft "
-"über einen Bereich von Werten interpoliert werden muss. Der Name [i]tween[/"
-"i] kommt von [i]in-betweening[/i], einer Animationstechnik, bei der Sie "
+"über einen Bereich von Werten interpoliert werden muss. Der Name [i]tween[/i]"
+" kommt von [i]in-betweening[/i], einer Animationstechnik, bei der Sie "
"[i]Keyframes[/i] angeben und der Computer die Frames interpoliert, die "
"dazwischen erscheinen.\n"
"[Tween] eignet sich besser als [AnimationPlayer] für Animationen, bei denen "
@@ -61868,16 +61862,16 @@ msgstr ""
"die Komponenten einer Eigenschaft direkt angeben, indem Sie [code]\"property:"
"component\"[/code] verwenden (z. B. [code]position:x[/code]), wobei die "
"Eigenschaft nur für diese bestimmte Komponente gelten würde.\n"
-"Viele der Methoden akzeptieren [code]trans_type[/code] und [code]ease_type[/"
-"code]. Die erste akzeptiert eine [enum TransitionType]-Konstante und bezieht "
-"sich auf die Art und Weise, wie das Timing der Animation behandelt wird "
-"(siehe [url=https://easings.net/]easings.net[/url] für einige Beispiele). "
-"Die zweite akzeptiert eine [enum EaseType]-Konstante und steuert, wo der "
-"[code]trans_type[/code] auf die Interpolation angewendet wird (am Anfang, am "
-"Ende oder beides). Wenn Sie nicht wissen, welchen Übergang und welches "
-"Easing Sie wählen sollen, können Sie verschiedene [enum TransitionType]-"
-"Konstanten mit der [Konstante EASE_IN_OUT] ausprobieren und diejenige "
-"verwenden, die am besten aussieht.\n"
+"Viele der Methoden akzeptieren [code]trans_type[/code] und "
+"[code]ease_type[/code]. Die erste akzeptiert eine [enum TransitionType]-"
+"Konstante und bezieht sich auf die Art und Weise, wie das Timing der "
+"Animation behandelt wird (siehe [url=https://easings.net/]easings.net[/url] "
+"für einige Beispiele). Die zweite akzeptiert eine [enum EaseType]-Konstante "
+"und steuert, wo der [code]trans_type[/code] auf die Interpolation angewendet "
+"wird (am Anfang, am Ende oder beides). Wenn Sie nicht wissen, welchen "
+"Übergang und welches Easing Sie wählen sollen, können Sie verschiedene [enum "
+"TransitionType]-Konstanten mit der [constant EASE_IN_OUT] ausprobieren und "
+"diejenige verwenden, die am besten aussieht.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween-Easing und Übergangstypen Cheatsheet[/url]"
diff --git a/doc/translations/es.po b/doc/translations/es.po
index aded67e419..4206728158 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -25,12 +25,15 @@
# Anderson Guzman Abreu <chicobello1111@gmail.com>, 2021.
# Fonspem None <fonspem@gmail.com>, 2021.
# Andres David Calderón Jimenez <davidcampeon2007@gmail.com>, 2021.
+# Manuel Cantón Guillén <manuelcanton8@gmail.com>, 2021.
+# Rémi Verschelde <akien@godotengine.org>, 2021.
+# Rémi Verschelde <remi@godotengine.org>, 2021.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-10-31 13:39+0000\n"
-"Last-Translator: Andres David Calderón Jimenez <davidcampeon2007@gmail.com>\n"
+"PO-Revision-Date: 2021-12-16 12:46+0000\n"
+"Last-Translator: Rémi Verschelde <remi@godotengine.org>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
@@ -38,7 +41,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.9-dev\n"
+"X-Generator: Weblate 4.10-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -146,11 +149,10 @@ msgstr ""
"Devuelve el valor absoluto del parámetro [code]s[/code] (es decir, un valor "
"positivo).\n"
"[codeblock]\n"
-"a = abs(-1) #a es 1\n"
+"a = abs(-1) # a es 1\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:55
-#, fuzzy
msgid ""
"Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of "
"cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
@@ -161,15 +163,16 @@ msgid ""
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
-"Devuelve el arco coseno de [code]s[/code] en radianes. Util para obtener el "
-"ángulo del coseno [code]s[/code].\n"
+"Devuelve el arco coseno de [code]s[/code] en radianes. Se usa para obtener "
+"el ángulo del coseno de [code]s[/code]. [code]s[/code] debe estar entre "
+"[code]-1.0[/code] y [code]1.0[/code] (inclusive), en otro caso, [method acos]"
+" devolverá [constant NAN].\n"
"[codeblock]\n"
"# c es 0.523599 o 30 grados si se convierte con rad2deg(s)\n"
"c = acos(0.866025)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:66
-#, fuzzy
msgid ""
"Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
"sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
@@ -181,14 +184,15 @@ msgid ""
"[/codeblock]"
msgstr ""
"Devuelve el arcoseno de [code]s[/code] en radianes. Se usa para obtener el "
-"angulo seno [code]s[/code]\n"
+"ángulo del seno de [code]s[/code]. [code]s[/code] debe estar entre [code]-1."
+"0[/code] y [code]1.0[/code] (inclusive), en otro caso, [method asin] "
+"devolverá [constant NAN].\n"
"[codeblock]\n"
"# s es 0.523599 o 30 grados si se convierte conrad2deg(s)\n"
"s = asin(0.5)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:78
-#, fuzzy
msgid ""
"Asserts that the [code]condition[/code] is [code]true[/code]. If the "
"[code]condition[/code] is [code]false[/code], an error is generated. When "
@@ -214,24 +218,30 @@ msgid ""
"a message with clarifying details\n"
"[/codeblock]"
msgstr ""
-"Afirma que la [code]condition[/code] es [code]true[/code]. Si la condición "
-"[code]condition[/code] es [code]false[/code], se genera un error y el "
-"programa se detiene hasta que se reanude. Sólo se ejecuta en las "
-"construcciones de depuración, o cuando se ejecuta el juego desde el editor. "
-"Úsalo para propósitos de depuración, para asegurarte de que una declaración "
-"es [code]true[/code] durante el desarrollo.\n"
-"El argumento opcional [code]message[/code], si dado se muestra, además del "
-"mensaje genérico \"Assertion failed\". Puede usar esto para proporcionar "
+"Afirma que la condición [code]condition[/code] es [code]true[/code]. Si la "
+"condición [code]condition[/code] es [code]false[/code], se genera un error. "
+"Cuando se ejecuta desde el editor, el proyecto en ejecución también se "
+"pausará hasta que lo reanude. Esto se puede utilizar como una forma más "
+"restrictiva de [method push_error] para informar errores a los "
+"desarrolladores de proyectos o usuarios de complementos.\n"
+"[b]Nota:[/b] Por razones de rendimiento, el código dentro de [method assert] "
+"solo se ejecuta en compilaciones de depuración o cuando se ejecuta el "
+"proyecto desde el editor. No incluya código que tenga efectos secundarios en "
+"una llamada a [method assert]. En otro caso, el proyecto se comportará de "
+"manera diferente cuando se exporta en modo de lanzamiento.\n"
+"El argumento opcional [code]message[/code], si es dado, se muestra además "
+"del mensaje genérico \"Assertion failed\". Puede usar esto para proporcionar "
"detalles adicionales sobre por qué la afirmación falló.\n"
"[codeblock]\n"
-"# Imagina que siempre queremos que la velocidad esté entre 0 y 20\n"
-"velocidad = -10\n"
-"assert(velocidad < 20) # True, el programa continuará\n"
-"assert(velocidad >= 0) # False, el programa se detendrá\n"
-"assert(velocidad >= 0 && velocidad < 20) # También puedes combinar las dos "
+"# Imagine que siempre quisiéramos que la velocidad (speed) esté entre 0 y "
+"20\n"
+"var speed = -10\n"
+"assert(speed < 20) # Verdadero, el programa continuará\n"
+"assert(speed >= 0) # Falso, el programa se detendrá\n"
+"assert(speed >= 0 and speed < 20) # También puedes combinar las dos "
"declaraciones condicionales en un sola comprobación \n"
-"assert(velocidad < 20, \"velocidad = %f, pero el limite de velocidad es 20\" "
-"% velocidad) # Muestra un mensaje detallado\n"
+"assert(speed < 20, \"speed = %f, pero el límite de velocidad es 20\" % speed)"
+" # Muestra un mensaje detallado\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:95
@@ -299,7 +309,6 @@ msgstr ""
"y un ángulo)."
#: modules/gdscript/doc_classes/@GDScript.xml:135
-#, fuzzy
msgid ""
"Rounds [code]s[/code] upward (towards positive infinity), returning the "
"smallest whole number that is not less than [code]s[/code].\n"
@@ -309,11 +318,11 @@ msgid ""
"[/codeblock]\n"
"See also [method floor], [method round], [method stepify], and [int]."
msgstr ""
-"Redondea [code]s[/code] hacia arriba, devolviendo el valor entero más "
-"pequeño que no es menor que [code]s[/code].\n"
+"Redondea [code]s[/code] por encima, devolviendo el valor entero más pequeño "
+"que no es menor que [code]s[/code].\n"
"[codeblock]\n"
-"i = ceil(1.45) # i es 2\n"
-"i = ceil(1.001) # i es 2\n"
+"a = ceil(1.45) # a es 2\n"
+"a = ceil(1.001) # a es 2\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:147
@@ -337,7 +346,6 @@ msgstr ""
"Esto es el inverso de [method ord]."
#: modules/gdscript/doc_classes/@GDScript.xml:162
-#, fuzzy
msgid ""
"Clamps [code]value[/code] and returns a value not less than [code]min[/code] "
"and not more than [code]max[/code].\n"
@@ -347,16 +355,12 @@ msgid ""
"a = clamp(15, 1, 20) # a is 15\n"
"[/codeblock]"
msgstr ""
-"Acota el [code]value[/code] y devuelve un valor no inferior a [code]min[/"
-"code] y no superior a [code]max[/code]\n"
+"Acota [code]value[/code] y devuelve un valor que no es menor que "
+"[code]min[/code] y no mayor que [code]max[/code]\n"
"[codeblock]\n"
-"velocidad = 1000\n"
-"# a es 20\n"
-"a = clamp(velocidad, 1, 20)\n"
-"\n"
-"speed = -10\n"
-"# a es 1\n"
-"a = clamp(velocidad, 1, 20)\n"
+"a = clamp(1000, 1, 20) # a es 20\n"
+"a = clamp(-10, 1, 20) # a es 1\n"
+"a = clamp(15, 1, 20) # a es 15\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:175
@@ -385,7 +389,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:190
-#, fuzzy
msgid ""
"Returns the cosine of angle [code]s[/code] in radians.\n"
"[codeblock]\n"
@@ -393,13 +396,13 @@ msgid ""
"a = cos(PI) # a is -1.0\n"
"[/codeblock]"
msgstr ""
-"Devuelve el seno de un angulo [code]s[/code] en radianes.\n"
+"Devuelve el coseno del ángulo [code]s[/code] en radianes.\n"
"[codeblock]\n"
-"sin(0.523599) # Devuelve 0.5\n"
+"a = cos(TAU) # a es 1.0\n"
+"a = cos(PI) # a es -1.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:201
-#, fuzzy
msgid ""
"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
"[codeblock]\n"
@@ -408,8 +411,7 @@ msgid ""
msgstr ""
"Devuelve el coseno hiperbólico de [code]s[/code] en radianes.\n"
"[codeblock]\n"
-"# Imprime 1.543081\n"
-"print(cosh(1))\n"
+"print(cosh(1)) # Imprime 1.543081\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:211
@@ -421,7 +423,6 @@ msgid "Deprecated alias for [method step_decimals]."
msgstr "Alias obsoleto del [method step_decimals]."
#: modules/gdscript/doc_classes/@GDScript.xml:227
-#, fuzzy
msgid ""
"[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
"Godot 4.0, please use [method move_toward] instead.\n"
@@ -431,11 +432,12 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
-"Devuelve el resultado de [code]value[/code] menos [code]paso[/code] * "
+"[b]Nota:[/b] [code]dectime[/code] ha quedado obsoleto y se eliminará en "
+"Godot 4.0, por favor utilice [method move_toward] en su lugar.\n"
+"Devuelve el resultado de [code]value[/code] menos [code]step[/code] * "
"[code]amount[/code].\n"
"[codeblock]\n"
-"# a = 59\n"
-"a = dectime(60, 10, 0.1)\n"
+"a = dectime(60, 10, 0.1)) # a es 59.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:238
@@ -460,6 +462,7 @@ msgstr ""
"de nuevo a una instancia. Es útil para deserializar."
#: modules/gdscript/doc_classes/@GDScript.xml:256
+#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -479,6 +482,24 @@ msgid ""
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
msgstr ""
+"Devuelve un valor \"desplazado\" de [code]x[/code] basado en una función de "
+"desplazamiento definida con [code]curve[/code]. Esta función de aceleración "
+"se basa en un exponente. La curva [code]curve[/code] puede ser cualquier "
+"número de punto flotante, con valores específicos que conducen a los "
+"siguientes comportamientos:\n"
+"[codeblock]\n"
+"- Menor que -1.0 (exclusive): Desplazamiento de entrada-salida\n"
+"- 1.0: lineal\n"
+"- Entre -1.0 y 0.0 (exclusive): Desplazamiento de salida-entrada\n"
+"- 0.0: constante\n"
+"- Entre 0.0 a 1.0 (exclusive): Desplazamiento de salida\n"
+"- 1.0: lineal\n"
+"- Mayor que 1.0 (exclusive): Desplazamiento de entrada\n"
+"[/codeblock]\n"
+"[url=https: //raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"ease_cheatsheet.png]hoja de referencia de valores de ease() curve[/url]\n"
+"Véase también [method smoothstep]. Si necesita realizar transiciones más "
+"avanzadas, utilice [Tween] o [AnimationPlayer]."
#: modules/gdscript/doc_classes/@GDScript.xml:274
msgid ""
@@ -501,7 +522,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:286
-#, fuzzy
msgid ""
"Rounds [code]s[/code] downward (towards negative infinity), returning the "
"largest whole number that is not more than [code]s[/code].\n"
@@ -515,19 +535,18 @@ msgid ""
"[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] "
"directly."
msgstr ""
-"Redondea [code]s[/code] hacia abajo (hacia el infinito negativo), "
-"devolviendo el número entero más grande que no es más que [code]s[/code].\n"
+"Redondea [code]s[/code] por debajo, devolviendo el número entero más grande "
+"que no es mayor que [code]s[/code].\n"
"[codeblock]\n"
-"# a es 2.0\n"
-"a = floor(2.99)\n"
-"# a es -3.0\n"
-"a = floor(-2.99)\n"
+"a = floor(2.45) # a es 2.0\n"
+"a = floor(2.99) # a es 2.0\n"
+"a = floor(-2.99) # a es -3.0\n"
"[/codeblock]\n"
-"[b]Nota:[/b] Este método devuelve un real. Si necesitas un entero, puedes "
-"usar [code]int(s)[/code] directamente."
+"Véase también [method ceil], [method round], [method stepify], y [int].\n"
+"[b]Nota:[/b] Este método devuelve un valor en punto flotante. Si necesita "
+"uno entero y [code]s[/code] no lo es, use [code]int(s)[/code] directamente."
#: modules/gdscript/doc_classes/@GDScript.xml:301
-#, fuzzy
msgid ""
"Returns the floating-point remainder of [code]a/b[/code], keeping the sign "
"of [code]a[/code].\n"
@@ -536,16 +555,14 @@ msgid ""
"[/codeblock]\n"
"For the integer remainder operation, use the % operator."
msgstr ""
-"Devuelve el resto real de [code]a/b[/code], manteniendo el signo de [code]a[/"
-"code].\n"
+"Devuelve el resto en punto flotante de [code]a/b[/code], manteniendo el "
+"signo de [code]a[/code].\n"
"[codeblock]\n"
-"# Resto 1.5\n"
-"var resto = fmod(7, 5.5)\n"
+"r = fmod(7, 5.5) # r es 1.5\n"
"[/codeblock]\n"
-"Para la operación del resto de los números enteros, utilice el operador %."
+"Para la operación módulo de números enteros, utilice el operador %."
#: modules/gdscript/doc_classes/@GDScript.xml:313
-#, fuzzy
msgid ""
"Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
@@ -565,27 +582,22 @@ msgid ""
" 1.5 0.0 0.0\n"
"[/codeblock]"
msgstr ""
-"Devuelve el módulo de real de [code]a/b[/code] que envuelve por igual en "
-"positivo y en negativo.\n"
+"Devuelve el módulo en punto flotante de [code]a/b[/code] que envuelve por "
+"igual en positivo y en negativo.\n"
"[codeblock]\n"
-"var i = -6\n"
-"while i < 5:\n"
-" prints(i, fposmod(i, 3))\n"
-" i += 1\n"
+"for i in 7:\n"
+"var x = 0.5 * i - 1.5\n"
+" print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
"[/codeblock]\n"
"Produce:\n"
"[codeblock]\n"
-"-6 0\n"
-"-5 1\n"
-"-4 2\n"
-"-3 0\n"
-"-2 1\n"
-"-1 2\n"
-"0 0\n"
-"1 1\n"
-"2 2\n"
-"3 0\n"
-"4 1\n"
+"-1.5 -0.0 0.0\n"
+"-1.0 -1.0 0.5\n"
+"-0.5 -0.5 1.0\n"
+" 0.0 0.0 0.0\n"
+" 0.5 0.5 0.5\n"
+" 1.0 1.0 1.0\n"
+" 1.5 0.0 0.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:336
@@ -809,7 +821,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:482
-#, fuzzy
msgid ""
"Linearly interpolates between two values by a normalized value. This is the "
"opposite of [method inverse_lerp].\n"
@@ -824,15 +835,15 @@ msgid ""
"[/codeblock]"
msgstr ""
"Interpola linealmente entre dos valores por un valor normalizado. Esto es la "
-"función contraria a [method inverse_lerp].\n"
+"función inversa de [method inverse_lerp].\n"
"Si los argumentos [code]from[/code] y [code]to[/code] son de tipo [int] o "
"[float], el valor devuelto es un [float].\n"
"Si ambos son del mismo tipo de vector ([Vector2], [Vector3] o [Color]), el "
-"valor de retorno será del mismo tipo ,([code]lerp[/code] entonces llama al "
-"método [code]lerp[/code] del tipo de vector).\n"
+"valor devuelto será del mismo tipo ,([code]lerp[/code] entonces llama al "
+"método [code]linear_interpolate[/code] del tipo de vector).\n"
"[codeblock]\n"
-"lerp(0, 4, 0.75) # Devuelve 3\n"
-"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Devuelve el Vector2(2, 3.5)\n"
+"lerp(0, 4, 0.75) # Devuelve 3.0\n"
+"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Devuelve Vector2(2, 3.5)\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:497
@@ -853,8 +864,8 @@ msgid ""
msgstr ""
"Interpola linealmente entre dos ángulos (en radianes) por un valor "
"normalizado.\n"
-"Similar al [método lerp], pero interpola correctamente cuando los ángulos se "
-"envuelven alrededor de [constante @GDScript.TAU].\n"
+"Similar al [method lerp], pero interpola correctamente cuando los ángulos se "
+"envuelven alrededor de [constant @GDScript.TAU].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
@@ -893,7 +904,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:527
-#, fuzzy
msgid ""
"Loads a resource from the filesystem located at [code]path[/code]. The "
"resource is loaded on the method call (unless it's referenced already "
@@ -916,23 +926,24 @@ msgid ""
"can be used for more advanced scenarios."
msgstr ""
"Carga un recurso del sistema de archivos ubicado en [code]path[/code]. El "
-"recurso se carga en la llamada al método (a menos que ya esté referenciado "
+"recurso es cargado en la llamada al método (a menos que ya esté referenciado "
"en otro lugar, por ejemplo, en otro script o en la escena), lo que puede "
"causar un ligero retraso, especialmente al cargar escenas. Para evitar "
"retrasos innecesarios al cargar algo varias veces, almacena el recurso en "
"una variable o utiliza [method preload].\n"
-"[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic con el "
-"botón derecho del ratón en un recurso del dock del sistema de archivos y "
-"eligiendo \"Copiar ruta\" o arrastrando el archivo desde el dock del sistema "
-"de archivos al script.\n"
-"[codeblock]\n"
-"# Cargar una escena llamada main localizada en la raíz del directorio del "
-"proyecto y guardarla en la caché en una variable.\n"
-"var main = load(\"res://main.tscn\") # main contendrá un recurso "
-"PackedScene.\n"
+"[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic "
+"derecho sobre un recurso en la pestaña FileSystem y eligiendo \"Copy Path\" "
+"o arrastrando el archivo de la pestaña FileSystem al script.\n"
+"[codeblock]\n"
+"# Carga una escena llamada main localizada en la raíz del directorio del "
+"proyecto y la almacena en caché en una variable.\n"
+"var main = load(\"res://main.tscn\") # main contendrá un recurso PackedScene."
+"\n"
"[/codeblock]\n"
-"[b]Importante:[/b] La ruta debe ser absoluta, una ruta local sólo devolverá "
-"[code]null[/code]."
+"[b]Importante:[/b] La ruta debe ser absoluta, una ruta local solo devolverá "
+"[code]null[/code].\n"
+"Este método es una versión simplificada de [method ResourceLoader.load], el "
+"cual puede ser usado en escenarios más avanzados"
#: modules/gdscript/doc_classes/@GDScript.xml:541
msgid ""
@@ -1110,7 +1121,6 @@ msgstr ""
"sistema de coordenadas cartesianas (ejes X e Y)."
#: modules/gdscript/doc_classes/@GDScript.xml:648
-#, fuzzy
msgid ""
"Returns the integer modulus of [code]a/b[/code] that wraps equally in "
"positive and negative.\n"
@@ -1132,28 +1142,21 @@ msgstr ""
"Devuelve el módulo entero de [code]a/b[/code] que envuelve por igual en "
"positivo y negativo.\n"
"[codeblock]\n"
-"var i = -6\n"
-"while i < 5:\n"
-" prints(i, fposmod(i, 3))\n"
-" i += 1\n"
+"for i in range(-3, 4):\n"
+" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"Produce:\n"
"[codeblock]\n"
-"-6 0\n"
-"-5 1\n"
-"-4 2\n"
-"-3 0\n"
-"-2 1\n"
-"-1 2\n"
-"0 0\n"
-"1 1\n"
-"2 2\n"
-"3 0\n"
-"4 1\n"
+"-3 0 0\n"
+"-2 -2 1\n"
+"-1 -1 2\n"
+" 0 0 0\n"
+" 1 1 1\n"
+" 2 2 2\n"
+" 3 0 0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:670
-#, fuzzy
msgid ""
"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
"code].\n"
@@ -1161,10 +1164,10 @@ msgid ""
"pow(2, 5) # Returns 32.0\n"
"[/codeblock]"
msgstr ""
-"Devuelve el resultado de [code]x[/code] elevado a la potencia de [code]y[/"
-"code].\n"
+"Devuelve el resultado de [code]base[/code] elevado a la potencia "
+"[code]exp[/code].\n"
"[codeblock]\n"
-"pow(2, 5) # Devuelve 32\n"
+"pow(2, 5) # Devuelve 32.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:680
@@ -1309,7 +1312,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:758
-#, fuzzy
msgid ""
"Pushes an error message to Godot's built-in debugger and to the OS "
"terminal.\n"
@@ -1326,7 +1328,11 @@ msgstr ""
"[codeblock]\n"
"push_error(\"test error) # Imprime \"test error\" al depurador y a la "
"terminal como una llamada de error\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Nota:[/b] Los errores imprimidos de esta manera no pausaran la ejecución "
+"del proyecto. Para imprimir un mensaje de error y pausar la ejecución del "
+"proyecto en compilaciones de depuración, usa [code]assert(false, \"test "
+"error\")[/code] en su lugar."
#: modules/gdscript/doc_classes/@GDScript.xml:769
msgid ""
@@ -1345,7 +1351,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:779
-#, fuzzy
msgid ""
"Converts an angle expressed in radians to degrees.\n"
"[codeblock]\n"
@@ -1354,7 +1359,7 @@ msgid ""
msgstr ""
"Convierte un ángulo expresado en radianes a grados.\n"
"[codeblock]\n"
-"rad2deg(0.523599) # Devuelve 30\n"
+"rad2deg(0.523599) # Devuelve 30.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:790
@@ -1396,7 +1401,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:815
-#, fuzzy
msgid ""
"Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
"value in the interval [code][0, N - 1][/code] (where N is smaller than "
@@ -1412,7 +1416,7 @@ msgstr ""
"obtener un valor aleatorio en el intervalo [code][0, N - 1][/code] (donde N "
"es menor que 2^32).\n"
"[codeblock]\n"
-"randi() # Devuelve un entero aleatorio entre 0 y 2 a la 32.\n"
+"randi() # Devuelve un entero aleatorio entre 0 y 2^32 - 1.\n"
"randi() % 20 # Devuelve un entero aleatorio entre 0 y 19.\n"
"randi() % 100 # Devuelve un entero aleatorio entre 0 y 99.\n"
"randi() % 100 + 1 # Devuelve un entero aleatoria entre 1 y 100\n"
@@ -1476,6 +1480,40 @@ msgid ""
"3\n"
"[/codeblock]"
msgstr ""
+"Devuelve una formación con el rango dado. El método [code]range()[/code] "
+"puede tener un argumento [code]N[/code] (0 a [code]N[/code] - 1), dos "
+"argumentos ([code]initial[/code], [code]final - 1[/code]) o tres argumentos "
+"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
+"[code]increment[/code] puede ser negativo, y en tal caso, [code]final - "
+"1[/code] llega a ser [code]final + 1[/code]. También, el valor incial debe "
+"ser mayor que el valor final para que se ejecute la iteración.\n"
+"Devuelve una formación vacía si el rango no es válido (por ejemplo, "
+"[code]range(2, 5, -1)[/code] o [code]range(5, 5, 1)[/code]).\n"
+"[codeblock]\n"
+"print(range(4))\n"
+"print(range(2, 5))\n"
+"print(range(0, 6, 2))\n"
+"[/codeblock]\n"
+"Salida:\n"
+"[codeblock]\n"
+"[0, 1, 2, 3]\n"
+"[2, 3, 4]\n"
+"[0, 2, 4]\n"
+"[/codeblock]\n"
+"Para iterar sobre un [Array] al revés, utilice:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"var i := array.size() - 1\n"
+"while i >= 0:\n"
+" print(array[i])\n"
+" i -= 1\n"
+"[/codeblock]\n"
+"Salida:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:874
msgid ""
@@ -2118,7 +2156,7 @@ msgstr ""
#: doc/classes/@GlobalScope.xml:16
#, fuzzy
msgid "The [ARVRServer] singleton."
-msgstr "El singleton [XRServer]."
+msgstr "El singleton [ARVRServer]."
#: doc/classes/@GlobalScope.xml:19
msgid "The [AudioServer] singleton."
@@ -3021,7 +3059,7 @@ msgstr "Tecla ~."
#: doc/classes/@GlobalScope.xml:671
msgid "Non-breakable space key."
-msgstr "Tecla espacio [NBSP]."
+msgstr "Tecla espacio de no separación."
#: doc/classes/@GlobalScope.xml:674
msgid "¡ key."
@@ -4418,7 +4456,7 @@ msgstr "La variable es de tipo [PackedColorArray]."
#: doc/classes/@GlobalScope.xml:1583
msgid "Represents the size of the [enum Variant.Type] enum."
-msgstr "Representa el tamaño del enum [enum. Variant.Type]."
+msgstr "Representa el tamaño del enum [enum Variant.Type]."
#: doc/classes/@GlobalScope.xml:1586
msgid "Equality operator ([code]==[/code])."
@@ -4694,7 +4732,7 @@ msgid ""
"component."
msgstr ""
"Devuelve [code]true[/code] si este [AABB] y [code]aabb[/code] son "
-"aproximadamente iguales, llamando al [método @GDScript.is_equal_aprox] en "
+"aproximadamente iguales, llamando al [method @GDScript.is_equal_approx] en "
"cada componente."
#: doc/classes/AABB.xml:174
@@ -5150,11 +5188,11 @@ msgstr ""
"[AnimatedTexture] es un formato de recursos para animaciones basadas en "
"fotogramas, en el que se pueden encadenar múltiples texturas automáticamente "
"con un retardo predefinido para cada fotograma. A diferencia de "
-"[AnimationPlayer] o [AnimatedSprite2D], no es un [Nodo], pero tiene la "
+"[AnimationPlayer] o [AnimatedSprite2D], no es un [Node], pero tiene la "
"ventaja de ser utilizable en cualquier lugar donde se pueda usar un recurso "
"[Textura2D], por ejemplo en un [TileSet].\n"
-"La reproducción de la animación está controlada por la propiedad [member "
-"fps], así como por el retardo opcional de cada fotograma (ver [method "
+"La reproducción de la animación está controlada por la propiedad [member fps]"
+", así como por el retardo opcional de cada fotograma (ver [method "
"set_frame_delay]). La animación se repite, es decir, se reiniciará en el "
"fotograma 0 automáticamente después de reproducir el último fotograma.\n"
"[AnimatedTexture] actualmente requiere que todas las texturas de los cuadros "
@@ -5188,7 +5226,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Establece un retardo adicional (en segundos) entre este fotograma y el "
-"siguiente, que se añadirá al intervalo de tiempo definido por [miembro fps]. "
+"siguiente, que se añadirá al intervalo de tiempo definido por [member fps]. "
"Por defecto, los fotogramas no tienen definido ningún retardo. Si se define "
"un valor de retardo, el intervalo de tiempo final entre este fotograma y el "
"siguiente será de [code]1.0 / fps + retardo[/code].\n"
@@ -7027,7 +7065,7 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml:4
msgid "Container and player of [Animation] resources."
-msgstr "Contenedor y reproductor de recursos de [Animacion]."
+msgstr "Contenedor y reproductor de recursos de [Animation]."
#: doc/classes/AnimationPlayer.xml:7
msgid ""
@@ -7505,15 +7543,15 @@ msgid ""
"The animations will progress during the physics frame (i.e. [method Node."
"_physics_process])."
msgstr ""
-"Las animaciones progresarán durante el fotograma de la física (es decir, "
-"[method Node.physics_process])."
+"Las animaciones progresarán durante el fotograma de la física (es decir, ["
+"method Node._physics_process])."
#: doc/classes/AnimationTree.xml:59
msgid ""
"The animations will progress during the idle frame (i.e. [method Node."
"_process])."
msgstr ""
-"Las animaciones progresarán durante el fotograma inactivo (es decir, [método "
+"Las animaciones progresarán durante el fotograma inactivo (es decir, [method "
"Node._process])."
#: doc/classes/AnimationTree.xml:62
@@ -7995,9 +8033,9 @@ msgid ""
"exiting. Can also alter or override local physics parameters (gravity, "
"damping) and route audio to custom audio buses."
msgstr ""
-"Área 3D que detecta nodos [CollisionObject3D] superpuestos, entrando o "
-"saliendo. También puede alterar o anular los parámetros de la física local "
-"(gravedad, amortiguación)."
+"Área 3D que detecta nodos [CollisionObject] superpuestos, entrando o "
+"saliendo. También puede alterar o anular los parámetros de la física local ("
+"gravedad, amortiguación)."
#: doc/classes/Area.xml:11 doc/classes/QuadMesh.xml:10
#: doc/classes/Viewport.xml:17 doc/classes/ViewportTexture.xml:11
@@ -8062,13 +8100,13 @@ msgid ""
"instance (while GridMaps are not physics body themselves, they register "
"their tiles with collision shapes as a virtual physics body)."
msgstr ""
-"Si [code]true[/code], el cuerpo físico dado se superpone al Area3D.\n"
+"Si [code]true[/code], el cuerpo físico dado se superpone al Area.\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 la física. Considere la "
"posibilidad de usar señales en su lugar.\n"
-"El argumento [code]body[/code] puede ser una instancia de [PhysicsBody3D] o "
-"de [GridMap] (aunque los GridMaps no son un cuerpo de física en sí mismos, "
+"El argumento [code]body[/code] puede ser una instancia de [PhysicsBody] o de "
+"[GridMap] (aunque los GridMaps no son un cuerpo de física en sí mismos, "
"registran sus piezas con formas de colisión como un cuerpo de física "
"virtual)."
@@ -9124,16 +9162,16 @@ msgstr ""
"arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n"
"# Crea la Mesh(Malla)\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
-"var m = MeshInstance3D.new()\n"
+"var m = MeshInstance.new()\n"
"m.mesh = arr_mesh\n"
"[/codeblock]\n"
-"La [MeshInstance3D] esta preparada para ser añadida a la [SceneTree] para "
-"ser mostrado.\n"
-"Ver tambien [ImmediateGeometry3D], [MeshDataTool] y [SurfaceTool] para "
+"La [MeshInstance] esta preparada para ser añadida a la [SceneTree] para ser "
+"mostrado.\n"
+"Ver tambien [ImmediateGeometry], [MeshDataTool] y [SurfaceTool] para "
"generacion de geometria procedimental.\n"
-"[b]Nota:[/b] Godot [url=https://learnopengl.com/Advanced-OpenGL/Face-"
-"culling]usa orden en el sentido del reloj[url] para las cara frontales de "
-"los modos primitivos de triangulo."
+"[b]Nota:[/b] Godot [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]"
+"usa orden en el sentido del reloj[url] para las cara frontales de los modos "
+"primitivos de triangulo."
#: doc/classes/ArrayMesh.xml:29
#, fuzzy
@@ -9447,11 +9485,11 @@ msgid ""
"more about the real world out there especially if only part of the surface "
"is in view."
msgstr ""
-"El punto [XRAnchor3D] es un nodo espacial que mapea una ubicación en el "
+"El punto [ARVRAnchor] es un nodo espacial que mapea una ubicación en el "
"mundo real identificada por la plataforma AR a una posición dentro del mundo "
"del juego. Por ejemplo, mientras la detección de aviones en ARKit esté "
-"activada, ARKit identificará y actualizará la posición de los aviones "
-"(mesas, pisos, etc.) y creará anclajes para ellos.\n"
+"activada, ARKit identificará y actualizará la posición de los aviones ("
+"mesas, pisos, etc.) y creará anclajes para ellos.\n"
"Este nodo se asigna a una de las anclas a través de su identificación única. "
"Cuando reciba la señal de que un nuevo ancla está disponible, deberá añadir "
"este nodo a su escena para ese ancla. Puedes predefinir los nodos y "
@@ -9483,7 +9521,7 @@ msgid ""
"can be used to create shadows/reflections on surfaces or for generating "
"collision shapes."
msgstr ""
-"Si es proporcionado por la [XRInterface], esto devuelve un objeto de malla "
+"Si es proporcionado por la [ARVRInterface], esto devuelve un objeto de malla "
"para el ancla. En el caso de un ancla, puede ser una forma relacionada con "
"el objeto que se está rastreando o puede ser una malla que proporciona una "
"topología relacionada con el ancla y puede utilizarse para crear sombras/"
@@ -9605,7 +9643,7 @@ msgstr ""
"controladores. Si esperas que se usen controladores adicionales, debes "
"reaccionar a las señales y añadir nodos XRController3D a tu escena.\n"
"La posición del nodo controlador es actualizada automáticamente por el "
-"[XRServer]. Esto hace que este nodo sea ideal para añadir nodos hijos para "
+"[ARVRServer]. Esto hace que este nodo sea ideal para añadir nodos hijos para "
"visualizar el controlador."
#: doc/classes/ARVRController.xml:18
@@ -9653,10 +9691,10 @@ msgid ""
"link up the controller with its joystick entry."
msgstr ""
"Devuelve la identificación del objeto del joystick de mando unido a esto. "
-"Cada controlador rastreado por el [XRServer] que tiene botones y eje también "
-"será registrado como un joystick dentro de Godot. Esto significa que todo el "
-"seguimiento normal del joystick y el mapeo de entrada funcionará para los "
-"botones y el eje que se encuentran en los controladores AR/VR. Esta "
+"Cada controlador rastreado por el [ARVRServer] que tiene botones y eje "
+"también será registrado como un joystick dentro de Godot. Esto significa que "
+"todo el seguimiento normal del joystick y el mapeo de entrada funcionará "
+"para los botones y el eje que se encuentran en los controladores AR/VR. Esta "
"identificación se ofrece únicamente como información para poder enlazar el "
"controlador con su entrada de joystick."
@@ -9666,7 +9704,7 @@ msgid ""
"If provided by the [ARVRInterface], this returns a mesh associated with the "
"controller. This can be used to visualize the controller."
msgstr ""
-"Si es proporcionado por la [XRInterface], esto devuelve una malla asociada "
+"Si es proporcionado por la [ARVRInterface], esto devuelve una malla asociada "
"con el controlador. Esto puede ser usado para visualizar el controlador."
#: doc/classes/ARVRController.xml:56
@@ -9698,7 +9736,7 @@ msgstr ""
"que se identifica como el controlador de la izquierda y la ID 2 está "
"reservada para el primer controlador que se identifica como el controlador "
"de la derecha.\n"
-"Para cualquier otro controlador que el [XRServer] detecte, continuamos con "
+"Para cualquier otro controlador que el [ARVRServer] detecte, continuamos con "
"el ID 3 del controlador.\n"
"Cuando se apaga un controlador, se libera su ranura. Esto asegura que los "
"controladores mantendrán el mismo ID incluso cuando los controladores con "
@@ -9760,7 +9798,7 @@ msgstr ""
"pueda detectar, habilitar y configurar una plataforma AR o VR.\n"
"Las interfaces deben ser escritas de tal manera que el simple hecho de "
"habilitarlas nos dé una configuración de trabajo. Puede consultar las "
-"interfaces disponibles a través de [XRServer]."
+"interfaces disponibles a través de [ARVRServer]."
#: doc/classes/ARVRInterface.xml:17
msgid ""
@@ -10030,7 +10068,7 @@ msgstr ""
"Le permite ajustar la escala a las unidades de su juego. La mayoría de las "
"plataformas AR/VR asumen una escala de 1 unidad del mundo del juego = 1 "
"metro del mundo real.\n"
-"[b]Nota:[/b] Este método es un paso al [XRServer] mismo."
+"[b]Nota:[/b] Este método es un paso al [ARVRServer] mismo."
#: doc/classes/ARVRPositionalTracker.xml:4
msgid "A tracked object."
@@ -10055,8 +10093,8 @@ msgstr ""
"ya que se manejan internamente.\n"
"A medida que se encienden los controladores y la interfaz AR/VR los detecta, "
"las instancias de este objeto se añaden automáticamente a esta lista de "
-"objetos de rastreo activos accesibles a través del [XRServer].\n"
-"Tanto el [XRController3D] como el [XRAnchor3D] consumen objetos de este tipo "
+"objetos de rastreo activos accesibles a través del [ARVRServer].\n"
+"Tanto el [ARVRController] como el [ARVRAnchor] consumen objetos de este tipo "
"y deberían ser utilizados en su proyecto. Los rastreadores posicionales son "
"sólo objetos bajo el capó que hacen que todo esto funcione. Estos están "
"mayormente expuestos para que las interfaces basadas en GDNative puedan "
@@ -10108,7 +10146,7 @@ msgid ""
msgstr ""
"Devuelve la identificación del rastreador interno. Esto identifica de forma "
"única el rastreador por tipo de rastreador y coincide con el ID que necesita "
-"especificar para nodos como los nodos [XRController3D] y [XRAnchor3D]."
+"especificar para nodos como los nodos [ARVRController] y [ARVRAnchor]."
#: doc/classes/ARVRPositionalTracker.xml:60
msgid "Returns [code]true[/code] if this device tracks orientation."
@@ -10269,7 +10307,7 @@ msgid ""
"[method OS.get_ticks_usec]."
msgstr ""
"Devuelve la marca de tiempo absoluta (en μs) del último compromiso "
-"[XRServer] de los ojos AR/VR a [RenderingServer]. El valor viene de una "
+"[ARVRServer] de los ojos AR/VR a [VisualServer]. El valor viene de una "
"llamada interna a [method OS.get_ticks_usec]."
#: doc/classes/ARVRServer.xml:88
@@ -10290,7 +10328,7 @@ msgid ""
"get_ticks_usec]."
msgstr ""
"Devuelve la marca de tiempo absoluta (en μs) de la última llamada del "
-"proceso [XRServer]. El valor viene de una llamada interna a [method OS."
+"proceso [ARVRServer]. El valor viene de una llamada interna a [method OS."
"get_ticks_usec]."
#: doc/classes/ARVRServer.xml:100
@@ -10322,7 +10360,7 @@ msgstr "Devuelve el rastreador de posición en la identificación dada."
#: doc/classes/ARVRServer.xml:133
#, fuzzy
msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]."
-msgstr "La [XRInterface] primaria actualmente unida al [XRServer]."
+msgstr "La [ARVRInterface] primaria actualmente unida al [ARVRServer]."
#: doc/classes/ARVRServer.xml:136
msgid ""
@@ -10350,9 +10388,9 @@ msgid ""
"[ARVRAnchor] nodes related to this new tracker."
msgstr ""
"Emitido cuando se ha añadido un nuevo rastreador. Si no utiliza un número "
-"fijo de controladores o si está utilizando [XRAnchor3D] para una solución de "
+"fijo de controladores o si está utilizando [ARVRAnchor] para una solución de "
"AR, es importante reaccionar a esta señal para añadir los nodos "
-"[XRController3D] o [XRAnchor3D] apropiados relacionados con este nuevo "
+"[ARVRController] o [ARVRAnchor] apropiados relacionados con este nuevo "
"tracker."
#: doc/classes/ARVRServer.xml:165
@@ -10365,7 +10403,7 @@ msgid ""
"previous one)."
msgstr ""
"Emitido cuando se retira un rastreador. Debes quitar cualquier punto "
-"[XRController3D] o [XRAnchor3D] si es aplicable. Esto no es obligatorio, los "
+"[ARVRController] o [ARVRAnchor] si es aplicable. Esto no es obligatorio, los "
"nodos simplemente se vuelven inactivos y se activarán de nuevo cuando un "
"nuevo rastreador esté disponible (es decir, se activa un nuevo controlador "
"que toma el lugar del anterior)."
@@ -12329,7 +12367,7 @@ msgid ""
"Returns the [AudioEffect] at position [code]effect_idx[/code] in bus "
"[code]bus_idx[/code]."
msgstr ""
-"Devuelve el [AudioEfecto] en la posición [code]effect_idx[/code] en el bus "
+"Devuelve el [AudioEffect] en la posición [code]effect_idx[/code] en el bus "
"[code]bus_idx[/code]."
#: doc/classes/AudioServer.xml:76
@@ -12969,8 +13007,8 @@ msgid ""
"Sets the distance from which the [member out_of_range_mode] takes effect. "
"Has no effect if set to 0."
msgstr ""
-"Establece la distancia a partir de la cual el [miembro fuera de rango] tiene "
-"efecto. No tiene efecto si se pone a 0."
+"Establece la distancia a partir de la cual el [member out_of_range_mode] "
+"tiene efecto. No tiene efecto si se pone a 0."
#: doc/classes/AudioStreamPlayer3D.xml:88
msgid ""
@@ -12978,7 +13016,7 @@ msgid ""
"max_distance] range."
msgstr ""
"Decide si el audio debe hacer una pausa cuando la fuente está fuera del "
-"rango de [distancia_máxima del miembro]."
+"rango de [member max_distance]."
#: doc/classes/AudioStreamPlayer3D.xml:97
#, fuzzy
@@ -13895,7 +13933,7 @@ msgstr ""
"convención YXZ: al descomponerse, primero Z, luego X, y por último Y). El "
"vector devuelto contiene los ángulos de rotación en el formato (ángulo X, "
"ángulo Y, ángulo Z).\n"
-"Considera usar el método [método get_rotation_quat] en su lugar, que "
+"Considera usar el método [method get_rotation_quat] en su lugar, que "
"devuelve una cuaternión [Quat] en lugar de ángulos Euler."
#: doc/classes/Basis.xml:71
@@ -14299,7 +14337,7 @@ msgid ""
"for this node to attach to. The BoneAttachment node will copy the transform "
"of the selected bone."
msgstr ""
-"Este nodo debe ser hijo de un nodo [Skeleton3D]. Entonces puedes seleccionar "
+"Este nodo debe ser hijo de un nodo [Skeleton]. Entonces puedes seleccionar "
"un hueso para este nodo para que se una a él. El nodo BoneAttachment3D "
"copiará la transformación del hueso seleccionado."
@@ -14361,16 +14399,17 @@ msgid ""
" can_shoot = true\n"
"[/codeblock]"
msgstr ""
-"El booleano es un tipo incorporado. Hay dos valores booleanos: [code]true[/"
-"code] y [code]false[/code]. Puedes pensar en ello como un interruptor con un "
-"ajuste de encendido o apagado (1 o 0). Los valores booleanos se usan en la "
-"programación de la lógica de las declaraciones de condición, como las "
-"declaraciones [code]if[/code].\n"
-"Los booleanos se pueden utilizar directamente en las sentencias [code]if[/"
-"code]. El código que se muestra a continuación lo demuestra en la línea "
-"[code]if puede_disparar:[/code]. No es necesario usar [code]== true[/code], "
-"sólo necesitas [code]if puede_disparar:[/code]. De manera similar, usa "
-"[code]if not puede_dispara:[/code] en lugar de [code]== false[/code].\n"
+"El booleano es un tipo incorporado. Hay dos valores booleanos: "
+"[code]true[/code] y [code]false[/code]. Puedes pensar en ello como un "
+"interruptor con un ajuste de encendido o apagado (1 o 0). Los valores "
+"booleanos se usan en la programación de la lógica de las declaraciones de "
+"condición, como las declaraciones [code]if[/code].\n"
+"Los booleanos se pueden utilizar directamente en las sentencias "
+"[code]if[/code]. El código que se muestra a continuación lo demuestra en la "
+"línea [code]if puede_disparar:[/code]. No es necesario usar [code]== "
+"true[/code], sólo necesitas [code]if puede_disparar:[/code]. De manera "
+"similar, usa [code]if not puede_dispara:[/code] en lugar de [code]== "
+"false[/code].\n"
"[codeblock]\n"
"var puede_disparar = true\n"
"\n"
@@ -14379,8 +14418,8 @@ msgstr ""
" pass # Realizar acciones de disparo aquí.\n"
"[/codeblock]\n"
"El siguiente código sólo creará una bala si se cumplen ambas condiciones: se "
-"pulsa la acción \"disparar\" y si [code]puede_disparar[/code] es [code]true[/"
-"code].\n"
+"pulsa la acción \"disparar\" y si [code]puede_disparar[/code] es "
+"[code]true[/code].\n"
"[b]Nota:[/b] [code]Input.is_action_pressed(\"disparar\")[/code] es también "
"un booleano que es [code]true[/code] cuando se pulsa \"disparar\" y "
"[code]false[/code] cuando no se pulsa \"disparar\".\n"
@@ -14390,7 +14429,7 @@ msgstr ""
"func shoot():\n"
" if puede disparar and Input.is_action_pressed(\"dispara\"):\n"
" crear_bala()\n"
-"[/codebloque]\n"
+"[/codeblock]\n"
"El siguiente código pondrá [code]puede_disparar[/code] en [code]false[/code] "
"e iniciará un temporizador. Esto evitará que el jugador dispare hasta que el "
"temporizador se agote. El siguiente [code]puede_disparar[/code] se ajustará "
@@ -14407,7 +14446,7 @@ msgstr ""
"\n"
"func _on_CoolDownTimer_timeout():\n"
" puede_disparar = true\n"
-"[/codebloque]"
+"[/codeblock]"
#: doc/classes/bool.xml:47
msgid ""
@@ -14440,7 +14479,7 @@ msgstr ""
"Convierte un valor [String] a un valor booleano, este método devolverá "
"[code]false[/code] si se pasa [code]\"[/code], y [code]true[/code] para "
"todas las cadenas no vacías.\n"
-"Ejemplos: [code]bool(\" False\")[/code] devuelve [code]true[/code], "
+"Ejemplos: [code]bool(\"False\")[/code] devuelve [code]true[/code], "
"[code]bool(\"\")[/code] devuelve [code]false[/code]."
#: doc/classes/BoxContainer.xml:4
@@ -14494,8 +14533,7 @@ msgstr "Recurso en forma de caja."
#: doc/classes/BoxShape.xml:7
#, fuzzy
msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]."
-msgstr ""
-"Forma de caja 3D que puede ser un hijo de un [PhysicsBody3D] o [Area3D]."
+msgstr "Forma de caja 3D que puede ser un hijo de un [PhysicsBody] o [Area]."
#: doc/classes/BoxShape.xml:10 doc/classes/CapsuleShape.xml:10
#: doc/classes/ConcavePolygonShape.xml:11 doc/classes/ConvexPolygonShape.xml:10
@@ -14734,7 +14772,7 @@ msgid ""
"capabilities to a [Viewport], and, without one, a scene registered in that "
"[Viewport] (or higher viewports) can't be displayed."
msgstr ""
-"[Camera3D] es un nodo especial que muestra lo que es visible desde su "
+"[Camera] es un nodo especial que muestra lo que es visible desde su "
"ubicación actual. Las cámaras se registran en el nodo [Viewport] más cercano "
"(al ascender al árbol). Sólo una cámara puede estar activa por cada "
"Viewport. Si no hay ninguna ventana disponible al ascender el árbol, la "
@@ -14756,7 +14794,7 @@ msgstr ""
#: doc/classes/Camera.xml:23
#, fuzzy
msgid "Returns the camera's RID from the [VisualServer]."
-msgstr "Devuelve el RID de la cámara del [RenderingServer]."
+msgstr "Devuelve el RID de la cámara del [VisualServer]."
#: doc/classes/Camera.xml:29
msgid ""
@@ -15086,8 +15124,8 @@ msgid ""
"Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] simulation (default)."
msgstr ""
-"Desactiva la simulación del efecto Doppler [url=https://en.wikipedia.org/"
-"wiki/Doppler_effect]/url] (por defecto)."
+"Desactiva la simulación del [url=https://en.wikipedia.org/wiki/"
+"Doppler_effect]efecto Doppler[/url] (por defecto)."
#: doc/classes/Camera.xml:206
msgid ""
@@ -15097,11 +15135,11 @@ msgid ""
"objects affect how Audio is perceived (changing the Audio's [code]pitch "
"shift[/code])."
msgstr ""
-"Simular el [url=https://en.wikipedia.org/wiki/Doppler_effect]efecto Doppler[/"
-"url] rastreando las posiciones de los objetos que se cambian en el "
-"[code]_proceso[/code]. Los cambios en la velocidad relativa de esta cámara "
-"comparada con esos objetos afectan a la forma en que se percibe el Audio "
-"(cambiando el [code]pitch shift[/code] del Audio)."
+"Simular el [url=https://en.wikipedia.org/wiki/Doppler_effect]efecto "
+"Doppler[/url] rastreando las posiciones de los objetos que se cambian en el "
+"[code]_process[/code]. Los cambios en la velocidad relativa de esta cámara "
+"comparada con esos objetos afectan a la forma en que se percibe el Audio ("
+"cambiando el [code]pitch shift[/code] del Audio)."
#: doc/classes/Camera.xml:209
msgid ""
@@ -15711,15 +15749,15 @@ msgstr ""
"canvas no necesitan ser redibujados en cada cuadro, mejorando el rendimiento "
"significativamente. Se proporcionan varias funciones para dibujar en el "
"[CanvasItem] (ver las funciones [code]draw_*[/code]). Sin embargo, sólo "
-"pueden utilizarse dentro de las funciones virtuales [método Object."
-"_notification], de señal o [método _draw].\n"
+"pueden utilizarse dentro de las funciones virtuales [method Object."
+"_notification], de señal o [method _draw].\n"
"Los elementos de Canvas se dibujan en orden del árbol. Por defecto, los "
"niños están encima de sus padres, por lo que una raíz [CanvasItem] se "
"dibujará detrás de todo. Este comportamiento puede ser cambiado por cada "
"elemento.\n"
"Un [CanvasItem] también puede ser escondido, lo que también esconderá a sus "
-"hijos. Proporciona muchas maneras de cambiar parámetros como la modulación "
-"(para sí mismo y sus hijos) y la auto-modulación (sólo para sí mismo), así "
+"hijos. Proporciona muchas maneras de cambiar parámetros como la modulación ("
+"para sí mismo y sus hijos) y la auto-modulación (sólo para sí mismo), así "
"como su modo de mezcla.\n"
"En última instancia, se puede solicitar una notificación de transformación, "
"que notificará al nodo que su posición global ha cambiado en caso de que el "
@@ -15974,7 +16012,7 @@ msgstr "Devuelve el [RID] del canvas [World2D] donde el objeto esta contenido."
#, fuzzy
msgid "Returns the canvas item RID used by [VisualServer] for this item."
msgstr ""
-"Devuelve el RID del objecto canvas utilizado por [RenderingServer] para este "
+"Devuelve el RID del objecto canvas utilizado por [VisualServer] para este "
"objeto."
#: doc/classes/CanvasItem.xml:281
@@ -16557,7 +16595,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"El código Unicode que el carácter usará. Esto sólo afecta a los caracteres "
-"no blancos. El [método @GDScript.ord] puede ser útil aquí. Por ejemplo, lo "
+"no blancos. El [method @GDScript.ord] puede ser útil aquí. Por ejemplo, lo "
"siguiente reemplazará todos los caracteres con asteriscos:\n"
"[codeblock]\n"
"# \"Char_fx\" es el parámetro CharFXTransform de \"process_custom_fx()`.\n"
@@ -17126,7 +17164,7 @@ msgstr ""
#: doc/classes/ClippedCamera.xml:4
#, fuzzy
msgid "A [Camera] that includes collision."
-msgstr "Una [Camera3D] que incluye colisión."
+msgstr "Una [Camera] que incluye colisión."
#: doc/classes/ClippedCamera.xml:7
#, fuzzy
@@ -17134,9 +17172,9 @@ msgid ""
"This node extends [Camera] to add collisions with [Area] and/or "
"[PhysicsBody] nodes. The camera cannot move through colliding objects."
msgstr ""
-"Este nodo extiende la [Camera3D] para añadir colisiones con los nodos "
-"[Area3D] y/o [PhysicsBody3D]. La cámara no puede moverse a través de los "
-"objetos que colisionan."
+"Este nodo extiende la [Camera] para añadir colisiones con los nodos [Area] y/"
+"o [PhysicsBody]. La cámara no puede moverse a través de los objetos que "
+"colisionan."
#: doc/classes/ClippedCamera.xml:16
msgid ""
@@ -17192,15 +17230,14 @@ msgstr ""
#, fuzzy
msgid "If [code]true[/code], the camera stops on contact with [Area]s."
msgstr ""
-"Si [code]true[/code], la cámara se detiene al contacto con la o las "
-"[Area3D]s."
+"Si [code]true[/code], la cámara se detiene al contacto con la o las [Area]s."
#: doc/classes/ClippedCamera.xml:75
#, fuzzy
msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s."
msgstr ""
"Si [code]true[/code], la cámara se detiene al contacto con el o los "
-"[PhysicsBody3D]s."
+"[PhysicsBody]s."
#: doc/classes/ClippedCamera.xml:78
msgid ""
@@ -17237,8 +17274,8 @@ msgid ""
"through code using the [code]shape_owner_*[/code] methods."
msgstr ""
"CollisionObject3D es la clase base de los objetos de física. Puede contener "
-"cualquier número de colisiones [Shape3D]. Cada forma debe ser asignada a un "
-"[i]propietario de la forma[/i]. El CollisionObject3D puede tener cualquier "
+"cualquier número de colisiones [Shape]. Cada forma debe ser asignada a un [i]"
+"propietario de la forma[/i]. El CollisionObject3D puede tener cualquier "
"número de propietarios de formas. Los propietarios de formas no son nodos y "
"no aparecen en el editor, pero son accesibles a través del código usando los "
"métodos [code]shape_owner_*[/code]."
@@ -17255,8 +17292,8 @@ msgstr ""
"Acepta [InputEvent]s no manipulados. [code]click_position[/code] es la "
"ubicación seleccionada en el espacio del mundo y [code]click_normal[/code] "
"es el vector normal que se extiende desde la superficie seleccionada de la "
-"[Shape3D] en [code]shape_idx[/code]. Conéctese a la señal [code]input_event[/"
-"code] para recoger fácilmente estos eventos."
+"[Shape] en [code]shape_idx[/code]. Conéctese a la señal "
+"[code]input_event[/code] para recoger fácilmente estos eventos."
#: doc/classes/CollisionObject.xml:27 doc/classes/CollisionObject2D.xml:25
msgid ""
@@ -17413,8 +17450,8 @@ msgid ""
"If [code]true[/code], the [CollisionObject] will continue to receive input "
"events as the mouse is dragged across its shapes."
msgstr ""
-"Si [code]true[/code], el [CollisionObject3D] continuará recibiendo eventos "
-"de entrada mientras el ratón es arrastrado a través de sus formas."
+"Si [code]true[/code], el [CollisionObject] continuará recibiendo eventos de "
+"entrada mientras el ratón es arrastrado a través de sus formas."
#: doc/classes/CollisionObject.xml:185
#, fuzzy
@@ -17422,8 +17459,8 @@ msgid ""
"If [code]true[/code], the [CollisionObject]'s shapes will respond to "
"[RayCast]s."
msgstr ""
-"Si [code]true[/code], las formas de [ColisiónObjeto3D] responderán a las de "
-"[RayCast3D]."
+"Si [code]true[/code], las formas de [ColisiónObjeto] responderán a las de "
+"[RayCast]."
#: doc/classes/CollisionObject.xml:196
#, fuzzy
@@ -17436,8 +17473,8 @@ msgstr ""
"Acepta [InputEvent]s no manipulados. [code]click_position[/code] es la "
"ubicación seleccionada en el espacio del mundo y [code]click_normal[/code] "
"es el vector normal que se extiende desde la superficie seleccionada de la "
-"[Shape3D] en [code]shape_idx[/code]. Conéctese a la señal [code]input_event[/"
-"code] para recoger fácilmente estos eventos."
+"[Shape] en [code]shape_idx[/code]. Conéctese a la señal "
+"[code]input_event[/code] para recoger fácilmente estos eventos."
#: doc/classes/CollisionObject.xml:201
msgid "Emitted when the mouse pointer enters any of this object's shapes."
@@ -17476,7 +17513,7 @@ msgid ""
"[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up "
"these events."
msgstr ""
-"Acepta [InputEvent]s no manipulados. Requiere que [miembro input_pickable] "
+"Acepta [InputEvent]s no manipulados. Requiere que [member input_pickable] "
"sea [code]true[/code]. [code]shape_idx[/code] es el índice hijo de la "
"[Shape2D] seleccionada. Conecta con la señal [code]input_event[/code] para "
"recoger fácilmente estos eventos."
@@ -17635,7 +17672,7 @@ msgstr ""
"Permite editar los vértices de un polígono de colisión en un plano "
"seleccionado. También puede establecer una profundidad perpendicular a ese "
"plano. Esta clase sólo está disponible en el editor. No aparecerá en el "
-"árbol de la escena en tiempo de ejecución. Crea una [Shape3D] para el juego. "
+"árbol de la escena en tiempo de ejecución. Crea una [Shape] para el juego. "
"Las propiedades modificadas durante el juego no tendrán ningún efecto."
#: doc/classes/CollisionPolygon.xml:15
@@ -17738,7 +17775,6 @@ msgstr ""
"Nodo que representa los datos de la forma de la colisión en el espacio 3D."
#: doc/classes/CollisionShape.xml:7
-#, fuzzy
msgid ""
"Editor facility for creating and editing collision shapes in 3D space. You "
"can use this node to represent all sorts of collision shapes, for example, "
@@ -17749,10 +17785,10 @@ msgid ""
msgstr ""
"Servicio de edición para crear y editar formas de colisión en el espacio 3D. "
"Puede usar este nodo para representar todo tipo de formas de colisión, por "
-"ejemplo, añadirlo a un [Area3D] para darle una forma de detección, o "
-"añadirlo a un [PhysicsBody3D] para crear un objeto sólido. [b]IMPORTANTE[/"
-"b]: este es un ayudante sólo para el editor para crear formas, usa el "
-"[método CollisionObject3D.shape_owner_get_shape] para obtener la forma real."
+"ejemplo, añadirlo a un [Area] para darle una forma de detección, o añadirlo "
+"a un [PhysicsBody] para crear un objeto sólido. [b]IMPORTANTE[/b]: este es "
+"un ayudante sólo para el editor para crear formas, usa el [method "
+"CollisionObject.shape_owner_get_shape] para obtener la forma real."
#: doc/classes/CollisionShape.xml:10 doc/classes/CollisionShape2D.xml:10
#: doc/classes/Physics2DDirectBodyState.xml:10
@@ -17775,7 +17811,7 @@ msgid ""
"[MeshInstance] siblings geometry."
msgstr ""
"Establece la forma de la colisión a la suma de toda la geometría convexa de "
-"sus hermanos [MeshInstance3D]."
+"sus hermanos [MeshInstance]."
#: doc/classes/CollisionShape.xml:26
msgid ""
@@ -17810,9 +17846,9 @@ msgstr ""
"Servicio de edición para crear y editar formas de colisión en el espacio 2D. "
"Puede usar este nodo para representar todo tipo de formas de colisión, por "
"ejemplo, añadirlo a un [Area2D] para darle una forma de detección, o "
-"añadirlo a un [PhysicsBody2D] para crear un objeto sólido. [b]IMPORTANTE[/"
-"b]: este es un ayudante sólo para el editor para crear formas, usa el "
-"[método CollisionObject2D.shape_owner_get_shape] para obtener la forma real."
+"añadirlo a un [PhysicsBody2D] para crear un objeto sólido. [b]IMPORTANTE[/b]:"
+" este es un ayudante sólo para el editor para crear formas, usa el [method "
+"CollisionObject2D.shape_owner_get_shape] para obtener la forma real."
#: doc/classes/CollisionShape2D.xml:13 doc/classes/KinematicBody2D.xml:14
#: doc/classes/RectangleShape2D.xml:11 doc/classes/TileMap.xml:17
@@ -17913,7 +17949,7 @@ msgid ""
"[/codeblock]"
msgstr ""
"Construye un color a partir de una cadena de color hexadecimal HTML en "
-"formato ARGB o RGB. Véase también [método @GDScript.ColorN].\n"
+"formato ARGB o RGB. Véase también [method @GDScript.ColorN].\n"
"[codeblock]\n"
"# Cada uno de los siguientes crea el mismo color RGBA(178, 217, 10, 255).\n"
"var c1 = Color(\"#ffb2d90a\") # Formato ARGB con \"#\".\n"
@@ -19094,7 +19130,7 @@ msgstr ""
#: doc/classes/ColorPickerButton.xml:71
msgid "Text [Color] used when the [ColorPickerButton] is being hovered."
msgstr ""
-"[Color] del texto usado cuando el [ColorpickerButtor] tiene el cursor encima."
+"[Color] del texto usado cuando el [ColorPickerButton] tiene el cursor encima."
#: doc/classes/ColorPickerButton.xml:74
msgid "Text [Color] used when the [ColorPickerButton] is being pressed."
@@ -19176,11 +19212,11 @@ msgid ""
"with [KinematicBody] or [RigidBody] with a mode other than Static."
msgstr ""
"Recurso de forma poligonal cóncava, que se puede establecer en un "
-"[PhysicsBody3D] o área. Esta forma se crea alimentando una lista de "
-"triángulos.\n"
-"Nota: cuando se usa para la colisión, [ConcavePolygonShape3D] está pensado "
-"para trabajar con nodos estáticos [PhysicsBody3D] como [StaticBody3D] y no "
-"funcionará con [KinematicBody3D] o [RigidBody3D] con un modo distinto al "
+"[PhysicsBody] o área. Esta forma se crea alimentando una lista de triángulos."
+"\n"
+"Nota: cuando se usa para la colisión, [ConcavePolygonShape] está pensado "
+"para trabajar con nodos estáticos [PhysicsBody] como [StaticBody] y no "
+"funcionará con [KinematicBody] o [RigidBody] con un modo distinto al "
"estático."
#: doc/classes/ConcavePolygonShape.xml:17
@@ -19242,10 +19278,10 @@ msgid ""
"[Generic6DOFJoint]."
msgstr ""
"La articulación puede rotar los cuerpos a través de un eje definido por los "
-"ejes x locales de la [Joint3D].\n"
-"El eje de giro se inicia como el eje X de la [Joint3D].\n"
+"ejes x locales de la [Joint].\n"
+"El eje de giro se inicia como el eje X de la [Joint].\n"
"Una vez que los cuerpos giran, el eje de giro se calcula como el medio de "
-"los ejes x de la [Joint3D] en el espacio local de los dos cuerpos."
+"los ejes x de la [Joint] en el espacio local de los dos cuerpos."
#: doc/classes/ConeTwistJoint.xml:30 doc/classes/ConeTwistJoint.xml:62
#: doc/classes/PhysicsServer.xml:1076
@@ -19288,7 +19324,7 @@ msgstr ""
"al eje de giro.\n"
"La amplitud de la oscilación define, cuánta rotación no se corregirá a lo "
"largo del eje de oscilación.\n"
-"Podría definirse como la holgura en el [ConeTwistJoint3D].\n"
+"Podría definirse como la holgura en el [ConeTwistJoint].\n"
"Si está por debajo de 0,05, este comportamiento se bloquea."
#: doc/classes/ConeTwistJoint.xml:46 doc/classes/ConeTwistJoint.xml:58
@@ -19617,7 +19653,7 @@ msgid ""
"automatically arranges them in a certain way.\n"
"A Control can inherit this to create custom container classes."
msgstr ""
-"Nodo base para los contenedores. Un [container] contiene otros controles y "
+"Nodo base para los contenedores. Un [Container] contiene otros controles y "
"los ordena automáticamente de cierta manera.\n"
"Un Control puede heredar esto para crear clases de contenedores "
"personalizados."
@@ -19698,8 +19734,8 @@ msgstr ""
"un rectángulo delimitador que define su extensión, una posición de anclaje "
"relativa a su control padre o a la vista actual, y márgenes que representan "
"un desplazamiento al ancla. Los márgenes se actualizan automáticamente "
-"cuando el nodo, cualquiera de sus padres o el tamaño de la pantalla "
-"cambian.\n"
+"cuando el nodo, cualquiera de sus padres o el tamaño de la pantalla cambian."
+"\n"
"Para obtener más información sobre el sistema de interfaz de usuario de "
"Godot, los anclajes, los márgenes y los contenedores, consulte los "
"tutoriales relacionados en el manual. Para construir interfaces flexibles, "
@@ -19707,13 +19743,11 @@ msgstr ""
"los nodos [Control] y [Container].\n"
"[b]Nodos de la interfaz de usuario y entrada[/b]\n"
"Godot envía los eventos de entrada al nodo raíz de la escena primero, "
-"llamando a [Nodo de método._input]. [método Nodo._input] reenvía el evento "
+"llamando a [Nodo de método._input]. [method Node._input] reenvía el evento "
"por el árbol de nodos a los nodos bajo el cursor del ratón, o en el foco del "
-"teclado. Para ello, llama a [code]MainLoop._input_event[/code].\n"
-"[b]FIXME:[/b] Ya no es válido después de la división del DisplayServer y la "
-"refactorización de la entrada.\n"
-"Llama a [method accept_event] para que ningún otro nodo reciba el evento. "
-"Una vez que se acepta una entrada, ésta se maneja de manera que [method Node."
+"teclado. Para ello, llama a [method MainLoop._input_event]. Llama a [method "
+"accept_event] para que ningún otro nodo reciba el evento. Una vez que se "
+"acepta una entrada, ésta se maneja de manera que [method Node."
"_unhandled_input] no la procesará.\n"
"Sólo un nodo [Control] puede estar en el foco del teclado. Sólo el nodo en "
"foco recibirá eventos de teclado. Para obtener el foco, llama a [method "
@@ -19724,9 +19758,8 @@ msgstr ""
"necesitarás si colocas un icono encima de un botón.\n"
"Los recursos [Theme] cambian la apariencia del Control. Si cambia el [Theme] "
"de un nodo [Control], afecta a todos sus hijos. Para anular algunos de los "
-"parámetros del tema, llama a uno de los métodos [code]add_theme_*_override[/"
-"code], como [method add_theme_font_override]. Puedes anular el tema con el "
-"inspector."
+"parámetros del tema, llama a uno de los métodos [code]add_*_override[/code], "
+"como [method add_font_override]. Puedes anular el tema con el inspector."
#: doc/classes/Control.xml:17
#, fuzzy
@@ -20180,7 +20213,7 @@ msgid ""
"of the screen. See [member rect_position] and [member rect_size]."
msgstr ""
"Devuelve la posición y el tamaño del control en relación con la esquina "
-"superior izquierda de la pantalla. Ver [member rect_positiov] y [member "
+"superior izquierda de la pantalla. Ver [member rect_position] y [member "
"rect_size]."
#: doc/classes/Control.xml:315
@@ -20450,9 +20483,9 @@ msgid ""
"would get value 0.5."
msgstr ""
"Establece el ancla identificada por la constante [code]margin[/code] del "
-"enum [enum Margen] al valor [code]anchor[/code]. Un método de fijación para "
-"[member anchor_bottom], [member anchor_left], [member anchor_right] y "
-"[member anchor_top].\n"
+"enum [enum Margin] al valor [code]anchor[/code]. Un método de fijación para ["
+"member anchor_bottom], [member anchor_left], [member anchor_right] y [member "
+"anchor_top].\n"
"Si [code]keep_margin[/code] es [code]true[/code], los márgenes no se "
"actualizan después de esta operación.\n"
"Si [code]push_opposite_anchor[/code] es [code]true[/code] y el ancla opuesta "
@@ -21178,8 +21211,8 @@ msgid ""
"Emitted when one of the size flags changes. See [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
-"Emitido cuando una de las flags de tamaño cambia. Ver [size del "
-"size_flags_horizontal] y [size size_flags_vertical]."
+"Emitido cuando una de las flags de tamaño cambia. Ver [member "
+"size_flags_horizontal] y [member size_flags_vertical]."
#: doc/classes/Control.xml:864
msgid "The node cannot grab focus. Use with [member focus_mode]."
@@ -21600,7 +21633,7 @@ msgstr ""
"disponible en el eje que marque. Si varios nodos vecinos están configurados "
"para expandirse, compartirán el espacio basado en su relación de "
"estiramiento. Ver [member size_flags_stretch_ratio]. Utilízalo con [member "
-"size_flag_horizontal] y [member size_flags_vertical]."
+"size_flags_horizontal] y [member size_flags_vertical]."
#: doc/classes/Control.xml:1017
msgid ""
@@ -21741,8 +21774,8 @@ msgstr "Forma de polígono convexo para la física 3D."
msgid ""
"Convex polygon shape resource, which can be added to a [PhysicsBody] or area."
msgstr ""
-"Recurso de forma poligonal convexa, que puede añadirse a un [PhysicsBody3D] "
-"o área."
+"Recurso de forma poligonal convexa, que puede añadirse a un [PhysicsBody] o "
+"área."
#: doc/classes/ConvexPolygonShape.xml:16
msgid "The list of 3D points forming the convex polygon shape."
@@ -21809,8 +21842,8 @@ msgid ""
msgstr ""
"Nodo de partículas 3D que utiliza la CPU usado para crear una variedad de "
"sistemas de partículas y efectos.\n"
-"Véase también [GPUParticles3D], que proporciona la misma funcionalidad con "
-"la aceleración por hardware, pero puede no funcionar en dispositivos más "
+"Véase también [GPUParticles], que proporciona la misma funcionalidad con la "
+"aceleración por hardware, pero puede no funcionar en dispositivos más "
"antiguos."
#: doc/classes/CPUParticles.xml:18
@@ -21856,7 +21889,7 @@ msgstr ""
#: doc/classes/CPUParticles.xml:68 doc/classes/CPUParticles2D.xml:69
msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
-msgstr "Establece la [Curve] del parámetro especificado por [enum Parámetro]."
+msgstr "Establece la [Curve] del parámetro especificado por [enum Parameter]."
#: doc/classes/CPUParticles.xml:76 doc/classes/CPUParticles2D.xml:77
msgid ""
@@ -21953,8 +21986,8 @@ msgid ""
msgstr ""
"El color inicial de cada partícula. Si se define la [GPUParticles2D] de "
"[code]texture[/code], se multiplicará por este color. Para que una partícula "
-"muestre el color en un [MaterialBase3D] asegúrese de establecer el [member "
-"MaterialBase3D.vertex_color_use_as_albedo] en [code]true[/code]."
+"muestre el color en un [MaterialBase] asegúrese de establecer el [member "
+"SpatialMaterial.vertex_color_use_as_albedo] en [code]true[/code]."
#: doc/classes/CPUParticles.xml:133 doc/classes/ParticlesMaterial.xml:118
#, fuzzy
@@ -22445,7 +22478,7 @@ msgstr ""
#: doc/classes/CPUParticles.xml:343 doc/classes/CPUParticles2D.xml:323
#: doc/classes/ParticlesMaterial.xml:295
msgid "Represents the size of the [enum Parameter] enum."
-msgstr "Representa el tamaño del enum[parámetro enum]."
+msgstr "Representa el tamaño del enum [enum Parameter]."
#: doc/classes/CPUParticles.xml:346 doc/classes/CPUParticles2D.xml:326
msgid "Use with [method set_particle_flag] to set [member flag_align_y]."
@@ -22803,7 +22836,7 @@ msgid ""
"Game Company,C=IT\")\n"
"[/codeblock]"
msgstr ""
-"Genera un [X509Certificado] autofirmado a partir de la [CryptoKey] y el "
+"Genera un [X509Certificate] autofirmado a partir de la [CryptoKey] y el "
"[code]issuer_name[/code] dados. La validez del certificado se definirá "
"mediante [code]not_before[/code] y [code]not_after[/code] (primera fecha de "
"validez y última fecha de validez). El [code]issuer_name[/code] debe "
@@ -22818,8 +22851,8 @@ msgstr ""
"# Genera una clave de 4096 bits RSA.\n"
"var clave = criptografia.generate_rsa(4096)\n"
"# Genera un certificado autofirmado usando la clave.\n"
-"var certificado = criptografia.generate_self_signed_certificate(key, "
-"\"CN=example.com,O=A Game Company,C=IT\")\n"
+"var certificado = criptografia.generate_self_signed_certificate(key, \"CN"
+"=example.com,O=A Game Company,C=IT\")\n"
"[/codeblock]"
#: doc/classes/Crypto.xml:107
@@ -23176,7 +23209,7 @@ msgid ""
"The [member polygon] shape is extruded along the [Path] specified in [member "
"path_node]."
msgstr ""
-"Shape3D es extruido a lo largo de un camino establecido por una [Shape3D] "
+"Shape3D es extruido a lo largo de un camino establecido por una [Shape] "
"establecido en [member path_node]."
#: modules/csg/doc_classes/CSGPolygon.xml:74
@@ -24159,7 +24192,7 @@ msgid ""
"further calculations."
msgstr ""
"Esta clase describe una curva Bézier en el espacio 3D. Se utiliza "
-"principalmente para dar una forma a un [Path3D], pero puede ser muestreada "
+"principalmente para dar una forma a un [Path], pero puede ser muestreada "
"manualmente para otros propósitos.\n"
"Mantiene un cacheo de puntos precalculados a lo largo de la curva, para "
"acelerar los cálculos posteriores."
@@ -24311,13 +24344,13 @@ msgid ""
"the path would have. In the case of a curve controlling a [PathFollow], this "
"tilt is an offset over the natural tilt the [PathFollow] calculates."
msgstr ""
-"Establece el ángulo de inclinación en radianes para el punto [code]idx[/"
-"code]. Si el índice está fuera de los límites, la función envía un error a "
-"la consola.\n"
+"Establece el ángulo de inclinación en radianes para el punto [code]idx[/code]"
+". Si el índice está fuera de los límites, la función envía un error a la "
+"consola.\n"
"La inclinación controla la rotación a lo largo del eje de observación que "
"tendría un objeto que viajara por el camino. En el caso de una curva que "
-"controla un [PathFollow3D], esta inclinación es un desplazamiento sobre la "
-"inclinación natural que calcula el [PathFollow3D]."
+"controla un [PathFollow], esta inclinación es un desplazamiento sobre la "
+"inclinación natural que calcula el [PathFollow]."
#: doc/classes/Curve3D.xml:195
msgid ""
@@ -24483,7 +24516,6 @@ msgid "Dictionary type."
msgstr "Tipo diccionario."
#: doc/classes/Dictionary.xml:7
-#, fuzzy
msgid ""
"Dictionary type. Associative container which contains values referenced by "
"unique keys. Dictionaries are composed of pairs of keys (which must be "
@@ -24596,90 +24628,90 @@ msgstr ""
"imprimir el diccionario. En otros lenguajes de programación, esta estructura "
"de datos a veces se denomina mapa hash o matriz asociativa. \n"
"Puede definir un diccionario colocando una lista separada por comas de pares "
-"clave: valor [/code] entre llaves [code]{}[/code].\n"
-"Borrar elementos mientras se itera sobre ellos [b] no es compatible [/b] y "
+"[code]clave: valor[/code] entre llaves [code]{}[/code].\n"
+"Borrar elementos mientras se itera sobre ellos [b]no es compatible[/b] y "
"resultará en un comportamiento indefinido.\n"
-"[b] Nota: [/b] Los diccionarios siempre se pasan por referencia. Para "
-"obtener una copia de un diccionario que se pueda modificar "
-"independientemente del diccionario original, utilice [método duplicado].\n"
+"[b]Nota:[/b] Los diccionarios siempre se pasan por referencia. Para obtener "
+"una copia de un diccionario que se pueda modificar independientemente del "
+"diccionario original, utilice [method duplicate].\n"
"Crear un diccionario:\n"
"[codeblock]\n"
"var my_dir = {} # Crea un diccionario vacío.\n"
-"var points_dir = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n"
-"var another_dir = {\n"
+"var puntos_dict = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n"
+"var otro_dict = {\n"
" key1: value1,\n"
" key2: value2,\n"
" key3: value3,\n"
"}\n"
"[/codeblock]\n"
"Puede acceder a los valores de un diccionario haciendo referencia a la clave "
-"adecuada. En el ejemplo anterior, [code] points_dir [\"Blanco\"] [/code] "
-"devolverá [code] 50 [/code]. También puede escribir [code] points_dir.White "
-"[/code], que es equivalente. Sin embargo, tendrá que usar la sintaxis de "
-"corchetes si la clave con la que accede al diccionario no es una cadena fija "
-"(como un número o una variable).\n"
+"adecuada. En el ejemplo anterior, [code]puntos_dict[\"Blanco\"][/code] "
+"devolverá [code]50[/code]. También puede escribir [code]puntos_dict."
+"Blanco[/code], que es equivalente. Sin embargo, tendrá que usar la sintaxis "
+"de corchetes si la clave con la que accede al diccionario no es una cadena "
+"fija (como un número o una variable).\n"
"[codeblock]\n"
"export (String, \"Blanco\", \"Amarillo\", \"Naranja\") var my_color\n"
-"var points_dir = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n"
+"var puntos_dict = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n"
"\n"
-"func _ready ():\n"
+"func _ready():\n"
" # No podemos usar la sintaxis de puntos aquí ya que `my_color` es una "
"variable.\n"
-" var puntos = dir_puntos [my_color]\n"
-"[/ codeblock]\n"
-"En el código anterior, a los puntos de [code] [/code] se les asignará el "
-"valor que se empareja con el color apropiado seleccionado en [code] my_color "
-"[/code].\n"
+" var puntos = puntos_dict[my_color]\n"
+"[/codeblock]\n"
+"En el código anterior, a los [code]puntos[/code] se les asignará el valor "
+"que se empareja con el color apropiado seleccionado en [code]my_color[/code]."
+"\n"
"Los diccionarios pueden contener datos más complejos:\n"
"[codeblock]\n"
-"my_dir = {\"First Array\": [1, 2, 3, 4]} # Asigna una matriz a una clave de "
+"my_dict = {\"First Array\": [1, 2, 3, 4]} # Asigna una matriz a una clave de "
"cadena.\n"
-"[/codebloc]\n"
+"[/codeblock]\n"
"Para agregar una clave a un diccionario existente, acceda a él como una "
"clave existente y asígnele:\n"
"[codeblock]\n"
-"var points_dir = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n"
-"points_dir [\"Blue\"] = 150 # Agrega \"Blue\" como clave y asigna 150 como "
+"var puntos_dict = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n"
+"puntos_dict[\"Blue\"] = 150 # Agrega \"Blue\" como clave y asigna 150 como "
"su valor.\n"
"[/codeblock]\n"
"Finalmente, los diccionarios pueden contener diferentes tipos de claves y "
"valores en el mismo diccionario:\n"
"[codeblock]\n"
-"#Este es un diccionario válido.\n"
-"#Para acceder a la cadena \"Valor anidado\" a continuación, use `my_dir."
-"sub_dir.sub_key` o` my_dir [\"sub_dir\"] [\"sub_key\"] `.\n"
-"#Los estilos de indexación se pueden mezclar y combinar según sus "
+"# Este es un diccionario válido.\n"
+"# Para acceder a la cadena \"Valor anidado\" a continuación, use `my_dict."
+"sub_dir.sub_key` o `my_dict[\"sub_dir\"][\"sub_key\"]`.\n"
+"# Los estilos de indexación se pueden mezclar y combinar según sus "
"necesidades.\n"
-"var my_dir = {\n"
+"var my_dict = {\n"
" \"Clave de cadena\": 5,\n"
" 4: [1, 2, 3],\n"
" 7: \"Hola\",\n"
-" \"sub_dir\": {\"sub_key\": \"Valor anidado\"},\n"
+" \"sub_dict\": {\"sub_key\": \"Valor anidado\"},\n"
"}\n"
-"[/ codeblock]\n"
-"[b] Nota: [/ b] A diferencia de los [Array], no puede comparar diccionarios "
+"[/codeblock]\n"
+"[b]Nota:[/b] A diferencia de los [Array], no puede comparar diccionarios "
"directamente:\n"
"[codeblock]\n"
-"matriz1 = [1, 2, 3]\n"
-"matriz2 = [1, 2, 3]\n"
+"array1 = [1, 2, 3]\n"
+"array2 = [1, 2, 3]\n"
"\n"
-"func compare_arrays ():\n"
-" print (array1 == array2) # Imprimirá verdadero.\n"
+"func compare_arrays():\n"
+" print(array1 == array2) # Imprimirá verdadero.\n"
"\n"
-"dir1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
-"dir2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
"\n"
-"func compare_dictionaries ():\n"
-" print (dir1 == dir2) # NO imprimirá verdadero.\n"
+"func compare_dictionaries():\n"
+" print(dict1 == dict2) # NO imprimirá verdadero.\n"
"[/codeblock]\n"
-"Primero debes calcular el hash del diccionario con [método hash] antes de "
+"Primero debes calcular el hash del diccionario con [method hash] antes de "
"poder compararlos:\n"
"[codeblock]\n"
-"dir1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
-"dir2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
"\n"
-"func compare_dictionaries ():\n"
-"print (dir1.hash () == dir2.hash ()) # Se imprimirá verdadero.\n"
+"func compare_dictionaries():\n"
+" print(dict1.hash() == dict2.hash()) # Se imprimirá verdadero.\n"
"[/codeblock]"
#: doc/classes/Dictionary.xml:87
@@ -24752,7 +24784,7 @@ msgstr ""
"# Evaluará a \"true\".\n"
"if \"godot\" en {\"godot\": \"motor\":}\n"
" pass\n"
-"[/codebloque]\n"
+"[/codeblock]\n"
"Este método (como el operador [code]in[/code]) evaluará a [code]true[/code] "
"mientras exista la clave, incluso si el valor asociado es [code]null[/code]."
@@ -24817,11 +24849,11 @@ msgid ""
"or moonlight. The worldspace location of the DirectionalLight transform "
"(origin) is ignored. Only the basis is used to determine light direction."
msgstr ""
-"Una luz direccional es un tipo de nodo [Light3D] que modela un número "
-"infinito de rayos paralelos que cubren toda la escena. Se utiliza para luces "
-"de gran intensidad que se ubican lejos de la escena para modelar la luz del "
-"sol o la luz de la luna. Se ignora la ubicación en el espacio del mundo de "
-"la transformada DirectionalLight3D (origen). Sólo se utiliza la base para "
+"Una luz direccional es un tipo de nodo [Light] que modela un número infinito "
+"de rayos paralelos que cubren toda la escena. Se utiliza para luces de gran "
+"intensidad que se ubican lejos de la escena para modelar la luz del sol o la "
+"luz de la luna. Se ignora la ubicación en el espacio del mundo de la "
+"transformada DirectionalLight3D (origen). Sólo se utiliza la base para "
"determinar la dirección de la luz."
#: doc/classes/DirectionalLight.xml:10 doc/classes/Light.xml:10
@@ -24890,7 +24922,7 @@ msgid ""
msgstr ""
"La distancia de la sombra se divide en dos. Relativo a [member "
"directional_shadow_max_distance]. Sólo se utiliza cuando [member "
-"directionaL_shadow_mode] es [code]SHADOW_PARALLEL_2_SPLITS[/code] o "
+"directional_shadow_mode] es [code]SHADOW_PARALLEL_2_SPLITS[/code] o "
"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
#: doc/classes/DirectionalLight.xml:40
@@ -26315,7 +26347,6 @@ msgstr ""
"para analizar cualquier archivo e importarlo como un nuevo tipo de recurso."
#: doc/classes/EditorImportPlugin.xml:7
-#, fuzzy
msgid ""
"EditorImportPlugins provide a way to extend the editor's resource import "
"functionality. Use them to import resources from custom files or to provide "
@@ -26374,8 +26405,8 @@ msgstr ""
"EditorImportPlugins proporcionan una forma de ampliar la funcionalidad de "
"importación de recursos del editor. Utilícelos para importar recursos de "
"archivos personalizados o para proporcionar alternativas a los importadores "
-"existentes del editor. Registra tu [EditorPlugin] con el [método "
-"EditorPlugin.add_import_plugin].\n"
+"existentes del editor. Registra tu [EditorPlugin] con el [method EditorPlugin"
+".add_import_plugin].\n"
"Los EditorImportPlugins funcionan asociándose a extensiones de archivo "
"específicas y a un tipo de recurso. Ver [method get_recognized_extensions] y "
"[method get_resource_type]. Opcionalmente, pueden especificar algunos "
@@ -26823,7 +26854,7 @@ msgstr "Devuelve la ruta actual que se está viendo en el [FileSystemDock]."
#: doc/classes/EditorInterface.xml:53
msgid "Returns the edited (current) scene's root [Node]."
-msgstr "Devuelve la raíz de la escena editada (actual) [Nodo]."
+msgstr "Devuelve la raíz de la escena editada (actual) [Node]."
#: doc/classes/EditorInterface.xml:59
msgid ""
@@ -27742,8 +27773,8 @@ msgid ""
"[method EditorInspectorPlugin.parse_property]), then this will return the "
"property."
msgstr ""
-"Obtiene la propiedad editada. Si tu editor es para una sola propiedad "
-"(añadida mediante el método [método EditorInspectorPlugin.parse_property]), "
+"Obtiene la propiedad editada. Si tu editor es para una sola propiedad ("
+"añadida mediante el método [method EditorInspectorPlugin.parse_property]), "
"entonces esto devolverá la propiedad."
#: doc/classes/EditorProperty.xml:44
@@ -28414,7 +28445,7 @@ msgstr ""
"settings.get_setting(\"alguna/propiedad\")\n"
"\n"
"var lista_de_configuracion = settings.get_property_list()\n"
-"[/codebloque]\n"
+"[/codeblock]\n"
"[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, "
"accede al singleton usando [method EditorInterface.get_editor_settings]."
@@ -28503,7 +28534,7 @@ msgid ""
"equivalent to using [method Object.get] on the EditorSettings instance."
msgstr ""
"Devuelve el valor del ajuste especificado por [code]name[/code]. Esto "
-"equivale a usar [método Object.get] en la instancia EditorSettings."
+"equivale a usar [method Object.get] en la instancia EditorSettings."
#: doc/classes/EditorSettings.xml:91
msgid ""
@@ -28615,7 +28646,7 @@ msgstr ""
#: doc/classes/EditorSpatialGizmo.xml:4
#, fuzzy
msgid "Custom gizmo for editing Spatial objects."
-msgstr "Un gizmo personalizado para editar objetos de Node3D."
+msgstr "Un gizmo personalizado para editar objetos de Spatial."
#: doc/classes/EditorSpatialGizmo.xml:7
#, fuzzy
@@ -28625,8 +28656,8 @@ msgid ""
"information."
msgstr ""
"Gizmo personalizado que se utiliza para proporcionar visualización y edición "
-"personalizada (handles) para los objetos de Node3D. Ver "
-"[EditorNode3DGizmoPlugin] para más información."
+"personalizada (handles) para los objetos de Spatial. Ver "
+"[EditorSpatialGizmoPlugin] para más información."
#: doc/classes/EditorSpatialGizmo.xml:16
msgid ""
@@ -28733,13 +28764,14 @@ msgid ""
"Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to "
"retrieve materials using [method EditorSpatialGizmoPlugin.get_material]."
msgstr ""
-"Devuelve el [EditorNode3DGizmoPlugin] que posee este gizmo. Es útil para "
-"recuperar materiales usando el [method EditorNode3DGizmoPlugin.get_material]."
+"Devuelve el [EditorSpatialGizmoPlugin] que posee este gizmo. Es útil para "
+"recuperar materiales usando el [method EditorSpatialGizmoPlugin."
+"get_material]."
#: doc/classes/EditorSpatialGizmo.xml:106
#, fuzzy
msgid "Returns the Spatial node associated with this gizmo."
-msgstr "Devuelve el nodo Node3D asociado a este gizmo."
+msgstr "Devuelve el nodo Spatial asociado a este gizmo."
#: doc/classes/EditorSpatialGizmo.xml:113
msgid ""
@@ -28755,8 +28787,8 @@ msgid ""
"This function is called when the [Spatial] this gizmo refers to changes (the "
"[method Spatial.update_gizmo] is called)."
msgstr ""
-"Esta función se llama cuando el [Node3D] este gizmo se refiere a los cambios "
-"(se llama el [method Node3D.update_gizmo])."
+"Esta función se llama cuando el [Spatial] este gizmo se refiere a los "
+"cambios (se llama el [method Spatial.update_gizmo])."
#: doc/classes/EditorSpatialGizmo.xml:128
#, fuzzy
@@ -28766,10 +28798,10 @@ msgid ""
"The [Camera] is also provided so screen coordinates can be converted to "
"raycasts."
msgstr ""
-"Esta función se utiliza cuando el usuario arrastra un manejador gizmo "
-"(previamente añadido con [method add_handles]) en las coordenadas de la "
+"Esta función se utiliza cuando el usuario arrastra un manejador gizmo ("
+"previamente añadido con [method add_handles]) en las coordenadas de la "
"pantalla.\n"
-"También se proporciona la [Camera3D] para que las coordenadas de la pantalla "
+"También se proporciona la [Camera] para que las coordenadas de la pantalla "
"puedan ser convertidas a raycasts."
#: doc/classes/EditorSpatialGizmo.xml:136
@@ -28786,13 +28818,13 @@ msgid ""
"Sets the reference [Spatial] node for the gizmo. [code]node[/code] must "
"inherit from [Spatial]."
msgstr ""
-"Establece el nodo de referencia [Node3D] para el aparato. El [code]node[/"
-"code] debe heredar de [Node3D]."
+"Establece el nodo de referencia [Spatial] para el aparato. El "
+"[code]node[/code] debe heredar de [Spatial]."
#: doc/classes/EditorSpatialGizmoPlugin.xml:4
#, fuzzy
msgid "Used by the editor to define Spatial gizmo types."
-msgstr "Usado por el editor para definir los tipos de gizmo de Node3D."
+msgstr "Usado por el editor para definir los tipos de gizmo de Spatial."
#: doc/classes/EditorSpatialGizmoPlugin.xml:7
#, fuzzy
@@ -28802,10 +28834,10 @@ msgid ""
"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the "
"documentation for more info."
msgstr ""
-"EditorNode3DGizmoPlugin te permite definir un nuevo tipo de Gizmo. Hay dos "
-"formas principales de hacerlo: extendiendo [EditorNode3DGizmoPlugin] para "
-"los gizmos más simples, o creando un nuevo tipo [EditorNode3DGizmo]. Mira el "
-"tutorial en la documentación para más información."
+"EditorSpatialGizmoPlugin te permite definir un nuevo tipo de Gizmo. Hay dos "
+"formas principales de hacerlo: extendiendo [EditorSpatialGizmoPlugin] para "
+"los gizmos más simples, o creando un nuevo tipo [EditorSpatialGizmo]. Mira "
+"el tutorial en la documentación para más información."
#: doc/classes/EditorSpatialGizmoPlugin.xml:10
#, fuzzy
@@ -28848,7 +28880,7 @@ msgid ""
"nodes of your choice, return [code]null[/code] for the rest of nodes. See "
"also [method has_gizmo]."
msgstr ""
-"Sobreescribe este método para devolver un [EditorNode3DGizmo] personalizado "
+"Sobreescribe este método para devolver un [EditorSpatialGizmo] personalizado "
"para los nodos espaciales de su elección, devuelve [code]null[/code] para el "
"resto de los nodos. Ver también [method has_gizmo]."
@@ -28863,7 +28895,7 @@ msgid ""
msgstr ""
"Crea un material manejador con sus variantes (seleccionadas y/o editables) y "
"las añade a la lista de material interno. Entonces se puede acceder a ellas "
-"con [method get_material] y utilizarlas en [method EditorNode3DGizmo."
+"con [method get_material] y utilizarlas en [method EditorSpatialGizmo."
"add_handles]. No debe ser sobreescrito."
#: doc/classes/EditorSpatialGizmoPlugin.xml:61
@@ -28876,7 +28908,7 @@ msgid ""
msgstr ""
"Crea un material de iconos con sus variantes (seleccionadas y/o editables) y "
"las añade a la lista de material interno. Entonces se puede acceder a ellos "
-"con [method get_material] y utilizarlos en [method EditorNode3DGizmo."
+"con [method get_material] y utilizarlos en [method EditorSpatialGizmo."
"add_unscaled_billboard]. No debe ser sobrescrito."
#: doc/classes/EditorSpatialGizmoPlugin.xml:72
@@ -28889,8 +28921,9 @@ msgid ""
msgstr ""
"Crea un material sin sombras con sus variantes (seleccionadas y/o editables) "
"y las añade a la lista de material interno. A continuación, se puede acceder "
-"a ellos con [method get_material] y utilizarlos en [method EditorNode3DGizmo."
-"add_mesh] y [method EditorNode3DGizmo.add_lines]. No deben ser sobreescrito."
+"a ellos con [method get_material] y utilizarlos en [method EditorSpatialGizmo"
+".add_mesh] y [method EditorSpatialGizmo.add_lines]. No deben ser "
+"sobreescrito."
#: doc/classes/EditorSpatialGizmoPlugin.xml:80
msgid ""
@@ -28916,8 +28949,8 @@ msgid ""
"variant (selected and/or editable)."
msgstr ""
"Obtiene el material de la lista interna de materiales. Si se proporciona un "
-"[EditorNode3DGizmo], intentará obtener la variable correspondiente "
-"(seleccionada y/o editable)."
+"[EditorSpatialGizmo], intentará obtener la variable correspondiente ("
+"seleccionada y/o editable)."
#: doc/classes/EditorSpatialGizmoPlugin.xml:102
msgid ""
@@ -28953,10 +28986,10 @@ msgid ""
"if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] "
"assigned and is added to this plugin's list of active gizmos."
msgstr ""
-"Sobrescribe este método para definir qué nodos de Node3D tienen un gizmo de "
-"este plugin. Cada vez que se añade un nodo [Node3D] a una escena se llama a "
+"Sobrescribe este método para definir qué nodos de Spatial tienen un gizmo de "
+"este plugin. Cada vez que se añade un nodo [Spatial] a una escena se llama a "
"este método, si devuelve [code]true[/code] el nodo obtiene un "
-"[EditorNode3DGizmo] genérico asignado y se añade a la lista de gizmos "
+"[EditorSpatialGizmo] genérico asignado y se añade a la lista de gizmos "
"activos de este plugin."
#: doc/classes/EditorSpatialGizmoPlugin.xml:124
@@ -28973,7 +29006,7 @@ msgid ""
"Override this method to define whether a Spatial with this gizmo should be "
"selectable even when the gizmo is hidden."
msgstr ""
-"Sobrescribe este método para definir si Node3D con este aparato debe ser "
+"Sobrescribe este método para definir si Spatial con este aparato debe ser "
"seleccionable incluso cuando el aparato está oculto."
#: doc/classes/EditorSpatialGizmoPlugin.xml:137
@@ -31561,7 +31594,7 @@ msgid ""
msgstr ""
"Una biblioteca GDNative puede implementar [NativeScript], funciones globales "
"para llamar con la clase [GDNative], o extensiones de motor de bajo nivel a "
-"través de interfaces como [XRInterfaceGDNative]. La biblioteca debe ser "
+"través de interfaces como [ARVRInterfaceGDNative]. La biblioteca debe ser "
"compilada para cada plataforma y arquitectura en la que se ejecute el "
"proyecto."
@@ -31718,7 +31751,7 @@ msgstr ""
"var MiClase = load(\"miclase.gd\")\n"
"var instancia = MiClase.new()\n"
"assert(instancia.get_script() == MiClase)\n"
-"[/codebloque]"
+"[/codeblock]"
#: modules/gdscript/doc_classes/GDScriptFunctionState.xml:4
msgid "State of a function call after yielding."
@@ -32337,12 +32370,12 @@ msgid ""
"describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 "
"for Z)."
msgstr ""
-"Devuelve un conjunto de [Plano]s que delimita estrechamente un cilindro "
-"facetado centrado en el origen con radio [code]radio[/code] y altura "
+"Devuelve un conjunto de [Plane]s que delimita estrechamente un cilindro "
+"facetado centrado en el origen con radio [code]radius[/code] y altura "
"[code]height[/code]. El parámetro [code]sides[/code] define cuántos planos "
-"se generarán para la parte redonda del cilindro. El parámetro [code]eje[/"
-"code] describe el eje a lo largo del cual se orienta el cilindro (0 para X, "
-"1 para Y, 2 para Z)."
+"se generarán para la parte redonda del cilindro. El parámetro "
+"[code]axis[/code] describe el eje a lo largo del cual se orienta el cilindro "
+"(0 para X, 1 para Y, 2 para Z)."
#: doc/classes/Geometry.xml:45
msgid ""
@@ -32560,7 +32593,7 @@ msgstr ""
"Comprueba si las dos líneas ([code]from_a[/code], [code]dir_a[/code]) y "
"([code]from_b[/code], [code]dir_b[/code]) se cruzan. Si es así, devuelve el "
"punto de intersección como [Vector2]. Si no hay intersección, devuelve un "
-"[Variante] vacío.\n"
+"[Variant] vacío.\n"
"[b]Nota:[/b] Las rectas se especifican usando vectores de dirección, no "
"puntos finales."
@@ -33147,9 +33180,9 @@ msgid ""
"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking."
msgstr ""
-"Cocina el efecto para todas las [GeometryInstance3D]s marcadas con [constant "
-"GeometryInstance3D.GI_MODE_BAKED] y [Light3D]s marcadas con [constant "
-"Light3D.BAKE_DYNAMIC] o [constant Light3D.BAKE_STATIC]. Si "
+"Cocina el efecto para todas las [GeometryInstance]s marcadas con [constant "
+"GeometryInstance3D.GI_MODE_BAKED] y [Light]s marcadas con [constant Light3D."
+"BAKE_DYNAMIC] o [constant Light3D.BAKE_STATIC]. Si "
"[code]create_visual_debug[/code] es [code]true[/code], después de cocinar la "
"luz, esto generará una [MultiMesh] que tiene un cubo que representa cada "
"celda sólida con cada cubo coloreado al color del albedo de la celda. Esto "
@@ -33199,8 +33232,8 @@ msgid ""
"each cell will increase and result in lower detailed lighting."
msgstr ""
"El tamaño del área cubierta por la [GIProbe]. Si haces las extensiones más "
-"grandes sin aumentar las subdivisiones con [member subdivisión], el tamaño "
-"de cada celda aumentará y resultará en una menor iluminación detallada."
+"grandes sin aumentar las subdivisiones con [member subdiv], el tamaño de "
+"cada celda aumentará y resultará en una menor iluminación detallada."
#: doc/classes/GIProbe.xml:56
#, fuzzy
@@ -34665,8 +34698,8 @@ msgstr "Forma de mapa de altura para la física en 3D (Sólo la bala)."
msgid ""
"Height map shape resource, which can be added to a [PhysicsBody] or [Area]."
msgstr ""
-"Recurso de forma de mapa de altura, que puede ser añadido a un "
-"[PhysicsBody3D] o [Area3D]."
+"Recurso de forma de mapa de altura, que puede ser añadido a un [PhysicsBody] "
+"o [Area]."
#: doc/classes/HeightMapShape.xml:15
msgid ""
@@ -35430,7 +35463,7 @@ msgstr ""
#: doc/classes/HTTPClient.xml:193
msgid "Represents the size of the [enum Method] enum."
-msgstr "Representa el tamaño del enum [Method enum]."
+msgstr "Representa el tamaño del enum [enum Method]."
#: doc/classes/HTTPClient.xml:196
msgid "Status: Disconnected from the server."
@@ -36334,8 +36367,8 @@ msgid ""
"Returns the current status of the underlying [HTTPClient]. See [enum "
"HTTPClient.Status]."
msgstr ""
-"Devuelve el estado actual del [HTTPClient] subyacente. Véase [enumerar el "
-"HTTPClient.Status]."
+"Devuelve el estado actual del [HTTPClient] subyacente. Véase [enum HTTPClient"
+".Status]."
#: doc/classes/HTTPRequest.xml:107
#, fuzzy
@@ -36639,7 +36672,7 @@ msgid ""
msgstr ""
"Devuelve [constant ALPHA_BLEND] si la imagen tiene datos para valores alfa. "
"Devuelve [constant ALPHA_BIT] si todos los valores alfa están almacenados en "
-"un solo bit. Devuelve [constant ALFA_NONE] si no se encuentran datos para "
+"un solo bit. Devuelve [constant ALPHA_NONE] si no se encuentran datos para "
"valores alfa."
#: doc/classes/Image.xml:133
@@ -37143,7 +37176,7 @@ msgstr ""
"los datos de color se interpretan como que no han sido premultiplicados por "
"el alfa. Es muy adecuado para imágenes con transiciones alfa nítidas entre "
"áreas translúcidas y opacas.\n"
-"[b]Nota:[/b] Al crear una [ImagenTexture], se realiza una conversión del "
+"[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
"espacio de color sRGB a lineal."
#: doc/classes/Image.xml:492
@@ -37401,8 +37434,8 @@ msgid ""
"INTERPOLATE_BILINEAR], at the cost of being slower."
msgstr ""
"Realiza una interpolación cúbica. Si se cambia el tamaño de la imagen, será "
-"borrosa. Este modo a menudo da mejores resultados en comparación con "
-"[constanteINTERPOLATE_BILINEAR], a costa de ser más lento."
+"borrosa. Este modo a menudo da mejores resultados en comparación con ["
+"constant INTERPOLATE_BILINEAR], a costa de ser más lento."
#: doc/classes/Image.xml:564
#, fuzzy
@@ -37634,13 +37667,13 @@ msgstr ""
"de OpenGL 1.x.\n"
"Ver también [ArrayMesh], [MeshDataTool] y [SurfaceTool] para la generación "
"de la geometría de procedimiento.\n"
-"[b]Nota:[/b] ImmediateGeometry3D se adapta mejor a pequeñas cantidades de "
+"[b]Nota:[/b] ImmediateGeometry se adapta mejor a pequeñas cantidades de "
"datos de malla que cambian cada cuadro. Será lenta cuando se manejen grandes "
"cantidades de datos de malla. Si los datos de la malla no cambian a menudo, "
"use [ArrayMesh], [MeshDataTool] o [SurfaceTool] en su lugar.\n"
-"[b]Nota:[/b] Godot usa el sentido de las agujas del reloj [url=https://"
-"learnopengl.com/Advanced-OpenGL/Face-culling]orden de giro[/url] para las "
-"caras frontales de los modos primitivos de los triángulos."
+"[b]Nota:[/b] Godot usa el sentido de las agujas del reloj "
+"[url=https://learnopengl.com/Advanced-OpenGL/Face-culling]orden de giro[/url]"
+" para las caras frontales de los modos primitivos de los triángulos."
#: doc/classes/ImmediateGeometry.xml:23
msgid ""
@@ -37664,9 +37697,9 @@ msgid ""
"For the type of primitive, see the [enum Mesh.PrimitiveType] enum."
msgstr ""
"Comienza a dibujar (y opcionalmente pasa una anulación de la textura). "
-"Cuando termine, llame a [method end. Para más información sobre cómo "
-"funciona, busca las referencias [code]glBegin()[/code] y [code]glEnd()[/"
-"code].\n"
+"Cuando termine, llame a [method end]. Para más información sobre cómo "
+"funciona, busca las referencias [code]glBegin()[/code] y "
+"[code]glEnd()[/code].\n"
"Para el tipo de primitivo, ver el enum [enum Mesh.PrimitiveType]."
#: doc/classes/ImmediateGeometry.xml:45
@@ -38075,7 +38108,7 @@ msgid ""
msgstr ""
"Alimenta un [InputEvent] al juego. Puede ser usado para disparar "
"artificialmente eventos de entrada desde el código. También genera llamadas "
-"de [método Node._input].\n"
+"de [method Node._input].\n"
"Ejemplo:\n"
"[codeblock]\n"
"var evento = InputEventAction.new()\n"
@@ -38408,8 +38441,7 @@ msgstr "Evento de entrada genérico."
#: doc/classes/InputEvent.xml:7
msgid "Base class of all sort of input event. See [method Node._input]."
-msgstr ""
-"Clase base de todo tipo de evento de entrada. Ver [method Nodo._input]."
+msgstr "Clase base de todo tipo de evento de entrada. Ver [method Node._input]."
#: doc/classes/InputEvent.xml:10 doc/classes/InputEventJoypadButton.xml:10
#: doc/classes/InputEventJoypadMotion.xml:10 doc/classes/InputEventKey.xml:10
@@ -38566,8 +38598,8 @@ msgid ""
"[b]Project > Project Settings[/b] menu. See [method Node._input]."
msgstr ""
"Contiene una acción genérica que puede ser dirigida desde varios tipos de "
-"entradas. Las acciones pueden crearse desde la pestaña [b]Mapa de entrada[/"
-"b] del menú [b]Proyecto > Configuración del proyecto[/b]. Ver [method Nodo."
+"entradas. Las acciones pueden crearse desde la pestaña [b]Mapa de entrada[/b]"
+" del menú [b]Proyecto > Configuración del proyecto[/b]. Ver [method Node."
"_input]."
#: doc/classes/InputEventAction.xml:10
@@ -38952,8 +38984,7 @@ msgstr ""
#: doc/classes/InputEventScreenDrag.xml:7
msgid "Contains screen drag information. See [method Node._input]."
-msgstr ""
-"Contiene información de arrastre de pantalla. Ver [method Nodo._input]."
+msgstr "Contiene información de arrastre de pantalla. Ver [method Node._input]."
#: doc/classes/InputEventScreenDrag.xml:16
msgid "The drag event index in the case of a multi-drag event."
@@ -39488,8 +39519,8 @@ msgstr ""
msgid ""
"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
msgstr ""
-"Constante de identificación inválida. Devuelta si se supera la constant "
-"[RESOLVER_MAX_QUERIES]."
+"Constante de identificación inválida. Devuelta si se supera la constant ["
+"constant RESOLVER_MAX_QUERIES]."
#: doc/classes/IP.xml:113
msgid "Address type: None."
@@ -40421,9 +40452,9 @@ msgid ""
msgstr ""
"Una [Variant] que contiene el JSON analizado. Utilice [method @GDScript."
"typeof] o la palabra clave [code]is[/code] para comprobar si es lo que "
-"espera. Por ejemplo, si la fuente de JSON comienza con llaves rizadas ([code]"
-"{}[/code]), se devolverá un [Dictionary]. Si la fuente de JSON comienza con "
-"paréntesis ([code][][/code]), se devolverá un [Array].\n"
+"espera. Por ejemplo, si la fuente de JSON comienza con llaves rizadas "
+"([code]{}[/code]), se devolverá un [Dictionary]. Si la fuente de JSON "
+"comienza con paréntesis ([code][][/code]), se devolverá un [Array].\n"
"[b]Nota:[/b] La especificación JSON no define los tipos enteros o reales, "
"sino sólo un tipo [i]number[/i]. Por lo tanto, el análisis sintáctico de un "
"texto JSON convertirá todos los valores numéricos a tipos [float].\n"
@@ -40431,12 +40462,12 @@ msgstr ""
"diccionarios Godot, por lo tanto, no se debe confiar en que las claves estén "
"en un cierto orden si se construye un diccionario a partir de JSON. Por el "
"contrario, los conjuntos de JSON conservan el orden de sus elementos:\n"
-"[cobleblock]\n"
+"[codeblock]\n"
"var p = JSON.parse('[\"hola\", \"mundo\", \"!\"]')\n"
"if typeof(p.result) == TYPE_ARRAY:\n"
" print(p.result[0]) # Imprime \"hola\"\n"
"else:\n"
-" push_error(\"Resultados inesperados\").\n"
+" push_error(\"Resultados inesperados.\")\n"
"[/codeblock]"
#: doc/classes/JSONRPC.xml:4
@@ -40623,10 +40654,10 @@ msgid ""
"single call to [method move_and_slide], you must specify the index of the "
"collision in the range 0 to ([method get_slide_count] - 1)."
msgstr ""
-"Devuelve un [KinematicCollision3D], que contiene información acerca de una "
+"Devuelve un [KinematicCollision], que contiene información acerca de una "
"colisión que ocurrió durante la última llamada del [method move_and_slide]. "
-"Dado que el cuerpo puede colisionar varias veces en una sola llamada a "
-"[method move_and_slide], debes especificar el índice de la colisión en el "
+"Dado que el cuerpo puede colisionar varias veces en una sola llamada a ["
+"method move_and_slide], debes especificar el índice de la colisión en el "
"rango 0 a ([method get_slide_count] - 1)."
#: doc/classes/KinematicBody.xml:61 doc/classes/KinematicBody2D.xml:59
@@ -40731,8 +40762,8 @@ msgid ""
msgstr ""
"Mueve el cuerpo a lo largo de un vector. Si el cuerpo choca con otro, se "
"deslizará a lo largo del otro cuerpo en lugar de detenerse inmediatamente. "
-"Si el otro cuerpo es un [KinematicBody3D] o un [RigidBody3D], también se "
-"verá afectado por el movimiento del otro cuerpo. Puedes usar esto para hacer "
+"Si el otro cuerpo es un [KinematicBody] o un [RigidBody], también se verá "
+"afectado por el movimiento del otro cuerpo. Puedes usar esto para hacer "
"plataformas móviles o giratorias, o para hacer que los nodos empujen a otros "
"nodos.\n"
"Este método debe ser usado en [method Node._physics_process] (o en un método "
@@ -40750,15 +40781,15 @@ msgstr ""
"Si [code]stop_on_slope[/code] es [code]true[/code], el cuerpo no se "
"deslizará en las pendientes cuando incluyas la gravedad en "
"[code]linear_velocity[/code] y el cuerpo se quede quieto.\n"
-"Si el cuerpo colisiona, cambiará de dirección un máximo de [code]max_slides[/"
-"code] veces antes de detenerse.\n"
+"Si el cuerpo colisiona, cambiará de dirección un máximo de "
+"[code]max_slides[/code] veces antes de detenerse.\n"
"[code]floor_max_angle[/code] es el ángulo máximo (en radianes) en el que una "
"pendiente se considera todavía un suelo (o un techo), en lugar de una pared. "
"El valor por defecto es igual a 45 grados.\n"
"Si [code]infinite_inertia[/code] es [code]true[/code], el cuerpo podrá "
-"empujar los nodos de [RigidBody3D], pero no detectará ninguna colisión con "
-"ellos. Si [code]false[/code], interactuará con los nodos de [RigidBody3D] "
-"como con [StaticBody3D].\n"
+"empujar los nodos de [RigidBody], pero no detectará ninguna colisión con "
+"ellos. Si [code]false[/code], interactuará con los nodos de [RigidBody] como "
+"con [StaticBody].\n"
"Devuelve el vector [code]linear_velocity[/code], rotado y/o escalado si se "
"produjo una colisión de deslizamiento. Para obtener información detallada "
"sobre las colisiones ocurridas, usa [method get_slide_collision]."
@@ -40978,7 +41009,6 @@ msgstr ""
"se da la información de la posible colisión."
#: doc/classes/KinematicBody2D.xml:100
-#, fuzzy
msgid ""
"Moves the body along a vector. If the body collides with another, it will "
"slide along the other body rather than stop immediately. If the other body "
@@ -41026,7 +41056,7 @@ msgstr ""
"física [code]delta[/code] automáticamente en los cálculos. De lo contrario, "
"la simulación se ejecutará a una velocidad incorrecta.\n"
"[code]linear_velocity[/code] es el vector de velocidad en píxeles por "
-"segundo. A diferencia del [método move_and_collide], debes [i]no[/i] "
+"segundo. A diferencia del [method move_and_collide], debes [i]no[/i] "
"multiplicarlo por [code]delta[/code] - el motor de física se encarga de "
"aplicar la velocidad.\n"
"[code]up_direction[/code] es la dirección hacia arriba, usada para "
@@ -41036,8 +41066,8 @@ msgstr ""
"Si [code]stop_on_slope[/code] es [code]true[/code], el cuerpo no se "
"deslizará por las pendientes cuando incluyas la gravedad en "
"[code]linear_velocity[/code] y el cuerpo se quede quieto.\n"
-"Si el cuerpo colisiona, cambiará de dirección un máximo de [code]max_slides[/"
-"code] veces antes de detenerse.\n"
+"Si el cuerpo colisiona, cambiará de dirección un máximo de "
+"[code]max_slides[/code] veces antes de detenerse.\n"
"[code]floor_max_angle[/code] es el ángulo máximo (en radianes) en el que una "
"pendiente se considera todavía un suelo (o un techo), en lugar de una pared. "
"El valor por defecto es igual a 45 grados.\n"
@@ -41545,8 +41575,8 @@ msgid ""
"color's intensity, not the light's radius."
msgstr ""
"El multiplicador de la fuerza de la luz (esto no es una unidad física). Para "
-"[OmniLight3D] y [SpotLight3D], cambiar este valor sólo cambiará la "
-"intensidad del color de la luz, no el radio de la luz."
+"[OmniLight] y [SpotLight], cambiar este valor sólo cambiará la intensidad "
+"del color de la luz, no el radio de la luz."
#: doc/classes/Light.xml:47
#, fuzzy
@@ -41573,8 +41603,8 @@ msgid ""
"this value will make the shadows appear blurrier. This can be used to "
"simulate area lights to an extent."
msgstr ""
-"El tamaño de la luz en unidades Godot. Sólo disponible para [OmniLight3D] y "
-"[SpotLight3D]. Aumentar este valor hará que la luz se desvanezca más "
+"El tamaño de la luz en unidades Godot. Sólo disponible para [OmniLight] y "
+"[SpotLight]. Aumentar este valor hará que la luz se desvanezca más "
"lentamente y que las sombras se vean más borrosas. Esto puede ser usado para "
"simular las luces del área hasta cierto punto."
@@ -42745,7 +42775,7 @@ msgid ""
msgstr ""
"Una vez añadido al árbol de la escena y activado con [method make_current], "
"este nodo anulará los sonidos de localización que se escuchen. Esto puede "
-"ser usado para escuchar desde una ubicación diferente a la [Camera3D].\n"
+"ser usado para escuchar desde una ubicación diferente a la [Camera].\n"
"[b]Nota:[/b] No hay equivalente 2D para este nodo todavía."
#: doc/classes/Listener.xml:15
@@ -42787,7 +42817,7 @@ msgid ""
msgstr ""
"Una vez añadido al árbol de la escena y activado con [method make_current], "
"este nodo anulará los sonidos de localización que se escuchen. Esto puede "
-"ser usado para escuchar desde una ubicación diferente a la [Camera3D].\n"
+"ser usado para escuchar desde una ubicación diferente a la [Camera].\n"
"[b]Nota:[/b] No hay equivalente 2D para este nodo todavía."
#: doc/classes/Listener2D.xml:16
@@ -42937,10 +42967,10 @@ msgid ""
"frame."
msgstr ""
"Llamada a cada fotograma ocioso con el tiempo desde el último fotograma "
-"ocioso como argumento (en segundos). Equivalente a [method Node.process].\n"
-"Si se implementa, el método debe devolver un valor booleano. [code]true[/"
-"code] termina el bucle principal, mientras que [code]false[/code] le permite "
-"pasar al siguiente fotograma."
+"ocioso como argumento (en segundos). Equivalente a [method Node._process].\n"
+"Si se implementa, el método debe devolver un valor booleano. "
+"[code]true[/code] termina el bucle principal, mientras que [code]false[/code]"
+" le permite pasar al siguiente fotograma."
#: doc/classes/MainLoop.xml:79
msgid "Called once during initialization."
@@ -42978,7 +43008,7 @@ msgid ""
"Should not be called manually, override [method _finalize] instead. Will be "
"removed in Godot 4.0."
msgstr ""
-"No debe llamarse manualmente, en su lugar, anular [method finalize]. Será "
+"No debe llamarse manualmente, en su lugar, anular [method _finalize]. Será "
"eliminado en Godot 4.0."
#: doc/classes/MainLoop.xml:114
@@ -43320,9 +43350,9 @@ msgid ""
"carry a Material. A few flags and parameters are shared between all material "
"types and are configured here."
msgstr ""
-"El material es un [Recurso] base usado para colorear y sombrear la "
+"El material es un [Resource] base usado para colorear y sombrear la "
"geometría. Todos los materiales heredan de él y casi todos los nodos "
-"derivados de [VisualInstance3D] llevan un Material. Algunos indicadores y "
+"derivados de [VisualInstance] llevan un Material. Algunos indicadores y "
"parámetros son compartidos por todos los tipos de materiales y se configuran "
"aquí."
@@ -43336,8 +43366,8 @@ msgid ""
msgstr ""
"Establece el [Material] que se usará para la siguiente pasada. Esto hace que "
"el objeto vuelva a utilizar un material diferente.\n"
-"[b]Nota:[/b] sólo se aplica a los [StandardMaterial3D] y a los "
-"[ShaderMaterial]s con el tipo \"Espacial\"."
+"[b]Nota:[/b] sólo se aplica a los [StandardMaterial] y a los [ShaderMaterial]"
+"s con el tipo \"Espacial\"."
#: doc/classes/Material.xml:21
#, fuzzy
@@ -43492,7 +43522,7 @@ msgid ""
"surfaces is preferred to a single surface, because objects created in 3D "
"editing software commonly contain multiple materials."
msgstr ""
-"La malla es un tipo de [Recurso] que contiene una geometría basada en un "
+"La malla es un tipo de [Resource] que contiene una geometría basada en un "
"array de vértices, dividida en [i]superficies[/i]. Cada superficie contiene "
"un array completamente separado y un material utilizado para dibujarlo. En "
"cuanto al diseño, se prefiere una malla con múltiples superficies a una sola "
@@ -43524,7 +43554,7 @@ msgstr ""
#: doc/classes/Mesh.xml:37
#, fuzzy
msgid "Calculate a [ConcavePolygonShape] from the mesh."
-msgstr "Calcula un [ConcavePolygonShape3D] desde la malla."
+msgstr "Calcula un [ConcavePolygonShape] desde la malla."
#: doc/classes/Mesh.xml:43
msgid "Generate a [TriangleMesh] from the mesh."
@@ -43820,12 +43850,12 @@ msgid ""
"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
"primitive modes."
msgstr ""
-"La MeshDataTool proporciona acceso a los vértices individuales de una "
-"[Mesh]. Permite a los usuarios leer y editar los datos de los vértices de "
-"las mallas. También crea un conjunto de caras y bordes.\n"
+"La MeshDataTool proporciona acceso a los vértices individuales de una [Mesh]"
+". Permite a los usuarios leer y editar los datos de los vértices de las "
+"mallas. También crea un conjunto de caras y bordes.\n"
"Para usar MeshDataTool, cargue una malla con [method create_from_surface]. "
-"Cuando termines de editar los datos, confirma los datos a una malla con "
-"[method commit_to_surface].\n"
+"Cuando termines de editar los datos, confirma los datos a una malla con ["
+"method commit_to_surface].\n"
"A continuación se muestra un ejemplo de cómo se puede usar MeshDataTool.\n"
"[codeblock]\n"
"var herramientaDeDatosDeMalla = MeshDataTool.new()\n"
@@ -43837,7 +43867,7 @@ msgstr ""
"malla.surface_remove(0)\n"
"herramientaDeDatosDeMalla.commit_to_surface(malla)\n"
"[/codeblock]\n"
-"Ver también [ArrayMesh], [ImmediateGeometry3D] y [SurfaceTool] para la "
+"Ver también [ArrayMesh], [ImmediateGeometry] y [SurfaceTool] para la "
"generación de la geometría de procedimiento.\n"
"[b]Nota:[/b] Godot utiliza el orden de giro en el sentido de las agujas del "
"reloj [url=https://learnopengl.com/Advanced-OpenGL/Face-culling] para las "
@@ -44044,13 +44074,13 @@ msgid ""
"[Mesh] has to be instanced more than thousands of times at close proximity, "
"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
msgstr ""
-"MeshInstance3D es un nodo que toma un recurso [Mesh] y lo añade al escenario "
+"MeshInstance es un nodo que toma un recurso [Mesh] y lo añade al escenario "
"actual creando una instancia del mismo. Esta es la clase más usada para "
"representar la geometría 3D y puede ser usada para dar una instancia a una "
"sola [Mesh] en muchos lugares. Esto permite la reutilización de la "
"geometría, lo que puede ahorrar recursos. Cuando una [Mesh] tiene que ser "
"instanciada más de miles de veces en una proximidad cercana, considere el "
-"uso de una [MultiMesh] en una [MultiMeshInstance3D] en su lugar."
+"uso de una [MultiMesh] en una [MultiMeshInstance] en su lugar."
#: doc/classes/MeshInstance.xml:21
msgid ""
@@ -44070,7 +44100,7 @@ msgid ""
"This helper creates a [MeshInstance] child node with gizmos at every vertex "
"calculated from the mesh geometry. It's mainly used for testing."
msgstr ""
-"Este ayudante crea un nodo hijo [MeshInstance3D] con gizmos en cada vértice "
+"Este ayudante crea un nodo hijo [MeshInstance] con gizmos en cada vértice "
"calculados a partir de la geometría de la malla. Se utiliza principalmente "
"para las pruebas."
@@ -44081,9 +44111,9 @@ msgid ""
"[ConvexPolygonShape] collision shapes calculated from the mesh geometry via "
"convex decomposition. It's mainly used for testing."
msgstr ""
-"Este ayudante crea un nodo hijo [StaticBody3D] con una forma de colisión "
-"[ConvexPolygonShape3D] calculada a partir de la geometría de la malla. Se "
-"usa principalmente para pruebas."
+"Este ayudante crea un nodo hijo [StaticBody] con una forma de colisión "
+"[ConvexPolygonShape] calculada a partir de la geometría de la malla. Se usa "
+"principalmente para pruebas."
#: doc/classes/MeshInstance.xml:41
#, fuzzy
@@ -44092,9 +44122,9 @@ msgid ""
"collision shape calculated from the mesh geometry. It's mainly used for "
"testing."
msgstr ""
-"Este ayudante crea un nodo hijo [StaticBody3D] con una forma de colisión "
-"[ConcavePolygonShape3D] calculada a partir de la geometría de la malla. Se "
-"usa principalmente para pruebas."
+"Este ayudante crea un nodo hijo [StaticBody] con una forma de colisión "
+"[ConcavePolygonShape] calculada a partir de la geometría de la malla. Se usa "
+"principalmente para pruebas."
#: doc/classes/MeshInstance.xml:48
#, fuzzy
@@ -44107,7 +44137,7 @@ msgid ""
msgstr ""
"Devuelve el [Material] que será utilizado por la [Malla] al dibujar. Puede "
"devolver el [member GeometryInstance3D.material_override], la anulación de "
-"la superficie [Material] definida en esta [MeshInstance3D], o la superficie "
+"la superficie [Material] definida en esta [MeshInstance], o la superficie "
"[Material] definida en la [Mesh]. Por ejemplo, si se utiliza "
"[GeometryInstance3D.material_override], todas las superficies devolverán el "
"material de anulación."
@@ -44137,7 +44167,7 @@ msgstr "El recurso [Mesh] para la instancia."
#: doc/classes/MeshInstance.xml:78
#, fuzzy
msgid "[NodePath] to the [Skeleton] associated with the instance."
-msgstr "[NodePath] al [Skeleton3D] asociado con la instancia."
+msgstr "[NodePath] al [Skeleton] asociado con la instancia."
#: doc/classes/MeshInstance.xml:81
msgid "Sets the skin to be used by this instance."
@@ -44286,7 +44316,7 @@ msgid ""
"The array consists of each [Shape] followed by its [Transform]."
msgstr ""
"Devuelve las formas de colisión de un objeto.\n"
-"El array consiste en cada [Shape3D] seguido de su [Transform]."
+"El array consiste en cada [Shape] seguido de su [Transform]."
#: doc/classes/MeshLibrary.xml:94
msgid "Gets an unused ID for a new item."
@@ -44340,7 +44370,7 @@ msgid ""
"[constant Transform.IDENTITY]."
msgstr ""
"Establece las formas de colisión de un objeto.\n"
-"El array debe consistir en objetos [Shape3D], cada uno seguido de una "
+"El array debe consistir en objetos [Shape], cada uno seguido de una "
"[Transform] que se le aplicará. Para las formas que no deben tener una "
"transformación, usa [constant Transform.IDENTITY]."
@@ -44426,7 +44456,7 @@ msgid ""
"[ARVROrigin] node)."
msgstr ""
"La altura a la que se coloca la cámara en relación con el suelo (es decir, "
-"el nodo [XROrigin3D])."
+"el nodo [ARVROrigin])."
#: modules/mobile_vr/doc_classes/MobileVRInterface.xml:31
msgid ""
@@ -44480,11 +44510,11 @@ msgid ""
"provided by the user."
msgstr ""
"MultiMesh proporciona una malla de bajo nivel de instanciación. Dibujar "
-"miles de nodos [MeshInstance3D] puede ser lento, ya que cada objeto se "
-"somete a la GPU y luego se dibuja individualmente.\n"
+"miles de nodos [MeshInstance] puede ser lento, ya que cada objeto se somete "
+"a la GPU y luego se dibuja individualmente.\n"
"MultiMesh es mucho más rápido ya que puede dibujar miles de instancias con "
-"una sola llamada de dibujo, lo que resulta en una menor sobrecarga de la "
-"API.\n"
+"una sola llamada de dibujo, lo que resulta en una menor sobrecarga de la API."
+"\n"
"Como desventaja, si las instancias están demasiado lejos unas de otras, el "
"rendimiento puede reducirse ya que cada instancia individual siempre se "
"renderizará (se indexan espacialmente como una sola, para todo el objeto).\n"
@@ -44669,8 +44699,8 @@ msgid ""
"This is useful to optimize the rendering of a high amount of instances of a "
"given mesh (for example trees in a forest or grass strands)."
msgstr ""
-"[MultiMeshInstance3D] es un nodo especializado para instancias "
-"[GeometryInstance3D] basadas en un recurso [MultiMesh].\n"
+"[MultiMeshInstance] es un nodo especializado para instancias "
+"[GeometryInstance] basadas en un recurso [MultiMesh].\n"
"Esto es útil para optimizar la representación de una gran cantidad de "
"instancias de una malla determinada (por ejemplo, árboles en un bosque o "
"hebras de hierba)."
@@ -44691,7 +44721,7 @@ msgid ""
"the [MultiMeshInstance]."
msgstr ""
"El recurso [MultiMesh] que se utilizará y compartirá entre todas las "
-"instancias de la [MultiMeshInstance3D]."
+"instancias de la [MultiMeshInstance]."
#: doc/classes/MultiMeshInstance2D.xml:4
msgid "Node that instances a [MultiMesh] in 2D."
@@ -44706,7 +44736,7 @@ msgid ""
msgstr ""
"[MultiMeshInstance2D] es un nodo especializado para la instancia de un "
"recurso [MultiMesh] en 2D.\n"
-"El uso es el mismo que el de [MultiMeshInstance3D]."
+"El uso es el mismo que el de [MultiMeshInstance]."
#: doc/classes/MultiMeshInstance2D.xml:16
msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
@@ -44898,8 +44928,8 @@ msgid ""
"clients connect to the same server. Upon connecting to a server, a client "
"also receives this signal for the server (with ID being 1)."
msgstr ""
-"Emitido cuando este MultiplayerAPI's [member de la red_peer] se conecta con "
-"un nuevo par. ID es el ID del nuevo par. Los clientes son notificados cuando "
+"Emitido cuando este MultiplayerAPI's [member network_peer] se conecta con un "
+"nuevo par. ID es el ID del nuevo par. Los clientes son notificados cuando "
"otros clientes se conectan al mismo servidor. Al conectarse a un servidor, "
"un cliente también recibe esta señal para el servidor (con el ID siendo 1)."
@@ -45149,7 +45179,7 @@ msgid ""
msgstr ""
"Proporciona navegación y búsqueda de caminos dentro de una colección de "
"[NavigationMesh]es. Estos serán recogidos automáticamente de los nodos hijos "
-"de [NavigationRegion3D]. Además de la búsqueda básica, esta clase también "
+"de [NavigationRegion]. Además de la búsqueda básica, esta clase también "
"ayuda a alinear los agentes de navegación con las mallas en las que están "
"navegando."
@@ -46445,7 +46475,6 @@ msgid "Base class for all [i]scene[/i] objects."
msgstr "Clase base para todos los objetos [i]escena[/i]."
#: doc/classes/Node.xml:7
-#, fuzzy
msgid ""
"Nodes are Godot's building blocks. They can be assigned as the child of "
"another node, resulting in a tree arrangement. A given node can contain any "
@@ -46510,38 +46539,38 @@ msgstr ""
"dado puede contener cualquier número de nodos como hijos con el requisito de "
"que todos los hermanos (hijos directos de un nodo) deben tener nombres "
"únicos.\n"
-"Un árbol de nodos se llama escena [i] [/i]. Las escenas se pueden guardar en "
+"Un árbol de nodos se llama [i]escena[/i]. Las escenas se pueden guardar en "
"el disco y luego instanciarlas en otras escenas. Esto permite una gran "
"flexibilidad en la arquitectura y el modelo de datos de los proyectos de "
"Godot.\n"
-"[b] Árbol de escenas: [/b] El [Árbol de escenas] contiene el árbol activo de "
-"nodos. Cuando se agrega un nodo al árbol de la escena, recibe la "
-"notificación [NOTIFICATION_ENTER_TREE] constante y se activa su devolución "
-"de llamada [method _enter_tree]. Los nodos secundarios siempre se agregan "
-"[i] después de [/i] su nodo principal, es decir, la devolución de llamada "
-"del [método _enter_tree] de un nodo principal se activará antes que su nodo "
+"[b]Árbol de escenas:[/b] El [SceneTree] contiene el árbol activo de nodos. "
+"Cuando se agrega un nodo al árbol de la escena, recibe la notificación ["
+"constant NOTIFICATION_ENTER_TREE] constante y se activa su devolución de "
+"llamada [method _enter_tree]. Los nodos secundarios siempre se agregan [i]"
+"después de[/i] su nodo principal, es decir, la devolución de llamada del ["
+"method _enter_tree] de un nodo principal se activará antes que su nodo "
"principal.\n"
"Una vez que se han agregado todos los nodos en el árbol de escenas, reciben "
-"la notificación [NOTIFICATION_READY constante] y se activan sus respectivas "
+"la notificación [constant NOTIFICATION_READY] y se activan sus respectivas "
"devoluciones de llamada de [method _ready]. Para grupos de nodos, la "
"devolución de llamada [method _ready] se llama en orden inverso, comenzando "
"con los nodos secundarios y subiendo a los nodos principales.\n"
"Esto significa que al agregar un nodo al árbol de la escena, se usará el "
-"siguiente orden para las devoluciones de llamada: [método _enter_tree] del "
-"padre, [método _enter_tree] de los hijos, [método _ready] de los hijos y "
-"finalmente [método _ready ] del padre (recursivamente para todo el árbol de "
+"siguiente orden para las devoluciones de llamada: [method _enter_tree] del "
+"padre, [method _enter_tree] de los hijos, [method _ready] de los hijos y "
+"finalmente [method _ready] del padre (recursivamente para todo el árbol de "
"escenas).\n"
-"[b] Procesamiento: [/b] Los nodos pueden anular el estado de \"proceso\", "
-"para que reciban una devolución de llamada en cada marco solicitándoles que "
-"procesen (hagan algo). El procesamiento normal (devolución de llamada "
-"[método _proceso], conmutado con [método conjunto_proceso]) ocurre lo más "
-"rápido posible y depende de la velocidad de fotogramas, por lo que el tiempo "
-"de procesamiento [i] delta [/i] se pasa como argumento. El procesamiento de "
-"física (devolución de llamada [método _physics_process], alternado con "
-"[método set_physics_process]) ocurre un número fijo de veces por segundo (60 "
+"[b]Procesamiento:[/b] Los nodos pueden anular el estado de \"proceso\", para "
+"que reciban una devolución de llamada en cada marco solicitándoles que "
+"procesen (hagan algo). El procesamiento normal (devolución de llamada ["
+"method _process], conmutado con [method set_process]) ocurre lo más rápido "
+"posible y depende de la velocidad de fotogramas, por lo que el tiempo de "
+"procesamiento [i]delta[/i] se pasa como argumento. El procesamiento de "
+"física (devolución de llamada [method _physics_process], alternado con ["
+"method set_physics_process]) ocurre un número fijo de veces por segundo (60 "
"por defecto) y es útil para el código relacionado con el motor de física.\n"
"Los nodos también pueden procesar eventos de entrada. Cuando esté presente, "
-"se llamará a la función [método _input] para cada entrada que reciba el "
+"se llamará a la función [method _input] para cada entrada que reciba el "
"programa. En muchos casos, esto puede ser excesivo (a menos que se use para "
"proyectos simples), y la función [method _unhandled_input] podría ser "
"preferible; se llama cuando el evento de entrada no fue manejado por nadie "
@@ -46549,21 +46578,21 @@ msgstr ""
"los eventos que estaban destinados a él.\n"
"Para realizar un seguimiento de la jerarquía de escenas (especialmente "
"cuando se instalan escenas en otras escenas), se puede establecer un "
-"\"propietario\" para el nodo con la propiedad [propietario del miembro]. "
-"Esto realiza un seguimiento de quién instancia qué. Sin embargo, esto es "
-"sobre todo útil cuando se escriben editores y herramientas.\n"
-"Finalmente, cuando un nodo se libera con [método Object.free] o [método "
+"\"propietario\" para el nodo con la propiedad [member owner]. Esto realiza "
+"un seguimiento de quién instancia qué. Sin embargo, esto es sobre todo útil "
+"cuando se escriben editores y herramientas.\n"
+"Finalmente, cuando un nodo se libera con [method Object.free] o [method "
"queue_free], también liberará a todos sus hijos.\n"
-"[b] Grupos: [/b] Los nodos se pueden agregar a tantos grupos como quieras "
-"para que sea fácil de administrar, puedes crear grupos como \"enemigos\" o "
-"\"coleccionables\", por ejemplo, dependiendo de tu juego. Consulte [método "
-"add_to_group], [método is_in_group] y [método remove_from_group]. A "
+"[b]Grupos:[/b] Los nodos se pueden agregar a tantos grupos como quieras para "
+"que sea fácil de administrar, puedes crear grupos como \"enemigos\" o "
+"\"coleccionables\", por ejemplo, dependiendo de tu juego. Consulte [method "
+"add_to_group], [method is_in_group] y [method remove_from_group]. A "
"continuación, puede recuperar todos los nodos de estos grupos, iterarlos e "
"incluso llamar a métodos en grupos a través de los métodos en [SceneTree].\n"
-"[b] Conexión en red con nodos: [/b] Después de conectarse a un servidor (o "
+"[b]Conexión en red con nodos:[/b] Después de conectarse a un servidor (o "
"crear uno, consulte [NetworkedMultiplayerENet]), es posible utilizar el "
"sistema integrado RPC (llamada a procedimiento remoto) para comunicarse a "
-"través de la red. Al llamar a [método rpc] con un nombre de método, se "
+"través de la red. Al llamar a [method rpc] con un nombre de método, se "
"llamará localmente y en todos los pares conectados (pares = clientes y el "
"servidor que acepta conexiones). Para identificar qué nodo recibe la llamada "
"RPC, Godot usará su [NodePath] (asegúrese de que los nombres de los nodos "
@@ -46693,7 +46722,6 @@ msgstr ""
"de la escena (es decir, si no es huérfano)."
#: doc/classes/Node.xml:71
-#, fuzzy
msgid ""
"Called during the processing step of the main loop. Processing happens at "
"every frame and as fast as possible, so the [code]delta[/code] time since "
@@ -46707,12 +46735,12 @@ msgid ""
msgstr ""
"Llamado durante la etapa de procesamiento del bucle principal. El "
"procesamiento se realiza en cada fotograma y lo más rápido posible, por lo "
-"que el tiempo [code]delta[/code] desde el fotograma anterior no es "
-"constante.\n"
+"que el tiempo [code]delta[/code] desde el fotograma anterior no es constante."
+"\n"
"Sólo se llama si el procesamiento está habilitado, lo que se hace "
"automáticamente si este método es anulado, y puede ser conmutado con [method "
"set_process].\n"
-"Corresponde a la notificación [constant NOTIFICATION_PROCESS] en [método "
+"Corresponde a la notificación [constant NOTIFICATION_PROCESS] en [method "
"Object._notification].\n"
"[b]Nota:[/b] Este método sólo se llama si el nodo está presente en el árbol "
"de la escena (es decir, si no es huérfano)."
@@ -46738,11 +46766,11 @@ msgstr ""
"sus hijos han entrado en el árbol de la escena. Si el nodo tiene hijos, sus "
"llamadas [method _ready] se activan primero, y el nodo padre recibirá la "
"notificación de listo después.\n"
-"Corresponde a la notificación [constant NOTIFICATION_READY] en [method "
-"Object._notification]. Véase también la palabra clave [code]onready[/code] "
-"para las variables.\n"
+"Corresponde a la notificación [constant NOTIFICATION_READY] en [method Object"
+"._notification]. Véase también la palabra clave [code]onready[/code] para "
+"las variables.\n"
"Normalmente se utiliza para la inicialización. Para una inicialización aún "
-"más temprana, se puede utilizar [método Object._init]. Véase también [method "
+"más temprana, se puede utilizar [method Object._init]. Véase también [method "
"_enter_tree].\n"
"[b]Nota:[/b] [method _ready] puede ser llamado sólo una vez para cada nodo. "
"Después de eliminar un nodo del árbol de la escena y volver a añadirlo, "
@@ -47596,8 +47624,8 @@ msgid ""
"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
"set_target_peer]). Returns an empty [Variant]."
msgstr ""
-"Envía un [método rpc] a un par específico identificado por [code]peer_id[/"
-"code] utilizando un protocolo poco fiable (véase [method "
+"Envía un [method rpc] a un par específico identificado por "
+"[code]peer_id[/code] utilizando un protocolo poco fiable (véase [method "
"NetworkedMultiplayerPeer.set_target_peer]). Devuelve una [Variant] vacía."
#: doc/classes/Node.xml:577
@@ -48388,10 +48416,10 @@ msgstr ""
"([code]:[/code]) como separador, es decir, el lado derecho del primer punto "
"del recorrido de un nodo.\n"
"[codeblock]\n"
-"var ruta_nodo = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path"
-"\")\n"
+"var ruta_nodo = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")"
+"\n"
"print(ruta_nodo.get_concatenated_subnames()) #textura:texture:load_path\n"
-"[/codebloque]"
+"[/codeblock]"
#: doc/classes/NodePath.xml:79
#, fuzzy
@@ -48412,7 +48440,7 @@ msgstr ""
"print(ruta_nodo.get_name(0)) # Path2D\n"
"print(ruta_nodo.get_name(1)) # PathFollow2D\n"
"print(ruta_nodo.get_name(2)) # Sprite\n"
-"[/codebloque]"
+"[/codeblock]"
#: doc/classes/NodePath.xml:91
#, fuzzy
@@ -48610,16 +48638,16 @@ msgstr ""
"\"Construct Object\" en VisualScript.\n"
"Los objetos no administran la memoria. Si una clase hereda de Object, "
"tendrás que eliminar manualmente las instancias de la misma. Para ello, "
-"llama al método [method free] desde tu script o elimina la instancia desde C+"
-"+.\n"
+"llama al método [method free] desde tu script o elimina la instancia desde "
+"C++.\n"
"Algunas clases que extienden a Object añaden gestión de memoria. Este es el "
"caso de [Reference], que cuenta las referencias y se borra a sí misma "
"automáticamente cuando deja de estar referenciada. [Node], otro tipo "
"fundamental, borra todos sus hijos cuando se libera de la memoria.\n"
"Los objetos exportan propiedades, que son principalmente útiles para el "
"almacenamiento y la edición, pero no tanto en la programación. Las "
-"propiedades se exportan en [method _get_property_list] y se manejan en "
-"[method _get] y [method _set]. Sin embargo, los lenguajes de scripting y C++ "
+"propiedades se exportan en [method _get_property_list] y se manejan en ["
+"method _get] y [method _set]. Sin embargo, los lenguajes de scripting y C++ "
"tienen medios más sencillos para exportarlas.\n"
"La pertenencia de las propiedades puede ser probada directamente en GDScript "
"usando [code]en[/code]:\n"
@@ -48632,7 +48660,7 @@ msgstr ""
"clave exista, incluso si el valor es [code]null[/code].\n"
"Los objetos también reciben notificaciones. Las notificaciones son una forma "
"sencilla de notificar al objeto sobre diferentes eventos, de modo que todos "
-"ellos pueden ser manejados juntos. Véase [method _notificación].\n"
+"ellos pueden ser manejados juntos. Véase [method _notification].\n"
"[b]Nota:[/b] A diferencia de las referencias a una [Reference], las "
"referencias a un objeto almacenado en una variable pueden perder su validez "
"sin previo aviso. Por lo tanto, se recomienda utilizar [Reference] para las "
@@ -48787,7 +48815,7 @@ msgstr ""
"parámetros se pasan como una lista separada por comas. Ejemplo:\n"
"[codeblock]\n"
"call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n"
-"[/codebloque]\n"
+"[/codeblock]\n"
"[b]Nota:[/b] En C#, el nombre del método debe especificarse como snake_case "
"si está definido por un nodo Godot incorporado. Esto no se aplica a los "
"métodos definidos por el usuario, en los que se debe utilizar la misma "
@@ -48805,7 +48833,7 @@ msgstr ""
"Llama al [code]method[/code] en el objeto y devuelve el resultado. A "
"diferencia de [method call], este método no soporta un número variable de "
"argumentos, sino que espera que todos los parámetros sean a través de un "
-"único [array].\n"
+"único [Array].\n"
"[codeblock]\n"
"callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n"
"[/codeblock]"
@@ -49128,7 +49156,7 @@ msgid ""
"and then down to its successive inheriting classes."
msgstr ""
"Envíe una notificación determinada al objeto, que también activará una "
-"llamada al método [method _notificación] de todas las clases de las que "
+"llamada al método [method _notification] de todas las clases de las que "
"hereda el objeto.\n"
"Si [code]reversed[/code] es [code]true[/code], [method _notification] es "
"llamado primero a la clase propia del objeto, y luego hasta sus sucesivas "
@@ -50042,9 +50070,9 @@ msgstr ""
"conjunto de strings. La resolución de la ruta de la plataforma tendrá lugar. "
"El archivo resuelto debe existir y ser ejecutable.\n"
"Los argumentos se utilizan en el orden dado y separados por un espacio, así "
-"que [code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/"
-"code] resolverá a [code]ping -w 3 godotengine.org[/code] en el shell del "
-"sistema.\n"
+"que [code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], "
+"false)[/code] resolverá a [code]ping -w 3 godotengine.org[/code] en el shell "
+"del sistema.\n"
"Este método tiene un comportamiento ligeramente diferente basado en si el "
"modo [code]blocking[/code] está activado.\n"
"Si [code]blocking[/code] es [code]true[/code], el hilo de Godot detendrá su "
@@ -50058,13 +50086,13 @@ msgstr ""
"el método devolverá un código de salida del proceso. Cuando no se bloquea, "
"el método devuelve un ID de proceso, que puedes usar para monitorizar el "
"proceso (y potencialmente terminarlo con [method kill]). Si el proceso se "
-"bifurca (sin bloquear) o se abre (bloquea), el método devolverá [code]-1[/"
-"code] u otro código de salida.\n"
+"bifurca (sin bloquear) o se abre (bloquea), el método devolverá "
+"[code]-1[/code] u otro código de salida.\n"
"Ejemplo de modo de bloqueo y recuperación de la salida del shell:\n"
"[codeblock]\n"
"var output = []\n"
"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n"
-"[/codebloque]\n"
+"[/codeblock]\n"
"Ejemplo de modo no bloqueante, ejecutando otra instancia del proyecto y "
"almacenando su ID de proceso:\n"
"[codeblock]\n"
@@ -52504,7 +52532,7 @@ msgstr ""
#, fuzzy
msgid "Particle properties for [Particles] and [Particles2D] nodes."
msgstr ""
-"Propiedades de las partículas para los nodos [GPUParticles3D] y "
+"Propiedades de las partículas para los nodos [GPUParticles] y "
"[GPUParticles2D]."
#: doc/classes/ParticlesMaterial.xml:7
@@ -52525,7 +52553,7 @@ msgid ""
msgstr ""
"ParticlesMaterial define las propiedades y el comportamiento de las "
"partículas. Se utiliza en el [code]process_material[/code] de los nodos "
-"emisores [GPUParticles3D] y [GPUParticles2D].\n"
+"emisores [GPUParticles] y [GPUParticles2D].\n"
"Algunas de las propiedades de este material se aplican a cada partícula "
"cuando se emite, mientras que otras pueden tener una [CurveTexture] aplicada "
"para variar los valores a lo largo de la vida de la partícula.\n"
@@ -52582,8 +52610,8 @@ msgid ""
msgstr ""
"Rotación inicial aplicada a cada partícula, en grados.\n"
"Sólo se aplica cuando [member flag_disable_z] o [member flag_rotate_y] son "
-"[code]true[/code] o el [MaterialBase3D] que se usa para dibujar la partícula "
-"está usando [constant MaterialBase3D.BILLBOARD_PARTICLES]."
+"[code]true[/code] o el [MaterialBase] que se usa para dibujar la partícula "
+"está usando [constant SpatialMaterial.BILLBOARD_PARTICLES]."
#: doc/classes/ParticlesMaterial.xml:81
msgid "Each particle's rotation will be animated along this [CurveTexture]."
@@ -52602,7 +52630,7 @@ msgstr ""
"Velocidad angular inicial aplicada a cada partícula. Establece la velocidad "
"de rotación de la partícula.\n"
"Sólo se aplica cuando [member flag_disable_z] o [member flag_rotate_y] son "
-"[code]true[/code] o el [BaseMaterial3D] que se usa para dibujar la partícula "
+"[code]true[/code] o el [BaseMaterial] que se usa para dibujar la partícula "
"está usando [constant BaseMaterial3D.BILLBOARD_PARTICLES]."
#: doc/classes/ParticlesMaterial.xml:91
@@ -52633,8 +52661,8 @@ msgid ""
msgstr ""
"El color inicial de cada partícula. Si se define la [GPUParticles2D] de "
"[code]texture[/code], se multiplicará por este color. Para que una partícula "
-"muestre el color en un [MaterialBase3D] asegúrese de establecer el [member "
-"MaterialBase3D.vertex_color_use_as_albedo] en [code]true[/code]."
+"muestre el color en un [MaterialBase] asegúrese de establecer el [member "
+"SpatialMaterial.vertex_color_use_as_albedo] en [code]true[/code]."
#: doc/classes/ParticlesMaterial.xml:124
msgid "Damping will vary along this [CurveTexture]."
@@ -52955,8 +52983,7 @@ msgstr ""
#: doc/classes/Path.xml:4
#, fuzzy
msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow."
-msgstr ""
-"Contiene un camino [Curve3D] para que los nodos [PathFollow3D] lo sigan."
+msgstr "Contiene un camino [Curve3D] para que los nodos [PathFollow] lo sigan."
#: doc/classes/Path.xml:7
#, fuzzy
@@ -52967,10 +52994,10 @@ msgid ""
"[PathFollow]). As such, the curve should usually start with a zero vector "
"[code](0, 0, 0)[/code]."
msgstr ""
-"Puede tener nodos hijos [PathFollow3D] moviéndose a lo largo de la "
-"[Curve3D]. Vea [PathFollow3D] para más información sobre el uso.\n"
+"Puede tener nodos hijos [PathFollow] moviéndose a lo largo de la [Curve3D]. "
+"Vea [PathFollow] para más información sobre el uso.\n"
"Tenga en cuenta que la ruta se considera relativa a los nodos movidos (hijos "
-"de [PathFollow3D]). Como tal, la curva debería comenzar normalmente con un "
+"de [PathFollow]). Como tal, la curva debería comenzar normalmente con un "
"vector cero [code](0, 0, 0)[/code]."
#: doc/classes/Path.xml:16
@@ -53042,9 +53069,9 @@ msgid ""
msgstr ""
"Si [code]true[/code], la posición entre dos puntos cacheados se interpola "
"cúbicamente, y linealmente en caso contrario.\n"
-"Los puntos a lo largo de la [Curve3D] del [Path3D] se precalculan antes de "
-"su uso, para cálculos más rápidos. El punto en el desplazamiento solicitado "
-"se calcula entonces interpolando entre dos puntos cacheados adyacentes. Esto "
+"Los puntos a lo largo de la [Curve3D] del [Path] se precalculan antes de su "
+"uso, para cálculos más rápidos. El punto en el desplazamiento solicitado se "
+"calcula entonces interpolando entre dos puntos cacheados adyacentes. Esto "
"puede presentar un problema si la curva hace giros bruscos, ya que los "
"puntos cacheados pueden no seguir la curva lo suficientemente cerca.\n"
"Hay dos respuestas a este problema: o bien aumentar el número de puntos "
@@ -53126,7 +53153,7 @@ msgid ""
msgstr ""
"Utiliza la información del vector ascendente en una [Curve3D] para reforzar "
"la orientación. Este modo de rotación requiere que la propiedad [member "
-"Curve3D.up_vector_enabled] de [Path3D] se establezca en [code]true[/code]."
+"Curve3D.up_vector_enabled] de [Path] se establezca en [code]true[/code]."
#: doc/classes/PathFollow2D.xml:4
msgid "Point sampler for a [Path2D]."
@@ -53454,8 +53481,7 @@ msgstr "Número de islas en el motor de física 2D."
#: doc/classes/Performance.xml:108
#, fuzzy
msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game."
-msgstr ""
-"Número de nodos activos de [RigidBody3D] y [VehicleBody3D] en el juego."
+msgstr "Número de nodos activos de [RigidBody] y [VehicleBody] en el juego."
#: doc/classes/Performance.xml:111
msgid "Number of collision pairs in the 3D physics engine."
@@ -53499,18 +53525,17 @@ msgid "Direct access object to a physics body in the [Physics2DServer]."
msgstr "Acceso directo al objeto a un cuerpo físico en el [PhysicsServer2D]."
#: doc/classes/Physics2DDirectBodyState.xml:7
-#, fuzzy
msgid ""
"Provides direct access to a physics body in the [Physics2DServer], 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 RigidBody2D._integrate_forces]."
msgstr ""
-"Proporciona acceso directo a un cuerpo físico en el [PhysicsServer2D], "
+"Proporciona acceso directo a un cuerpo físico en el [Physics2DServer], "
"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 [método RigidBody2D._integrate_forces]."
+"Ver [method RigidBody2D._integrate_forces]."
#: doc/classes/Physics2DDirectBodyState.xml:11
#: doc/classes/Physics2DDirectSpaceState.xml:11
@@ -53921,7 +53946,6 @@ msgstr ""
"[PhysicsBody2D]s o [Area2D]s, respectivamente."
#: doc/classes/Physics2DDirectSpaceState.xml:113
-#, fuzzy
msgid ""
"Checks the intersections of a shape, given through a "
"[Physics2DShapeQueryParameters] object, against the space.\n"
@@ -53939,15 +53963,15 @@ msgid ""
"parameter, to reduce the processing time."
msgstr ""
"Comprueba las intersecciones de una forma, dadas a través de un objeto "
-"[PhysicsShapeQueryParameters2D], contra el espacio.\n"
+"[Physics2DShapeQueryParameters], contra el espacio.\n"
"[b]Nota:[/b] Este método no tiene en cuenta la propiedad [code]motion[/code] "
"del objeto. Las formas intersectadas se devuelven en una matriz que contiene "
"diccionarios con los siguientes campos:\n"
"[code]collider[/code]: El objeto que colisiona.\n"
"[code]collider_id[/code]: El ID del objeto que colisiona.\n"
"[code]metadata[/code]: Los metadatos de la forma que se intersecta. Estos "
-"metadatos son diferentes de [method Object.get_meta], y se establecen con "
-"[método PhysicsServer2D.shape_set_data].\n"
+"metadatos son diferentes de [method Object.get_meta], y se establecen con ["
+"method Physics2DServer.shape_set_data].\n"
"[code]rid[/code]: El objeto que se intersecta es [RID].\n"
"[code]shape[/code]: El índice de la forma de la forma que colisiona.\n"
"El número de intersecciones puede ser limitado con el parámetro "
@@ -54070,7 +54094,7 @@ msgstr ""
"1: [constant AREA_BODY_ADDED] o [constant AREA_BODY_REMOVED], dependiendo de "
"si el objeto entró o salió del área.\n"
"2: [RID] del objeto que entró/salió del área.\n"
-"3: [ID] del objeto que entró/salió del área.\n"
+"3: ID del objeto que entró/salió del área.\n"
"4: El índice de forma del objeto que entró/salió del área.\n"
"5: El índice de forma del área donde el objeto entró/salió del área."
@@ -55008,7 +55032,7 @@ msgid ""
"PhysicsBody is an abstract base class for implementing a physics body. All "
"*Body types inherit from it."
msgstr ""
-"PhysicsBody3D es una clase base abstracta para implementar un cuerpo de "
+"PhysicsBody es una clase base abstracta para implementar un cuerpo de "
"física. Todos los tipos de *cuerpo heredan de él."
#: doc/classes/PhysicsBody.xml:17 doc/classes/PhysicsBody2D.xml:17
@@ -55064,18 +55088,17 @@ msgid "Direct access object to a physics body in the [PhysicsServer]."
msgstr "Acceso directo al objeto a un cuerpo físico en el [PhysicsServer2D]."
#: doc/classes/PhysicsDirectBodyState.xml:7
-#, fuzzy
msgid ""
"Provides direct access to a physics body in the [PhysicsServer], 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 RigidBody._integrate_forces]."
msgstr ""
-"Proporciona acceso directo a un cuerpo físico en el [PhysicsServer2D], "
+"Proporciona acceso directo a un cuerpo físico en el [PhysicsServer], "
"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 [método RigidBody2D._integrate_forces]."
+"Ver [method RigidBody2D._integrate_forces]."
#: doc/classes/PhysicsDirectBodyState.xml:18
msgid ""
@@ -55216,13 +55239,12 @@ msgid ""
"returned instead."
msgstr ""
"Comprueba las intersecciones de una forma, dadas a través de un objeto "
-"[PhysicsShapeQueryParameters3D], contra el espacio. Si colisiona con más de "
+"[PhysicsShapeQueryParameters], contra el espacio. Si colisiona con más de "
"una forma, se selecciona la más cercana. El objeto devuelto es un "
"diccionario que contiene los siguientes campos:\n"
"[code]collider_id[/code]: El ID del objeto que colisiona.\n"
-"[code]linear_velocity[/code]: La velocidad del objeto que colisiona "
-"[Vector3]. Si el objeto es un [Area3D], el resultado es [code](0, 0, 0)[/"
-"code].\n"
+"[code]linear_velocity[/code]: La velocidad del objeto que colisiona [Vector3]"
+". Si el objeto es un [Area], el resultado es [code](0, 0, 0)[/code].\n"
"[code]normal[/code]: La normalidad de la superficie del objeto en el punto "
"de intersección.\n"
"[code]point[/code]: El punto de intersección.\n"
@@ -55264,7 +55286,7 @@ msgstr ""
"[RID]s que deben ser excluidos de las colisiones, una máscara de bits "
"[code]collision_mask[/code] que representa las capas de física para "
"comprobar, o booleanos para determinar si el rayo debe colisionar con "
-"[PhysicsBody3D]s o [Area3D]s, respectivamente."
+"[PhysicsBody]s o [Area]s, respectivamente."
#: doc/classes/PhysicsDirectSpaceState.xml:73
#, fuzzy
@@ -55300,7 +55322,7 @@ msgstr ""
"[RID]s que deben ser excluidos de las colisiones, una máscara de bits "
"[code]collision_mask[/code] que representa las capas de física para "
"comprobar, o booleanos para determinar si el rayo debe colisionar con "
-"[PhysicsBody3D]s o [Area3D]s, respectivamente."
+"[PhysicsBody]s o [Area]s, respectivamente."
#: doc/classes/PhysicsDirectSpaceState.xml:89
#, fuzzy
@@ -55317,7 +55339,7 @@ msgid ""
"parameter, to reduce the processing time."
msgstr ""
"Comprueba las intersecciones de una forma, dadas a través de un objeto "
-"[PhysicsShapeQueryParameters3D], contra el espacio. Las formas intersectadas "
+"[PhysicsShapeQueryParameters], contra el espacio. Las formas intersectadas "
"son devueltas en una matriz que contiene diccionarios con los siguientes "
"campos:\n"
"[code]colisionador[/code]: El objeto que colisiona.\n"
@@ -55337,7 +55359,7 @@ msgid ""
"Provides a means of modifying the collision properties of a [PhysicsBody]."
msgstr ""
"Proporciona un medio para modificar las propiedades de colisión de un "
-"[PhysicsBody3D]."
+"[PhysicsBody]."
#: doc/classes/PhysicsMaterial.xml:15
msgid ""
@@ -55629,27 +55651,27 @@ msgstr ""
#: doc/classes/PhysicsServer.xml:721
#, fuzzy
msgid "Creates a [ConeTwistJoint]."
-msgstr "Crea un [ConeTwistJoint3D]."
+msgstr "Crea un [ConeTwistJoint]."
#: doc/classes/PhysicsServer.xml:731
#, fuzzy
msgid "Creates a [Generic6DOFJoint]."
-msgstr "Crea un [Generic6DOFJoint3D]."
+msgstr "Crea un [Generic6DOFJoint]."
#: doc/classes/PhysicsServer.xml:741
#, fuzzy
msgid "Creates a [HingeJoint]."
-msgstr "Crea un [HingeJoint3D]."
+msgstr "Crea un [HingeJoint]."
#: doc/classes/PhysicsServer.xml:751
#, fuzzy
msgid "Creates a [PinJoint]."
-msgstr "Crea un [PinJoint3D]."
+msgstr "Crea un [PinJoint]."
#: doc/classes/PhysicsServer.xml:761
#, fuzzy
msgid "Creates a [SliderJoint]."
-msgstr "Crea un [SliderJoint3D]."
+msgstr "Crea un [SliderJoint]."
#: doc/classes/PhysicsServer.xml:768
#, fuzzy
@@ -55757,27 +55779,27 @@ msgstr ""
#: doc/classes/PhysicsServer.xml:942
#, fuzzy
msgid "The [Joint] is a [PinJoint]."
-msgstr "El [Joint3D] es un [PinJoint3D]."
+msgstr "El [Joint] es un [PinJoint]."
#: doc/classes/PhysicsServer.xml:945
#, fuzzy
msgid "The [Joint] is a [HingeJoint]."
-msgstr "El [Joint3D] es un [HingeJoint3D]."
+msgstr "El [Joint] es un [HingeJoint]."
#: doc/classes/PhysicsServer.xml:948
#, fuzzy
msgid "The [Joint] is a [SliderJoint]."
-msgstr "El [Joint3D] es un [SliderJoint3D]."
+msgstr "El [Joint] es un [SliderJoint]."
#: doc/classes/PhysicsServer.xml:951
#, fuzzy
msgid "The [Joint] is a [ConeTwistJoint]."
-msgstr "El [Joint3D] es un [ConeTwistJoint3D]."
+msgstr "El [Joint] es un [ConeTwistJoint]."
#: doc/classes/PhysicsServer.xml:954
#, fuzzy
msgid "The [Joint] is a [Generic6DOFJoint]."
-msgstr "El [Joint3D] es un [Generic6DOFJoint3D]."
+msgstr "El [Joint] es un [Generic6DOFJoint]."
#: doc/classes/PhysicsServer.xml:957
msgid ""
@@ -56052,47 +56074,47 @@ msgstr ""
#: doc/classes/PhysicsServer.xml:1146
#, fuzzy
msgid "The [Shape] is a [PlaneShape]."
-msgstr "El [Shape3D] es un [RayShape3D]."
+msgstr "El [Shape] es un [RayShape]."
#: doc/classes/PhysicsServer.xml:1149
#, fuzzy
msgid "The [Shape] is a [RayShape]."
-msgstr "El [Shape3D] es un [RayShape3D]."
+msgstr "El [Shape] es un [RayShape]."
#: doc/classes/PhysicsServer.xml:1152
#, fuzzy
msgid "The [Shape] is a [SphereShape]."
-msgstr "La [Shape3D] es una [SphereShape3D]."
+msgstr "La [Shape] es una [SphereShape]."
#: doc/classes/PhysicsServer.xml:1155
#, fuzzy
msgid "The [Shape] is a [BoxShape]."
-msgstr "El [Shape3D] es un [BoxShape3D]."
+msgstr "El [Shape] es un [BoxShape]."
#: doc/classes/PhysicsServer.xml:1158
#, fuzzy
msgid "The [Shape] is a [CapsuleShape]."
-msgstr "La [Shape3D] es una [CapsuleShape3D]."
+msgstr "La [Shape] es una [CapsuleShape]."
#: doc/classes/PhysicsServer.xml:1161
#, fuzzy
msgid "The [Shape] is a [CylinderShape]."
-msgstr "La [Shape3D] es una [CylinderShape3D]."
+msgstr "La [Shape] es una [CylinderShape]."
#: doc/classes/PhysicsServer.xml:1164
#, fuzzy
msgid "The [Shape] is a [ConvexPolygonShape]."
-msgstr "La [Shape3D] es una [ConvexPolygonShape3D]."
+msgstr "La [Shape] es una [ConvexPolygonShape]."
#: doc/classes/PhysicsServer.xml:1167
#, fuzzy
msgid "The [Shape] is a [ConcavePolygonShape]."
-msgstr "La [Shape3D] es una [ConcavePolygonShape3D]."
+msgstr "La [Shape] es una [ConcavePolygonShape]."
#: doc/classes/PhysicsServer.xml:1170
#, fuzzy
msgid "The [Shape] is a [HeightMapShape]."
-msgstr "El [Shape3D] es un [HeightMapShape3D]."
+msgstr "El [Shape] es un [HeightMapShape]."
#: doc/classes/PhysicsShapeQueryParameters.xml:4
msgid "Parameters to be sent to a 3D shape physics query."
@@ -56104,8 +56126,8 @@ msgid ""
"This class contains the shape and other parameters for 3D intersection/"
"collision queries."
msgstr ""
-"Esta clase contiene la forma y otros parámetros para consultas de "
-"intersección/colisión en 3D. Ver también [PhysicsShapeQueryResult3D]."
+"Esta clase contiene la forma y otros parámetros para consultas de intersecció"
+"n/colisión en 3D. Ver también [PhysicsShapeQueryResult]."
#: doc/classes/PhysicsShapeQueryParameters.xml:16
#, fuzzy
@@ -56409,14 +56431,14 @@ msgid ""
msgstr ""
"Una forma plana infinita para las colisiones 3D. Tenga en cuenta que el "
"[Plane] es normal; cualquier cosa \"debajo\" del plano colisionará con él. "
-"Si el [WorldMarginShape3D] se usa en un [PhysicsBody3D], causará que los "
-"objetos que colisionen situados \"debajo\" de él se teletransporten \"por "
-"encima\" del plano."
+"Si el [WorldMarginShape] se usa en un [PhysicsBody], causará que los objetos "
+"que colisionen situados \"debajo\" de él se teletransporten \"por encima\" "
+"del plano."
#: doc/classes/PlaneShape.xml:15
#, fuzzy
msgid "The [Plane] used by the [PlaneShape] for collision."
-msgstr "El [Plane] utilizado por el [WorldMarginShape3D] para la colisión."
+msgstr "El [Plane] utilizado por el [WorldMarginShape] para la colisión."
#: doc/classes/PointMesh.xml:4
msgid "Mesh with a single Point primitive."
@@ -56443,9 +56465,10 @@ msgstr ""
"sistemas de partículas, pero pueden ser usados como una forma barata de "
"renderizar sprites de tamaño constante (por ejemplo en una nube de puntos).\n"
"PointMeshes, debe ser usado con un material que tenga un tamaño de punto. El "
-"tamaño de punto puede ser accedido en un sombreador con [code]POINT_SIZE[/"
-"code], o en un [MaterialBase3D] estableciendo [miembro MaterialBase3D."
-"use_point_size] y la variable [member MaterialBase3D.point_size].\n"
+"tamaño de punto puede ser accedido en un sombreador con "
+"[code]POINT_SIZE[/code], o en un [SpatialMaterial] estableciendo [member "
+"SpatialMaterial.use_point_size] y la variable [member SpatialMaterial."
+"point_size].\n"
"Al usar PointMeshes, las propiedades que normalmente alteran los vértices "
"serán ignoradas, incluyendo el modo de cartelera, el crecimiento y la cara "
"de selección."
@@ -57984,7 +58007,7 @@ msgid ""
"it displays as a cross in the 3D editor at all times."
msgstr ""
"Sugerencia de posición 3D genérica para la edición. Es como un plano "
-"[Node3D], pero se muestra como una cruz en el editor 3D en todo momento."
+"[Spatial], pero se muestra como una cruz en el editor 3D en todo momento."
#: doc/classes/PrimitiveMesh.xml:4
msgid ""
@@ -58037,8 +58060,8 @@ msgid ""
msgstr ""
"Si se establece, el orden de los vértices de cada triángulo se invierte, lo "
"que hace que se dibuje la parte trasera de la malla.\n"
-"Esto da el mismo resultado que usando [constant MaterialBase3D.CULL_BACK] en "
-"[member MaterialBase3D.cull_mode]."
+"Esto da el mismo resultado que usando [constant SpatialMaterial.CULL_BACK] "
+"en [member SpatialMaterial.cull_mode]."
#: doc/classes/PrimitiveMesh.xml:33
msgid "The current [Material] of the primitive mesh."
@@ -58112,7 +58135,7 @@ msgstr ""
"Cuando no se necesita un cielo rápido que no es realista, esta es una buena "
"opción.\n"
"El [ProceduralSkyMaterial] soporta hasta 4 soles. Cada sol toma su color, "
-"energía y dirección de la correspondiente [DirectionalLight3D] de la escena."
+"energía y dirección de la correspondiente [DirectionalLight] de la escena."
#: doc/classes/ProceduralSky.xml:16
#, fuzzy
@@ -60610,7 +60633,7 @@ msgid ""
"[SoftBody] physics. Only applies to the Bullet physics engine."
msgstr ""
"Establece si el mundo de la física 3D se creará con soporte para la física "
-"[SoftBody3D]. Sólo se aplica al motor de física de Bullet."
+"[SoftBody]. Sólo se aplica al motor de física de Bullet."
#: doc/classes/ProjectSettings.xml:1080
msgid ""
@@ -60997,7 +61020,6 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml:1222
-#, fuzzy
msgid ""
"Default background clear color. Overridable per [Viewport] using its "
"[Environment]. See [member Environment.background_mode] and [member "
@@ -61005,10 +61027,9 @@ msgid ""
"programmatically, use [method VisualServer.set_default_clear_color]."
msgstr ""
"Color de fondo claro por defecto. Sobrescribible por el [Viewport] usando su "
-"[Environment]. Vea [member Environment.background_mode] y [member "
-"Environment.background_color] en particular. Para cambiar este color "
-"predeterminado de forma programada, utilice el [method RenderingServer."
-"set_default_clear_color]."
+"[Environment]. Vea [member Environment.background_mode] y [member Environment"
+".background_color] en particular. Para cambiar este color predeterminado de "
+"forma programada, utilice el [method VisualServer.set_default_clear_color]."
#: doc/classes/ProjectSettings.xml:1225
msgid ""
@@ -61220,14 +61241,13 @@ msgid ""
msgstr ""
#: doc/classes/ProjectSettings.xml:1306
-#, fuzzy
msgid ""
"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
"devices, due to performance concerns or driver support."
msgstr ""
-"Anulación del extremo inferior para [member rendering/quality/shadow_atlas/"
-"size] en los dispositivos móviles, debido a problemas de rendimiento o de "
-"compatibilidad con el controlador."
+"Sobrescritura del extremo inferior para [member rendering/quality/depth/hdr] "
+"en los dispositivos móviles, debido a problemas de rendimiento o de apoyo al "
+"driver."
#: doc/classes/ProjectSettings.xml:1309
msgid ""
@@ -61494,9 +61514,9 @@ msgid ""
"force_blinn_over_ggx] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
-"Sobreescritura del extremo inferior para [member rendering/quality/"
-"shadinging/force_blinn_over_ggx] en los dispositivos móviles, debido a "
-"problemas de rendimiento o de soporte de los conductores."
+"Sobreescritura del extremo inferior para [member rendering/quality/shading/"
+"force_blinn_over_ggx] en los dispositivos móviles, debido a problemas de "
+"rendimiento o de soporte de los conductores."
#: doc/classes/ProjectSettings.xml:1390
msgid ""
@@ -61512,9 +61532,9 @@ msgid ""
"force_lambert_over_burley] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
-"Sobreescritura del extremo inferior para [member rendering/quality/"
-"shadinging/force_lambert_over_burley] en los dispositivos móviles, debido a "
-"problemas de rendimiento o de apoyo al conductor."
+"Sobreescritura del extremo inferior para [member rendering/quality/shading/"
+"force_lambert_over_burley] en los dispositivos móviles, debido a problemas "
+"de rendimiento o de apoyo al conductor."
#: doc/classes/ProjectSettings.xml:1396
msgid ""
@@ -62041,7 +62061,7 @@ msgid ""
"will not change."
msgstr ""
"El cuaternario de identidad, que no representa una rotación. Equivalente a "
-"una matriz de identidad [Base]. Si un vector es transformado por un "
+"una matriz [Basis] de identidad. Si un vector es transformado por un "
"cuaternario de identidad, no cambiará."
#: doc/classes/RandomNumberGenerator.xml:4
@@ -62322,8 +62342,8 @@ msgstr ""
"RayCast3D puede ignorar algunos objetos añadiéndolos a la lista de "
"excepciones mediante [code]add_exception[/code] o estableciendo un filtrado "
"adecuado con capas y máscaras de colisión.\n"
-"RayCast3D puede ser configurado para reportar colisiones con [Area3D]s "
-"([member collide_with_areas]) y/o [PhysicsBody3D]s ([member "
+"RayCast3D puede ser configurado para reportar colisiones con [Area]s (["
+"member collide_with_areas]) y/o [PhysicsBody]s ([member "
"collide_with_bodies]).\n"
"Sólo las emisiones de rayos habilitadas podrán consultar el espacio e "
"informar de las colisiones.\n"
@@ -62592,8 +62612,8 @@ msgid ""
"itself from whatever is touching its far endpoint. It's often useful for "
"characters."
msgstr ""
-"Forma de rayo para colisiones 3D, que puede ser fijada en un [PhysicsBody3D] "
-"o [Area3D]. Un rayo no es realmente un cuerpo de colisión, sino que trata de "
+"Forma de rayo para colisiones 3D, que puede ser fijada en un [PhysicsBody] o "
+"[Area]. Un rayo no es realmente un cuerpo de colisión, sino que trata de "
"separarse de lo que está tocando su punto final lejano. A menudo es útil "
"para los personajes."
@@ -62927,10 +62947,10 @@ msgid ""
"rendering cost."
msgstr ""
"Establece la máscara de selección que determina qué objetos son dibujados "
-"por esta sonda. Cada [VisualInstance3D] con una capa incluida en esta "
-"máscara de selección será representada por la sonda. Es mejor incluir sólo "
-"los objetos grandes que probablemente ocupen mucho espacio en el reflejo "
-"para ahorrar en el coste de la renderización."
+"por esta sonda. Cada [VisualInstance] con una capa incluida en esta máscara "
+"de selección será representada por la sonda. Es mejor incluir sólo los "
+"objetos grandes que probablemente ocupen mucho espacio en el reflejo para "
+"ahorrar en el coste de la renderización."
#: doc/classes/ReflectionProbe.xml:25
msgid ""
@@ -63104,25 +63124,25 @@ msgstr ""
"Una expresión regular (o regex) es un lenguaje compacto que puede utilizarse "
"para reconocer cadenas que siguen un patrón específico, como URL, "
"direcciones de correo electrónico, frases completas, etc. Por ejemplo, una "
-"regex de [code]ab[0-9][/code] encontraría cualquier string que sea [code]ab[/"
-"code] seguida de cualquier número desde [code]0[/code] hasta [code]9[/code]. "
-"Para una mirada más profunda, puedes encontrar fácilmente varios tutoriales "
-"y explicaciones detalladas en Internet.\n"
+"regex de [code]ab[0-9][/code] encontraría cualquier string que sea "
+"[code]ab[/code] seguida de cualquier número desde [code]0[/code] hasta "
+"[code]9[/code]. Para una mirada más profunda, puedes encontrar fácilmente "
+"varios tutoriales y explicaciones detalladas en Internet.\n"
"Para empezar, el objeto RegEx necesita ser compilado con el patrón de "
"búsqueda usando [method compile] antes de que pueda ser usado.\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
-"[/codebloque]\n"
+"[/codeblock]\n"
"El patrón de búsqueda debe escaparse primero para el GDScript antes de que "
"se escape para la expresión. Por ejemplo, [code]compile(\"\\\\d+\")[/code] "
"sería leído por RegEx como [code]\\d+[/code]. De manera similar, "
-"[code]compile(\"\\\"(?:\\\\\\N-[^^])*[^]\"[/code] sería leído como "
-"[code]\"(?:\\N-[^]])*\"[/code].\n"
+"[code]compile(\"\\\"(?:\\\\\\N-[^^])*[^]\"[/code] sería leído como [code]\""
+"(?:\\N-[^]])*\"[/code].\n"
"Usando [method search], puedes encontrar el patrón dentro del texto dado. Si "
"se encuentra un patrón, se devuelve [RegExMatch] y se pueden recuperar los "
-"detalles de los resultados usando métodos como [method RegExMatch."
-"get_string] y [method RegExMatch.get_start].\n"
+"detalles de los resultados usando métodos como [method RegExMatch.get_string]"
+" y [method RegExMatch.get_start].\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
@@ -63131,10 +63151,10 @@ msgstr ""
" print(result.get_string()) # Se imprimiría el n-0123\n"
"[/codeblock]\n"
"Los resultados de la captura de grupos [code]()[/code] pueden ser "
-"recuperados pasando el número de grupo a los diversos métodos en "
-"[RegExMatch]. El grupo 0 es el predeterminado y siempre se referirá al "
-"patrón completo. En el ejemplo anterior, llamando a [code]result."
-"get_string(1)[/code] obtendríamos [code]0123[/code].\n"
+"recuperados pasando el número de grupo a los diversos métodos en [RegExMatch]"
+". El grupo 0 es el predeterminado y siempre se referirá al patrón completo. "
+"En el ejemplo anterior, llamando a [code]result.get_string(1)[/code] "
+"obtendríamos [code]0123[/code].\n"
"Esta versión de RegEx también soporta grupos de captura con nombre, y los "
"nombres pueden ser usados para recuperar los resultados. Si dos o más grupos "
"tienen el mismo nombre, el nombre sólo se referiría al primero con una "
@@ -63159,7 +63179,8 @@ msgstr ""
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\N-S+\") # Clase de personaje de espacio blanco negado.\n"
"var results = []\n"
-"for match in regex.search_all(\"Uno Dos \\n\\tTres\"):\n"
+"for match in regex.search_all(\"Uno Dos \\n"
+"\\tTres\"):\n"
" results.push_back(match.get_string())\n"
"# El `results` ahora contiene \"Uno\", \"Dos\", \"Tres\".\n"
"[/codeblock]\n"
@@ -63341,7 +63362,7 @@ msgid ""
"in the scene."
msgstr ""
"RemoteTransform3D empuja su propia [Transform] a otro Nodo derivado de "
-"[Node3D] en la escena."
+"[Spatial] en la escena."
#: doc/classes/RemoteTransform.xml:7
#, fuzzy
@@ -63352,7 +63373,7 @@ msgid ""
"can use either global or local coordinates."
msgstr ""
"RemoteTransform3D empuja su propia [Transform] a otro Nodo derivado de "
-"[Node3D] (llamado el nodo remoto) en la escena.\n"
+"[Spatial] (llamado el nodo remoto) en la escena.\n"
"Puede ser configurado para actualizar la posición, rotación y/o escala de "
"otro Nodo. Puede usar tanto coordenadas globales como locales."
@@ -64722,7 +64743,6 @@ msgid "Handle for a [Resource]'s unique ID."
msgstr "Manejar para una identificación única de [Resource]."
#: doc/classes/RID.xml:7
-#, fuzzy
msgid ""
"The RID type is used to access the unique integer ID of a resource. They are "
"opaque, which means they do not grant access to the associated resource by "
@@ -64732,7 +64752,7 @@ msgstr ""
"El tipo de RID se utiliza para acceder a la identificación entera única de "
"un recurso. Son opacos, lo que significa que no permiten el acceso al "
"recurso asociado por sí mismos. Son utilizados por y con las clases de "
-"servidores de bajo nivel como [RenderingServer]."
+"servidores de bajo nivel como [VisualServer]."
#: doc/classes/RID.xml:16
msgid ""
@@ -64777,15 +64797,15 @@ msgid ""
"[CollisionShape] centers."
msgstr ""
"Este es el nodo que implementa la física 3D completa. Esto significa que no "
-"controlas un RigidBody3D directamente. En su lugar, puedes aplicarle fuerzas "
-"(gravedad, impulsos, etc.), y la simulación física calculará el movimiento "
+"controlas un RigidBody directamente. En su lugar, puedes aplicarle fuerzas ("
+"gravedad, impulsos, etc.), y la simulación física calculará el movimiento "
"resultante, la colisión, el rebote, la rotación, etc.\n"
-"Un RigidBody3D tiene 4 comportamientos [member mode]s: Rígido, Estático, "
+"Un RigidBody tiene 4 comportamientos [member mode]s: Rígido, Estático, "
"Carácter y Cinemático.\n"
-"[b]Nota:[/b] No cambies la posición de un RigidBody3D cada fotograma o muy a "
+"[b]Nota:[/b] No cambies la posición de un RigidBody cada fotograma o muy a "
"menudo. Los cambios esporádicos funcionan bien, pero la física funciona con "
-"una granularidad (Hz fijos) diferente a la de la representación habitual "
-"(llamada de proceso) y tal vez incluso en un hilo separado, por lo que "
+"una granularidad (Hz fijos) diferente a la de la representación habitual ("
+"llamada de proceso) y tal vez incluso en un hilo separado, por lo que "
"cambiar esto de un bucle de proceso puede dar lugar a un comportamiento "
"extraño. Si necesitas afectar directamente el estado del cuerpo, usa [method "
"_integrate_forces], que te permite acceder directamente al estado de la "
@@ -64899,7 +64919,7 @@ msgid ""
"angular acceleration resulting from a torque applied to the RigidBody."
msgstr ""
"Devuelve la base del tensor de inercia inversa. Se utiliza para calcular la "
-"aceleración angular resultante de un par aplicado al [RigidBody3D]."
+"aceleración angular resultante de un par aplicado al [RigidBody]."
#: doc/classes/RigidBody.xml:98
msgid "Locks the specified linear or rotational axis."
@@ -64963,8 +64983,8 @@ msgid ""
"If [code]true[/code], the RigidBody will emit signals when it collides with "
"another RigidBody. See also [member contacts_reported]."
msgstr ""
-"Si [code]true[/code], el RigidBody3D emitirá señales cuando colisione con "
-"otro RigidBody3D. Véase también [member contacts_reported]."
+"Si [code]true[/code], el RigidBody emitirá señales cuando colisione con otro "
+"RigidBody. Véase también [member contacts_reported]."
#: doc/classes/RigidBody.xml:147
msgid ""
@@ -65028,8 +65048,8 @@ msgid ""
msgstr ""
"Esto se multiplica por el ajuste de la gravedad global 3D que se encuentra "
"en [b]Proyecto > Ajustes del proyecto > Física > 3d[/b] para producir la "
-"gravedad de RigidBody3D. 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 "
+"gravedad de RigidBody. 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."
#: doc/classes/RigidBody.xml:165
@@ -65066,7 +65086,7 @@ msgstr "La masa del cuerpo."
#: doc/classes/RigidBody.xml:175
msgid "The body mode. See [enum Mode] for possible values."
msgstr ""
-"El modo corporal. Consulte [Modo enum] para conocer los posibles valores."
+"El modo corporal. Consulte [enum Mode] para conocer los posibles valores."
#: doc/classes/RigidBody.xml:178 doc/classes/RigidBody2D.xml:155
#: doc/classes/StaticBody.xml:33 doc/classes/StaticBody2D.xml:30
@@ -65210,7 +65230,7 @@ msgid ""
"Static mode. The body behaves like a [StaticBody], and can only move by user "
"code."
msgstr ""
-"Modo estático. El cuerpo se comporta como un [StaticBody3D], y sólo puede "
+"Modo estático. El cuerpo se comporta como un [StaticBody], y sólo puede "
"moverse por el código de usuario."
#: doc/classes/RigidBody.xml:246
@@ -65226,7 +65246,7 @@ msgid ""
"Kinematic body mode. The body behaves like a [KinematicBody], and can only "
"move by user code."
msgstr ""
-"Modo corporal cinemático. El cuerpo se comporta como un [KinematicBody3D], y "
+"Modo corporal cinemático. El cuerpo se comporta como un [KinematicBody], y "
"sólo puede moverse por el código de usuario."
#: doc/classes/RigidBody2D.xml:4
@@ -65488,7 +65508,7 @@ msgstr ""
#: doc/classes/RigidBody2D.xml:152
msgid "The body's mode. See [enum Mode] for possible values."
-msgstr "El modo del cuerpo. Vea [Modo enum] para los posibles valores."
+msgstr "El modo del cuerpo. Vea [enum Mode] para los posibles valores."
#: doc/classes/RigidBody2D.xml:162
msgid ""
@@ -66424,8 +66444,8 @@ msgid ""
"Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in "
"server mode (listening for connections)."
msgstr ""
-"Devuelve [code]true[/code] si el [member de la network_pee] de este "
-"[SceneTree] está en modo servidor (escuchando las conexiones)."
+"Devuelve [code]true[/code] si el [member network_peer] de este [SceneTree] "
+"está en modo servidor (escuchando las conexiones)."
#: doc/classes/SceneTree.xml:143
msgid "Sends the given notification to all members of the [code]group[/code]."
@@ -66445,8 +66465,8 @@ msgid ""
"Queues the given object for deletion, delaying the call to [method Object."
"free] to after the current frame."
msgstr ""
-"Pone en cola el objeto dado para su eliminación, retrasando la llamada al "
-"[método Object.free] hasta después del fotograma actual."
+"Pone en cola el objeto dado para su eliminación, retrasando la llamada al ["
+"method Object.free] hasta después del fotograma actual."
#: doc/classes/SceneTree.xml:166
#, fuzzy
@@ -66674,11 +66694,10 @@ msgid ""
"clients connect to the same server. Upon connecting to a server, a client "
"also receives this signal for the server (with ID being 1)."
msgstr ""
-"Emitido cada vez que el [SceneTree] de este [miembro de la red_peer] se "
-"conecta con un nuevo par. ID es el ID del nuevo par. Los clientes son "
-"notificados cuando otros clientes se conectan al mismo servidor. Al "
-"conectarse a un servidor, un cliente también recibe esta señal para el "
-"servidor (con ID 1)."
+"Emitido cada vez que el [SceneTree] de este [member network_peer] se conecta "
+"con un nuevo par. ID es el ID del nuevo par. Los clientes son notificados "
+"cuando otros clientes se conectan al mismo servidor. Al conectarse a un "
+"servidor, un cliente también recibe esta señal para el servidor (con ID 1)."
#: doc/classes/SceneTree.xml:306
msgid ""
@@ -67407,7 +67426,7 @@ msgid ""
"used as shapes for a [PhysicsBody] or [Area] objects."
msgstr ""
"Clase base para todos los recursos de formas 3D. Los nodos que heredan de "
-"esto pueden ser usados como formas para un objeto [PhysicsBody3D] o [Area3D]."
+"esto pueden ser usados como formas para un objeto [PhysicsBody] o [Area]."
#: doc/classes/Shape.xml:16
msgid ""
@@ -67506,13 +67525,12 @@ msgstr ""
"([code]shape_motion[/code])."
#: doc/classes/Shape2D.xml:62
-#, fuzzy
msgid ""
"Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled "
"with the specified [code]color[/code]. The exact drawing method is specific "
"for each shape and cannot be configured."
msgstr ""
-"Dibuja una forma sólida en un [CanvasItem] con la API [RenderingServer] "
+"Dibuja una forma sólida en un [CanvasItem] con la API [VisualServer] "
"rellenada con el [code]color[/code] especificado. El método exacto de dibujo "
"es específico para cada forma y no puede ser configurado."
@@ -67704,7 +67722,7 @@ msgid ""
"acts as a single point of access to its bones."
msgstr ""
"Skeleton2D tiene una jerarquía de objetos [Bone2D]. Es un requisito de "
-"[Hueso2D]. Skeleton2D mantiene una referencia al resto de la pose de sus "
+"[Bone2D]. Skeleton2D mantiene una referencia al resto de la pose de sus "
"hijos y actúa como un único punto de acceso a sus huesos."
#: doc/classes/Skeleton2D.xml:10
@@ -68092,7 +68110,7 @@ msgid ""
"html#collision-layers-and-masks]Collision layers and masks[/url] in the "
"documentation for more information."
msgstr ""
-"Las capas físicas en las que se encuentra este SoftBody3D.\n"
+"Las capas físicas en las que se encuentra este SoftBody.\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 "
@@ -68113,8 +68131,7 @@ msgstr ""
#, fuzzy
msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping."
msgstr ""
-"[NodePath] a un [CollisionObject3D] este SoftBody3D debería evitar el "
-"recorte."
+"[NodePath] a un [CollisionObject] este SoftBody debería evitar el recorte."
#: doc/classes/SoftBody.xml:108
#, fuzzy
@@ -68128,7 +68145,7 @@ msgstr ""
#: doc/classes/SoftBody.xml:115
#, fuzzy
msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s."
-msgstr "Si [code]true[/code], el [SoftBody3D] responderá a los [RayCast3D]s."
+msgstr "Si [code]true[/code], el [SoftBody] responderá a los [RayCast]s."
#: doc/classes/SoftBody.xml:118
msgid ""
@@ -68141,7 +68158,7 @@ msgstr ""
#: doc/classes/SoftBody.xml:121
#, fuzzy
msgid "The SoftBody's mass."
-msgstr "La masa del SoftBody3D."
+msgstr "La masa del SoftBody."
#: doc/classes/Spatial.xml:4
msgid "Most basic 3D game object, parent of all 3D-related nodes."
@@ -68150,7 +68167,6 @@ msgstr ""
"el 3D."
#: doc/classes/Spatial.xml:7
-#, fuzzy
msgid ""
"Most basic 3D game object, with a 3D [Transform] and visibility settings. "
"All other 3D game objects inherit from Spatial. Use [Spatial] as a parent "
@@ -68166,19 +68182,19 @@ msgid ""
"to radians, use [method @GDScript.deg2rad]."
msgstr ""
"El objeto más básico de un juego en 3D, con un [Transform] 3D y ajustes de "
-"visibilidad. Todos los demás objetos de juegos 3D heredan de Node3D. Utiliza "
-"[Node3D] como nodo padre para mover, escalar, rotar y mostrar/esconder a los "
-"hijos en un proyecto 3D.\n"
+"visibilidad. Todos los demás objetos de juegos 3D heredan de Spatial. "
+"Utiliza [Spatial] como nodo padre para mover, escalar, rotar y mostrar/"
+"esconder a los hijos en un proyecto 3D.\n"
"Las operaciones de afinación (rotar, escalar, traducir) ocurren en el "
-"sistema de coordenadas locales del padre, a menos que el objeto [Node3D] se "
+"sistema de coordenadas locales del padre, a menos que el objeto [Spatial] se "
"establezca como de nivel superior. Las operaciones afines en este sistema de "
"coordenadas corresponden a operaciones afines directas en la transformación "
-"de [Node3D]. La palabra local a continuación se refiere a este sistema de "
+"de [Spatial]. La palabra local a continuación se refiere a este sistema de "
"coordenadas. El sistema de coordenadas que está unido al propio objeto "
-"[Node3D] se denomina sistema de coordenadas objeto-local.\n"
+"[Spatial] se denomina sistema de coordenadas objeto-local.\n"
"[b]Nota:[/b] A menos que se especifique lo contrario, todos los métodos que "
"tienen parámetros de ángulo deben tener ángulos especificados como "
-"[i]radianes[/i]. Para convertir los grados en radianes, utilice [método "
+"[i]radianes[/i]. Para convertir los grados en radianes, utilice [method "
"@GDScript.deg2rad]."
#: doc/classes/Spatial.xml:12
@@ -68201,15 +68217,15 @@ msgid ""
"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
"parent is not of type [Spatial]."
msgstr ""
-"Devuelve el padre [Node3D], o un [Object] vacío si no existe un padre o el "
-"padre no es de tipo [Node3D]."
+"Devuelve el padre [Spatial], o un [Object] vacío si no existe un padre o el "
+"padre no es de tipo [Spatial]."
#: doc/classes/Spatial.xml:31
#, fuzzy
msgid ""
"Returns the current [World] resource this [Spatial] node is registered to."
msgstr ""
-"Devuelve el recurso actual [World3D] al que este nodo [Node3D] está "
+"Devuelve el recurso actual [World] al que este nodo [Spatial] está "
"registrado."
#: doc/classes/Spatial.xml:39
@@ -68252,7 +68268,7 @@ msgid ""
"[Spatial] will not propagate this by default."
msgstr ""
"Devuelve si el nodo notifica sobre sus cambios de transformación local. "
-"[Nodo3D] no propagará esto por defecto."
+"[Spatial] no propagará esto por defecto."
#: doc/classes/Spatial.xml:71
msgid ""
@@ -68277,7 +68293,7 @@ msgid ""
"changes. [Spatial] will not propagate this by default."
msgstr ""
"Devuelve si el nodo notifica sobre sus cambios de transformación global y "
-"local. [Nodo3D] no propagará esto por defecto."
+"local. [Spatial] no propagará esto por defecto."
#: doc/classes/Spatial.xml:97
msgid ""
@@ -68397,7 +68413,7 @@ msgid ""
"[Spatial] will not propagate this by default."
msgstr ""
"Establece si el nodo notifica sobre sus cambios de transformación local. "
-"[Nodo3D] no propagará esto por defecto."
+"[Spatial] no propagará esto por defecto."
#: doc/classes/Spatial.xml:199
#, fuzzy
@@ -68407,7 +68423,7 @@ msgid ""
"editor context and it has a valid gizmo."
msgstr ""
"Establece si el nodo notifica sobre sus cambios de transformación global y "
-"local. [Node3D] no propagará esto por defecto."
+"local. [Spatial] no propagará esto por defecto."
#: doc/classes/Spatial.xml:205
msgid ""
@@ -68465,7 +68481,7 @@ msgid ""
"The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] "
"as custom visualization and editing handles in Editor."
msgstr ""
-"El [Node3DGizmo] para este nodo. Usado por ejemplo en [EditorNode3DGizmo] "
+"El [SpatialGizmo] para este nodo. Usado por ejemplo en [EditorSpatialGizmo] "
"como visualización personalizada y manejadores de edición en el Editor."
#: doc/classes/Spatial.xml:249
@@ -68552,7 +68568,7 @@ msgid ""
"need to ask for it, with [method set_notify_transform]. The notification is "
"also sent if the node is in the editor context and it has a valid gizmo."
msgstr ""
-"Los nodos de Node3D reciben esta notificación cuando su transformación "
+"Los nodos de Spatial reciben esta notificación cuando su transformación "
"global cambia. Esto significa que o bien el nodo actual o bien un nodo padre "
"cambió su transformación.\n"
"Para que [constant NOTIFICATION_TRANSFORM_CHANGED] funcione, los usuarios "
@@ -68564,8 +68580,8 @@ msgid ""
"Spatial nodes receives this notification when they are registered to new "
"[World] resource."
msgstr ""
-"Los nodos de Node3D reciben esta notificación cuando se registran en el "
-"nuevo recurso [World3D]."
+"Los nodos de Spatial reciben esta notificación cuando se registran en el "
+"nuevo recurso [World]."
#: doc/classes/Spatial.xml:297
#, fuzzy
@@ -68573,14 +68589,14 @@ msgid ""
"Spatial nodes receives this notification when they are unregistered from "
"current [World] resource."
msgstr ""
-"Los nodos de Node3D reciben esta notificación cuando no están registrados en "
-"el recurso actual [World3D]."
+"Los nodos de Spatial reciben esta notificación cuando no están registrados "
+"en el recurso actual [World]."
#: doc/classes/Spatial.xml:300
#, fuzzy
msgid "Spatial nodes receives this notification when their visibility changes."
msgstr ""
-"Los nodos de Node3D reciben esta notificación cuando su visibilidad cambia."
+"Los nodos de Spatial reciben esta notificación cuando su visibilidad cambia."
#: doc/classes/Spatial.xml:303
msgid ""
@@ -68641,7 +68657,7 @@ msgid ""
"can also be enabled by setting the corresponding member to [code]true[/code]."
msgstr ""
"Si [code]true[/code], habilita la [enum Feature] especificada. Muchas de las "
-"características que están disponibles en [BaseMaterial3D] deben ser "
+"características que están disponibles en [SpatialMaterial] deben ser "
"habilitadas antes de su uso. De esta manera, el costo de usar la "
"característica sólo se incurre cuando se especifica. Las características "
"también pueden ser habilitadas estableciendo el miembro correspondiente en "
@@ -68658,7 +68674,7 @@ msgid ""
"enumerator for options."
msgstr ""
"Si [code]true[/code], habilita la [enum Feature] especificada. Muchas de las "
-"características que están disponibles en [BaseMaterial3D] deben ser "
+"características que están disponibles en [SpatialMaterial] deben ser "
"habilitadas antes de su uso. De esta manera, el costo de usar la "
"característica sólo se incurre cuando se especifica. Las características "
"también pueden ser habilitadas estableciendo el miembro correspondiente en "
@@ -68873,8 +68889,8 @@ msgid ""
"between two different albedo/normal textures."
msgstr ""
"Si [code]true[/code], permite la superposición de detalles. El detalle es "
-"una segunda textura que se mezcla sobre la superficie del objeto basada en "
-"[miembro detail_mask]. Esto puede ser usado para añadir variación a los "
+"una segunda textura que se mezcla sobre la superficie del objeto basada en ["
+"member detail_mask]. Esto puede ser usado para añadir variación a los "
"objetos, o para mezclar entre dos diferentes texturas de albedo/normal."
#: doc/classes/SpatialMaterial.xml:138
@@ -69926,11 +69942,10 @@ msgid ""
"anim_speed] should also be set to a positive value for the animation to play."
msgstr ""
"Se utiliza para sistemas de partículas cuando se asigna a los nodos "
-"[GPUParticles3D] y [CPUParticles3D]. Habilita las propiedades de "
+"[GPUParticles] y [CPUParticles]. Habilita las propiedades de "
"[code]partículas_anim_*[/code].\n"
-"El [member ParticlesMaterial.anim_speed] o [member CPUParticles3D."
-"anim_speed] también debe tener un valor positivo para que la animación se "
-"reproduzca."
+"El [member ParticlesMaterial.anim_speed] o [member CPUParticles3D.anim_speed]"
+" también debe tener un valor positivo para que la animación se reproduzca."
#: doc/classes/SpatialMaterial.xml:610
msgid "Used to read from the red channel of a texture."
@@ -70037,8 +70052,8 @@ msgid ""
"[Area]. This shape is useful for modeling sphere-like 3D objects."
msgstr ""
"Forma de la esfera para colisiones 3D, que puede ser fijada en un "
-"[PhysicsBody3D] o [Area3D]. Esta forma es útil para modelar objetos 3D "
-"similares a una esfera."
+"[PhysicsBody] o [Area]. Esta forma es útil para modelar objetos 3D similares "
+"a una esfera."
#: doc/classes/SphereShape.xml:16
msgid "The sphere's radius. The shape's diameter is double the radius."
@@ -70228,8 +70243,8 @@ msgid ""
"the light will never reach anything outside this range."
msgstr ""
"El máximo rango que puede ser alcanzado por el foco. Tenga en cuenta que el "
-"área efectivamente iluminada puede parecer más pequeña dependiendo del "
-"[member spot_attenuación] en uso. No importa el [member spot_attenuación] en "
+"área efectivamente iluminada puede parecer más pequeña dependiendo del ["
+"member spot_attenuation] en uso. No importa el [member spot_attenuation] en "
"uso, la luz nunca alcanzará nada fuera de este rango."
#: doc/classes/SpringArm.xml:4
@@ -70266,15 +70281,15 @@ msgid ""
"Adds the [PhysicsBody] object with the given [RID] to the list of "
"[PhysicsBody] objects excluded from the collision check."
msgstr ""
-"Añade el objeto [PhysicsBody3D] con el [RID] dado a la lista de objetos "
-"[PhysicsBody3D] excluidos de la comprobación de colisión."
+"Añade el objeto [PhysicsBody] con el [RID] dado a la lista de objetos "
+"[PhysicsBody] excluidos de la comprobación de colisión."
#: doc/classes/SpringArm.xml:25
#, fuzzy
msgid ""
"Clears the list of [PhysicsBody] objects excluded from the collision check."
msgstr ""
-"Borra la lista de objetos [PhysicsBody3D] excluidos de la comprobación de "
+"Borra la lista de objetos [PhysicsBody] excluidos de la comprobación de "
"colisión."
#: doc/classes/SpringArm.xml:31
@@ -70287,7 +70302,7 @@ msgid ""
"Removes the given [RID] from the list of [PhysicsBody] objects excluded from "
"the collision check."
msgstr ""
-"Elimina el [RID] dado de la lista de objetos [PhysicsBody3D] excluidos de la "
+"Elimina el [RID] dado de la lista de objetos [PhysicsBody] excluidos de la "
"comprobación de colisión."
#: doc/classes/SpringArm.xml:44
@@ -70314,9 +70329,9 @@ msgstr ""
"para el SpringArm3D.\n"
"El margen se resta a esta longitud y la traducción se aplica a los objetos "
"hijos del SpringArm3D.\n"
-"Este margen es útil para cuando el SpringArm3D tiene un [Camera3D] como nodo "
-"hijo: sin el margen, el [Camera3D] se colocaría en el punto exacto de la "
-"colisión, mientras que con el margen el [Camera3D] se colocaría cerca del "
+"Este margen es útil para cuando el SpringArm3D tiene un [Camera] como nodo "
+"hijo: sin el margen, el [Camera] se colocaría en el punto exacto de la "
+"colisión, mientras que con el margen el [Camera] se colocaría cerca del "
"punto de colisión."
#: doc/classes/SpringArm.xml:52
@@ -70326,8 +70341,8 @@ msgid ""
"When the shape is set, the SpringArm will cast the [Shape] on its z axis "
"instead of performing a ray cast."
msgstr ""
-"El [Shape3D] para usar para el SpringArm3D.\n"
-"Cuando la forma se establece, el SpringArm3D arrojará la [Shape3D] sobre su "
+"El [Shape] para usar para el SpringArm3D.\n"
+"Cuando la forma se establece, el SpringArm3D arrojará la [Shape] sobre su "
"eje z en lugar de realizar un lanzamiento de rayos."
#: doc/classes/SpringArm.xml:56
@@ -70343,7 +70358,7 @@ msgstr ""
"el rayo como para el molde de forma usado internamente para calcular la "
"posición deseada de los nodos hijos del SpringArm3D.\n"
"Para saber más sobre cómo realizar un molde de forma o un molde de rayos, "
-"por favor consulte la documentación [PhysicsDirectSpaceState3D]."
+"por favor consulte la documentación [PhysicsDirectSpaceState]."
#: doc/classes/Sprite.xml:4
msgid "General-purpose sprite node."
@@ -70558,8 +70573,8 @@ msgid ""
"If [code]true[/code], the [Light] in the [Environment] has effects on the "
"sprite."
msgstr ""
-"Si [code]true[/code], la [Light3D] en el [Environment] tiene efectos sobre "
-"el sprite."
+"Si [code]true[/code], la [Light] en el [Environment] tiene efectos sobre el "
+"sprite."
#: doc/classes/SpriteBase3D.xml:75
msgid ""
@@ -70697,7 +70712,7 @@ msgid ""
"was moving (this is useful for simulating conveyor belts or conveyor wheels)."
msgstr ""
"Cuerpo estático para la física 3D. Un cuerpo estático es un cuerpo simple "
-"que no está destinado a moverse. A diferencia de [RigidBody3D], no consumen "
+"que no está destinado a moverse. A diferencia de [RigidBody], no consumen "
"recursos de la CPU mientras no se muevan.\n"
"Además, se puede establecer una velocidad lineal o angular constante para el "
"cuerpo estático, de modo que aunque no se mueva, afecta a otros cuerpos como "
@@ -72916,7 +72931,7 @@ msgstr ""
"determinan el formato de la malla. Por ejemplo, si sólo se agregan UVs al "
"primer vértice, no se puede agregar color a ninguno de los vértices "
"subsiguientes.\n"
-"Ver también [ArrayMesh], [ImmediateGeometry3D] y [MeshDataTool] para la "
+"Ver también [ArrayMesh], [ImmediateGeometry] y [MeshDataTool] para la "
"generación de la geometría de procedimiento.\n"
"[b]Nota:[/b] Godot utiliza el orden de giro en el sentido de las agujas del "
"reloj [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]para las "
@@ -73984,8 +73999,8 @@ msgid ""
"Removes all the breakpoints. This will not fire the [signal "
"breakpoint_toggled] signal."
msgstr ""
-"Elimina todos los breakpoints. Esto no disparará la señal "
-"[breakpoint_toggled]."
+"Elimina todos los breakpoints. Esto no disparará la señal [signal "
+"breakpoint_toggled]."
#: doc/classes/TextEdit.xml:354
#, fuzzy
@@ -74332,7 +74347,7 @@ msgid ""
"Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be "
"enabled."
msgstr ""
-"Establece el [color] de los breakpoints. El [member breakpoint_gutter] tiene "
+"Establece el [Color] de los breakpoints. El [member breakpoint_gutter] tiene "
"que estar activado."
#: doc/classes/TextEdit.xml:654
@@ -74431,8 +74446,8 @@ msgid ""
"Draws the texture using a [CanvasItem] with the [VisualServer] API. "
"Equivalent to [method VisualServer.canvas_item_add_texture_rect]."
msgstr ""
-"Dibuja la textura utilizando un [CanvasItem] con la API [RenderingServer] en "
-"la [code]position[/code] especificada."
+"Dibuja la textura utilizando un [CanvasItem] con la API [VisualServer] en la "
+"[code]position[/code] especificada."
#: doc/classes/Texture.xml:48
#, fuzzy
@@ -74440,8 +74455,8 @@ msgid ""
"Draws a part of the texture using a [CanvasItem] with the [VisualServer] "
"API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]."
msgstr ""
-"Dibuja la textura utilizando un [CanvasItem] con la API [RenderingServer] en "
-"la [code]position[/code] especificada."
+"Dibuja la textura utilizando un [CanvasItem] con la API [VisualServer] en la "
+"[code]position[/code] especificada."
#: doc/classes/Texture.xml:54
#, fuzzy
@@ -74844,8 +74859,8 @@ msgid ""
"and radial progress bars."
msgstr ""
"TextureProgress funciona como [ProgressBar], pero utiliza hasta 3 texturas "
-"en lugar del recurso [Tema] de Godot. Se puede utilizar para crear barras de "
-"progreso horizontales, verticales y radiales."
+"en lugar del recurso [Theme] de Godot. Se puede utilizar para crear barras "
+"de progreso horizontales, verticales y radiales."
#: doc/classes/TextureProgress.xml:28
msgid "The fill direction. See [enum FillMode] for possible values."
@@ -75009,8 +75024,8 @@ msgid ""
"and [member radial_fill_degrees] to control the way the bar fills up."
msgstr ""
"Convierte el nodo en una barra radial. El [member texture_progress] se llena "
-"en el sentido de las agujas del reloj. Vea [member radiar_center_offset], "
-"[member radial_initial_angle] y [member radial_fill_degrees] para controlar "
+"en el sentido de las agujas del reloj. Vea [member radial_center_offset], ["
+"member radial_initial_angle] y [member radial_fill_degrees] para controlar "
"la forma en que la barra se llena."
#: doc/classes/TextureProgress.xml:96
@@ -76094,14 +76109,14 @@ msgstr ""
"[code]flip_h[/code], [code]flip_v[/code] si no se utiliza el offset, ni al "
"cambiar el origen de la tile.\n"
"El modo de compatibilidad no funciona con la opción [member "
-"centrered_textures], porque desplazar las texturas con la opción [member "
+"centered_textures], porque desplazar las texturas con la opción [member "
"cell_tile_origin] o en tiles irregulares no es relevante al centrar esas "
"texturas."
#: doc/classes/TileMap.xml:266
msgid "The TileMap orientation mode. See [enum Mode] for possible values."
msgstr ""
-"El modo de orientación de TileMap. Vea [Modo enum] para los posibles valores."
+"El modo de orientación de TileMap. Vea [enum Mode] para los posibles valores."
#: doc/classes/TileMap.xml:269
msgid ""
@@ -79073,13 +79088,13 @@ msgid ""
"is_connection_available], [method take_connection]). The maximum number of "
"pending connection is defined via [member max_pending_connections]."
msgstr ""
-"Llame a este método a intervalos regulares (por ejemplo, dentro de [Node del "
-"Node._process]) para procesar nuevos paquetes. Y el paquete del par "
-"dirección/puerto conocido será entregado al [PacketPeerUDP] apropiado, "
-"cualquier paquete recibido de un par dirección/puerto desconocido será "
-"añadido como una conexión pendiente (ver [method is_connection_available], "
-"[method take_connection]). El número máximo de conexiones pendientes se "
-"define mediante [member max_pending_connections]."
+"Llame a este método a intervalos regulares (por ejemplo, dentro de [method "
+"Node._process]) para procesar nuevos paquetes. Y el paquete del par direcció"
+"n/puerto conocido será entregado al [PacketPeerUDP] apropiado, cualquier "
+"paquete recibido de un par dirección/puerto desconocido será añadido como "
+"una conexión pendiente (ver [method is_connection_available], [method "
+"take_connection]). El número máximo de conexiones pendientes se define "
+"mediante [member max_pending_connections]."
#: doc/classes/UDPServer.xml:87
msgid ""
@@ -79455,8 +79470,8 @@ msgid ""
"this if you know what you're doing.\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
-"Descubre los dispositivos locales [UPNPD]. Borra la lista de dispositivos "
-"descubiertos anteriormente.\n"
+"Descubre los dispositivos locales [UPNPDevice]. Borra la lista de "
+"dispositivos descubiertos anteriormente.\n"
"Filtra los dispositivos de tipo IGD (InternetGatewayDevice) por defecto, ya "
"que éstos gestionan el reenvío de puertos. [code]timeout[/code] es el tiempo "
"de espera de las respuestas en milisegundos. [code]ttl[/code] es el tiempo "
@@ -80682,20 +80697,20 @@ msgid ""
msgstr ""
"Este nodo implementa toda la lógica física necesaria para simular un coche. "
"Se basa en el sistema de vehículos de raycast que se encuentra comúnmente en "
-"los motores de la física. Necesitarás añadir un [CollisionShape3D] para la "
-"carrocería principal de tu vehículo y añadir nodos [VehicleWheel3D] para las "
-"ruedas. También debes agregar un [MeshInstance3D] a este nodo para el modelo "
+"los motores de la física. Necesitarás añadir un [CollisionShape] para la "
+"carrocería principal de tu vehículo y añadir nodos [VehicleWheel] para las "
+"ruedas. También debes agregar un [MeshInstance] a este nodo para el modelo "
"3D de tu auto, pero este modelo no debe incluir mallas para las ruedas. "
"Debes controlar el vehículo usando las propiedades [member brake], [member "
"engine_force], y [member steering] y no cambiar la posición u orientación de "
"este nodo directamente.\n"
-"[b]Nota:[/b] El punto de origen de tu VehicleBody3D determinará el centro de "
+"[b]Nota:[/b] El punto de origen de tu VehicleBody determinará el centro de "
"gravedad de tu vehículo, por lo que es mejor mantenerlo bajo y mover el "
-"[CollisionShape3D] y el [MeshInstance3D] hacia arriba.\n"
+"[CollisionShape] y el [MeshInstance] hacia arriba.\n"
"[b]Nota:[/b] Esta clase tiene problemas conocidos y no está diseñada para "
"proporcionar una física vehicular 3D realista. Si quieres una física "
"vehicular avanzada, probablemente tendrás que escribir tu propia integración "
-"de la física usando otra clase [PhysicsBody3D]."
+"de la física usando otra clase [PhysicsBody]."
#: doc/classes/VehicleBody.xml:18
#, fuzzy
@@ -80709,8 +80724,8 @@ msgstr ""
"Frena el vehículo aplicando una fuerza de frenado. El vehículo sólo se frena "
"si las ruedas están en contacto con una superficie. La fuerza que debe "
"aplicar para desacelerar adecuadamente el vehículo depende del [member "
-"RigidBody3D.mass] del vehículo. Para un vehículo con una masa fijada en "
-"1000, intente un valor en el rango de 25 - 30 para frenar con fuerza."
+"RigidBody.mass] del vehículo. Para un vehículo con una masa fijada en 1000, "
+"intente un valor en el rango de 25 - 30 para frenar con fuerza."
#: doc/classes/VehicleBody.xml:21
#, fuzzy
@@ -80727,8 +80742,8 @@ msgid ""
msgstr ""
"Acelera el vehículo aplicando la fuerza de un motor. El vehículo sólo se "
"acelera si las ruedas que tienen [member VehicleWheel3D.use_as_traction] "
-"ajustadas a [code]true[/code] y están en contacto con una superficie. El "
-"[member RigidBody3D.mass] del vehículo tiene un efecto en la aceleración del "
+"ajustadas a [code]true[/code] y están en contacto con una superficie. El ["
+"member RigidBody.mass] del vehículo tiene un efecto en la aceleración del "
"vehículo. Para un vehículo con una masa establecida en 1000, pruebe un valor "
"en el rango 25 - 50 para la aceleración.\n"
"[b]Nota:[/b] La simulación no tiene en cuenta el efecto de los engranajes, "
@@ -80763,13 +80778,13 @@ msgid ""
"probably have to write your own physics integration using another "
"[PhysicsBody] class."
msgstr ""
-"Este nodo necesita ser usado como un nodo hijo de [VehicleBody3D] y simula "
-"el comportamiento de una de sus ruedas. Este nodo también actúa como un "
+"Este nodo necesita ser usado como un nodo hijo de [VehicleBody] y simula el "
+"comportamiento de una de sus ruedas. Este nodo también actúa como un "
"colisionador para detectar si la rueda está tocando una superficie.\n"
"[b]Nota:[/b] Esta clase tiene problemas conocidos y no está diseñada para "
"proporcionar una física vehicular 3D realista. Si quieres una física "
"vehicular avanzada, probablemente tendrás que escribir tu propia integración "
-"de la física utilizando otra clase [PhysicsBody3D]."
+"de la física utilizando otra clase [PhysicsBody]."
#: doc/classes/VehicleWheel.xml:17
msgid "Returns the rotational speed of the wheel in revolutions per minute."
@@ -80803,7 +80818,7 @@ msgid ""
msgstr ""
"Ralentiza la rueda aplicando una fuerza de frenado. La rueda sólo se "
"ralentiza si está en contacto con una superficie. La fuerza que debe aplicar "
-"para desacelerar adecuadamente su vehículo depende del [member RigidBody3D."
+"para desacelerar adecuadamente su vehículo depende del [member RigidBody."
"mass] del vehículo. Para un vehículo con una masa fijada en 1000, intente un "
"valor en el rango de 25 - 30 para un frenado fuerte."
@@ -80844,7 +80859,7 @@ msgid ""
"A negative value will result in the wheel reversing."
msgstr ""
"Acelera la rueda aplicando la fuerza de un motor. La rueda sólo se acelera "
-"si está en contacto con una superficie. El [member RigidBody3D.mass] del "
+"si está en contacto con una superficie. El [member RigidBody.mass] del "
"vehículo tiene un efecto en la aceleración del vehículo. Para un vehículo "
"con una masa fijada en 1000, pruebe un valor en el rango de 25 - 50 para la "
"aceleración.\n"
@@ -80869,9 +80884,9 @@ msgid ""
"a value that is about 3× to 4× this number."
msgstr ""
"La máxima fuerza que el resorte puede resistir. Este valor debe ser mayor "
-"que un cuarto del [member RigidBody3D.mass] del [VehicleBody3D] o el resorte "
-"no soportará el peso del vehículo. A menudo se obtienen buenos resultados "
-"con un valor que es aproximadamente 3× a 4× este número."
+"que un cuarto del [member RigidBody.mass] del [VehicleBody] o el resorte no "
+"soportará el peso del vehículo. A menudo se obtienen buenos resultados con "
+"un valor que es aproximadamente 3× a 4× este número."
#: doc/classes/VehicleWheel.xml:55
msgid ""
@@ -80901,7 +80916,7 @@ msgid ""
"if you are using the per-wheel [member steering] value instead."
msgstr ""
"Si [code]true[/code], esta rueda se girará cuando el coche gire. Este valor "
-"se utiliza junto con [member VehicleBody3D.steering] y se ignora si en su "
+"se utiliza junto con [member VehicleBody.steering] y se ignora si en su "
"lugar se utiliza el valor por rueda [member steering]."
#: doc/classes/VehicleWheel.xml:64
@@ -80913,9 +80928,9 @@ msgid ""
"engine_force] value instead."
msgstr ""
"Si [code]true[/code], esta rueda transfiere la fuerza del motor al suelo "
-"para impulsar el vehículo hacia adelante. Este valor se usa en conjunto con "
-"[member VehicleBody3D.engine_force] y se ignora si se usa el valor por rueda "
-"[member engine_force] en su lugar."
+"para impulsar el vehículo hacia adelante. Este valor se usa en conjunto con ["
+"member VehicleBody.engine_force] y se ignora si se usa el valor por rueda ["
+"member engine_force] en su lugar."
#: doc/classes/VehicleWheel.xml:67
msgid ""
@@ -81327,13 +81342,12 @@ msgstr ""
"[/codeblock]"
#: doc/classes/Viewport.xml:95
-#, fuzzy
msgid "Returns the viewport's RID from the [VisualServer]."
-msgstr "Devuelve el RID del viewport del [RenderingServer]."
+msgstr "Devuelve el RID del viewport del [VisualServer]."
#: doc/classes/Viewport.xml:101
msgid "Returns the visible rectangle in global screen coordinates."
-msgstr "Devuelve el RID del viewport del [RenderingServer]."
+msgstr "Devuelve el RID del viewport del [VisualServer]."
#: doc/classes/Viewport.xml:107
msgid ""
@@ -81531,7 +81545,7 @@ msgid ""
"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
"code] property."
msgstr ""
-"Si [code]true[/code], el viewport utilizará el [World3D] definido en [member "
+"Si [code]true[/code], el viewport utilizará el [World] definido en [member "
"world_3d]."
#: doc/classes/Viewport.xml:240
@@ -81644,8 +81658,7 @@ msgstr "El modo de selección a utilizar."
#, fuzzy
msgid "The custom [World] which can be used as 3D environment source."
msgstr ""
-"El [World3D] personalizado se puede sert utilizado como fuente de ambiente "
-"3D."
+"El [World] personalizado se puede sert utilizado como fuente de ambiente 3D."
#: doc/classes/Viewport.xml:290
msgid "The custom [World2D] which can be used as 2D environment source."
@@ -81955,18 +81968,18 @@ msgid ""
"[b]Note:[/b] VisibilityEnabler will not affect nodes added after scene "
"initialization."
msgstr ""
-"El VisibilityEnabler3D deshabilitará los nodos [RigidBody3D] y "
-"[AnimationPlayer] cuando no sean visibles. Sólo afectará a otros nodos "
-"dentro de la misma escena que el propio VisibilityEnabler3D.\n"
-"Si sólo quieres recibir notificaciones, usa [VisibilityNotifier3D] en su "
-"lugar.\n"
-"[b]Nota:[/b] VisibilityEnabler3D utiliza una heurística aproximada por "
-"razones de rendimiento. No tiene en cuenta las paredes y otras oclusiones. "
-"La heurística es un detalle de implementación y puede cambiar en futuras "
+"El VisibilityEnabler deshabilitará los nodos [RigidBody] y [AnimationPlayer] "
+"cuando no sean visibles. Sólo afectará a otros nodos dentro de la misma "
+"escena que el propio VisibilityEnabler.\n"
+"Si sólo quieres recibir notificaciones, usa [VisibilityNotifier] en su lugar."
+"\n"
+"[b]Nota:[/b] VisibilityEnabler utiliza una heurística aproximada por razones "
+"de rendimiento. No tiene en cuenta las paredes y otras oclusiones. La "
+"heurística es un detalle de implementación y puede cambiar en futuras "
"versiones. Si necesita una comprobación precisa de la visibilidad, utilice "
-"otro método como añadir un nodo [Area3D] como hijo de un nodo [Camera3D] y/o "
-"[method Vector3.dot].\n"
-"[b]Nota:[/b] VisibilityEnabler3D no afectará a los nodos añadidos después de "
+"otro método como añadir un nodo [Area] como hijo de un nodo [Camera] y/o ["
+"method Vector3.dot].\n"
+"[b]Nota:[/b] VisibilityEnabler no afectará a los nodos añadidos después de "
"la inicialización de la escena."
#: doc/classes/VisibilityEnabler.xml:19 doc/classes/VisibilityEnabler2D.xml:19
@@ -82102,17 +82115,17 @@ msgid ""
"If you need precise visibility checking, use another method such as adding "
"an [Area] node as a child of a [Camera] node and/or [method Vector3.dot]."
msgstr ""
-"El VisibilityNotifier3D detecta cuando es visible en la pantalla. También "
+"El VisibilityNotifier detecta cuando es visible en la pantalla. También "
"notifica cuando su rectángulo delimitador entra o sale de la pantalla o de "
-"la vista de una [Camera3D].\n"
+"la vista de una [Camera].\n"
"Si desea que los nodos se deshabiliten automáticamente cuando salen de la "
-"pantalla, utilice [VisibilityEnabler3D] en su lugar.\n"
-"[b]Nota:[/b] VisibilityNotifier3D utiliza una heurística aproximada por "
+"pantalla, utilice [VisibilityEnabler] en su lugar.\n"
+"[b]Nota:[/b] VisibilityNotifier utiliza una heurística aproximada por "
"razones de rendimiento. No tiene en cuenta las paredes y otras oclusiones. "
"La heurística es un detalle de implementación y puede cambiar en futuras "
"versiones. Si necesita una comprobación de visibilidad precisa, utilice otro "
-"método como añadir un nodo [Area3D] como hijo de un nodo [Camera3D] y/o "
-"[method Vector3.dot]."
+"método como añadir un nodo [Area] como hijo de un nodo [Camera] y/o [method "
+"Vector3.dot]."
#: doc/classes/VisibilityNotifier.xml:17
msgid ""
@@ -82131,19 +82144,17 @@ msgstr ""
#: doc/classes/VisibilityNotifier.xml:24
#, fuzzy
msgid "The VisibilityNotifier's bounding box."
-msgstr "El cuadro delimitador del VisibilityNotifier3D."
+msgstr "El cuadro delimitador del VisibilityNotifier."
#: doc/classes/VisibilityNotifier.xml:31
#, fuzzy
msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
-msgstr ""
-"Emitido cuando el VisibilityNotifier3D entra en la vista de una [Camera3D]."
+msgstr "Emitido cuando el VisibilityNotifier entra en la vista de una [Camera]."
#: doc/classes/VisibilityNotifier.xml:37
#, fuzzy
msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view."
-msgstr ""
-"Emitido cuando el VisibilityNotifier3D sale de la vista de una [Camera3D]."
+msgstr "Emitido cuando el VisibilityNotifier sale de la vista de una [Camera]."
#: doc/classes/VisibilityNotifier.xml:42
#, fuzzy
@@ -82219,7 +82230,6 @@ msgid "Parent of all visual 3D nodes."
msgstr "Padre de todos los nodos visuales 3D."
#: doc/classes/VisualInstance.xml:7
-#, fuzzy
msgid ""
"The [VisualInstance] is used to connect a resource to a visual "
"representation. All visual 3D nodes inherit from the [VisualInstance]. In "
@@ -82228,43 +82238,39 @@ msgid ""
"[VisualInstance]. [VisualInstance] is the node representation of the "
"[VisualServer] instance."
msgstr ""
-"La [VisualInstance3D] se utiliza para conectar un recurso a una "
-"representación visual. Todos los nodos visuales 3D heredan de "
-"[VisualInstance3D]. En general, no debes acceder directamente a las "
-"propiedades de [VisualInstance3D] ya que son accedidas y gestionadas por los "
-"nodos que heredan de [VisualInstance3D]. [VisualInstance3D] es la "
-"representación de nodo de la instancia [RenderingServer]."
+"La [VisualInstance] se utiliza para conectar un recurso a una representación "
+"visual. Todos los nodos visuales 3D heredan de [VisualInstance]. En general, "
+"no debes acceder directamente a las propiedades de [VisualInstance] ya que "
+"son accedidas y gestionadas por los nodos que heredan de [VisualInstance]. "
+"[VisualInstance] es la representación de nodo de la instancia [VisualServer]."
#: doc/classes/VisualInstance.xml:15
-#, fuzzy
msgid ""
"Returns the [AABB] (also known as the bounding box) for this "
"[VisualInstance]. See also [method get_transformed_aabb]."
msgstr ""
"Devuelve el [AABB] (también conocido como el cuadro delimitador) para este "
-"[VisualInstance3D]."
+"[VisualInstance]. Ver también [method get_transformed_aabb]."
#: doc/classes/VisualInstance.xml:21
-#, fuzzy
msgid ""
"Returns the RID of the resource associated with this [VisualInstance]. For "
"example, if the Node is a [MeshInstance], this will return the RID of the "
"associated [Mesh]."
msgstr ""
-"Devuelve el RID del recurso asociado a este [VisualInstance3D]. Por ejemplo, "
-"si el Nodo es un [MeshInstance3D], esto devolverá el RID del [Mesh] asociado."
+"Devuelve el RID del recurso asociado a este [VisualInstance]. Por ejemplo, "
+"si el Nodo es un [MeshInstance], esto devolverá el RID del [Mesh] asociado."
#: doc/classes/VisualInstance.xml:27
-#, fuzzy
msgid ""
"Returns the RID of this instance. This RID is the same as the RID returned "
"by [method VisualServer.instance_create]. This RID is needed if you want to "
"call [VisualServer] functions directly on this [VisualInstance]."
msgstr ""
"Devuelve el RID de esta instancia. Este RID es el mismo que el RID devuelto "
-"por [method RenderingServer.instance_create]. Este RID es necesario si "
-"quieres llamar a las funciones de [RenderingServer] directamente en este "
-"[VisualInstance3D]."
+"por [method VisualServer.instance_create]. Este RID es necesario si quieres "
+"llamar a las funciones de [VisualServer] directamente en este "
+"[VisualInstance]."
#: doc/classes/VisualInstance.xml:34
msgid ""
@@ -82275,44 +82281,40 @@ msgstr ""
"[member layers] y [code]false[/code] en caso contrario."
#: doc/classes/VisualInstance.xml:40
-#, fuzzy
msgid ""
"Returns the transformed [AABB] (also known as the bounding box) for this "
"[VisualInstance].\n"
"Transformed in this case means the [AABB] plus the position, rotation, and "
"scale of the [Spatial]'s [Transform]. See also [method get_aabb]."
msgstr ""
-"Devuelve el [AABB] transformado (también conocido como el cuadro "
-"delimitador) para este [VisualInstance3D].\n"
+"Devuelve el [AABB] transformado (también conocido como el cuadro delimitador)"
+" para este [VisualInstance].\n"
"Transformado en este caso significa el [AABB] más la posición, rotación y "
-"escala de la [Transform] del [Node3D]."
+"escala de la [Transform] del [Spatial]. Ver también [method get_aabb]."
#: doc/classes/VisualInstance.xml:48
-#, fuzzy
msgid ""
"Sets the resource that is instantiated by this [VisualInstance], which "
"changes how the engine handles the [VisualInstance] under the hood. "
"Equivalent to [method VisualServer.instance_set_base]."
msgstr ""
-"Establece el recurso que es instanciado por este [VisualInstance3D], que "
-"cambia la forma en que el motor maneja el [VisualInstance3D] bajo el capó. "
-"Equivalente al [method RenderingServer.instance_set_base]."
+"Establece el recurso que es instanciado por este [VisualInstance], que "
+"cambia la forma en que el motor maneja el [VisualInstance] bajo el capó. "
+"Equivalente al [method VisualServer.instance_set_base]."
#: doc/classes/VisualInstance.xml:56
msgid "Enables a particular layer in [member layers]."
msgstr "Permite una capa particular en [member layers]."
#: doc/classes/VisualInstance.xml:62
-#, fuzzy
msgid ""
"The render layer(s) this [VisualInstance] is drawn on.\n"
"This object will only be visible for [Camera]s whose cull mask includes the "
"render object this [VisualInstance] is set to."
msgstr ""
-"La capa(s) de representación sobre la que se dibuja este "
-"[VisualInstance3D].\n"
-"Este objeto sólo será visible para [Camera3D] cuya máscara de selección "
-"incluya el objeto renderizado que este [VisualInstance3D] tiene configurado."
+"La capa(s) de representación sobre la que se dibuja este [VisualInstance].\n"
+"Este objeto sólo será visible para [Camera] cuya máscara de selección "
+"incluya el objeto renderizado que este [VisualInstance] tiene configurado."
#: modules/visual_script/doc_classes/VisualScript.xml:4
msgid "A script implemented in the Visual Script programming environment."
@@ -83880,11 +83882,11 @@ msgstr ""
"- Datos (variante): [code]result[/code]"
#: modules/visual_script/doc_classes/VisualScriptOperator.xml:19
-#, fuzzy
msgid ""
"The operation to be performed. See [enum Variant.Operator] for available "
"options."
-msgstr "El operador a utilizar. Véase [enum Operator] para las opciones."
+msgstr ""
+"El operador a utilizar. Véase [enum Variant.Operator] para las opciones."
#: modules/visual_script/doc_classes/VisualScriptOperator.xml:22
#, fuzzy
@@ -84487,7 +84489,6 @@ msgid "Server for anything visible."
msgstr "Servidor para cualquier cosa visible."
#: doc/classes/VisualServer.xml:7
-#, fuzzy
msgid ""
"Server for anything visible. The visual server is the API backend for "
"everything visible. The whole scene system mounts on it to display.\n"
@@ -84520,28 +84521,28 @@ msgstr ""
"backend de la API para todo lo visible. Todo el sistema de la escena se "
"monta en él para mostrar.\n"
"El servidor de renderizado es completamente opaco, los internos son "
-"completamente específicos de la implementación y no se puede acceder a "
-"ellos.\n"
+"completamente específicos de la implementación y no se puede acceder a ellos."
+"\n"
"El servidor de renderizado puede ser usado para evitar el sistema de escenas "
"por completo.\n"
-"Los recursos se crean usando las funciones [code]*_crear[/code].\n"
+"Los recursos se crean usando las funciones [code]*_create[/code].\n"
"Todos los objetos se dibujan en una vista. Se puede utilizar la [Viewport] "
"adjunta al [SceneTree] o se puede crear una por uno mismo con el [method "
"viewport_create]. Cuando se utiliza un escenario o lienzo personalizado, el "
-"escenario o lienzo debe adjuntarse a la ventana de visualización utilizando "
-"[method viewport_set_scenario] o [method viewport_attach_canvas].\n"
+"escenario o lienzo debe adjuntarse a la ventana de visualización utilizando ["
+"method viewport_set_scenario] o [method viewport_attach_canvas].\n"
"En 3D, todos los objetos visuales deben estar asociados a un escenario. El "
"escenario es una representación visual del mundo. Si se accede al servidor "
"de renderizado desde un juego en ejecución, se puede acceder al escenario "
-"desde el árbol de la escena desde cualquier nodo [Node3D] con [method Node3D."
-"get_world_3d]. De lo contrario, se puede crear un escenario con [method "
+"desde el árbol de la escena desde cualquier nodo [Spatial] con [method "
+"Spatial.get_world]. De lo contrario, se puede crear un escenario con [method "
"scenario_create].\n"
"De manera similar, en 2D, se necesita un lienzo para dibujar todos los "
"elementos del lienzo.\n"
"En 3D, todos los objetos visibles están compuestos por un recurso y una "
"instancia. Un recurso puede ser una malla, un sistema de partículas, una luz "
"o cualquier otro objeto en 3D. Para ser visibles, los recursos deben ser "
-"adjuntados a una instancia usando el [método instance_set_base]. La "
+"adjuntados a una instancia usando el [method instance_set_base]. La "
"instancia también debe ser adjuntada al escenario usando [method "
"instance_set_scenario] para ser visible.\n"
"En 2D, todos los objetos visibles son una especie de lienzo. Para ser "
@@ -84571,7 +84572,6 @@ msgstr ""
"las imágenes, si se ha utilizado el [method black_bars_set_images])."
#: doc/classes/VisualServer.xml:44
-#, fuzzy
msgid ""
"Creates a camera and adds it to the VisualServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]camera_*[/code] "
@@ -84579,11 +84579,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea una cámara y la añade al RenderingServer. Se puede acceder a ella con "
-"el RID que se devuelve. Este RID será usado en todas las funciones del "
-"[code]camera_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] del RenderingServer."
+"Crea una cámara y la añade al VisualServer. Se puede acceder a ella con el "
+"RID que se devuelve. Este RID será usado en todas las funciones del "
+"[code]camera_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] del VisualServer."
#: doc/classes/VisualServer.xml:53
#, fuzzy
@@ -84594,7 +84594,7 @@ msgid ""
msgstr ""
"Establece la máscara de sacrificio asociada a esta cámara. La máscara de "
"selección describe las capas 3D que son renderizadas por esta cámara. "
-"Equivalente a [member Camera3D.cull_mask]."
+"Equivalente a [member Camera.cull_mask]."
#: doc/classes/VisualServer.xml:61
#, fuzzy
@@ -84602,8 +84602,8 @@ msgid ""
"Sets the environment used by this camera. Equivalent to [member Camera."
"environment]."
msgstr ""
-"Establece el entorno utilizado por esta cámara. Equivalente a [member "
-"Camera3D.environment]."
+"Establece el entorno utilizado por esta cámara. Equivalente a [member Camera."
+"environment]."
#: doc/classes/VisualServer.xml:72
msgid ""
@@ -84645,12 +84645,11 @@ msgid ""
"KEEP_HEIGHT]."
msgstr ""
"Si [code]true[/code], conserva la relación de aspecto horizontal que es "
-"equivalente a [constant Camera3D.KEEP_WIDTH]. Si [code]false[/code], "
-"preserva la relación de aspecto vertical que es equivalente a [constant "
-"Camera3D.KEEP_HEIGHT]."
+"equivalente a [constant Camera.KEEP_WIDTH]. Si [code]false[/code], preserva "
+"la relación de aspecto vertical que es equivalente a [constant Camera."
+"KEEP_HEIGHT]."
#: doc/classes/VisualServer.xml:114
-#, fuzzy
msgid ""
"Creates a canvas and returns the assigned [RID]. It can be accessed with the "
"RID that is returned. This RID will be used in all [code]canvas_*[/code] "
@@ -84660,9 +84659,9 @@ msgid ""
msgstr ""
"Crea un lienzo y devuelve el [RID] asignado. Se puede acceder a él con el "
"RID que se devuelve. Este RID se utilizará en todas las funciones del "
-"[code]canvas_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberar el RID usando el método estático "
-"[method free_rid] de RenderingServer."
+"[code]canvas_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberar el RID usando el método estático ["
+"method free_rid] de VisualServer."
#: doc/classes/VisualServer.xml:125
#, fuzzy
@@ -84749,7 +84748,6 @@ msgid "Clears the [CanvasItem] and removes all commands in it."
msgstr "Despeja el [CanvasItem] y elimina todos los comandos en él."
#: doc/classes/VisualServer.xml:308
-#, fuzzy
msgid ""
"Creates a new [CanvasItem] and returns its [RID]. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]canvas_item_*[/"
@@ -84759,9 +84757,9 @@ msgid ""
msgstr ""
"Crea un lienzo y devuelve el [RID] asignado. Se puede acceder a él con el "
"RID que se devuelve. Este RID se utilizará en todas las funciones del "
-"[code]canvas_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberar el RID usando el método estático "
-"[method free_rid] de RenderingServer."
+"[code]canvas_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberar el RID usando el método estático ["
+"method free_rid] de VisualServer."
#: doc/classes/VisualServer.xml:317
#, fuzzy
@@ -84860,7 +84858,6 @@ msgid ""
msgstr "Une la luz del canvas al canvas. Lo quita de su canvas anterior."
#: doc/classes/VisualServer.xml:461
-#, fuzzy
msgid ""
"Creates a canvas light and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
@@ -84868,11 +84865,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea una luz de canvas y la añade al RenderingServer. Se puede acceder a "
-"ella con el RID que se devuelve. Este RID se usará en todas las funciones "
-"del [code]canvas_light_*[/code] RenderingServer.\n"
+"Crea una luz de canvas y la añade al VisualServer. Se puede acceder a ella "
+"con el RID que se devuelve. Este RID se usará en todas las funciones del "
+"[code]canvas_light_*[/code] VisualServer.\n"
"Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
-"estático [method free_rid] de RenderingServer."
+"estático [method free_rid] de VisualServer."
#: doc/classes/VisualServer.xml:470
msgid ""
@@ -84880,7 +84877,6 @@ msgid ""
msgstr "Adjunta un oclusor de luz al canvas. Lo quita de su canvas anterior."
#: doc/classes/VisualServer.xml:476
-#, fuzzy
msgid ""
"Creates a light occluder and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
@@ -84888,11 +84884,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea un oclusor de luz y lo añade al RenderingServer. Se puede acceder a él "
-"con el RID que se devuelve. Este RID se usará en todas las funciones del "
-"[code]canvas_light_ocluder_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] de RenderingServer."
+"Crea un oclusor de luz y lo añade al VisualServer. Se puede acceder a él con "
+"el RID que se devuelve. Este RID se usará en todas las funciones del "
+"[code]canvas_light_ocluder_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] de VisualServer."
#: doc/classes/VisualServer.xml:485
msgid "Enables or disables light occluder."
@@ -85008,7 +85004,6 @@ msgstr ""
"Equivalente a [member Light2D.range_z_min] y [member Light2D.range_z_max]."
#: doc/classes/VisualServer.xml:669
-#, fuzzy
msgid ""
"Creates a new light occluder polygon and adds it to the VisualServer. It can "
"be accessed with the RID that is returned. This RID will be used in all "
@@ -85016,11 +85011,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea un nuevo polígono oclusor de luz y lo añade al RenderingServer. Se "
-"puede acceder a él con el RID que se devuelve. Este RID se usará en todas "
-"las funciones del [code]canvas_occluder_polygon_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] de RenderingServer."
+"Crea un nuevo polígono oclusor de luz y lo añade al VisualServer. Se puede "
+"acceder a él con el RID que se devuelve. Este RID se usará en todas las "
+"funciones del [code]canvas_occluder_polygon_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] de VisualServer."
#: doc/classes/VisualServer.xml:678
msgid ""
@@ -85051,7 +85046,6 @@ msgid "Modulates all colors in the given canvas."
msgstr "Modula todos los colores en el canvas dado."
#: doc/classes/VisualServer.xml:718
-#, fuzzy
msgid ""
"Creates a directional light and adds it to the VisualServer. It can be "
"accessed with the RID that is returned. This RID can be used in most "
@@ -85061,11 +85055,11 @@ msgid ""
"To place in a scene, attach this directional light to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"Crea una luz direccional y la añade al RenderingServer. Se puede acceder a "
-"ella con el RID que se devuelve. Este RID puede ser usado en la mayoría de "
-"las funciones de [code]light_*[/code] RenderingServer.\n"
+"Crea una luz direccional y la añade al VisualServer. Se puede acceder a ella "
+"con el RID que se devuelve. Este RID puede ser usado en la mayoría de las "
+"funciones de [code]light_*[/code] VisualServer.\n"
"Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
-"estático [method free_rid] de RenderingServer.\n"
+"estático [method free_rid] de VisualServer.\n"
"Para colocar en una escena, adjunta esta luz direccional a una instancia "
"usando [method instance_set_base] usando el RID devuelto."
@@ -85076,7 +85070,6 @@ msgid ""
msgstr ""
#: doc/classes/VisualServer.xml:734
-#, fuzzy
msgid ""
"Creates an environment and adds it to the VisualServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
@@ -85084,11 +85077,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea un entorno y lo añade al RenderingServer. Se puede acceder a él con el "
-"RID que se devuelve. Este RID se usará en todas las funciones de "
-"RenderingServer de [code]environment_*[/code].\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] de RenderingServer."
+"Crea un entorno y lo añade al VisualServer. Se puede acceder a él con el RID "
+"que se devuelve. Este RID se usará en todas las funciones de VisualServer de "
+"[code]environment_*[/code].\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] de VisualServer."
#: doc/classes/VisualServer.xml:747
msgid ""
@@ -85252,9 +85245,8 @@ msgid "Synchronizes threads."
msgstr "Sincroniza los hilos."
#: doc/classes/VisualServer.xml:964
-#, fuzzy
msgid "Tries to free an object in the VisualServer."
-msgstr "Intenta liberar un objeto en el RenderingServer."
+msgstr "Intenta liberar un objeto en el VisualServer."
#: doc/classes/VisualServer.xml:971
msgid "Returns a certain information, see [enum RenderInfo] for options."
@@ -85312,11 +85304,11 @@ msgid ""
"To place in a scene, attach this GI probe to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crea una sonda de reflexión y la añade al RenderingServer. Se puede acceder "
-"a ella con el RID que se devuelve. Este RID se utilizará en todas las "
-"funciones del [code]reflection_probe_*[/code] RenderingServer.\n"
+"Crea una sonda de reflexión y la añade al VisualServer. Se puede acceder a "
+"ella con el RID que se devuelve. Este RID se utilizará en todas las "
+"funciones del [code]reflection_probe_*[/code] VisualServer.\n"
"Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
-"estático [method free_rid] del RenderingServer.\n"
+"estático [method free_rid] del VisualServer.\n"
"Para colocarla en una escena, adjunta esta sonda de reflexión a una "
"instancia usando [method instance_set_base] usando el RID devuelto."
@@ -85351,8 +85343,8 @@ msgid ""
"Returns the dynamic range set for this GI probe. Equivalent to [member "
"GIProbe.dynamic_range]."
msgstr ""
-"Establece el entorno utilizado por esta cámara. Equivalente a [member "
-"Camera3D.environment]."
+"Establece el entorno utilizado por esta cámara. Equivalente a [member Camera."
+"environment]."
#: doc/classes/VisualServer.xml:1053
#, fuzzy
@@ -85360,8 +85352,8 @@ msgid ""
"Returns the energy multiplier for this GI probe. Equivalent to [member "
"GIProbe.energy]."
msgstr ""
-"Establece la relación de explosividad. Equivalente a [member de "
-"GPUParticles3D.explosiveness]."
+"Establece la relación de explosividad. Equivalente a [member de GPUParticles."
+"explosiveness]."
#: doc/classes/VisualServer.xml:1060
#, fuzzy
@@ -85370,7 +85362,7 @@ msgid ""
"normal_bias]."
msgstr ""
"Establece la transformación espacial del mundo de la instancia. Equivalente "
-"a [member Nodo3D.transform]."
+"a [member Spatial.transform]."
#: doc/classes/VisualServer.xml:1067
#, fuzzy
@@ -85378,8 +85370,8 @@ msgid ""
"Returns the propagation value for this GI probe. Equivalent to [member "
"GIProbe.propagation]."
msgstr ""
-"Establece la relación de explosividad. Equivalente a [member de "
-"GPUParticles3D.explosiveness]."
+"Establece la relación de explosividad. Equivalente a [member de GPUParticles."
+"explosiveness]."
#: doc/classes/VisualServer.xml:1074
#, fuzzy
@@ -85412,7 +85404,7 @@ msgid ""
"bias]."
msgstr ""
"Establece el número de pases de dibujo a utilizar. Equivalente a [member de "
-"GPUParticles3D.draw_passes]."
+"GPUParticles.draw_passes]."
#: doc/classes/VisualServer.xml:1104
#, fuzzy
@@ -85483,13 +85475,12 @@ msgid "Sets the to cell [Transform] for this GI probe."
msgstr "Establece la [Transform] del dueño de la forma dada."
#: doc/classes/VisualServer.xml:1182
-#, fuzzy
msgid ""
"Returns [code]true[/code] if changes have been made to the VisualServer's "
"data. [method draw] is usually called if this happens."
msgstr ""
"Devuelve [code]true[/code] si se han hecho cambios en los datos del "
-"RenderingServer. Normalmente se llama [method force_draw] si esto ocurre."
+"VisualServer. Normalmente se llama [method force_draw] si esto ocurre."
#: doc/classes/VisualServer.xml:1189
msgid "Not yet implemented. Always returns [code]false[/code]."
@@ -85515,8 +85506,8 @@ msgid ""
"Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to "
"[method ImmediateGeometry.begin]."
msgstr ""
-"Establec las partes internas de [ImmediateGeometry3D] para preparar el "
-"dibujado. Equivalente a [method ImmediateGeometry3D.begin]."
+"Establec las partes internas de [ImmediateGeometry] para preparar el "
+"dibujado. Equivalente a [method ImmediateGeometry.begin]."
#: doc/classes/VisualServer.xml:1213
#, fuzzy
@@ -85525,7 +85516,7 @@ msgid ""
"[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]."
msgstr ""
"Borra todo lo que se estableció entre [method immediate_begin] y [method "
-"immediate_end]. Equivalente a [method ImmediateGeometry3D.clear]."
+"immediate_end]. Equivalente a [method ImmediateGeometry.clear]."
#: doc/classes/VisualServer.xml:1221
#, fuzzy
@@ -85533,8 +85524,8 @@ msgid ""
"Sets the color to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_color]."
msgstr ""
-"Establece el color que se usará con el próximo vértice. Equivalente a "
-"[method ImmediateGeometry3D.set_color]."
+"Establece el color que se usará con el próximo vértice. Equivalente a ["
+"method ImmediateGeometry.set_color]."
#: doc/classes/VisualServer.xml:1227
#, fuzzy
@@ -85547,11 +85538,11 @@ msgid ""
"To place in a scene, attach this immediate geometry to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"Crea una geometría inmediata y la añade al RenderingServer. Se puede acceder "
-"a ella con el RID que se devuelve. Este RID se usará en todas las funciones "
-"del [code]immediate_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] de RenderingServer.\n"
+"Crea una geometría inmediata y la añade al VisualServer. Se puede acceder a "
+"ella con el RID que se devuelve. Este RID se usará en todas las funciones "
+"del [code]immediate_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] de VisualServer.\n"
"Para colocar en una escena, adjunta esta geometría inmediata a una instancia "
"usando [method instance_set_base] usando el RID devuelto."
@@ -85561,13 +85552,13 @@ msgid ""
"Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method "
"ImmediateGeometry.end]."
msgstr ""
-"Termina de dibujar la [ImmediateGeometry3D] y la muestra. Equivalente a "
-"[method ImmediateGeometry3D.end]."
+"Termina de dibujar la [ImmediateGeometry] y la muestra. Equivalente a ["
+"method ImmediateGeometry.end]."
#: doc/classes/VisualServer.xml:1243
#, fuzzy
msgid "Returns the material assigned to the [ImmediateGeometry]."
-msgstr "Devuelve el material asignado a la [ImmediateGeometry3D]."
+msgstr "Devuelve el material asignado a la [ImmediateGeometry]."
#: doc/classes/VisualServer.xml:1251
#, fuzzy
@@ -85576,13 +85567,13 @@ msgid ""
"ImmediateGeometry.set_normal]."
msgstr ""
"Establece la normalidad para ser usada con el siguiente vértice. Equivalente "
-"a [method ImmediateGeometry3D.set_normal]."
+"a [method ImmediateGeometry.set_normal]."
#: doc/classes/VisualServer.xml:1259
#, fuzzy
msgid "Sets the material to be used to draw the [ImmediateGeometry]."
msgstr ""
-"Establece el material que se utilizará para dibujar la [ImmediateGeometry3D]."
+"Establece el material que se utilizará para dibujar la [ImmediateGeometry]."
#: doc/classes/VisualServer.xml:1267
#, fuzzy
@@ -85590,8 +85581,8 @@ msgid ""
"Sets the tangent to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_tangent]."
msgstr ""
-"Establece la tangente que se usará con el siguiente vértice. Equivalente a "
-"[method ImmediateGeometry3D.set_tangent]."
+"Establece la tangente que se usará con el siguiente vértice. Equivalente a ["
+"method ImmediateGeometry.set_tangent]."
#: doc/classes/VisualServer.xml:1275
#, fuzzy
@@ -85599,8 +85590,8 @@ msgid ""
"Sets the UV to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_uv]."
msgstr ""
-"Establece el UV para ser usado con el siguiente vértice. Equivalente a "
-"[method ImmediateGeometry3D.set_uv]."
+"Establece el UV para ser usado con el siguiente vértice. Equivalente a ["
+"method ImmediateGeometry.set_uv]."
#: doc/classes/VisualServer.xml:1283
#, fuzzy
@@ -85608,8 +85599,8 @@ msgid ""
"Sets the UV2 to be used with next vertex. Equivalent to [method "
"ImmediateGeometry.set_uv2]."
msgstr ""
-"Establece el UV2 para ser usado con el siguiente vértice. Equivalente a "
-"[method ImmediateGeometry3D.set_uv2]."
+"Establece el UV2 para ser usado con el siguiente vértice. Equivalente a ["
+"method ImmediateGeometry.set_uv2]."
#: doc/classes/VisualServer.xml:1291
#, fuzzy
@@ -85618,7 +85609,7 @@ msgid ""
"to [method ImmediateGeometry.add_vertex]."
msgstr ""
"Añade el siguiente vértice utilizando la información proporcionada por "
-"adelantado. Equivalente a [method ImmediateGeometry3D.add_vertex]."
+"adelantado. Equivalente a [method ImmediateGeometry.add_vertex]."
#: doc/classes/VisualServer.xml:1299
#, fuzzy
@@ -85629,7 +85620,7 @@ msgid ""
msgstr ""
"Añade el siguiente vértice utilizando la información proporcionada por "
"adelantado. Esta es una clase de ayuda que llama a [method immediate_vertex] "
-"bajo el capó. Equivalente a [method ImmediateGeometry3D.add_vertex]."
+"bajo el capó. Equivalente a [method ImmediateGeometry.add_vertex]."
#: doc/classes/VisualServer.xml:1305
#, fuzzy
@@ -85673,11 +85664,11 @@ msgid ""
"particles, meshes, and reflection probes need to be associated with an "
"instance to be visible in the scenario using [method instance_set_base]."
msgstr ""
-"Crea una instancia visual y la añade al RenderingServer. Se puede acceder a "
+"Crea una instancia visual y la añade al VisualServer. Se puede acceder a "
"ella con el RID que se devuelve. Este RID se usará en todas las funciones de "
-"[code]instance_*[/code] RenderingServer.\n"
+"[code]instance_*[/code] VisualServer.\n"
"Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
-"estático [method free_rid] de RenderingServer.\n"
+"estático [method free_rid] de VisualServer.\n"
"Una instancia es una forma de colocar un objeto 3D en el escenario. Objetos "
"como partículas, mallas y sondas de reflexión necesitan ser asociados a una "
"instancia para ser visibles en el escenario usando [method "
@@ -85692,12 +85683,12 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea una instancia visual, la agrega al RenderingServer, y establece tanto "
-"la base como el escenario. Se puede acceder a ella con el RID que se "
-"devuelve. Este RID se usará en todas las funciones de RenderingServer de "
+"Crea una instancia visual, la agrega al VisualServer, y establece tanto la "
+"base como el escenario. Se puede acceder a ella con el RID que se devuelve. "
+"Este RID se usará en todas las funciones de VisualServer de "
"[code]instance_*[/code].\n"
"Una vez terminado el RID, querrás liberarlo usando el método estático de "
-"RenderingServer [method free_rid]."
+"VisualServer [method free_rid]."
#: doc/classes/VisualServer.xml:1346 doc/classes/VisualServer.xml:1365
#: doc/classes/VisualServer.xml:1592 doc/classes/VisualServer.xml:2673
@@ -85711,14 +85702,14 @@ msgid ""
"Equivalent to [member GeometryInstance.cast_shadow]."
msgstr ""
"Establece la configuración del lanzamiento de sombras en uno de [enum "
-"ShadowCastingSetting]. Equivalente a [member GeometryInstance3D.cast_shadow]."
+"ShadowCastingSetting]. Equivalente a [member GeometryInstance.cast_shadow]."
#: doc/classes/VisualServer.xml:1374
msgid ""
"Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
"more details."
msgstr ""
-"Establece la bandera de un determinado [enumerar InstanceFlags]. Vea [enum "
+"Establece la bandera de un determinado [enum InstanceFlags]. Vea [enum "
"InstanceFlags] para más detalles."
#: doc/classes/VisualServer.xml:1382
@@ -85730,7 +85721,7 @@ msgid ""
msgstr ""
"Establece un material que sobrescribirá el material para todas las "
"superficies de la malla asociada a este caso. Equivalente a [member "
-"GeometryInstance3D.material_override]."
+"GeometryInstance.material_override]."
#: doc/classes/VisualServer.xml:1390
#, fuzzy
@@ -85742,7 +85733,7 @@ msgid ""
"be set as the base of an instance in order to be displayed in the scenario."
msgstr ""
"Establece la base de la instancia. Una base puede ser cualquiera de los "
-"objetos 3D que se crean en el RenderingServer que se pueden mostrar. Por "
+"objetos 3D que se crean en el VisualServer que se pueden mostrar. Por "
"ejemplo, cualquiera de los tipos de luz, malla, multimalla, geometría "
"inmediata, sistema de partículas, sonda de reflexión, mapa de luz y la sonda "
"GI son todos los tipos que se pueden establecer como la base de una "
@@ -85760,8 +85751,7 @@ msgid ""
"Equivalent to [method GeometryInstance.set_custom_aabb]."
msgstr ""
"Establece un AABB personalizado para usar cuando se seleccionan objetos del "
-"frustum de la vista. Equivalente a [method GeometryInstance3D."
-"set_custom_aabb]."
+"frustum de la vista. Equivalente a [method GeometryInstance.set_custom_aabb]."
#: doc/classes/VisualServer.xml:1415
msgid "Function not implemented in Godot 3.x."
@@ -85777,7 +85767,7 @@ msgstr ""
"Establece un margen para aumentar el tamaño del AABB cuando se seleccionan "
"los objetos del frustum de la vista. Esto le permite evitar la selección de "
"objetos que caen fuera de la capa de hielo. Equivalente a [member "
-"GeometryInstance3D.extra_cull_margin]."
+"GeometryInstance.extra_cull_margin]."
#: doc/classes/VisualServer.xml:1431
#, fuzzy
@@ -85786,7 +85776,7 @@ msgid ""
"[member VisualInstance.layers]."
msgstr ""
"Establece las capas de representación a las que se dibujará esta instancia. "
-"Equivalente a [member VisualInstance3D.layers]."
+"Equivalente a [member VisualInstance.layers]."
#: doc/classes/VisualServer.xml:1439
msgid ""
@@ -85803,7 +85793,7 @@ msgid ""
"set_surface_material]."
msgstr ""
"Establece el material de una superficie específica. Equivalente al [method "
-"MeshInstance3D.set_surface_material]."
+"MeshInstance.set_surface_material]."
#: doc/classes/VisualServer.xml:1456
#, fuzzy
@@ -85812,7 +85802,7 @@ msgid ""
"Spatial.transform]."
msgstr ""
"Establece la transformación espacial del mundo de la instancia. Equivalente "
-"a [member Nodo3D.transform]."
+"a [member Spatial.transform]."
#: doc/classes/VisualServer.xml:1467
#, fuzzy
@@ -85825,7 +85815,7 @@ msgid ""
"Sets whether an instance is drawn or not. Equivalent to [member Spatial."
"visible]."
msgstr ""
-"Establece si una instancia se dibuja o no. Equivalente a [member Nodo3D."
+"Establece si una instancia se dibuja o no. Equivalente a [member Spatial."
"visible]."
#: doc/classes/VisualServer.xml:1483
@@ -85841,11 +85831,11 @@ msgid ""
"game use cases, prefer physics collision."
msgstr ""
"Devuelve un array de IDs de objetos que se cruzan con el AABB proporcionado. "
-"Sólo se consideran los nodos visuales 3D, como [MeshInstance3D] o "
-"[DirectionalLight3D]. Utiliza [method @GDScript.instance_from_id] para "
-"obtener los nodos reales. Se debe proporcionar un escenario RID, que está "
-"disponible en el [World3D] que se desea consultar. Esto obliga a actualizar "
-"todos los recursos que están en cola.\n"
+"Sólo se consideran los nodos visuales 3D, como [MeshInstance] o "
+"[DirectionalLight]. Utiliza [method @GDScript.instance_from_id] para obtener "
+"los nodos reales. Se debe proporcionar un escenario RID, que está disponible "
+"en el [World] que se desea consultar. Esto obliga a actualizar todos los "
+"recursos que están en cola.\n"
"[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del "
"editor. Para casos de uso en el juego, prefiera la colisión física."
@@ -85862,11 +85852,11 @@ msgid ""
"game use cases, prefer physics collision."
msgstr ""
"Devuelve un array de IDs de objetos que se intersectan con la forma convexa "
-"proporcionada. Sólo se consideran los nodos visuales 3D, como "
-"[MeshInstance3D] o [DirectionalLight3D]. Utilice [method @GDScript."
-"instance_from_id] para obtener los nodos reales. Se debe proporcionar un "
-"escenario RID, que está disponible en el [World3D] que se desea consultar. "
-"Esto obliga a actualizar todos los recursos que están en cola.\n"
+"proporcionada. Sólo se consideran los nodos visuales 3D, como [MeshInstance] "
+"o [DirectionalLight]. Utilice [method @GDScript.instance_from_id] para "
+"obtener los nodos reales. Se debe proporcionar un escenario RID, que está "
+"disponible en el [World] que se desea consultar. Esto obliga a actualizar "
+"todos los recursos que están en cola.\n"
"[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del "
"editor. Para casos de uso en el juego, prefiera la colisión física."
@@ -85884,9 +85874,9 @@ msgid ""
msgstr ""
"Devuelve una serie de identificaciones de objetos que se intersectan con el "
"rayo 3D proporcionado. Sólo se consideran los nodos 3D visuales, como "
-"[MeshInstance3D] o [DirectionalLight3D]. Utilice [method @GDScript."
+"[MeshInstance] o [DirectionalLight]. Utilice [method @GDScript."
"instance_from_id] para obtener los nodos reales. Se debe proporcionar un "
-"escenario RID, que está disponible en el [World3D] que se desea consultar. "
+"escenario RID, que está disponible en el [World] que se desea consultar. "
"Esto obliga a actualizar todos los recursos que están en cola.\n"
"[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del "
"editor. Para casos de uso en el juego, prefiera la colisión física."
@@ -85900,7 +85890,7 @@ msgid ""
msgstr ""
"Si [code]true[/code], esta luz direccional se mezclará entre las divisiones "
"del mapa de sombras resultando en una transición más suave entre ellas. "
-"Equivalente a [member DirectionalLight3D.directional_shadow_blend_splits]."
+"Equivalente a [member DirectionalLight.directional_shadow_blend_splits]."
#: doc/classes/VisualServer.xml:1519
#, fuzzy
@@ -85910,7 +85900,7 @@ msgid ""
"LightDirectionalShadowDepthRangeMode] for options."
msgstr ""
"Establece el modo de alcance de la profundidad de la sombra para esta luz "
-"direccional. Equivalente a [member DirectionalLight3D."
+"direccional. Equivalente a [member DirectionalLight."
"directional_shadow_depth_range]. Vea [enum "
"LightDirectionalShadowDepthRangeMode] para las opciones."
@@ -85922,7 +85912,7 @@ msgid ""
"LightDirectionalShadowMode] for options."
msgstr ""
"Establece el modo de sombra para esta luz direccional. Equivalente a [member "
-"DirectionalLight3D.modo_sombra_direccional]. Ver [enum "
+"DirectionalLight.modo_sombra_direccional]. Ver [enum "
"LightDirectionalShadowMode] para las opciones."
#: doc/classes/VisualServer.xml:1535
@@ -85934,7 +85924,7 @@ msgid ""
msgstr ""
"Establece si se debe usar un paraboloide dual o un mapa de cubos para el "
"mapa de sombras. El paraboloide dual es más rápido pero puede sufrir de "
-"artefactos. Equivalente a [member OmniLight3D.omni_shadow_mode]."
+"artefactos. Equivalente a [member OmniLight.omni_shadow_mode]."
#: doc/classes/VisualServer.xml:1543
#, fuzzy
@@ -85945,7 +85935,7 @@ msgid ""
msgstr ""
"Establece si se debe usar un paraboloide dual o un mapa de cubos para el "
"mapa de sombras. El paraboloide dual es más rápido pero puede sufrir de "
-"artefactos. Equivalente a [member OmniLight3D.omni_shadow_mode]."
+"artefactos. Equivalente a [member OmniLight.omni_shadow_mode]."
#: doc/classes/VisualServer.xml:1551
msgid ""
@@ -85957,8 +85947,7 @@ msgstr ""
#: doc/classes/VisualServer.xml:1559
#, fuzzy
msgid "Sets the color of the light. Equivalent to [member Light.light_color]."
-msgstr ""
-"Establece el color de la luz. Equivalente a [member Light3D.light_color]."
+msgstr "Establece el color de la luz. Equivalente a [member Light.light_color]."
#: doc/classes/VisualServer.xml:1567
#, fuzzy
@@ -85966,8 +85955,8 @@ msgid ""
"Sets the cull mask for this Light. Lights only affect objects in the "
"selected layers. Equivalent to [member Light.light_cull_mask]."
msgstr ""
-"Establece la máscara de selección para este Light3D. Las luces sólo afectan "
-"a los objetos de las capas seleccionadas. Equivalente a [member Light3D."
+"Establece la máscara de selección para este Light. Las luces sólo afectan a "
+"los objetos de las capas seleccionadas. Equivalente a [member Light."
"light_cull_mask]."
#: doc/classes/VisualServer.xml:1575
@@ -85977,7 +85966,7 @@ msgid ""
"Equivalent to [member Light.light_negative]."
msgstr ""
"Si [code]true[/code], la luz restará luz en lugar de añadirla. Equivalente a "
-"[member Light3D.light_negative]."
+"[member Light.light_negative]."
#: doc/classes/VisualServer.xml:1584
#, fuzzy
@@ -85986,7 +85975,7 @@ msgid ""
"Equivalent to [method Light.set_param]."
msgstr ""
"Establece el parámetro de luz especificado. Ver [enum LightParam] para las "
-"opciones. Equivalente a [method Light3D.set_param]."
+"opciones. Equivalente a [method Light.set_param]."
#: doc/classes/VisualServer.xml:1600
#, fuzzy
@@ -86001,7 +85990,7 @@ msgstr ""
"cuando se tiene una malla plana que tiene una luz detrás de ella. Si "
"necesitas proyectar una sombra en ambos lados de la malla, establece la "
"malla para usar sombras de doble cara con [method "
-"instance_geometry_set_cast_shadows_setting]. Equivalente a [member Light3D."
+"instance_geometry_set_cast_shadows_setting]. Equivalente a [member Light."
"shadow_reverse_cull_face]."
#: doc/classes/VisualServer.xml:1608
@@ -86010,8 +85999,8 @@ msgid ""
"If [code]true[/code], light will cast shadows. Equivalent to [member Light."
"shadow_enabled]."
msgstr ""
-"Si [code]true[/code], la luz proyectará sombras. Equivalente a [member "
-"Light3D.shadow_enabled]."
+"Si [code]true[/code], la luz proyectará sombras. Equivalente a [member Light."
+"shadow_enabled]."
#: doc/classes/VisualServer.xml:1616
#, fuzzy
@@ -86020,7 +86009,7 @@ msgid ""
"shadow_color]."
msgstr ""
"Establece el color de la sombra proyectada por la luz. Equivalente a [member "
-"Light3D.shadow_color]."
+"Light.shadow_color]."
#: doc/classes/VisualServer.xml:1624
msgid ""
@@ -86043,13 +86032,13 @@ msgid ""
"To place in a scene, attach this lightmap capture to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"Crea una nueva malla y la añade al RenderingServer. Se puede acceder a ella "
-"con el RID que se devuelve. Este RID será usado en todas las funciones del "
-"[code]mesh_*[/code] RenderingServer.\n"
+"Crea una nueva malla y la añade al VisualServer. Se puede acceder a ella con "
+"el RID que se devuelve. Este RID será usado en todas las funciones del "
+"[code]mesh_*[/code] VisualServer.\n"
"Una vez terminado el RID, querrás liberarlo usando el método estático del "
-"RenderingServer [method free_rid].\n"
-"Para colocar en una escena, adjunta esta malla a una instancia usando "
-"[method instance_set_base] usando el RID devuelto."
+"VisualServer [method free_rid].\n"
+"Para colocar en una escena, adjunta esta malla a una instancia usando ["
+"method instance_set_base] usando el RID devuelto."
#: doc/classes/VisualServer.xml:1639
#, fuzzy
@@ -86104,8 +86093,7 @@ msgstr ""
msgid ""
"Sets the \"interior\" mode for this lightmap capture. Equivalent to [member "
"BakedLightmapData.interior]."
-msgstr ""
-"Establece el color de la luz. Equivalente a [member Light3D.light_color]."
+msgstr "Establece el color de la luz. Equivalente a [member Light.light_color]."
#: doc/classes/VisualServer.xml:1706
msgid ""
@@ -86130,7 +86118,7 @@ msgid ""
"Equivalent to [member BakedLightmapData.cell_space_transform]."
msgstr ""
"Establece la transformación espacial del mundo de la instancia. Equivalente "
-"a [member Nodo3D.transform]."
+"a [member Spatial.transform]."
#: doc/classes/VisualServer.xml:1731
msgid ""
@@ -86149,11 +86137,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea un material vacío y lo añade al RenderingServer. Se puede acceder a él "
-"con el RID que se devuelve. Este RID se utilizará en todas las funciones del "
-"[code]material_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] de RenderingServer."
+"Crea un material vacío y lo añade al VisualServer. Se puede acceder a él con "
+"el RID que se devuelve. Este RID se utilizará en todas las funciones del "
+"[code]material_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] de VisualServer."
#: doc/classes/VisualServer.xml:1746
msgid "Returns the value of a certain material's parameter."
@@ -86214,13 +86202,13 @@ msgid ""
"To place in a scene, attach this mesh to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crea una nueva malla y la añade al RenderingServer. Se puede acceder a ella "
-"con el RID que se devuelve. Este RID será usado en todas las funciones del "
-"[code]mesh_*[/code] RenderingServer.\n"
+"Crea una nueva malla y la añade al VisualServer. Se puede acceder a ella con "
+"el RID que se devuelve. Este RID será usado en todas las funciones del "
+"[code]mesh_*[/code] VisualServer.\n"
"Una vez terminado el RID, querrás liberarlo usando el método estático del "
-"RenderingServer [method free_rid].\n"
-"Para colocar en una escena, adjunta esta malla a una instancia usando "
-"[method instance_set_base] usando el RID devuelto."
+"VisualServer [method free_rid].\n"
+"Para colocar en una escena, adjunta esta malla a una instancia usando ["
+"method instance_set_base] usando el RID devuelto."
#: doc/classes/VisualServer.xml:1835
msgid "Returns a mesh's blend shape count."
@@ -86346,13 +86334,13 @@ msgid ""
"To place in a scene, attach this multimesh to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crea un nuevo multimalla en el RenderingServer y devuelve un manejador "
-"[RID]. Este RID se utilizará en todas las funciones de [code]multimesh_*[/"
-"code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] de RenderingServer.\n"
-"Para colocar en una escena, adjunta este multimesh a una instancia usando "
-"[method instance_set_base] usando el RID devuelto."
+"Crea un nuevo multimalla en el VisualServer y devuelve un manejador [RID]. "
+"Este RID se utilizará en todas las funciones de [code]multimesh_*[/code] "
+"VisualServer.\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] de VisualServer.\n"
+"Para colocar en una escena, adjunta este multimesh a una instancia usando ["
+"method instance_set_base] usando el RID devuelto."
#: doc/classes/VisualServer.xml:2040
msgid ""
@@ -86474,13 +86462,13 @@ msgid ""
"To place in a scene, attach this omni light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crea una nueva luz omni y la añade al RenderingServer. Se puede acceder a él "
+"Crea una nueva luz omni y la añade al VisualServer. Se puede acceder a él "
"con el RID que se devuelve. Este RID puede ser usado en la mayoría de las "
-"funciones del [code]light_*[/code] RenderingServer.\n"
+"funciones del [code]light_*[/code] VisualServer.\n"
"Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
-"estático [method free_rid] de RenderingServer.\n"
-"Para colocar en una escena, adjunta esta luz omni a una instancia usando "
-"[method instance_set_base] usando el RID devuelto."
+"estático [method free_rid] de VisualServer.\n"
+"Para colocar en una escena, adjunta esta luz omni a una instancia usando ["
+"method instance_set_base] usando el RID devuelto."
#: doc/classes/VisualServer.xml:2171
#, fuzzy
@@ -86493,11 +86481,11 @@ msgid ""
"To place in a scene, attach these particles to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crea un sistema de partículas y lo añade al RenderingServer. Se puede "
-"acceder a él con el RID que se devuelve. Este RID se usará en todas las "
-"funciones de RenderingServer de [code]particles_*[/code].\n"
+"Crea un sistema de partículas y lo añade al VisualServer. Se puede acceder a "
+"él con el RID que se devuelve. Este RID se usará en todas las funciones de "
+"VisualServer de [code]particles_*[/code].\n"
"Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
-"estático [method free_rid] de RenderingServer.\n"
+"estático [method free_rid] de VisualServer.\n"
"Para colocarlas en una escena, adjunta estas partículas a una instancia "
"usando [method instance_set_base] usando el RID devuelto."
@@ -86508,7 +86496,7 @@ msgid ""
"particles. Equivalent to [method Particles.capture_aabb]."
msgstr ""
"Calcula y devuelve el cuadro delimitador alineado con el eje que contiene "
-"todas las partículas. Equivalente a [method GPUParticles3D.capture_aabb]."
+"todas las partículas. Equivalente a [method GPUParticles.capture_aabb]."
#: doc/classes/VisualServer.xml:2187
msgid "Returns [code]true[/code] if particles are currently set to emitting."
@@ -86543,7 +86531,7 @@ msgid ""
"restart]."
msgstr ""
"Reajustar las partículas en la próxima actualización. Equivalente a [method "
-"GPUParticles3D.restart]."
+"GPUParticles.restart]."
#: doc/classes/VisualServer.xml:2216
#, fuzzy
@@ -86552,7 +86540,7 @@ msgid ""
"Equivalent to [member Particles.amount]."
msgstr ""
"Establece el número de partículas que se dibujarán y les asigna la memoria. "
-"Equivalente a [member GPUParticles3D.amount]."
+"Equivalente a [member GPUParticles.amount]."
#: doc/classes/VisualServer.xml:2224
#, fuzzy
@@ -86561,7 +86549,7 @@ msgid ""
"to [member Particles.visibility_aabb]."
msgstr ""
"Establece un cuadro delimitador personalizado alineado con el eje para el "
-"sistema de partículas. Equivalente a [member GPUParticles3D.visibility_aabb]."
+"sistema de partículas. Equivalente a [member GPUParticles.visibility_aabb]."
#: doc/classes/VisualServer.xml:2232
#, fuzzy
@@ -86572,7 +86560,7 @@ msgid ""
msgstr ""
"Establece el orden de arrastre de las partículas a uno de los enums "
"nombrados de [enum ParticlesDrawOrder]. Ver [enum ParticlesDrawOrder] para "
-"las opciones. Equivalente a [member GPUParticles3D.draw_order]."
+"las opciones. Equivalente a [member GPUParticles.draw_order]."
#: doc/classes/VisualServer.xml:2241
#, fuzzy
@@ -86582,8 +86570,8 @@ msgid ""
"draw_pass_3], and [member Particles.draw_pass_4]."
msgstr ""
"Establece la malla que se utilizará para el pase de sorteo especificado. "
-"Equivalente a [member GPUParticles3D.draw_pass_1], [member GPUParticles3D."
-"draw_pass_2], [member GPUParticles3D.draw_pass_3], y [member GPUParticles3D."
+"Equivalente a [member GPUParticles.draw_pass_1], [member GPUParticles."
+"draw_pass_2], [member GPUParticles.draw_pass_3], y [member GPUParticles."
"draw_pass_4]."
#: doc/classes/VisualServer.xml:2249
@@ -86593,7 +86581,7 @@ msgid ""
"draw_passes]."
msgstr ""
"Establece el número de pases de dibujo a utilizar. Equivalente a [member de "
-"GPUParticles3D.draw_passes]."
+"GPUParticles.draw_passes]."
#: doc/classes/VisualServer.xml:2257
msgid ""
@@ -86611,15 +86599,15 @@ msgid ""
msgstr ""
"Si [code]true[/code], las partículas se emitirán con el tiempo. Ponerlo en "
"falso no restablece las partículas, sino que sólo detiene su emisión. "
-"Equivalente a [member GPUParticles3D.emitting]."
+"Equivalente a [member GPUParticles.emitting]."
#: doc/classes/VisualServer.xml:2273
#, fuzzy
msgid ""
"Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]."
msgstr ""
-"Establece la relación de explosividad. Equivalente a [member de "
-"GPUParticles3D.explosiveness]."
+"Establece la relación de explosividad. Equivalente a [member de GPUParticles."
+"explosiveness]."
#: doc/classes/VisualServer.xml:2281
#, fuzzy
@@ -86628,7 +86616,7 @@ msgid ""
"Equivalent to [member Particles.fixed_fps]."
msgstr ""
"Establece la velocidad de fotogramas a la que se fijará la representación "
-"del sistema de partículas. Equivalente a [member GPUParticles3D.fixed_fps]."
+"del sistema de partículas. Equivalente a [member GPUParticles.fixed_fps]."
#: doc/classes/VisualServer.xml:2289
#, fuzzy
@@ -86637,7 +86625,7 @@ msgid ""
"the particles. Equivalent to [member Particles.fract_delta]."
msgstr ""
"Si [code]true[/code], utiliza el delta fraccionario que suaviza el "
-"movimiento de las partículas. Equivalente a [member GPUParticles3D."
+"movimiento de las partículas. Equivalente a [member GPUParticles."
"fract_delta]."
#: doc/classes/VisualServer.xml:2297
@@ -86647,7 +86635,7 @@ msgid ""
"Particles.lifetime]."
msgstr ""
"Establece la vida útil de cada partícula del sistema. Equivalente a [member "
-"GPUParticles3D.lifetime]."
+"GPUParticles.lifetime]."
#: doc/classes/VisualServer.xml:2305
#, fuzzy
@@ -86656,7 +86644,7 @@ msgid ""
"[member Particles.one_shot]."
msgstr ""
"Si [code]true[/code], las partículas emitirán una vez y luego se detendrán. "
-"Equivalente a [member GPUParticles3D.one_shot]."
+"Equivalente a [member GPUParticles.one_shot]."
#: doc/classes/VisualServer.xml:2313
#, fuzzy
@@ -86667,7 +86655,7 @@ msgid ""
msgstr ""
"Establece el tiempo de preproceso para la animación de las partículas. Esto "
"te permite retrasar el inicio de una animación hasta después de que las "
-"partículas hayan empezado a emitir. Equivalente a [member GPUParticles3D."
+"partículas hayan empezado a emitir. Equivalente a [member GPUParticles."
"preprocess]."
#: doc/classes/VisualServer.xml:2321
@@ -86679,7 +86667,7 @@ msgid ""
msgstr ""
"Establece el material para procesar las partículas. Nota: este no es el "
"material utilizado para dibujar los materiales. Equivalente a [member "
-"GPUParticles3D.process_material]."
+"GPUParticles.process_material]."
#: doc/classes/VisualServer.xml:2330
#, fuzzy
@@ -86689,7 +86677,7 @@ msgid ""
msgstr ""
"Establece la relación de aleatoriedad de la emisión. Esto aleatoriza la "
"emisión de partículas dentro de su fase. Equivalente a [member de "
-"GPUParticles3D.randomness]."
+"GPUParticles.randomness]."
#: doc/classes/VisualServer.xml:2338
#, fuzzy
@@ -86697,8 +86685,8 @@ msgid ""
"Sets the speed scale of the particle system. Equivalent to [member Particles."
"speed_scale]."
msgstr ""
-"Establece la escala de velocidad del sistema de partículas. Equivalente a "
-"[member GPUParticles3D.speed_scale]."
+"Establece la escala de velocidad del sistema de partículas. Equivalente a ["
+"member GPUParticles.speed_scale]."
#: doc/classes/VisualServer.xml:2346
#, fuzzy
@@ -86708,7 +86696,7 @@ msgid ""
msgstr ""
"Si [code]true[/code], las partículas usan coordenadas locales. Si "
"[code]false[/code] usan coordenadas globales. Equivalente a [member "
-"GPUParticles3D.local_coords]."
+"GPUParticles.local_coords]."
#: doc/classes/VisualServer.xml:2352
#, fuzzy
@@ -86721,11 +86709,11 @@ msgid ""
"To place in a scene, attach this reflection probe to an instance using "
"[method instance_set_base] using the returned RID."
msgstr ""
-"Crea una sonda de reflexión y la añade al RenderingServer. Se puede acceder "
-"a ella con el RID que se devuelve. Este RID se utilizará en todas las "
-"funciones del [code]reflection_probe_*[/code] RenderingServer.\n"
+"Crea una sonda de reflexión y la añade al VisualServer. Se puede acceder a "
+"ella con el RID que se devuelve. Este RID se utilizará en todas las "
+"funciones del [code]reflection_probe_*[/code] VisualServer.\n"
"Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
-"estático [method free_rid] del RenderingServer.\n"
+"estático [method free_rid] del VisualServer.\n"
"Para colocarla en una escena, adjunta esta sonda de reflexión a una "
"instancia usando [method instance_set_base] usando el RID devuelto."
@@ -86862,11 +86850,11 @@ msgid ""
"VisualServer's [method free_rid] static method.\n"
"The scenario is the 3D world that all the visual instances exist in."
msgstr ""
-"Crea un escenario y lo añade al RenderingServer. Se puede acceder a él con "
-"el RID que se devuelve. Este RID se utilizará en todas las funciones del "
-"[code]scenario_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] de RenderingServer.\n"
+"Crea un escenario y lo añade al VisualServer. Se puede acceder a él con el "
+"RID que se devuelve. Este RID se utilizará en todas las funciones del "
+"[code]scenario_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] de VisualServer.\n"
"El escenario es el mundo 3D en el que existen todas las instancias visuales."
#: doc/classes/VisualServer.xml:2476
@@ -86951,11 +86939,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea un shader vacío y lo añade al RenderingServer. Se puede acceder a él "
-"con el RID que se devuelve. Este RID se usará en todas las funciones del "
-"[code]shader_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] de RenderingServer."
+"Crea un shader vacío y lo añade al VisualServer. Se puede acceder a él con "
+"el RID que se devuelve. Este RID se usará en todas las funciones del "
+"[code]shader_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] de VisualServer."
#: doc/classes/VisualServer.xml:2554
msgid "Returns a shader's code."
@@ -87011,11 +86999,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea un esqueleto y lo añade al RenderingServer. Se puede acceder a él con "
-"el RID que se devuelve. Este RID se usará en todas las funciones del "
-"[code]skeleton_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] de RenderingServer."
+"Crea un esqueleto y lo añade al VisualServer. Se puede acceder a él con el "
+"RID que se devuelve. Este RID se usará en todas las funciones del "
+"[code]skeleton_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] de VisualServer."
#: doc/classes/VisualServer.xml:2643
msgid "Returns the number of bones allocated for this skeleton."
@@ -87030,11 +87018,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea un cielo vacío y lo añade al RenderingServer. Se puede acceder a él con "
-"el RID que se devuelve. Este RID se usará en todas las funciones del "
-"[code]sky_*[/code] RenderingServer.\n"
+"Crea un cielo vacío y lo añade al VisualServer. Se puede acceder a él con el "
+"RID que se devuelve. Este RID se usará en todas las funciones del "
+"[code]sky_*[/code] VisualServer.\n"
"Una vez terminado el RID, querrás liberarlo usando el método estático de "
-"RenderingServer [method free_rid]."
+"VisualServer [method free_rid]."
#: doc/classes/VisualServer.xml:2659
#, fuzzy
@@ -87052,11 +87040,11 @@ msgid ""
"To place in a scene, attach this spot light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
-"Crea un foco de luz y lo añade al RenderingServer. Se puede acceder a él con "
-"el RID que se devuelve. Este RID puede ser usado en la mayoría de las "
-"funciones del [code]light_*[/code] RenderingServer.\n"
+"Crea un foco de luz y lo añade al VisualServer. Se puede acceder a él con el "
+"RID que se devuelve. Este RID puede ser usado en la mayoría de las funciones "
+"del [code]light_*[/code] VisualServer.\n"
"Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
-"estático [method free_rid] de RenderingServer.\n"
+"estático [method free_rid] de VisualServer.\n"
"Para colocar en una escena, adjunta este foco a una instancia usando [method "
"instance_set_base] usando el RID devuelto."
@@ -87079,11 +87067,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea un material vacío y lo añade al RenderingServer. Se puede acceder a él "
-"con el RID que se devuelve. Este RID se utilizará en todas las funciones del "
-"[code]material_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] de RenderingServer."
+"Crea un material vacío y lo añade al VisualServer. Se puede acceder a él con "
+"el RID que se devuelve. Este RID se utilizará en todas las funciones del "
+"[code]material_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] de VisualServer."
#: doc/classes/VisualServer.xml:2709
msgid ""
@@ -87242,11 +87230,11 @@ msgid ""
"Once finished with your RID, you will want to free the RID using the "
"VisualServer's [method free_rid] static method."
msgstr ""
-"Crea un viewport vacío y lo añade al RenderingServer. Se puede acceder a él "
-"con el RID que se devuelve. Este RID se utilizará en todas las funciones del "
-"[code]viewport_*[/code] RenderingServer.\n"
-"Una vez terminado el RID, querrás liberarlo usando el método estático "
-"[method free_rid] de RenderingServer."
+"Crea un viewport vacío y lo añade al VisualServer. Se puede acceder a él con "
+"el RID que se devuelve. Este RID se utilizará en todas las funciones del "
+"[code]viewport_*[/code] VisualServer.\n"
+"Una vez terminado el RID, querrás liberarlo usando el método estático ["
+"method free_rid] de VisualServer."
#: doc/classes/VisualServer.xml:2890
#, fuzzy
@@ -87440,7 +87428,7 @@ msgid ""
"technologies. See [ARVRInterface]."
msgstr ""
"Si [code]true[/code], el viewport utiliza tecnologías de realidad aumentada "
-"o virtual. Ver [XRInterface]."
+"o virtual. Ver [ARVRInterface]."
#: doc/classes/VisualServer.xml:3112
msgid ""
@@ -87489,7 +87477,7 @@ msgid ""
"Emitted at the end of the frame, after the VisualServer has finished "
"updating all the Viewports."
msgstr ""
-"Emitido al final del fotograma, después de que el RenderingServer haya "
+"Emitido al final del fotograma, después de que el VisualServer haya "
"terminado de actualizar todos los Viewports."
#: doc/classes/VisualServer.xml:3146
@@ -87498,8 +87486,8 @@ msgid ""
"Emitted at the beginning of the frame, before the VisualServer updates all "
"the Viewports."
msgstr ""
-"Emitido al principio del fotograma, antes de que el RenderingServer "
-"actualice todos los Viewports."
+"Emitido al principio del fotograma, antes de que el VisualServer actualice "
+"todos los Viewports."
#: doc/classes/VisualServer.xml:3152
msgid "Marks an error that shows that the index array is empty."
@@ -88551,7 +88539,7 @@ msgstr "Un shader para cálculos de luz."
#: doc/classes/VisualShader.xml:155
msgid "Represents the size of the [enum Type] enum."
-msgstr "Representa el tamaño del enum [tipo de enum]."
+msgstr "Representa el tamaño del enum [enum Type]."
#: doc/classes/VisualShaderNode.xml:4
msgid "Base class for nodes in a visual shader graph."
@@ -90139,7 +90127,7 @@ msgstr ""
msgid ""
"The multiplication type to be performed. See [enum Operator] for options."
msgstr ""
-"El tipo de multiplicación a realizar. Véase [enum Operador] para las "
+"El tipo de multiplicación a realizar. Véase [enum Operator] para las "
"opciones."
#: doc/classes/VisualShaderNodeTransformVecMult.xml:20
@@ -92255,7 +92243,7 @@ msgid ""
"current world."
msgstr ""
"Clase que tiene todo lo que pertenece a un mundo. Un espacio físico, un "
-"escenario visual y un espacio sonoro. Los nodos de Node3D registran sus "
+"escenario visual y un espacio sonoro. Los nodos de Spatial registran sus "
"recursos en el mundo actual."
#: doc/classes/World.xml:16
@@ -92271,7 +92259,7 @@ msgstr ""
#: doc/classes/World.xml:19
#, fuzzy
msgid "The World's [Environment]."
-msgstr "El [Environment] del World3D."
+msgstr "El [Environment] del World."
#: doc/classes/World.xml:22
#, fuzzy
@@ -92285,12 +92273,12 @@ msgstr ""
#: doc/classes/World.xml:25
#, fuzzy
msgid "The World's visual scenario."
-msgstr "El escenario visual de World3D."
+msgstr "El escenario visual de World."
#: doc/classes/World.xml:28
#, fuzzy
msgid "The World's physics space."
-msgstr "El espacio físico del World3D."
+msgstr "El espacio físico del World."
#: doc/classes/World2D.xml:4
msgid "Class that has everything pertaining to a 2D world."
@@ -92313,7 +92301,7 @@ msgid ""
"drawing."
msgstr ""
"El [RID] de los recursos de canvas de este mundo. Utilizado por el "
-"[RenderingServer] para el dibujo 2D."
+"[VisualServer] para el dibujo 2D."
#: doc/classes/World2D.xml:19
#, fuzzy
@@ -92360,12 +92348,12 @@ msgstr ""
"El nodo [WorldEnvironment] se utiliza para configurar el [Environment] por "
"defecto para la escena.\n"
"Los parámetros definidos en [WorldEnvironment] pueden ser sobreescritos por "
-"un nodo [Environment] establecido en la [Camera3D] actual. Además, sólo se "
+"un nodo [Environment] establecido en la [Camera] actual. Además, sólo se "
"puede instanciar un [WorldEnvironment] en una escena dada a la vez.\n"
"El [WorldEnvironment] permite al usuario especificar los parámetros de "
"iluminación por defecto (p.ej. iluminación ambiental), varios efectos de "
-"post-procesamiento (p.ej. SSAO, DOF, Tonemapping), y cómo dibujar el fondo "
-"(p.ej. color sólido, skybox). Normalmente, estos se añaden para mejorar el "
+"post-procesamiento (p.ej. SSAO, DOF, Tonemapping), y cómo dibujar el fondo ("
+"p.ej. color sólido, skybox). Normalmente, estos se añaden para mejorar el "
"realismo/equilibrio de color de la escena."
#: doc/classes/WorldEnvironment.xml:21
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index 5189a94ba9..320699af48 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -3,7 +3,7 @@
# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
# This file is distributed under the same license as the Godot source code.
#
-# Rémi Verschelde <remi@godotengine.org>, 2020.
+# Rémi Verschelde <remi@godotengine.org>, 2020, 2021.
# Freyja <aerandil@gmail.com>, 2020.
# Gol.D.eNI <eniolamy1@gmail.com>, 2020.
# Anonymous <noreply@weblate.org>, 2020.
@@ -53,8 +53,8 @@ msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2021-12-10 10:42+0000\n"
-"Last-Translator: Rémi Verschelde <akien@godotengine.org>\n"
+"PO-Revision-Date: 2021-12-16 12:44+0000\n"
+"Last-Translator: Rémi Verschelde <remi@godotengine.org>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
"Language: fr\n"
@@ -482,7 +482,7 @@ msgid ""
"Converts a dictionary (previously created with [method inst2dict]) back to "
"an instance. Useful for deserializing."
msgstr ""
-"Convertit un dictionnaire (créé précédemment avec [method inst2dist]) à "
+"Convertit un dictionnaire (créé précédemment avec [method inst2dict]) à "
"nouveau en une instance. Utile pour la désérialisation."
#: modules/gdscript/doc_classes/@GDScript.xml:256
@@ -522,7 +522,7 @@ msgstr ""
"[/codeblock]\n"
"[url=https ://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
-"Voir également [méthode smoothstep]. Si vous avez besoin de réaliser des "
+"Voir également [method smoothstep]. Si vous avez besoin de réaliser des "
"transitions plus avancées, utilisez [Tween] ou [AnimationPlayer]."
#: modules/gdscript/doc_classes/@GDScript.xml:274
@@ -990,7 +990,7 @@ msgstr ""
"croissance continue.\n"
"[b]Note :[/b] Ce n'est pas la même chose que la fonction \"log\" de la "
"plupart des calculatrices, qui utilise un logarithme en base 10.\n"
-"[bloc de code]\n"
+"[codeblock]\n"
"log(10) # Returns 2.302585\n"
"[/codeblock]\n"
"[b]Note : [/b] Le logarithme de [code]0[/code] retourne [code]-inf[/code], "
@@ -1796,18 +1796,18 @@ msgid ""
"text will convert all numerical values to [float] types.\n"
"See also [JSON] for an alternative way to convert a [Variant] to JSON text."
msgstr ""
-"Convertit une variante [Variant] [code] var [/code] en texte JSON et "
-"retourne le résultat. Utile pour sérialiser les données à stocker ou à "
-"envoyer sur le réseau.\n"
+"Convertit une variante [Variant] [code]var[/code] en texte JSON et retourne "
+"le résultat. Utile pour sérialiser les données à stocker ou à envoyer sur le "
+"réseau.\n"
"[codeblock]\n"
"# Les deux nombres ci-dessous sont des entiers.\n"
-"a = {\"a\" : 1, \"b\" : 2}\n"
-"b = to_json (a)\n"
-"print (b) # {\"a\" : 1, \"b\" : 2}\n"
+"a = {\"a\": 1, \"b\": 2}\n"
+"b = to_json(a)\n"
+"print(b) # {\"a\":1, \"b\":2}\n"
"# Les deux nombres ci-dessus sont des nombres décimaux, même s'ils "
"s'affichent sans décimales.\n"
-"[/ codeblock]\n"
-"[b] Remarque :[/b] La spécification JSON ne définit pas les types entier ou "
+"[/codeblock]\n"
+"[b]Remarque :[/b] La spécification JSON ne définit pas les types entier ou "
"flottant, mais seulement un type [i]number[/i]. Par conséquent, la "
"conversion d'un [Variant] en texte JSON convertira toutes les valeurs "
"numériques en types [float].\n"
@@ -1880,9 +1880,9 @@ msgid ""
"[code]true[/code] encoding objects is allowed (and can potentially include "
"code)."
msgstr ""
-"Encode la valeur d'une variable en un tableau d'octets(byte[]). Lorsque "
-"[code]full_objects[/code] a la valeur [code]true[/code], l'encodage d'objets "
-"est autorisé (et peut potentiellement inclure du code)."
+"Encode la valeur d'une variable en un tableau d'octets ([i]byte array[/i]). "
+"Lorsque [code]full_objects[/code] a la valeur [code]true[/code], l'encodage "
+"d'objets est autorisé (et peut potentiellement inclure du code)."
#: modules/gdscript/doc_classes/@GDScript.xml:1105
msgid ""
@@ -1905,7 +1905,7 @@ msgstr ""
"[codeblock]\n"
"a = {\"a\": 1, \"b\": 2}\n"
"print(var2str(a))\n"
-"[/ codeblock]\n"
+"[/codeblock]\n"
"affiche\n"
"[codeblock]\n"
"{\n"
@@ -4828,7 +4828,7 @@ msgstr ""
#: doc/classes/AcceptDialog.xml:82
msgid "Emitted when a custom button is pressed. See [method add_button]."
msgstr ""
-"Émis lorsqu'un bouton personnalisé est pressé. Voir [méthode add_button]."
+"Émis lorsqu'un bouton personnalisé est pressé. Voir [method add_button]."
#: doc/classes/AESContext.xml:4
msgid "Interface to low level AES encryption features."
@@ -5255,7 +5255,7 @@ msgid ""
"paused when changing this property to [code]false[/code]."
msgstr ""
"Si [code]true[/code], l'animation pausera à la trame où il se trouve "
-"actuellement (c'est-à-dire à [member current frame]). L'animation continuera "
+"actuellement (c'est-à-dire à [member current_frame]). L'animation continuera "
"d'où c'était pausé quand cette propriété est mise à [code]false[/code]."
#: doc/classes/AnimatedTexture.xml:75
@@ -6950,7 +6950,7 @@ msgstr ""
#: doc/classes/AnimationPlayer.xml:109
msgid "Returns [code]true[/code] if playing an animation."
-msgstr "Retourne [code] true [/code] lors de la lecture d'une animation."
+msgstr "Retourne [code]true[/code] lors de la lecture d'une animation."
#: doc/classes/AnimationPlayer.xml:119
msgid ""
@@ -18073,7 +18073,7 @@ msgstr ""
#, fuzzy
msgid "Emitted when a modal [Control] is closed. See [method show_modal]."
msgstr ""
-"Émis lorsqu'un bouton personnalisé est pressé. Voir [méthode add_button]."
+"Émis lorsqu'un bouton personnalisé est pressé. Voir [method add_button]."
#: doc/classes/Control.xml:841
msgid ""
@@ -22907,32 +22907,32 @@ msgstr ""
#: doc/classes/EditorPlugin.xml:402
msgid "Removes a custom type added by [method add_custom_type]."
-msgstr "Supprime un type personnalisé ajouté par [méthode add_custom_type]."
+msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]."
#: doc/classes/EditorPlugin.xml:409
#, fuzzy
msgid "Removes an export plugin registered by [method add_export_plugin]."
-msgstr "Supprime un type personnalisé ajouté par [méthode add_custom_type]."
+msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]."
#: doc/classes/EditorPlugin.xml:416
#, fuzzy
msgid "Removes an import plugin registered by [method add_import_plugin]."
-msgstr "Supprime un type personnalisé ajouté par [méthode add_custom_type]."
+msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]."
#: doc/classes/EditorPlugin.xml:423
msgid "Removes an inspector plugin registered by [method add_import_plugin]"
-msgstr "Supprime un type personnalisé ajouté par [méthode add_custom_type]"
+msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]"
#: doc/classes/EditorPlugin.xml:430
#, fuzzy
msgid ""
"Removes a scene importer registered by [method add_scene_import_plugin]."
-msgstr "Supprime un type personnalisé ajouté par [méthode add_custom_type]."
+msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]."
#: doc/classes/EditorPlugin.xml:437
#, fuzzy
msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]."
-msgstr "Supprime un type personnalisé ajouté par [méthode add_custom_type]."
+msgstr "Supprime un type personnalisé ajouté par [method add_custom_type]."
#: doc/classes/EditorPlugin.xml:444
msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]."
@@ -22961,7 +22961,7 @@ msgstr ""
#: doc/classes/EditorPlugin.xml:469
msgid "Restore the state saved by [method get_state]."
-msgstr "Restaurer l’état enregistré par [méthode get_state]."
+msgstr "Restaurer l’état enregistré par [method get_state]."
#: doc/classes/EditorPlugin.xml:476
msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
@@ -25512,8 +25512,7 @@ msgstr ""
#: doc/classes/File.xml:410
msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method."
-msgstr ""
-"Utilise la méthode de compression [url = http://fastlz.org/]FastLZ[/url]."
+msgstr "Utilise la méthode de compression [url=http://fastlz.org/]FastLZ[/url]."
#: doc/classes/File.xml:413
msgid ""
@@ -28120,7 +28119,7 @@ msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml:135
msgid "Sets an individual bit on the [member collision_layer]."
-msgstr "Définit un bit individuel sur le [membre collision_layer]."
+msgstr "Définit un bit individuel sur le [member collision_layer]."
#: modules/gridmap/doc_classes/GridMap.xml:143
msgid "Sets an individual bit on the [member collision_mask]."
@@ -28191,7 +28190,7 @@ msgstr ""
#: modules/gridmap/doc_classes/GridMap.xml:194
msgid "Emitted when [member cell_size] changes."
-msgstr "Émis lorsque [membre cell_size] change."
+msgstr "Émis lorsque [member cell_size] change."
#: modules/gridmap/doc_classes/GridMap.xml:200
msgid ""
@@ -31399,8 +31398,7 @@ msgstr "Type d'événement d'entrée pour les événements de bouton de la souri
#: doc/classes/InputEventMouseButton.xml:7
msgid "Contains mouse click information. See [method Node._input]."
msgstr ""
-"Contient des informations sur les clics de souris. Voir [méthode Node."
-"_input]."
+"Contient des informations sur les clics de souris. Voir [method Node._input]."
#: doc/classes/InputEventMouseButton.xml:10
#: doc/classes/InputEventMouseMotion.xml:11
@@ -33560,7 +33558,7 @@ msgstr "Constante pour accéder à [member light_energy]."
#: doc/classes/Light.xml:79
msgid "Constant for accessing [member light_indirect_energy]."
-msgstr "Constante pour accéder à [membre light_indirect_energy]."
+msgstr "Constante pour accéder à [member light_indirect_energy]."
#: doc/classes/Light.xml:82
#, fuzzy
@@ -33576,14 +33574,14 @@ msgstr ""
msgid ""
"Constant for accessing [member OmniLight.omni_range] or [member SpotLight."
"spot_range]."
-msgstr "Constante pour accéder à [membre light_indirect_energy]."
+msgstr "Constante pour accéder à [member light_indirect_energy]."
#: doc/classes/Light.xml:91
#, fuzzy
msgid ""
"Constant for accessing [member OmniLight.omni_attenuation] or [member "
"SpotLight.spot_attenuation]."
-msgstr "Constante pour accéder à [membre light_indirect_energy]."
+msgstr "Constante pour accéder à [member light_indirect_energy]."
#: doc/classes/Light.xml:94
#, fuzzy
@@ -40778,7 +40776,7 @@ msgstr ""
#: doc/classes/OS.xml:980
#, fuzzy
msgid "If [code]true[/code], the window is fullscreen."
-msgstr "Si [code] vrai [/code], l'interpolation fait une boucle."
+msgstr "Si [code]true[/code], l'interpolation fait une boucle."
#: doc/classes/OS.xml:983
#, fuzzy
@@ -42812,7 +42810,7 @@ msgid ""
"Assigns the area to a descendant of [Object], so it can exist in the node "
"tree."
msgstr ""
-"Assigne la zone à un descendant de [Objet], afin qu'il puisse exister dans "
+"Assigne la zone à un descendant de [Object], afin qu'il puisse exister dans "
"l'arbre des nœuds."
#: doc/classes/Physics2DServer.xml:41 doc/classes/PhysicsServer.xml:34
@@ -49357,7 +49355,7 @@ msgstr ""
#: doc/classes/Range.xml:67
msgid "Emitted when [member value] changes."
-msgstr "Émis lorsque [valeur de membre] change."
+msgstr "Émis lorsque [member value] change."
#: doc/classes/RayCast.xml:4 doc/classes/RayCast2D.xml:4
msgid "Query the closest object intersecting a ray."
@@ -53856,7 +53854,7 @@ msgstr ""
#: doc/classes/SoftBody.xml:115
#, fuzzy
msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s."
-msgstr "Si [code] vrai [/code], l'interpolation fait une boucle."
+msgstr "Si [code]true[/code], l'interpolation fait une boucle."
#: doc/classes/SoftBody.xml:118
msgid ""
@@ -54685,14 +54683,12 @@ msgid "Grows object vertices in the direction of their normals."
msgstr ""
#: doc/classes/SpatialMaterial.xml:267
-#, fuzzy
msgid "Currently unimplemented in Godot."
-msgstr "Actuellement non implémenté dans Godot 3.x."
+msgstr "Actuellement non implémenté dans Godot."
#: doc/classes/SpatialMaterial.xml:270
-#, fuzzy
msgid "The point size in pixels. See [member flags_use_point_size]."
-msgstr "Taille du point en pixels. Voir [membre use_point_size]."
+msgstr "Taille du point en pixels. Voir [member flags_use_point_size]."
#: doc/classes/SpatialMaterial.xml:273
msgid "The method for rendering the specular blob. See [enum SpecularMode]."
@@ -55004,14 +55000,13 @@ msgid "Use [code]UV2[/code] with the detail texture."
msgstr ""
#: doc/classes/SpatialMaterial.xml:435
-#, fuzzy
msgid "Constant for setting [member flags_transparent]."
-msgstr "Constante pour le réglage [member ao_enabled]."
+msgstr "Constante pour le réglage [member flags_transparent]."
#: doc/classes/SpatialMaterial.xml:438
#, fuzzy
msgid "Constant for setting [member emission_enabled]."
-msgstr "Constante de paramétrage [membre émission_enabled]."
+msgstr "Constante de paramétrage [member emission_enabled]."
#: doc/classes/SpatialMaterial.xml:441
msgid "Constant for setting [member normal_enabled]."
@@ -55034,18 +55029,16 @@ msgid "Constant for setting [member ao_enabled]."
msgstr "Constante pour le réglage [member ao_enabled]."
#: doc/classes/SpatialMaterial.xml:456
-#, fuzzy
msgid "Constant for setting [member depth_enabled]."
-msgstr "Constante pour le réglage [member detail_enabled]."
+msgstr "Constante pour le réglage [member depth_enabled]."
#: doc/classes/SpatialMaterial.xml:459
msgid "Constant for setting [member subsurf_scatter_enabled]."
msgstr "Constante pour le réglage [member subsurf_scatter_enabled]."
#: doc/classes/SpatialMaterial.xml:462
-#, fuzzy
msgid "Constant for setting [member transmission_enabled]."
-msgstr "Constante de paramétrage [membre émission_enabled]."
+msgstr "Constante pour le réglage [member transmission_enabled]."
#: doc/classes/SpatialMaterial.xml:465
msgid "Constant for setting [member refraction_enabled]."
@@ -59099,7 +59092,7 @@ msgid ""
"Texture to display when the node is disabled. See [member BaseButton."
"disabled]."
msgstr ""
-"Texture à afficher lorsque le nœud est désactivé. Voir [membre BaseButton."
+"Texture à afficher lorsque le nœud est désactivé. Voir [member BaseButton."
"disabled]."
#: doc/classes/TextureButton.xml:36
@@ -62408,7 +62401,7 @@ msgstr ""
#: doc/classes/Tween.xml:250
#, fuzzy
msgid "If [code]true[/code], the tween loops."
-msgstr "Si [code] vrai [/code], l'interpolation fait une boucle."
+msgstr "Si [code]true[/code], l'interpolation fait une boucle."
#: doc/classes/Tween.xml:256
msgid "Emitted when all processes in a tween end."
@@ -66488,8 +66481,8 @@ msgid ""
"The additional operation to perform when assigning. See [enum AssignOp] for "
"options."
msgstr ""
-"Le type de multiplication à effectuer sur les transforms. Voir [énumérer "
-"l'opérateur] pour les options."
+"L'opérateur additionelle à effectuer lors de l'assignation. Voir [enum "
+"AssignOp] pour les options."
#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:27
msgid ""
@@ -67585,7 +67578,7 @@ msgstr ""
#: doc/classes/VisualServer.xml:1032
#, fuzzy
msgid "Returns the cell size set by [method gi_probe_set_cell_size]."
-msgstr "Restaurer l’état enregistré par [méthode get_state]."
+msgstr "Restaurer l’état enregistré par [method get_state]."
#: doc/classes/VisualServer.xml:1039
#, fuzzy
@@ -67619,7 +67612,7 @@ msgstr ""
#: doc/classes/VisualServer.xml:1074
#, fuzzy
msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]."
-msgstr "Restaurer l’état enregistré par [méthode get_state]."
+msgstr "Restaurer l’état enregistré par [method get_state]."
#: doc/classes/VisualServer.xml:1081
msgid ""
@@ -68144,7 +68137,7 @@ msgstr "Retourne la matrice de transformation de la toile de cet objet."
#: doc/classes/VisualServer.xml:1674
#, fuzzy
msgid "Returns [code]true[/code] if capture is in \"interior\" mode."
-msgstr "Retourne [code] true [/code] lors de la lecture d'une animation."
+msgstr "Retourne [code]true[/code] lors de la lecture d'une animation."
#: doc/classes/VisualServer.xml:1682
msgid ""
@@ -69211,7 +69204,7 @@ msgstr ""
#: doc/classes/VisualServer.xml:2989
#, fuzzy
msgid "If [code]true[/code], the viewport renders to hdr."
-msgstr "Si [code] vrai [/code], l'interpolation fait une boucle."
+msgstr "Si [code]true[/code], l'interpolation fait une boucle."
#: doc/classes/VisualServer.xml:2997
msgid "If [code]true[/code], the viewport's canvas is not rendered."
@@ -71460,8 +71453,8 @@ msgid ""
"The multiplication type to be performed on the transforms. See [enum "
"Operator] for options."
msgstr ""
-"Le type de multiplication à effectuer sur les transforms. Voir [énumérer "
-"l'opérateur] pour les options."
+"Le type de multiplication à effectuer sur les transforms. Voir [enum "
+"Operator] pour les options."
#: doc/classes/VisualShaderNodeTransformMult.xml:20
#, fuzzy
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index 1d44577847..74eaffffb6 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -14,8 +14,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-12-06 21:43+0000\n"
-"Last-Translator: Tarou Yamada <mizuningyou@yahoo.co.jp>\n"
+"PO-Revision-Date: 2021-12-16 09:50+0000\n"
+"Last-Translator: nitenook <admin@alterbaum.net>\n"
"Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ja/>\n"
"Language: ja\n"
@@ -51,7 +51,7 @@ msgstr "シグナル"
#: doc/tools/make_rst.py
msgid "Enumerations"
-msgstr "列挙"
+msgstr "列挙型"
#: doc/tools/make_rst.py
msgid "Constants"
@@ -364,7 +364,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:190
-#, fuzzy
msgid ""
"Returns the cosine of angle [code]s[/code] in radians.\n"
"[codeblock]\n"
@@ -372,13 +371,13 @@ msgid ""
"a = cos(PI) # a is -1.0\n"
"[/codeblock]"
msgstr ""
-"角度 [code]s[/code] のサインをラジアンで返します。\n"
+"角度 [code]s[/code] のコサインをラジアンで返します。\n"
"[codeblock]\n"
-"sin(0.523599) # 返り値は 0.5\n"
+"a = cos(TAU) # a は 1.0\n"
+"a = cos(PI) # a は -1.0\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:201
-#, fuzzy
msgid ""
"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
"[codeblock]\n"
@@ -387,8 +386,7 @@ msgid ""
msgstr ""
"[code]s[/code] のハイパボリック コサインをラジアンで返します。\n"
"[codeblock]\n"
-"# 1.543081 と表示\n"
-"print(cosh(1))\n"
+"print(cosh(1)) # 1.543081 と表示\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:211
@@ -397,7 +395,7 @@ msgstr "デシベルからリニア エネルギーに変換します (オーデ
#: modules/gdscript/doc_classes/@GDScript.xml:218
msgid "Deprecated alias for [method step_decimals]."
-msgstr ""
+msgstr "[method step_decimals] の非推奨なエイリアス。"
#: modules/gdscript/doc_classes/@GDScript.xml:227
#, fuzzy
@@ -1187,6 +1185,14 @@ msgid ""
"distinguishes them from print messages used for debugging purposes, while "
"also displaying a stack trace when an error or warning is printed."
msgstr ""
+"任意の型の1つまたは複数の引数を、可能な限り最適な方法で文字列に変換し、コンソールに表示します。\n"
+"[codeblock]\n"
+"a = [1, 2, 3]\n"
+"print(\"a\", \"=\", a) # a=[1, 2, 3] と表示\n"
+"[/codeblock]\n"
+"[b]注:[/b] エラーや警告メッセージの表示には、[method print]の代わりに、[method push_error]や[method pu"
+"sh_warning]の使用を検討してください。これにより、デバッグ用のメッセージと区別することができ、また、エラーや警告が表示されたときにスタックトレー"
+"スを表示することができます。"
#: modules/gdscript/doc_classes/@GDScript.xml:702
msgid "Like [method print], but prints only when used in debug mode."
@@ -2028,6 +2034,12 @@ msgid ""
"code] will not result in [constant INF] and will result in a run-time error "
"instead."
msgstr ""
+"正の浮動小数点数の無限大。これは、除数が[code]0.0[/code] "
+"における浮動小数点数除算の結果です。負の無限大の場合は、[code]-INF[/code]を使用します。[code]-0.0[/code] "
+"で割ると、分子が正なら負の無限大になるため、[code]0.0[/code] で割るのは、[code]-0.0[/code] "
+"で割るのと同じではありません([code]0.0 == -0.0[/code] が[code]true[/code] であることは無関係)。\n"
+"[b] 注:[/b] 数値の無限大は浮動小数点数のみにある概念であり、整数には相当するものがありません。整数値を [code]0[/code] "
+"で割っても [constant INF] にはならず、代わりにランタイムエラーが発生します。"
#: modules/gdscript/doc_classes/@GDScript.xml:1217
msgid ""
@@ -2041,6 +2053,11 @@ msgid ""
"[code]0[/code] will not result in [constant NAN] and will result in a run-"
"time error instead."
msgstr ""
+"\"Not a Number\"、無効な浮動小数点値です。[constant NAN] は、それ自身と等しくない ([code]NAN == "
+"NAN[/code] は [code]false[/code] を返す) など特殊な性質を持っています。浮動小数点の [code]0.0[/code] "
+"を [code]0.0[/code] で割るといった、一部の無効な操作をしたときに出力されます。\n"
+"[b] 注意:[/b] \"Not a Number\"は浮動小数点数だけの概念で、整数には相当するものはありません。整数 [code]0[/code] "
+"を [code]0[/code] で割っても [constant NAN] にはならず、ランタイムエラーが発生します。"
#: doc/classes/@GlobalScope.xml:4
msgid "Global scope constants and variables."
@@ -2522,7 +2539,7 @@ msgstr "右方向キー。"
#: doc/classes/@GlobalScope.xml:341
msgid ""
"Media back key. Not to be confused with the Back button on an Android device."
-msgstr ""
+msgstr "メディア バックキー。Android端末の「戻る」ボタンと混同しないでください。"
#: doc/classes/@GlobalScope.xml:344
#, fuzzy
@@ -4460,6 +4477,9 @@ msgid ""
"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses "
"integer coordinates."
msgstr ""
+"[AABB]は、位置、サイズ、およびいくつかのユーティリティ関数から構成されています。これは通常、高速な重なりテストに使用されます。\n"
+"浮動小数点座標を使用します。[AABB]に対応する2Dの図形は[Rect2]です。\n"
+"[b]注:[/b] [Rect2]とは異なり、[AABB]には整数値座標を使用するバリエーションはありません。"
#: doc/classes/AABB.xml:12 doc/classes/Basis.xml:13 doc/classes/Plane.xml:10
#: doc/classes/Rect2.xml:12 doc/classes/Transform.xml:11
@@ -4512,6 +4532,14 @@ msgid ""
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/codeblock]"
msgstr ""
+"指定された点を含むように拡張された [AABB] のコピーを返します。\n"
+"[b]例:[/b]\n"
+"[codeblock]\n"
+"# 位置(-3, 2, 0), サイズ(1, 1, 1)\n"
+"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
+"# 位置(-3, -1, 0), サイズ(3, 4, 2), これで元のAABB と Vector3(0, -1, 2) にあわせる\n"
+"var box2 = box.expand(Vector3(0, -1, 2))\n"
+"[/codeblock]"
#: doc/classes/AABB.xml:55
msgid "Returns the volume of the [AABB]."
@@ -4690,6 +4718,9 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"内蔵テキストに使用されているラベルを返します。\n"
+"[b]警告:[/b] これは必須の内部ノードで、削除したり解放したりするとクラッシュする可能性があります。このノードやその子ノードを隠したい場合は、["
+"member CanvasItem.visible]プロパティを使用します。"
#: doc/classes/AcceptDialog.xml:41
msgid ""
diff --git a/doc/translations/pt.po b/doc/translations/pt.po
new file mode 100644
index 0000000000..645a52f1b5
--- /dev/null
+++ b/doc/translations/pt.po
@@ -0,0 +1,69668 @@
+# Portuguese translation of the Godot Engine class reference.
+# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
+# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
+# This file is distributed under the same license as the Godot source code.
+#
+# Reubens Sanders <reubensst@protonmail.com>, 2021.
+msgid ""
+msgstr ""
+"Project-Id-Version: Godot Engine class reference\n"
+"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
+"PO-Revision-Date: 2021-12-16 13:42+0000\n"
+"Last-Translator: Reubens Sanders <reubensst@protonmail.com>\n"
+"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
+"godot-class-reference/pt/>\n"
+"Language: pt\n"
+"MIME-Version: 1.0\n"
+"Content-Type: text/plain; charset=UTF-8\n"
+"Content-Transfer-Encoding: 8-bit\n"
+"Plural-Forms: nplurals=2; plural=n > 1;\n"
+"X-Generator: Weblate 4.10-dev\n"
+
+#: doc/tools/make_rst.py
+msgid "Description"
+msgstr "Descrição"
+
+#: doc/tools/make_rst.py
+msgid "Tutorials"
+msgstr "Tutoriais"
+
+#: doc/tools/make_rst.py
+msgid "Properties"
+msgstr "Propriedades"
+
+#: doc/tools/make_rst.py
+msgid "Methods"
+msgstr "Métodos"
+
+#: doc/tools/make_rst.py
+msgid "Theme Properties"
+msgstr "Propriedades do Tema"
+
+#: doc/tools/make_rst.py
+msgid "Signals"
+msgstr "Sinais"
+
+#: doc/tools/make_rst.py
+msgid "Enumerations"
+msgstr "Enumerações"
+
+#: doc/tools/make_rst.py
+msgid "Constants"
+msgstr "Constantes"
+
+#: doc/tools/make_rst.py
+msgid "Property Descriptions"
+msgstr "Descrições de propriedades"
+
+#: doc/tools/make_rst.py
+msgid "Method Descriptions"
+msgstr "Descrições de Métodos"
+
+#: modules/gdscript/doc_classes/@GDScript.xml:4
+msgid "Built-in GDScript functions."
+msgstr "Funções GDScript Integradas."
+
+#: modules/gdscript/doc_classes/@GDScript.xml:7
+msgid ""
+"List of core built-in GDScript functions. Math functions and other "
+"utilities. Everything else is provided by objects. (Keywords: builtin, built "
+"in, global functions.)"
+msgstr ""
+"Lista de funções integradas e nucleares GDScript. Funções matemáticas e "
+"outros utilitários. Tudo o resto é fornecido por objectos. (Palavras-Chave: "
+"integrado, incorporado, funções globais.)"
+
+#: modules/gdscript/doc_classes/@GDScript.xml:19
+msgid ""
+"Returns a color constructed from integer red, green, blue, and alpha "
+"channels. Each channel should have 8 bits of information ranging from 0 to "
+"255.\n"
+"[code]r8[/code] red channel\n"
+"[code]g8[/code] green channel\n"
+"[code]b8[/code] blue channel\n"
+"[code]a8[/code] alpha channel\n"
+"[codeblock]\n"
+"red = Color8(255, 0, 0)\n"
+"[/codeblock]"
+msgstr ""
+"Devolve a cor construída com os valores inteiros dos canais vermelho, verde, "
+"azul e alfa. Cada canal deve ter 8 bits de informação, com uma gama entre o "
+"0 e o 255.\n"
+"[code]r8[/code] canal vermelho\n"
+"[code]g8[/code] canal verde\n"
+"[code]b8[/code] canal azul\n"
+"[code]a8[/code] canal alfa\n"
+"[codeblock]\n"
+"vermelho = Color8(255, 0, 0)\n"
+"[/codeblock]"
+
+#: modules/gdscript/doc_classes/@GDScript.xml:34
+msgid ""
+"Returns a color according to the standardized [code]name[/code] with "
+"[code]alpha[/code] ranging from 0 to 1.\n"
+"[codeblock]\n"
+"red = ColorN(\"red\", 1)\n"
+"[/codeblock]\n"
+"Supported color names are the same as the constants defined in [Color]."
+msgstr ""
+"Devolve uma cor de acordo com o [code]name[/code] padronizado com o "
+"[code]alpha[/code] que varia entre 0 e 1.\n"
+"[codeblock]\n"
+"vermelho = ColorN(\"red\", 1)\n"
+"[/codeblock]\n"
+"Os nomes de cor suportados são os mesmos que as constantes definidas em "
+"[Color]."
+
+#: modules/gdscript/doc_classes/@GDScript.xml:45
+msgid ""
+"Returns the absolute value of parameter [code]s[/code] (i.e. positive "
+"value).\n"
+"[codeblock]\n"
+"a = abs(-1) # a is 1\n"
+"[/codeblock]"
+msgstr ""
+"Devolve o valor absoluto do parâmetro [code]s[/code] (i.e. valor positivo).\n"
+"[codeblock]\n"
+"a = abs(-1) # a é 1\n"
+"[/codeblock]"
+
+#: modules/gdscript/doc_classes/@GDScript.xml:55
+msgid ""
+"Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of "
+"cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
+"[code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant "
+"NAN].\n"
+"[codeblock]\n"
+"# c is 0.523599 or 30 degrees if converted with rad2deg(s)\n"
+"c = acos(0.866025)\n"
+"[/codeblock]"
+msgstr ""
+"Devolve o arco co-seno de [code]s[/code] em radianos. Usado para se obter o "
+"ângulo do co-seno [code]s[/code]. [code]s[/code] deve estar entre [code]-1."
+"0[/code] e [code]1.0[/code] (inclusive), caso contrário, o [method acos] irá "
+"devolver [constant NAN].\n"
+"[codeblock]\n"
+"# c é 0.523599 ou 30 graus se convertido com rad2deg(s)\n"
+"c = acos(0.866025)\n"
+"[/codeblock]"
+
+#: modules/gdscript/doc_classes/@GDScript.xml:66
+msgid ""
+"Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
+"sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
+"[code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant "
+"NAN].\n"
+"[codeblock]\n"
+"# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n"
+"s = asin(0.5)\n"
+"[/codeblock]"
+msgstr ""
+"Devolve o arco seno de [code]s[/code] em radianos. Usado para se obter o "
+"ângulo do seno [code]s[/code]. [code]s[/code] deve estar entre [code]-1."
+"0[/code] e [code]1.0[/code] (inclusive), caso contrário, o [method asin] irá "
+"devolver [constant NAN].\n"
+"[codeblock]\n"
+"# s é 0.523599 ou 30 graus se convertido com rad2deg(s)\n"
+"s = asin(0.5)\n"
+"[/codeblock]"
+
+#: modules/gdscript/doc_classes/@GDScript.xml:78
+msgid ""
+"Asserts that the [code]condition[/code] is [code]true[/code]. If the "
+"[code]condition[/code] is [code]false[/code], an error is generated. When "
+"running from the editor, the running project will also be paused until you "
+"resume it. This can be used as a stronger form of [method push_error] for "
+"reporting errors to project developers or add-on users.\n"
+"[b]Note:[/b] For performance reasons, the code inside [method assert] is "
+"only executed in debug builds or when running the project from the editor. "
+"Don't include code that has side effects in an [method assert] call. "
+"Otherwise, the project will behave differently when exported in release "
+"mode.\n"
+"The optional [code]message[/code] argument, if given, is shown in addition "
+"to the generic \"Assertion failed\" message. You can use this to provide "
+"additional details about why the assertion failed.\n"
+"[codeblock]\n"
+"# Imagine we always want speed to be between 0 and 20.\n"
+"var speed = -10\n"
+"assert(speed < 20) # True, the program will continue\n"
+"assert(speed >= 0) # False, the program will stop\n"
+"assert(speed >= 0 and speed < 20) # You can also combine the two conditional "
+"statements in one check\n"
+"assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # Show "
+"a message with clarifying details\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:95
+msgid ""
+"Returns the arc tangent of [code]s[/code] in radians. Use it to get the "
+"angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == "
+"angle[/code].\n"
+"The method cannot know in which quadrant the angle should fall. See [method "
+"atan2] if you have both [code]y[/code] and [code]x[/code].\n"
+"[codeblock]\n"
+"a = atan(0.5) # a is 0.463648\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:107
+msgid ""
+"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
+"of tangent [code]y/x[/code]. To compute the value, the method takes into "
+"account the sign of both arguments in order to determine the quadrant.\n"
+"Important note: The Y coordinate comes first, by convention.\n"
+"[codeblock]\n"
+"a = atan2(0, -1) # a is 3.141593\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:119
+msgid ""
+"Decodes a byte array back to a value. When [code]allow_objects[/code] is "
+"[code]true[/code] decoding objects is allowed.\n"
+"[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do "
+"not use this option if the serialized object comes from untrusted sources to "
+"avoid potential security threats (remote code execution)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:128
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:145
+msgid ""
+"Converts a 2D point expressed in the cartesian coordinate system (X and Y "
+"axis) to the polar coordinate system (a distance from the origin and an "
+"angle)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:135
+msgid ""
+"Rounds [code]s[/code] upward (towards positive infinity), returning the "
+"smallest whole number that is not less than [code]s[/code].\n"
+"[codeblock]\n"
+"a = ceil(1.45) # a is 2.0\n"
+"a = ceil(1.001) # a is 2.0\n"
+"[/codeblock]\n"
+"See also [method floor], [method round], [method stepify], and [int]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:147
+msgid ""
+"Returns a character as a String of the given Unicode code point (which is "
+"compatible with ASCII code).\n"
+"[codeblock]\n"
+"a = char(65) # a is \"A\"\n"
+"a = char(65 + 32) # a is \"a\"\n"
+"a = char(8364) # a is \"€\"\n"
+"[/codeblock]\n"
+"This is the inverse of [method ord]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:162
+msgid ""
+"Clamps [code]value[/code] and returns a value not less than [code]min[/code] "
+"and not more than [code]max[/code].\n"
+"[codeblock]\n"
+"a = clamp(1000, 1, 20) # a is 20\n"
+"a = clamp(-10, 1, 20) # a is 1\n"
+"a = clamp(15, 1, 20) # a is 15\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:175
+msgid ""
+"Converts from a type to another in the best way possible. The [code]type[/"
+"code] parameter uses the [enum Variant.Type] values.\n"
+"[codeblock]\n"
+"a = Vector2(1, 0)\n"
+"# Prints 1\n"
+"print(a.length())\n"
+"a = convert(a, TYPE_STRING)\n"
+"# Prints 6 as \"(1, 0)\" is 6 characters\n"
+"print(a.length())\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:190
+msgid ""
+"Returns the cosine of angle [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"a = cos(TAU) # a is 1.0\n"
+"a = cos(PI) # a is -1.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:201
+msgid ""
+"Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"print(cosh(1)) # Prints 1.543081\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:211
+msgid "Converts from decibels to linear energy (audio)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:218
+msgid "Deprecated alias for [method step_decimals]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:227
+msgid ""
+"[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
+"Godot 4.0, please use [method move_toward] instead.\n"
+"Returns the result of [code]value[/code] decreased by [code]step[/code] * "
+"[code]amount[/code].\n"
+"[codeblock]\n"
+"a = dectime(60, 10, 0.1)) # a is 59.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:238
+msgid ""
+"Converts an angle expressed in degrees to radians.\n"
+"[codeblock]\n"
+"r = deg2rad(180) # r is 3.141593\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:248
+msgid ""
+"Converts a dictionary (previously created with [method inst2dict]) back to "
+"an instance. Useful for deserializing."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:256
+msgid ""
+"Returns an \"eased\" value of [code]x[/code] based on an easing function "
+"defined with [code]curve[/code]. This easing function is based on an "
+"exponent. The [code]curve[/code] can be any floating-point number, with "
+"specific values leading to the following behaviors:\n"
+"[codeblock]\n"
+"- Lower than -1.0 (exclusive): Ease in-out\n"
+"- 1.0: Linear\n"
+"- Between -1.0 and 0.0 (exclusive): Ease out-in\n"
+"- 0.0: Constant\n"
+"- Between 0.0 to 1.0 (exclusive): Ease out\n"
+"- 1.0: Linear\n"
+"- Greater than 1.0 (exclusive): Ease in\n"
+"[/codeblock]\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
+"See also [method smoothstep]. If you need to perform more advanced "
+"transitions, use [Tween] or [AnimationPlayer]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:274
+msgid ""
+"The natural exponential function. It raises the mathematical constant [b]e[/"
+"b] to the power of [code]s[/code] and returns it.\n"
+"[b]e[/b] has an approximate value of 2.71828, and can be obtained with "
+"[code]exp(1)[/code].\n"
+"For exponents to other bases use the method [method pow].\n"
+"[codeblock]\n"
+"a = exp(2) # Approximately 7.39\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:286
+msgid ""
+"Rounds [code]s[/code] downward (towards negative infinity), returning the "
+"largest whole number that is not more than [code]s[/code].\n"
+"[codeblock]\n"
+"a = floor(2.45) # a is 2.0\n"
+"a = floor(2.99) # a is 2.0\n"
+"a = floor(-2.99) # a is -3.0\n"
+"[/codeblock]\n"
+"See also [method ceil], [method round], [method stepify], and [int].\n"
+"[b]Note:[/b] This method returns a float. If you need an integer and "
+"[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] "
+"directly."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:301
+msgid ""
+"Returns the floating-point remainder of [code]a/b[/code], keeping the sign "
+"of [code]a[/code].\n"
+"[codeblock]\n"
+"r = fmod(7, 5.5) # r is 1.5\n"
+"[/codeblock]\n"
+"For the integer remainder operation, use the % operator."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:313
+msgid ""
+"Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
+"positive and negative.\n"
+"[codeblock]\n"
+"for i in 7:\n"
+" var x = 0.5 * i - 1.5\n"
+" print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
+"[/codeblock]\n"
+"Produces:\n"
+"[codeblock]\n"
+"-1.5 -0.0 0.0\n"
+"-1.0 -1.0 0.5\n"
+"-0.5 -0.5 1.0\n"
+" 0.0 0.0 0.0\n"
+" 0.5 0.5 0.5\n"
+" 1.0 1.0 1.0\n"
+" 1.5 0.0 0.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:336
+msgid ""
+"Returns a reference to the specified function [code]funcname[/code] in the "
+"[code]instance[/code] node. As functions aren't first-class objects in "
+"GDscript, use [code]funcref[/code] to store a [FuncRef] in a variable and "
+"call it later.\n"
+"[codeblock]\n"
+"func foo():\n"
+" return(\"bar\")\n"
+"\n"
+"a = funcref(self, \"foo\")\n"
+"print(a.call_func()) # Prints bar\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:349
+msgid ""
+"Returns an array of dictionaries representing the current call stack.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" foo()\n"
+"\n"
+"func foo():\n"
+" bar()\n"
+"\n"
+"func bar():\n"
+" print(get_stack())\n"
+"[/codeblock]\n"
+"would print\n"
+"[codeblock]\n"
+"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
+"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:370
+msgid ""
+"Returns the integer hash of the variable passed.\n"
+"[codeblock]\n"
+"print(hash(\"a\")) # Prints 177670\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:380
+msgid ""
+"Returns the passed instance converted to a dictionary (useful for "
+"serializing).\n"
+"[codeblock]\n"
+"var foo = \"bar\"\n"
+"func _ready():\n"
+" var d = inst2dict(self)\n"
+" print(d.keys())\n"
+" print(d.values())\n"
+"[/codeblock]\n"
+"Prints out:\n"
+"[codeblock]\n"
+"[@subpath, @path, foo]\n"
+"[, res://test.gd, bar]\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:399
+msgid ""
+"Returns the Object that corresponds to [code]instance_id[/code]. All Objects "
+"have a unique instance ID.\n"
+"[codeblock]\n"
+"var foo = \"bar\"\n"
+"func _ready():\n"
+" var id = get_instance_id()\n"
+" var inst = instance_from_id(id)\n"
+" print(inst.foo) # Prints bar\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:415
+msgid ""
+"Returns a normalized value considering the given range. This is the opposite "
+"of [method lerp].\n"
+"[codeblock]\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# `middle` is now 27.5.\n"
+"# Now, we pretend to have forgotten the original ratio and want to get it "
+"back.\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# `ratio` is now 0.75.\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:430
+msgid ""
+"Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are "
+"approximately equal to each other.\n"
+"Here, approximately equal means that [code]a[/code] and [code]b[/code] are "
+"within a small internal epsilon of each other, which scales with the "
+"magnitude of the numbers.\n"
+"Infinity values of the same sign are considered equal."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:439
+msgid ""
+"Returns whether [code]s[/code] is an infinity value (either positive "
+"infinity or negative infinity)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:446
+msgid ""
+"Returns whether [code]instance[/code] is a valid object (e.g. has not been "
+"deleted from memory)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:453
+msgid ""
+"Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:460
+msgid ""
+"Returns [code]true[/code] if [code]s[/code] is zero or almost zero.\n"
+"This method is faster than using [method is_equal_approx] with one value as "
+"zero."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:468
+msgid ""
+"Returns length of Variant [code]var[/code]. Length is the character count of "
+"String, element count of Array, size of Dictionary, etc.\n"
+"[b]Note:[/b] Generates a fatal error if Variant can not provide a length.\n"
+"[codeblock]\n"
+"a = [1, 2, 3, 4]\n"
+"len(a) # Returns 4\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:482
+msgid ""
+"Linearly interpolates between two values by a normalized value. This is the "
+"opposite of [method inverse_lerp].\n"
+"If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
+"[float], the return value is a [float].\n"
+"If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
+"return value will be of the same type ([code]lerp[/code] then calls the "
+"vector type's [code]linear_interpolate[/code] method).\n"
+"[codeblock]\n"
+"lerp(0, 4, 0.75) # Returns 3.0\n"
+"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:497
+msgid ""
+"Linearly interpolates between two angles (in radians) by a normalized "
+"value.\n"
+"Similar to [method lerp], but interpolates correctly when the angles wrap "
+"around [constant @GDScript.TAU].\n"
+"[codeblock]\n"
+"extends Sprite\n"
+"var elapsed = 0.0\n"
+"func _process(delta):\n"
+" var min_angle = deg2rad(0.0)\n"
+" var max_angle = deg2rad(90.0)\n"
+" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
+" elapsed += delta\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:514
+msgid ""
+"Converts from linear energy to decibels (audio). This can be used to "
+"implement volume sliders that behave as expected (since volume isn't "
+"linear). Example:\n"
+"[codeblock]\n"
+"# \"Slider\" refers to a node that inherits Range such as HSlider or "
+"VSlider.\n"
+"# Its range must be configured to go from 0 to 1.\n"
+"# Change the bus name if you'd like to change the volume of a specific bus "
+"only.\n"
+"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
+"linear2db($Slider.value))\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:527
+msgid ""
+"Loads a resource from the filesystem located at [code]path[/code]. The "
+"resource is loaded on the method call (unless it's referenced already "
+"elsewhere, e.g. in another script or in the scene), which might cause slight "
+"delay, especially when loading scenes. To avoid unnecessary delays when "
+"loading something multiple times, either store the resource in a variable or "
+"use [method preload].\n"
+"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
+"in the FileSystem dock and choosing \"Copy Path\" or by dragging the file "
+"from the FileSystem dock into the script.\n"
+"[codeblock]\n"
+"# Load a scene called main located in the root of the project directory and "
+"cache it in a variable.\n"
+"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
+"resource.\n"
+"[/codeblock]\n"
+"[b]Important:[/b] The path must be absolute, a local path will just return "
+"[code]null[/code].\n"
+"This method is a simplified version of [method ResourceLoader.load], which "
+"can be used for more advanced scenarios."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:541
+msgid ""
+"Natural logarithm. The amount of time needed to reach a certain level of "
+"continuous growth.\n"
+"[b]Note:[/b] This is not the same as the \"log\" function on most "
+"calculators, which uses a base 10 logarithm.\n"
+"[codeblock]\n"
+"log(10) # Returns 2.302585\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], "
+"while negative values return [code]-nan[/code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:554
+msgid ""
+"Returns the maximum of two values.\n"
+"[codeblock]\n"
+"max(1, 2) # Returns 2\n"
+"max(-3.99, -4) # Returns -3.99\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:566
+msgid ""
+"Returns the minimum of two values.\n"
+"[codeblock]\n"
+"min(1, 2) # Returns 1\n"
+"min(-3.99, -4) # Returns -4\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:579
+msgid ""
+"Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] "
+"value.\n"
+"Use a negative [code]delta[/code] value to move away.\n"
+"[codeblock]\n"
+"move_toward(5, 10, 4) # Returns 9\n"
+"move_toward(10, 5, 4) # Returns 6\n"
+"move_toward(10, 5, -1.5) # Returns 11.5\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:592
+msgid ""
+"Returns the nearest equal or larger power of 2 for integer [code]value[/"
+"code].\n"
+"In other words, returns the smallest value [code]a[/code] where [code]a = "
+"pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative "
+"integer [code]n[/code].\n"
+"[codeblock]\n"
+"nearest_po2(3) # Returns 4\n"
+"nearest_po2(4) # Returns 4\n"
+"nearest_po2(5) # Returns 8\n"
+"\n"
+"nearest_po2(0) # Returns 0 (this may not be what you expect)\n"
+"nearest_po2(-1) # Returns 0 (this may not be what you expect)\n"
+"[/codeblock]\n"
+"[b]WARNING:[/b] Due to the way it is implemented, this function returns "
+"[code]0[/code] rather than [code]1[/code] for non-positive values of "
+"[code]value[/code] (in reality, 1 is the smallest integer power of 2)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:609
+msgid ""
+"Returns an integer representing the Unicode code point of the given Unicode "
+"character [code]char[/code].\n"
+"[codeblock]\n"
+"a = ord(\"A\") # a is 65\n"
+"a = ord(\"a\") # a is 97\n"
+"a = ord(\"€\") # a is 8364\n"
+"[/codeblock]\n"
+"This is the inverse of [method char]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:622
+msgid ""
+"Parse JSON text to a Variant. (Use [method typeof] to check if the Variant's "
+"type is what you expect.)\n"
+"[b]Note:[/b] The JSON specification does not define integer or float types, "
+"but only a [i]number[/i] type. Therefore, parsing a JSON text will convert "
+"all numerical values to [float] types.\n"
+"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, "
+"thus, you should not rely on keys being in a certain order if a dictionary "
+"is constructed from JSON. In contrast, JSON arrays retain the order of their "
+"elements:\n"
+"[codeblock]\n"
+"var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
+"if typeof(p.result) == TYPE_ARRAY:\n"
+" print(p.result[0]) # Prints \"hello\"\n"
+"else:\n"
+" push_error(\"Unexpected results.\")\n"
+"[/codeblock]\n"
+"See also [JSON] for an alternative way to parse JSON text."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:640
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:142
+msgid ""
+"Converts a 2D point expressed in the polar coordinate system (a distance "
+"from the origin [code]r[/code] and an angle [code]th[/code]) to the "
+"cartesian coordinate system (X and Y axis)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:648
+msgid ""
+"Returns the integer modulus of [code]a/b[/code] that wraps equally in "
+"positive and negative.\n"
+"[codeblock]\n"
+"for i in range(-3, 4):\n"
+" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
+"[/codeblock]\n"
+"Produces:\n"
+"[codeblock]\n"
+"-3 0 0\n"
+"-2 -2 1\n"
+"-1 -1 2\n"
+" 0 0 0\n"
+" 1 1 1\n"
+" 2 2 2\n"
+" 3 0 0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:670
+msgid ""
+"Returns the result of [code]base[/code] raised to the power of [code]exp[/"
+"code].\n"
+"[codeblock]\n"
+"pow(2, 5) # Returns 32.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:680
+msgid ""
+"Returns a [Resource] from the filesystem located at [code]path[/code]. The "
+"resource is loaded during script parsing, i.e. is loaded with the script and "
+"[method preload] effectively acts as a reference to that resource. Note that "
+"the method requires a constant path. If you want to load a resource from a "
+"dynamic/variable path, use [method load].\n"
+"[b]Note:[/b] Resource paths can be obtained by right clicking on a resource "
+"in the Assets Panel and choosing \"Copy Path\" or by dragging the file from "
+"the FileSystem dock into the script.\n"
+"[codeblock]\n"
+"# Instance a scene.\n"
+"var diamond = preload(\"res://diamond.tscn\").instance()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:691
+msgid ""
+"Converts one or more arguments of any type to string in the best way "
+"possible and prints them to the console.\n"
+"[codeblock]\n"
+"a = [1, 2, 3]\n"
+"print(\"a\", \"=\", a) # Prints a=[1, 2, 3]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
+"print error and warning messages instead of [method print]. This "
+"distinguishes them from print messages used for debugging purposes, while "
+"also displaying a stack trace when an error or warning is printed."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:702
+msgid "Like [method print], but prints only when used in debug mode."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:708
+msgid ""
+"Prints a stack track at code location, only works when running with debugger "
+"turned on.\n"
+"Output in the console would look something like this:\n"
+"[codeblock]\n"
+"Frame 0 - res://test.gd:16 in function '_process'\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:718
+msgid ""
+"Prints one or more arguments to strings in the best way possible to standard "
+"error line.\n"
+"[codeblock]\n"
+"printerr(\"prints to stderr\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:727
+msgid ""
+"Prints one or more arguments to strings in the best way possible to console. "
+"No newline is added at the end.\n"
+"[codeblock]\n"
+"printraw(\"A\")\n"
+"printraw(\"B\")\n"
+"# Prints AB\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Due to limitations with Godot's built-in console, this only "
+"prints to the terminal. If you need to print in the editor, use another "
+"method, such as [method print]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:739
+msgid ""
+"Prints one or more arguments to the console with a space between each "
+"argument.\n"
+"[codeblock]\n"
+"prints(\"A\", \"B\", \"C\") # Prints A B C\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:748
+msgid ""
+"Prints one or more arguments to the console with a tab between each "
+"argument.\n"
+"[codeblock]\n"
+"printt(\"A\", \"B\", \"C\") # Prints A B C\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:758
+msgid ""
+"Pushes an error message to Godot's built-in debugger and to the OS "
+"terminal.\n"
+"[codeblock]\n"
+"push_error(\"test error\") # Prints \"test error\" to debugger and terminal "
+"as error call\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Errors printed this way will not pause project execution. To "
+"print an error message and pause project execution in debug builds, use "
+"[code]assert(false, \"test error\")[/code] instead."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:769
+msgid ""
+"Pushes a warning message to Godot's built-in debugger and to the OS "
+"terminal.\n"
+"[codeblock]\n"
+"push_warning(\"test warning\") # Prints \"test warning\" to debugger and "
+"terminal as warning call\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:779
+msgid ""
+"Converts an angle expressed in radians to degrees.\n"
+"[codeblock]\n"
+"rad2deg(0.523599) # Returns 30.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:790
+msgid ""
+"Random range, any floating point value between [code]from[/code] and "
+"[code]to[/code].\n"
+"[codeblock]\n"
+"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:800
+msgid ""
+"Random from seed: pass a [code]seed[/code], and an array with both number "
+"and new seed is returned. \"Seed\" here refers to the internal state of the "
+"pseudo random number generator. The internal state of the current "
+"implementation is 64 bits."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:806
+msgid ""
+"Returns a random floating point value on the interval [code][0, 1][/code].\n"
+"[codeblock]\n"
+"randf() # Returns e.g. 0.375671\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:815
+msgid ""
+"Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
+"value in the interval [code][0, N - 1][/code] (where N is smaller than "
+"2^32).\n"
+"[codeblock]\n"
+"randi() # Returns random integer between 0 and 2^32 - 1\n"
+"randi() % 20 # Returns random integer between 0 and 19\n"
+"randi() % 100 # Returns random integer between 0 and 99\n"
+"randi() % 100 + 1 # Returns random integer between 1 and 100\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:827
+msgid ""
+"Randomizes the seed (or the internal state) of the random number generator. "
+"Current implementation reseeds using a number based on time.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" randomize()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:837
+msgid ""
+"Returns an array with the given range. Range can be 1 argument [code]N[/"
+"code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], "
+"[code]final - 1[/code]) or three arguments ([code]initial[/code], "
+"[code]final - 1[/code], [code]increment[/code]). Returns an empty array if "
+"the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, "
+"5, 1)[/code]).\n"
+"Returns an array with the given range. [code]range()[/code] can have 1 "
+"argument N ([code]0[/code] to [code]N - 1[/code]), two arguments "
+"([code]initial[/code], [code]final - 1[/code]) or three arguments "
+"([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). "
+"[code]increment[/code] can be negative. If [code]increment[/code] is "
+"negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, "
+"the initial value must be greater than the final value for the loop to run.\n"
+"[codeblock]\n"
+"print(range(4))\n"
+"print(range(2, 5))\n"
+"print(range(0, 6, 2))\n"
+"[/codeblock]\n"
+"Output:\n"
+"[codeblock]\n"
+"[0, 1, 2, 3]\n"
+"[2, 3, 4]\n"
+"[0, 2, 4]\n"
+"[/codeblock]\n"
+"To iterate over an [Array] backwards, use:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"var i := array.size() - 1\n"
+"while i >= 0:\n"
+" print(array[i])\n"
+" i -= 1\n"
+"[/codeblock]\n"
+"Output:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:874
+msgid ""
+"Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
+"[ostart, ostop][/code].\n"
+"[codeblock]\n"
+"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:884
+msgid ""
+"Rounds [code]s[/code] to the nearest whole number, with halfway cases "
+"rounded away from zero.\n"
+"[codeblock]\n"
+"a = round(2.49) # a is 2.0\n"
+"a = round(2.5) # a is 3.0\n"
+"a = round(2.51) # a is 3.0\n"
+"[/codeblock]\n"
+"See also [method floor], [method ceil], [method stepify], and [int]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:897
+msgid ""
+"Sets seed for the random number generator.\n"
+"[codeblock]\n"
+"my_seed = \"Godot Rocks\"\n"
+"seed(my_seed.hash())\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:908
+msgid ""
+"Returns the sign of [code]s[/code]: -1 or 1. Returns 0 if [code]s[/code] is "
+"0.\n"
+"[codeblock]\n"
+"sign(-6) # Returns -1\n"
+"sign(0) # Returns 0\n"
+"sign(6) # Returns 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:920
+msgid ""
+"Returns the sine of angle [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"sin(0.523599) # Returns 0.5\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:930
+msgid ""
+"Returns the hyperbolic sine of [code]s[/code].\n"
+"[codeblock]\n"
+"a = log(2.0) # Returns 0.693147\n"
+"sinh(a) # Returns 0.75\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:943
+msgid ""
+"Returns the result of smoothly interpolating the value of [code]s[/code] "
+"between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
+"lies with respect to the edges [code]from[/code] and [code]to[/code].\n"
+"The return value is [code]0[/code] if [code]s <= from[/code], and [code]1[/"
+"code] if [code]s >= to[/code]. If [code]s[/code] lies between [code]from[/"
+"code] and [code]to[/code], the returned value follows an S-shaped curve that "
+"maps [code]s[/code] between [code]0[/code] and [code]1[/code].\n"
+"This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = "
+"3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n"
+"[codeblock]\n"
+"smoothstep(0, 2, -5.0) # Returns 0.0\n"
+"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
+"smoothstep(0, 2, 1.0) # Returns 0.5\n"
+"smoothstep(0, 2, 2.0) # Returns 1.0\n"
+"[/codeblock]\n"
+"Compared to [method ease] with a curve value of [code]-1.6521[/code], "
+"[method smoothstep] returns the smoothest possible curve with no sudden "
+"changes in the derivative. If you need to perform more advanced transitions, "
+"use [Tween] or [AnimationPlayer].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
+"-1.6521) return values[/url]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:960
+msgid ""
+"Returns the square root of [code]s[/code], where [code]s[/code] is a non-"
+"negative number.\n"
+"[codeblock]\n"
+"sqrt(9) # Returns 3\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Negative values of [code]s[/code] return NaN. If you need "
+"negative inputs, use [code]System.Numerics.Complex[/code] in C#."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:971
+msgid ""
+"Returns the position of the first non-zero digit, after the decimal point. "
+"Note that the maximum return value is 10, which is a design decision in the "
+"implementation.\n"
+"[codeblock]\n"
+"n = step_decimals(5) # n is 0\n"
+"n = step_decimals(1.0005) # n is 4\n"
+"n = step_decimals(0.000000005) # n is 9\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:984
+msgid ""
+"Snaps float value [code]s[/code] to a given [code]step[/code]. This can also "
+"be used to round a floating point number to an arbitrary number of "
+"decimals.\n"
+"[codeblock]\n"
+"stepify(100, 32) # Returns 96.0\n"
+"stepify(3.14159, 0.01) # Returns 3.14\n"
+"[/codeblock]\n"
+"See also [method ceil], [method floor], [method round], and [int]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:995
+msgid ""
+"Converts one or more arguments of any type to string in the best way "
+"possible.\n"
+"[codeblock]\n"
+"var a = [10, 20, 30]\n"
+"var b = str(a);\n"
+"len(a) # Returns 3\n"
+"len(b) # Returns 12\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1008
+msgid ""
+"Converts a formatted string that was returned by [method var2str] to the "
+"original value.\n"
+"[codeblock]\n"
+"a = '{ \"a\": 1, \"b\": 2 }'\n"
+"b = str2var(a)\n"
+"print(b[\"a\"]) # Prints 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1020
+msgid ""
+"Returns the tangent of angle [code]s[/code] in radians.\n"
+"[codeblock]\n"
+"tan(deg2rad(45)) # Returns 1\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1030
+msgid ""
+"Returns the hyperbolic tangent of [code]s[/code].\n"
+"[codeblock]\n"
+"a = log(2.0) # a is 0.693147\n"
+"b = tanh(a) # b is 0.6\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1041
+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"
+"# Both numbers below are integers.\n"
+"a = { \"a\": 1, \"b\": 2 }\n"
+"b = to_json(a)\n"
+"print(b) # {\"a\":1, \"b\":2}\n"
+"# Both numbers above are floats, even if they display without any decimal "
+"places.\n"
+"[/codeblock]\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.\n"
+"See also [JSON] for an alternative way to convert a [Variant] to JSON text."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1057
+msgid ""
+"Returns whether the given class exists in [ClassDB].\n"
+"[codeblock]\n"
+"type_exists(\"Sprite\") # Returns true\n"
+"type_exists(\"Variant\") # Returns false\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1068
+msgid ""
+"Returns the internal type of the given Variant object, using the [enum "
+"Variant.Type] values.\n"
+"[codeblock]\n"
+"p = parse_json('[\"a\", \"b\", \"c\"]')\n"
+"if typeof(p) == TYPE_ARRAY:\n"
+" print(p[0]) # Prints a\n"
+"else:\n"
+" print(\"unexpected results\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1082
+msgid ""
+"Checks that [code]json[/code] is valid JSON data. Returns an empty string if "
+"valid, or an error message otherwise.\n"
+"[codeblock]\n"
+"j = to_json([1, 2, 3])\n"
+"v = validate_json(j)\n"
+"if not v:\n"
+" print(\"Valid JSON.\")\n"
+"else:\n"
+" push_error(\"Invalid JSON: \" + v)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1098
+msgid ""
+"Encodes a variable value to a byte array. When [code]full_objects[/code] is "
+"[code]true[/code] encoding objects is allowed (and can potentially include "
+"code)."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1105
+msgid ""
+"Converts a Variant [code]var[/code] to a formatted string that can later be "
+"parsed using [method str2var].\n"
+"[codeblock]\n"
+"a = { \"a\": 1, \"b\": 2 }\n"
+"print(var2str(a))\n"
+"[/codeblock]\n"
+"prints\n"
+"[codeblock]\n"
+"{\n"
+"\"a\": 1,\n"
+"\"b\": 2\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1123
+msgid ""
+"Returns a weak reference to an object.\n"
+"A weak reference to an object is not enough to keep the object alive: when "
+"the only remaining references to a referent are weak references, garbage "
+"collection is free to destroy the referent and reuse its memory for "
+"something else. However, until the object is actually destroyed the weak "
+"reference may return the object even if there are no strong references to it."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1133
+msgid ""
+"Wraps float [code]value[/code] between [code]min[/code] and [code]max[/"
+"code].\n"
+"Usable for creating loop-alike behavior or infinite surfaces.\n"
+"[codeblock]\n"
+"# Infinite loop between 5.0 and 9.9\n"
+"value = wrapf(value + 0.1, 5.0, 10.0)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# Infinite rotation (in radians)\n"
+"angle = wrapf(angle + 0.1, 0.0, TAU)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# Infinite rotation (in radians)\n"
+"angle = wrapf(angle + 0.1, -PI, PI)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to "
+"[method fposmod], so prefer using that instead.\n"
+"[code]wrapf[/code] is more flexible than using the [method fposmod] approach "
+"by giving the user control over the minimum value."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1157
+msgid ""
+"Wraps integer [code]value[/code] between [code]min[/code] and [code]max[/"
+"code].\n"
+"Usable for creating loop-alike behavior or infinite surfaces.\n"
+"[codeblock]\n"
+"# Infinite loop between 5 and 9\n"
+"frame = wrapi(frame + 1, 5, 10)\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# result is -2\n"
+"var result = wrapi(-6, -5, -1)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to "
+"[method posmod], so prefer using that instead.\n"
+"[code]wrapi[/code] is more flexible than using the [method posmod] approach "
+"by giving the user control over the minimum value."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1176
+msgid ""
+"Stops the function execution and returns the current suspended state to the "
+"calling function.\n"
+"From the caller, call [method GDScriptFunctionState.resume] on the state to "
+"resume execution. This invalidates the state. Within the resumed function, "
+"[code]yield()[/code] returns whatever was passed to the [code]resume()[/"
+"code] function call.\n"
+"If passed an object and a signal, the execution is resumed when the object "
+"emits the given signal. In this case, [code]yield()[/code] returns the "
+"argument passed to [code]emit_signal()[/code] if the signal takes only one "
+"argument, or an array containing all the arguments passed to "
+"[code]emit_signal()[/code] if the signal takes multiple arguments.\n"
+"You can also use [code]yield[/code] to wait for a function to finish:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" yield(countdown(), \"completed\") # waiting for the countdown() function "
+"to complete\n"
+" print('Ready')\n"
+"\n"
+"func countdown():\n"
+" yield(get_tree(), \"idle_frame\") # returns a GDScriptFunctionState "
+"object to _ready()\n"
+" print(3)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(2)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(1)\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+"\n"
+"# prints:\n"
+"# 3\n"
+"# 2\n"
+"# 1\n"
+"# Ready\n"
+"[/codeblock]\n"
+"When yielding on a function, the [code]completed[/code] signal will be "
+"emitted automatically when the function returns. It can, therefore, be used "
+"as the [code]signal[/code] parameter of the [code]yield[/code] method to "
+"resume.\n"
+"In order to yield on a function, the resulting function should also return a "
+"[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), "
+"\"idle_frame\")[/code] from the above example."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1207
+msgid ""
+"Constant that represents how many times the diameter of a circle fits around "
+"its perimeter. This is equivalent to [code]TAU / 2[/code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1210
+msgid ""
+"The circle constant, the circumference of the unit circle in radians. This "
+"is equivalent to [code]PI * 2[/code], or 360 degrees in rotations."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1213
+msgid ""
+"Positive floating-point infinity. This is the result of floating-point "
+"division when the divisor is [code]0.0[/code]. For negative infinity, use "
+"[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative "
+"infinity if the numerator is positive, so dividing by [code]0.0[/code] is "
+"not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/"
+"code] returning [code]true[/code]).\n"
+"[b]Note:[/b] Numeric infinity is only a concept with floating-point numbers, "
+"and has no equivalent for integers. Dividing an integer number by [code]0[/"
+"code] will not result in [constant INF] and will result in a run-time error "
+"instead."
+msgstr ""
+
+#: modules/gdscript/doc_classes/@GDScript.xml:1217
+msgid ""
+"\"Not a Number\", an invalid floating-point value. [constant NAN] has "
+"special properties, including that it is not equal to itself ([code]NAN == "
+"NAN[/code] returns [code]false[/code]). It is output by some invalid "
+"operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/"
+"code].\n"
+"[b]Note:[/b] \"Not a Number\" is only a concept with floating-point numbers, "
+"and has no equivalent for integers. Dividing an integer [code]0[/code] by "
+"[code]0[/code] will not result in [constant NAN] and will result in a run-"
+"time error instead."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:4
+msgid "Global scope constants and variables."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:7
+msgid ""
+"Global scope constants and variables. This is all that resides in the "
+"globals, constants regarding error codes, scancodes, property hints, etc.\n"
+"Singletons are also documented here, since they can be accessed from "
+"anywhere."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:16
+msgid "The [ARVRServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:19
+msgid "The [AudioServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:22
+msgid "The [CameraServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:25
+msgid "The [ClassDB] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:28
+msgid "The [Engine] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:31
+msgid "The [Geometry] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:34
+msgid "The [IP] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:37
+msgid "The [Input] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:40
+msgid "The [InputMap] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:43
+msgid "The [JSON] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:46
+msgid ""
+"The [JavaClassWrapper] singleton.\n"
+"[b]Note:[/b] Only implemented on Android."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:50
+msgid ""
+"The [JavaScript] singleton.\n"
+"[b]Note:[/b] Only implemented on HTML5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:54
+msgid "The [Marshalls] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:57
+msgid "The [EditorNavigationMeshGenerator] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:60
+msgid "The [OS] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:63
+msgid "The [Performance] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:66
+msgid "The [Physics2DServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:69
+msgid "The [PhysicsServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:72
+msgid "The [ProjectSettings] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:75
+msgid "The [ResourceLoader] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:78
+msgid "The [ResourceSaver] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:81
+msgid "The [TranslationServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:84
+msgid "The [VisualScriptEditor] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:87
+msgid "The [VisualServer] singleton."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:92
+msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:95
+msgid "Top margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:98
+msgid "Right margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:101
+msgid ""
+"Bottom margin, usually used for [Control] or [StyleBox]-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:104
+msgid "Top-left corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:107
+msgid "Top-right corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:110
+msgid "Bottom-right corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:113
+msgid "Bottom-left corner."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:116
+msgid ""
+"General vertical alignment, usually used for [Separator], [ScrollBar], "
+"[Slider], etc."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:119
+msgid ""
+"General horizontal alignment, usually used for [Separator], [ScrollBar], "
+"[Slider], etc."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:122
+msgid "Horizontal left alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:125
+msgid "Horizontal center alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:128
+msgid "Horizontal right alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:131
+msgid "Vertical top alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:134
+msgid "Vertical center alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:137
+msgid "Vertical bottom alignment, usually for text-derived classes."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:140
+msgid "Scancodes with this bit applied are non-printable."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:143
+msgid "Escape key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:146
+msgid "Tab key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:149
+msgid "Shift+Tab key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:152
+msgid "Backspace key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:155
+msgid "Return key (on the main keyboard)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:158
+msgid "Enter key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:161
+msgid "Insert key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:164
+msgid "Delete key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:167
+msgid "Pause key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:170
+msgid "Print Screen key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:173
+msgid "System Request key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:176
+msgid "Clear key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:179
+msgid "Home key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:182
+msgid "End key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:185
+msgid "Left arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:188
+msgid "Up arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:191
+msgid "Right arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:194
+msgid "Down arrow key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:197
+msgid "Page Up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:200
+msgid "Page Down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:203
+msgid "Shift key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:206
+msgid "Control key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:209
+msgid "Meta key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:212
+msgid "Alt key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:215
+msgid "Caps Lock key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:218
+msgid "Num Lock key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:221
+msgid "Scroll Lock key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:224
+msgid "F1 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:227
+msgid "F2 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:230
+msgid "F3 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:233
+msgid "F4 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:236
+msgid "F5 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:239
+msgid "F6 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:242
+msgid "F7 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:245
+msgid "F8 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:248
+msgid "F9 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:251
+msgid "F10 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:254
+msgid "F11 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:257
+msgid "F12 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:260
+msgid "F13 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:263
+msgid "F14 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:266
+msgid "F15 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:269
+msgid "F16 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:272
+msgid "Multiply (*) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:275
+msgid "Divide (/) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:278
+msgid "Subtract (-) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:281
+msgid "Period (.) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:284
+msgid "Add (+) key on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:287
+msgid "Number 0 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:290
+msgid "Number 1 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:293
+msgid "Number 2 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:296
+msgid "Number 3 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:299
+msgid "Number 4 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:302
+msgid "Number 5 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:305
+msgid "Number 6 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:308
+msgid "Number 7 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:311
+msgid "Number 8 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:314
+msgid "Number 9 on the numeric keypad."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:317
+msgid "Left Super key (Windows key)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:320
+msgid "Right Super key (Windows key)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:323
+msgid "Context menu key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:326
+msgid "Left Hyper key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:329
+msgid "Right Hyper key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:332
+msgid "Help key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:335
+msgid "Left Direction key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:338
+msgid "Right Direction key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:341
+msgid ""
+"Media back key. Not to be confused with the Back button on an Android device."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:344
+msgid "Media forward key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:347 doc/classes/@GlobalScope.xml:380
+msgid "Media stop key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:350
+msgid "Media refresh key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:353
+msgid "Volume down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:356
+msgid "Mute volume key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:359
+msgid "Volume up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:362
+msgid "Bass Boost key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:365
+msgid "Bass up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:368
+msgid "Bass down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:371
+msgid "Treble up key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:374
+msgid "Treble down key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:377
+msgid "Media play key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:383
+msgid "Previous song key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:386
+msgid "Next song key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:389
+msgid "Media record key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:392
+msgid "Home page key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:395
+msgid "Favorites key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:398
+msgid "Search key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:401
+msgid "Standby key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:404
+msgid "Open URL / Launch Browser key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:407
+msgid "Launch Mail key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:410
+msgid "Launch Media key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:413
+msgid "Launch Shortcut 0 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:416
+msgid "Launch Shortcut 1 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:419
+msgid "Launch Shortcut 2 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:422
+msgid "Launch Shortcut 3 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:425
+msgid "Launch Shortcut 4 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:428
+msgid "Launch Shortcut 5 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:431
+msgid "Launch Shortcut 6 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:434
+msgid "Launch Shortcut 7 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:437
+msgid "Launch Shortcut 8 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:440
+msgid "Launch Shortcut 9 key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:443
+msgid "Launch Shortcut A key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:446
+msgid "Launch Shortcut B key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:449
+msgid "Launch Shortcut C key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:452
+msgid "Launch Shortcut D key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:455
+msgid "Launch Shortcut E key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:458
+msgid "Launch Shortcut F key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:461
+msgid "Unknown key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:464
+msgid "Space key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:467
+msgid "! key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:470
+msgid "\" key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:473
+msgid "# key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:476
+msgid "$ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:479
+msgid "% key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:482
+msgid "& key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:485
+msgid "' key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:488
+msgid "( key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:491
+msgid ") key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:494
+msgid "* key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:497
+msgid "+ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:500
+msgid ", key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:503
+msgid "- key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:506
+msgid ". key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:509
+msgid "/ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:512
+msgid "Number 0."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:515
+msgid "Number 1."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:518
+msgid "Number 2."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:521
+msgid "Number 3."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:524
+msgid "Number 4."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:527
+msgid "Number 5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:530
+msgid "Number 6."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:533
+msgid "Number 7."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:536
+msgid "Number 8."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:539
+msgid "Number 9."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:542
+msgid ": key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:545
+msgid "; key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:548
+msgid "< key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:551
+msgid "= key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:554
+msgid "> key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:557
+msgid "? key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:560
+msgid "@ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:563
+msgid "A key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:566
+msgid "B key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:569
+msgid "C key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:572
+msgid "D key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:575
+msgid "E key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:578
+msgid "F key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:581
+msgid "G key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:584
+msgid "H key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:587
+msgid "I key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:590
+msgid "J key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:593
+msgid "K key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:596
+msgid "L key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:599
+msgid "M key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:602
+msgid "N key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:605
+msgid "O key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:608
+msgid "P key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:611
+msgid "Q key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:614
+msgid "R key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:617
+msgid "S key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:620
+msgid "T key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:623
+msgid "U key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:626
+msgid "V key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:629
+msgid "W key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:632
+msgid "X key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:635
+msgid "Y key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:638
+msgid "Z key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:641
+msgid "[ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:644
+msgid "\\ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:647
+msgid "] key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:650
+msgid "^ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:653
+msgid "_ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:656
+msgid "` key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:659
+msgid "{ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:662
+msgid "| key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:665
+msgid "} key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:668
+msgid "~ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:671
+msgid "Non-breakable space key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:674
+msgid "¡ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:677
+msgid "¢ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:680
+msgid "£ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:683
+msgid "¤ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:686
+msgid "¥ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:689
+msgid "¦ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:692
+msgid "§ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:695
+msgid "¨ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:698
+msgid "© key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:701
+msgid "ª key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:704
+msgid "« key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:707
+msgid "¬ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:710
+msgid "Soft hyphen key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:713
+msgid "® key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:716
+msgid "¯ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:719
+msgid "° key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:722
+msgid "± key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:725
+msgid "² key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:728
+msgid "³ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:731
+msgid "´ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:734
+msgid "µ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:737
+msgid "¶ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:740
+msgid "· key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:743
+msgid "¸ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:746
+msgid "¹ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:749
+msgid "º key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:752
+msgid "» key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:755
+msgid "¼ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:758
+msgid "½ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:761
+msgid "¾ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:764
+msgid "¿ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:767
+msgid "À key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:770
+msgid "Á key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:773
+msgid "Â key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:776
+msgid "Ã key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:779
+msgid "Ä key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:782
+msgid "Å key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:785
+msgid "Æ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:788
+msgid "Ç key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:791
+msgid "È key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:794
+msgid "É key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:797
+msgid "Ê key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:800
+msgid "Ë key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:803
+msgid "Ì key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:806
+msgid "Í key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:809
+msgid "Î key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:812
+msgid "Ï key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:815
+msgid "Ð key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:818
+msgid "Ñ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:821
+msgid "Ò key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:824
+msgid "Ó key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:827
+msgid "Ô key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:830
+msgid "Õ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:833
+msgid "Ö key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:836
+msgid "× key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:839
+msgid "Ø key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:842
+msgid "Ù key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:845
+msgid "Ú key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:848
+msgid "Û key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:851
+msgid "Ü key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:854
+msgid "Ý key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:857
+msgid "Þ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:860
+msgid "ß key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:863
+msgid "÷ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:866
+msgid "ÿ key."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:869
+msgid "Key Code mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:872
+msgid "Modifier key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:875
+msgid "Shift key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:878
+msgid "Alt key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:881
+msgid "Meta key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:884
+msgid "Ctrl key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:887
+msgid ""
+"Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. "
+"On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This "
+"mask should be preferred to [constant KEY_MASK_META] or [constant "
+"KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:890
+msgid "Keypad key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:893
+msgid "Group Switch key mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:896
+msgid "Left mouse button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:899
+msgid "Right mouse button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:902
+msgid "Middle mouse button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:905
+msgid "Extra mouse button 1 (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:908
+msgid "Extra mouse button 2 (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:911
+msgid "Mouse wheel up."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:914
+msgid "Mouse wheel down."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:917
+msgid "Mouse wheel left button (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:920
+msgid "Mouse wheel right button (only present on some mice)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:923
+msgid "Left mouse button mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:926
+msgid "Right mouse button mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:929
+msgid "Middle mouse button mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:932
+msgid "Extra mouse button 1 mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:935
+msgid "Extra mouse button 2 mask."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:938
+msgid "Invalid button or axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:941
+msgid "Gamepad button 0."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:944
+msgid "Gamepad button 1."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:947
+msgid "Gamepad button 2."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:950
+msgid "Gamepad button 3."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:953
+msgid "Gamepad button 4."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:956
+msgid "Gamepad button 5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:959
+msgid "Gamepad button 6."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:962
+msgid "Gamepad button 7."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:965
+msgid "Gamepad button 8."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:968
+msgid "Gamepad button 9."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:971
+msgid "Gamepad button 10."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:974
+msgid "Gamepad button 11."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:977
+msgid "Gamepad button 12."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:980
+msgid "Gamepad button 13."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:983
+msgid "Gamepad button 14."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:986
+msgid "Gamepad button 15."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:989
+msgid "Gamepad button 16."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:992
+msgid "Gamepad button 17."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:995
+msgid "Gamepad button 18."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:998
+msgid "Gamepad button 19."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1001
+msgid "Gamepad button 20."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1004
+msgid "Gamepad button 21."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1007
+msgid "Gamepad button 22."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1010
+msgid "Represents the maximum number of joystick buttons supported."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1013
+msgid "DualShock circle button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1016
+msgid "DualShock X button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1019
+msgid "DualShock square button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1022
+msgid "DualShock triangle button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1025
+msgid "Xbox controller B button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1028
+msgid "Xbox controller A button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1031
+msgid "Xbox controller X button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1034
+msgid "Xbox controller Y button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1037
+msgid "Nintendo controller A button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1040
+msgid "Nintendo controller B button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1043
+msgid "Nintendo controller X button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1046
+msgid "Nintendo controller Y button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1049
+msgid "Grip (side) buttons on a VR controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1052
+msgid "Push down on the touchpad or main joystick on a VR controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1055
+msgid "Trigger on a VR controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1058
+msgid ""
+"A button on the right Oculus Touch controller, X button on the left "
+"controller (also when used in OpenVR)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1061
+msgid ""
+"B button on the right Oculus Touch controller, Y button on the left "
+"controller (also when used in OpenVR)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1064
+msgid "Menu button on either Oculus Touch controller."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1067
+msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1070
+msgid "Gamepad button Select."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1073
+msgid "Gamepad button Start."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1076
+msgid "Gamepad DPad up."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1079
+msgid "Gamepad DPad down."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1082
+msgid "Gamepad DPad left."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1085
+msgid "Gamepad DPad right."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1088
+msgid "Gamepad SDL guide button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1091
+msgid "Gamepad SDL miscellaneous button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1094
+msgid "Gamepad SDL paddle 1 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1097
+msgid "Gamepad SDL paddle 2 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1100
+msgid "Gamepad SDL paddle 3 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1103
+msgid "Gamepad SDL paddle 4 button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1106
+msgid "Gamepad SDL touchpad button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1109
+msgid "Gamepad left Shoulder button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1112
+msgid "Gamepad left trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1115
+msgid "Gamepad left stick click."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1118
+msgid "Gamepad right Shoulder button."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1121
+msgid "Gamepad right trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1124
+msgid "Gamepad right stick click."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1127 doc/classes/@GlobalScope.xml:1160
+msgid "Gamepad left stick horizontal axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1130 doc/classes/@GlobalScope.xml:1163
+msgid "Gamepad left stick vertical axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1133 doc/classes/@GlobalScope.xml:1166
+msgid "Gamepad right stick horizontal axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1136 doc/classes/@GlobalScope.xml:1169
+msgid "Gamepad right stick vertical axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1139
+msgid "Generic gamepad axis 4."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1142
+msgid "Generic gamepad axis 5."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1145
+msgid "Gamepad left trigger analog axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1148
+msgid "Gamepad right trigger analog axis."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1151
+msgid "Generic gamepad axis 8."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1154
+msgid "Generic gamepad axis 9."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1157
+msgid "Represents the maximum number of joystick axes supported."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1172
+msgid "Gamepad left analog trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1175
+msgid "Gamepad right analog trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1178
+msgid "VR Controller analog trigger."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1181
+msgid "VR Controller analog grip (side buttons)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1184
+msgid ""
+"OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR "
+"controllers)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1187
+msgid ""
+"OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR "
+"controllers)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1190
+msgid "MIDI note OFF message."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1193
+msgid "MIDI note ON message."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1196
+msgid "MIDI aftertouch message."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1199
+msgid "MIDI control change message."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1202
+msgid "MIDI program change message."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1205
+msgid "MIDI channel pressure message."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1208
+msgid "MIDI pitch bend message."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1211
+msgid ""
+"Methods that return [enum Error] return [constant OK] when no error "
+"occurred. Note that many functions don't return an error code but will print "
+"error messages to standard output.\n"
+"Since [constant OK] has value 0, and all other failure codes are positive "
+"integers, it can also be used in boolean checks, e.g.:\n"
+"[codeblock]\n"
+"var err = method_that_returns_error()\n"
+"if err != OK:\n"
+" print(\"Failure!\")\n"
+"# Or, equivalent:\n"
+"if err:\n"
+" print(\"Still failing!\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1223
+msgid "Generic error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1226
+msgid "Unavailable error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1229
+msgid "Unconfigured error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1232
+msgid "Unauthorized error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1235
+msgid "Parameter range error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1238
+msgid "Out of memory (OOM) error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1241
+msgid "File: Not found error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1244
+msgid "File: Bad drive error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1247
+msgid "File: Bad path error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1250
+msgid "File: No permission error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1253
+msgid "File: Already in use error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1256
+msgid "File: Can't open error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1259
+msgid "File: Can't write error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1262
+msgid "File: Can't read error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1265
+msgid "File: Unrecognized error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1268
+msgid "File: Corrupt error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1271
+msgid "File: Missing dependencies error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1274
+msgid "File: End of file (EOF) error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1277
+msgid "Can't open error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1280
+msgid "Can't create error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1283
+msgid "Query failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1286
+msgid "Already in use error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1289
+msgid "Locked error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1292
+msgid "Timeout error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1295
+msgid "Can't connect error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1298
+msgid "Can't resolve error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1301
+msgid "Connection error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1304
+msgid "Can't acquire resource error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1307
+msgid "Can't fork process error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1310
+msgid "Invalid data error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1313
+msgid "Invalid parameter error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1316
+msgid "Already exists error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1319
+msgid "Does not exist error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1322
+msgid "Database: Read error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1325
+msgid "Database: Write error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1328
+msgid "Compilation failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1331
+msgid "Method not found error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1334
+msgid "Linking failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1337
+msgid "Script failed error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1340
+msgid "Cycling link (import cycle) error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1343
+msgid "Invalid declaration error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1346
+msgid "Duplicate symbol error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1349
+msgid "Parse error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1352
+msgid "Busy error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1355
+msgid "Skip error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1358
+msgid "Help error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1361
+msgid "Bug error."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1364
+msgid ""
+"Printer on fire error. (This is an easter egg, no engine methods return this "
+"error code.)"
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1367
+msgid "No hint for the edited property."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1370
+msgid ""
+"Hints that an integer or float property should be within a range specified "
+"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
+"code]. The hint string can optionally include [code]\"or_greater\"[/code] "
+"and/or [code]\"or_lesser\"[/code] to allow manual input going respectively "
+"above the max or below the min values. Example: [code]\"-360,360,1,"
+"or_greater,or_lesser\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1373
+msgid ""
+"Hints that a float property should be within an exponential range specified "
+"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
+"code]. The hint string can optionally include [code]\"or_greater\"[/code] "
+"and/or [code]\"or_lesser\"[/code] to allow manual input going respectively "
+"above the max or below the min values. Example: [code]\"0.01,100,0.01,"
+"or_greater\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1376
+msgid ""
+"Hints that an integer, float or string property is an enumerated value to "
+"pick in a list specified via a hint string such as [code]\"Hello,Something,"
+"Else\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1379
+msgid ""
+"Hints that a float property should be edited via an exponential easing "
+"function. The hint string can include [code]\"attenuation\"[/code] to flip "
+"the curve horizontally and/or [code]\"inout\"[/code] to also include in/out "
+"easing."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1382 doc/classes/@GlobalScope.xml:1385
+msgid "Deprecated hint, unused."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1388
+msgid ""
+"Hints that an integer property is a bitmask with named bit flags. For "
+"example, to allow toggling bits 0, 1, 2 and 4, the hint could be something "
+"like [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1391
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"render layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1394
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 2D "
+"physics layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1397
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"render layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1400
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named 3D "
+"physics layers."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1403
+msgid ""
+"Hints that a string property is a path to a file. Editing it will show a "
+"file dialog for picking the path. The hint string can be a set of filters "
+"with wildcards like [code]\"*.png,*.jpg\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1406
+msgid ""
+"Hints that a string property is a path to a directory. Editing it will show "
+"a file dialog for picking the path."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1409
+msgid ""
+"Hints that a string property is an absolute path to a file outside the "
+"project folder. Editing it will show a file dialog for picking the path. The "
+"hint string can be a set of filters with wildcards like [code]\"*.png,*.jpg"
+"\"[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1412
+msgid ""
+"Hints that a string property is an absolute path to a directory outside the "
+"project folder. Editing it will show a file dialog for picking the path."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1415
+msgid ""
+"Hints that a property is an instance of a [Resource]-derived type, "
+"optionally specified via the hint string (e.g. [code]\"Texture\"[/code]). "
+"Editing it will show a popup menu of valid resource types to instantiate."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1418
+msgid ""
+"Hints that a string property is text with line breaks. Editing it will show "
+"a text input field where line breaks can be typed."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1421
+msgid ""
+"Hints that a string property should have a placeholder text visible on its "
+"input field, whenever the property is empty. The hint string is the "
+"placeholder text to use."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1424
+msgid ""
+"Hints that a color property should be edited without changing its alpha "
+"component, i.e. only R, G and B channels are edited."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1427
+msgid "Hints that an image is compressed using lossy compression."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1430
+msgid "Hints that an image is compressed using lossless compression."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1433
+msgid "The property is serialized and saved in the scene file (default)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1436
+msgid "The property is shown in the editor inspector (default)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1439 doc/classes/@GlobalScope.xml:1442
+msgid "Deprecated usage flag, unused."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1445
+msgid "The property can be checked in the editor inspector."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1448
+msgid "The property is checked in the editor inspector."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1451
+msgid "The property is a translatable string."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1454
+msgid "Used to group properties together in the editor."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1457
+msgid "Used to categorize properties together in the editor."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1460
+msgid "The property does not save its state in [PackedScene]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1463
+msgid "Editing the property prompts the user for restarting the editor."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1466
+msgid ""
+"The property is a script variable which should be serialized and saved in "
+"the scene file."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1469
+msgid "Default usage (storage, editor and network)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1472
+msgid ""
+"Default usage for translatable strings (storage, editor, network and "
+"internationalized)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1475
+msgid ""
+"Default usage but without showing the property in the editor (storage, "
+"network)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1478
+msgid "Flag for a normal method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1481
+msgid "Flag for an editor method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1484 doc/classes/@GlobalScope.xml:1490
+#: doc/classes/@GlobalScope.xml:1496
+msgid "Deprecated method flag, unused."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1487
+msgid "Flag for a constant method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1493
+msgid "Flag for a virtual method."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1499
+msgid "Default method flags."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1502
+msgid "Variable is [code]null[/code]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1505
+msgid "Variable is of type [bool]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1508
+msgid "Variable is of type [int]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1511
+msgid "Variable is of type [float] (real)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1514
+msgid "Variable is of type [String]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1517
+msgid "Variable is of type [Vector2]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1520
+msgid "Variable is of type [Rect2]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1523
+msgid "Variable is of type [Vector3]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1526
+msgid "Variable is of type [Transform2D]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1529
+msgid "Variable is of type [Plane]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1532
+msgid "Variable is of type [Quat]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1535
+msgid "Variable is of type [AABB]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1538
+msgid "Variable is of type [Basis]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1541
+msgid "Variable is of type [Transform]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1544
+msgid "Variable is of type [Color]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1547
+msgid "Variable is of type [NodePath]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1550
+msgid "Variable is of type [RID]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1553
+msgid "Variable is of type [Object]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1556
+msgid "Variable is of type [Dictionary]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1559
+msgid "Variable is of type [Array]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1562
+msgid "Variable is of type [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1565
+msgid "Variable is of type [PoolIntArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1568
+msgid "Variable is of type [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1571
+msgid "Variable is of type [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1574
+msgid "Variable is of type [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1577
+msgid "Variable is of type [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1580
+msgid "Variable is of type [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1583
+msgid "Represents the size of the [enum Variant.Type] enum."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1586
+msgid "Equality operator ([code]==[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1589
+msgid "Inequality operator ([code]!=[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1592
+msgid "Less than operator ([code]<[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1595
+msgid "Less than or equal operator ([code]<=[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1598
+msgid "Greater than operator ([code]>[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1601
+msgid "Greater than or equal operator ([code]>=[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1604
+msgid "Addition operator ([code]+[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1607
+msgid "Subtraction operator ([code]-[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1610
+msgid "Multiplication operator ([code]*[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1613
+msgid "Division operator ([code]/[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1616
+msgid "Unary negation operator ([code]-[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1619
+msgid "Unary plus operator ([code]+[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1622
+msgid "Remainder/modulo operator ([code]%[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1625
+msgid "String concatenation operator ([code]+[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1628
+msgid "Left shift operator ([code]<<[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1631
+msgid "Right shift operator ([code]>>[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1634
+msgid "Bitwise AND operator ([code]&[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1637
+msgid "Bitwise OR operator ([code]|[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1640
+msgid "Bitwise XOR operator ([code]^[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1643
+msgid "Bitwise NOT operator ([code]~[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1646
+msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1649
+msgid "Logical OR operator ([code]or[/code] or [code]||[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1652
+msgid "Logical XOR operator (not implemented in GDScript)."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1655
+msgid "Logical NOT operator ([code]not[/code] or [code]![/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1658
+msgid "Logical IN operator ([code]in[/code])."
+msgstr ""
+
+#: doc/classes/@GlobalScope.xml:1661
+msgid "Represents the size of the [enum Variant.Operator] enum."
+msgstr ""
+
+#: doc/classes/AABB.xml:4
+msgid "Axis-Aligned Bounding Box."
+msgstr ""
+
+#: doc/classes/AABB.xml:7
+msgid ""
+"[AABB] consists of a position, a size, and several utility functions. It is "
+"typically used for fast overlap tests.\n"
+"It uses floating-point coordinates. The 2D counterpart to [AABB] is "
+"[Rect2].\n"
+"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses "
+"integer coordinates."
+msgstr ""
+
+#: doc/classes/AABB.xml:12 doc/classes/Basis.xml:13 doc/classes/Plane.xml:10
+#: doc/classes/Rect2.xml:12 doc/classes/Transform.xml:11
+#: doc/classes/Transform2D.xml:11 doc/classes/Vector2.xml:11
+#: doc/classes/Vector3.xml:11
+msgid "https://docs.godotengine.org/en/3.4/tutorials/math/index.html"
+msgstr ""
+
+#: doc/classes/AABB.xml:13 doc/classes/Rect2.xml:13 doc/classes/Vector2.xml:12
+#: doc/classes/Vector3.xml:12
+msgid "https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html"
+msgstr ""
+
+#: doc/classes/AABB.xml:14 doc/classes/Rect2.xml:14 doc/classes/Vector2.xml:13
+#: doc/classes/Vector3.xml:13
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html"
+msgstr ""
+
+#: doc/classes/AABB.xml:22
+msgid "Constructs an [AABB] from a position and size."
+msgstr ""
+
+#: doc/classes/AABB.xml:28
+msgid ""
+"Returns an AABB with equivalent position and size, modified so that the most-"
+"negative corner is the origin and the size is positive."
+msgstr ""
+
+#: doc/classes/AABB.xml:35
+msgid ""
+"Returns [code]true[/code] if this [AABB] completely encloses another one."
+msgstr ""
+
+#: doc/classes/AABB.xml:42
+msgid ""
+"Returns a copy of this [AABB] expanded to include a given point.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"# position (-3, 2, 0), size (1, 1, 1)\n"
+"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
+"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
+"Vector3(0, -1, 2)\n"
+"var box2 = box.expand(Vector3(0, -1, 2))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AABB.xml:55
+msgid "Returns the volume of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml:62
+msgid "Gets the position of the 8 endpoints of the [AABB] in space."
+msgstr ""
+
+#: doc/classes/AABB.xml:68
+msgid "Returns the normalized longest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml:74
+msgid ""
+"Returns the index of the longest axis of the [AABB] (according to "
+"[Vector3]'s [code]AXIS_*[/code] constants)."
+msgstr ""
+
+#: doc/classes/AABB.xml:80
+msgid "Returns the scalar length of the longest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml:86
+msgid "Returns the normalized shortest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml:92
+msgid ""
+"Returns the index of the shortest axis of the [AABB] (according to "
+"[Vector3]::AXIS* enum)."
+msgstr ""
+
+#: doc/classes/AABB.xml:98
+msgid "Returns the scalar length of the shortest axis of the [AABB]."
+msgstr ""
+
+#: doc/classes/AABB.xml:105
+msgid ""
+"Returns the support point in a given direction. This is useful for collision "
+"detection algorithms."
+msgstr ""
+
+#: doc/classes/AABB.xml:112
+msgid ""
+"Returns a copy of the [AABB] grown a given amount of units towards all the "
+"sides."
+msgstr ""
+
+#: doc/classes/AABB.xml:118
+msgid "Returns [code]true[/code] if the [AABB] is flat or empty."
+msgstr ""
+
+#: doc/classes/AABB.xml:124
+msgid "Returns [code]true[/code] if the [AABB] is empty."
+msgstr ""
+
+#: doc/classes/AABB.xml:131
+msgid "Returns [code]true[/code] if the [AABB] contains a point."
+msgstr ""
+
+#: doc/classes/AABB.xml:138
+msgid ""
+"Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is "
+"returned on failure."
+msgstr ""
+
+#: doc/classes/AABB.xml:145
+msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
+msgstr ""
+
+#: doc/classes/AABB.xml:152
+msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
+msgstr ""
+
+#: doc/classes/AABB.xml:160
+msgid ""
+"Returns [code]true[/code] if the [AABB] intersects the line segment between "
+"[code]from[/code] and [code]to[/code]."
+msgstr ""
+
+#: doc/classes/AABB.xml:167
+msgid ""
+"Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are "
+"approximately equal, by calling [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/AABB.xml:174
+msgid ""
+"Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]."
+msgstr ""
+
+#: doc/classes/AABB.xml:180 doc/classes/Rect2.xml:140
+msgid ""
+"Ending corner. This is calculated as [code]position + size[/code]. Setting "
+"this value will change the size."
+msgstr ""
+
+#: doc/classes/AABB.xml:183 doc/classes/Rect2.xml:143
+msgid "Beginning corner. Typically has values lower than [member end]."
+msgstr ""
+
+#: doc/classes/AABB.xml:186 doc/classes/Rect2.xml:146
+msgid ""
+"Size from [member position] to [member end]. Typically, all components are "
+"positive.\n"
+"If the size is negative, you can use [method abs] to fix it."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:4
+msgid "Base dialog for user notification."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:7
+msgid ""
+"This dialog is useful for small notifications to the user about an event. It "
+"can only be accepted or closed, with the same result."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:18
+msgid ""
+"Adds a button with label [code]text[/code] and a custom [code]action[/code] "
+"to the dialog and returns the created button. [code]action[/code] will be "
+"passed to the [signal custom_action] signal when pressed.\n"
+"If [code]true[/code], [code]right[/code] will place the button to the right "
+"of any sibling buttons.\n"
+"You can use [method remove_button] method to remove a button created with "
+"this method from the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:27
+msgid ""
+"Adds a button with label [code]name[/code] and a cancel action to the dialog "
+"and returns the created button.\n"
+"You can use [method remove_button] method to remove a button created with "
+"this method from the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:34
+msgid ""
+"Returns the label used for built-in text.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:41
+msgid ""
+"Returns the OK [Button] instance.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:49
+msgid ""
+"Registers a [LineEdit] in the dialog. When the enter key is pressed, the "
+"dialog will be accepted."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:56
+msgid ""
+"Removes the [code]button[/code] from the dialog. Does NOT free the "
+"[code]button[/code]. The [code]button[/code] must be a [Button] added with "
+"[method add_button] or [method add_cancel] method. After removal, pressing "
+"the [code]button[/code] will no longer emit this dialog's [signal "
+"custom_action] signal or cancel this dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:62
+msgid "Sets autowrapping for the text in the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:65
+msgid ""
+"If [code]true[/code], the dialog is hidden when the OK button is pressed. "
+"You can set it to [code]false[/code] if you want to do e.g. input validation "
+"when receiving the [signal confirmed] signal, and handle hiding the dialog "
+"in your own logic.\n"
+"[b]Note:[/b] Some nodes derived from this class can have a different default "
+"value, and potentially their own built-in logic overriding this setting. For "
+"example [FileDialog] defaults to [code]false[/code], and has its own input "
+"validation code that is called when you press OK, which eventually hides the "
+"dialog if the input is valid. As such, this property can't be used in "
+"[FileDialog] to disable hiding the dialog when pressing OK."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:69
+msgid "The text displayed by the dialog."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:76
+msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed."
+msgstr ""
+
+#: doc/classes/AcceptDialog.xml:82
+msgid "Emitted when a custom button is pressed. See [method add_button]."
+msgstr ""
+
+#: doc/classes/AESContext.xml:4
+msgid "Interface to low level AES encryption features."
+msgstr ""
+
+#: doc/classes/AESContext.xml:7
+msgid ""
+"This class provides access to AES encryption/decryption of raw data. Both "
+"AES-ECB and AES-CBC mode are supported.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"var aes = AESContext.new()\n"
+"\n"
+"func _ready():\n"
+" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
+" var data = \"My secret text!!\" # Data size must be multiple of 16 "
+"bytes, apply padding if needed.\n"
+" # Encrypt ECB\n"
+" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n"
+" var encrypted = aes.update(data.to_utf8())\n"
+" aes.finish()\n"
+" # Decrypt ECB\n"
+" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n"
+" var decrypted = aes.update(encrypted)\n"
+" aes.finish()\n"
+" # Check ECB\n"
+" assert(decrypted == data.to_utf8())\n"
+"\n"
+" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
+" # Encrypt CBC\n"
+" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n"
+" encrypted = aes.update(data.to_utf8())\n"
+" aes.finish()\n"
+" # Decrypt CBC\n"
+" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n"
+" decrypted = aes.update(encrypted)\n"
+" aes.finish()\n"
+" # Check CBC\n"
+" assert(decrypted == data.to_utf8())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AESContext.xml:46
+msgid "Close this AES context so it can be started again. See [method start]."
+msgstr ""
+
+#: doc/classes/AESContext.xml:52
+msgid ""
+"Get the current IV state for this context (IV gets updated when calling "
+"[method update]). You normally don't need this function.\n"
+"[b]Note:[/b] This function only makes sense when the context is started with "
+"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
+msgstr ""
+
+#: doc/classes/AESContext.xml:62
+msgid ""
+"Start the AES context in the given [code]mode[/code]. A [code]key[/code] of "
+"either 16 or 32 bytes must always be provided, while an [code]iv[/code] "
+"(initialization vector) of exactly 16 bytes, is only needed when [code]mode[/"
+"code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
+msgstr ""
+
+#: doc/classes/AESContext.xml:69
+msgid ""
+"Run the desired operation for this AES context. Will return a "
+"[PoolByteArray] containing the result of encrypting (or decrypting) the "
+"given [code]src[/code]. See [method start] for mode of operation.\n"
+"[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply "
+"some padding if needed."
+msgstr ""
+
+#: doc/classes/AESContext.xml:76
+msgid "AES electronic codebook encryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml:79
+msgid "AES electronic codebook decryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml:82
+msgid "AES cipher blocker chaining encryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml:85
+msgid "AES cipher blocker chaining decryption mode."
+msgstr ""
+
+#: doc/classes/AESContext.xml:88
+msgid "Maximum value for the mode enum."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:4
+msgid "Sprite node that can use multiple textures for animation."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:7
+msgid ""
+"Animations are created using a [SpriteFrames] resource, which can be "
+"configured in the editor via the SpriteFrames panel.\n"
+"[b]Note:[/b] You can associate a set of normal maps by creating additional "
+"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
+"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
+"code] will make it so the [code]run[/code] animation uses the normal map."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:11 doc/classes/AnimatedSprite3D.xml:10
+#: doc/classes/AnimationPlayer.xml:13
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html"
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:12 doc/classes/Area2D.xml:11
+#: doc/classes/AudioStreamPlayer.xml:12 doc/classes/Button.xml:24
+#: doc/classes/CanvasLayer.xml:12 doc/classes/CollisionShape2D.xml:11
+#: doc/classes/ColorRect.xml:10 doc/classes/Input.xml:11
+#: doc/classes/InputEvent.xml:12 doc/classes/InputEventAction.xml:11
+#: doc/classes/Label.xml:12 doc/classes/Particles2D.xml:15
+#: doc/classes/Timer.xml:11 doc/classes/VisibilityNotifier2D.xml:12
+msgid "https://godotengine.org/asset-library/asset/515"
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:18 doc/classes/AnimatedSprite3D.xml:16
+msgid "Returns [code]true[/code] if an animation is currently being played."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:26
+msgid ""
+"Plays the animation named [code]anim[/code]. If no [code]anim[/code] is "
+"provided, the current animation is played. If [code]backwards[/code] is "
+"[code]true[/code], the animation will be played in reverse."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:32 doc/classes/AnimatedSprite3D.xml:29
+msgid "Stops the current animation (does not reset the frame counter)."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:38 doc/classes/AnimatedSprite3D.xml:35
+msgid ""
+"The current animation from the [code]frames[/code] resource. If this value "
+"changes, the [code]frame[/code] counter is reset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:41 doc/classes/SpriteBase3D.xml:48
+msgid "If [code]true[/code], texture will be centered."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:44 doc/classes/Sprite.xml:39
+#: doc/classes/SpriteBase3D.xml:54 doc/classes/TextureButton.xml:21
+#: doc/classes/TextureRect.xml:20
+msgid "If [code]true[/code], texture is flipped horizontally."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:47 doc/classes/Sprite.xml:42
+#: doc/classes/SpriteBase3D.xml:57 doc/classes/TextureButton.xml:24
+#: doc/classes/TextureRect.xml:23
+msgid "If [code]true[/code], texture is flipped vertically."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:50 doc/classes/AnimatedSprite3D.xml:38
+msgid "The displayed animation frame's index."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:53 doc/classes/AnimatedSprite3D.xml:41
+msgid "The [SpriteFrames] resource containing the animation(s)."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:56 doc/classes/Sprite.xml:58
+#: doc/classes/SpriteBase3D.xml:63
+msgid "The texture's drawing offset."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:59 doc/classes/AnimatedSprite3D.xml:44
+msgid "If [code]true[/code], the [member animation] is currently playing."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:62
+msgid "The animation speed is multiplied by this value."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:68 doc/classes/AnimatedSprite3D.xml:50
+msgid ""
+"Emitted when the animation is finished (when it plays the last frame). If "
+"the animation is looping, this signal is emitted every time the last frame "
+"is drawn."
+msgstr ""
+
+#: doc/classes/AnimatedSprite.xml:73 doc/classes/AnimatedSprite3D.xml:55
+msgid "Emitted when [member frame] changed."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml:4
+msgid ""
+"2D sprite node in 3D world, that can use multiple 2D textures for animation."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml:7
+msgid ""
+"Animations are created using a [SpriteFrames] resource, which can be "
+"configured in the editor via the SpriteFrames panel."
+msgstr ""
+
+#: doc/classes/AnimatedSprite3D.xml:23
+msgid ""
+"Plays the animation named [code]anim[/code]. If no [code]anim[/code] is "
+"provided, the current animation is played."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:4
+msgid "Proxy texture for simple frame-based animations."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:7
+msgid ""
+"[AnimatedTexture] is a resource format for frame-based animations, where "
+"multiple textures can be chained automatically with a predefined delay for "
+"each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], "
+"but has the advantage of being usable anywhere a [Texture] resource can be "
+"used, e.g. in a [TileSet].\n"
+"The playback of the animation is controlled by the [member fps] property as "
+"well as each frame's optional delay (see [method set_frame_delay]). The "
+"animation loops, i.e. it will restart at frame 0 automatically after playing "
+"the last frame.\n"
+"[AnimatedTexture] currently requires all frame textures to have the same "
+"size, otherwise the bigger ones will be cropped to match the smallest one.\n"
+"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each "
+"frame needs to be a separate [Texture]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:19
+msgid "Returns the given frame's delay value."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:26
+msgid "Returns the given frame's [Texture]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:34
+msgid ""
+"Sets an additional delay (in seconds) between this frame and the next one, "
+"that will be added to the time interval defined by [member fps]. By default, "
+"frames have no delay defined. If a delay value is defined, the final time "
+"interval between this frame and the next will be [code]1.0 / fps + delay[/"
+"code].\n"
+"For example, for an animation with 3 frames, 2 FPS and a frame delay on the "
+"second frame of 1.2, the resulting playback will be:\n"
+"[codeblock]\n"
+"Frame 0: 0.5 s (1 / fps)\n"
+"Frame 1: 1.7 s (1 / fps + 1.2)\n"
+"Frame 2: 0.5 s (1 / fps)\n"
+"Total duration: 2.7 s\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:49
+msgid ""
+"Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first "
+"frame has ID 0, and the last frame of the animation has ID [member frames] - "
+"1.\n"
+"You can define any number of textures up to [constant MAX_FRAMES], but keep "
+"in mind that only frames from 0 to [member frames] - 1 will be part of the "
+"animation."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:56
+msgid "Sets the currently visible frame of the texture."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:60
+msgid ""
+"Animation speed in frames per second. This value defines the default time "
+"interval between two frames of the animation, and thus the overall duration "
+"of the animation loop based on the [member frames] property. A value of 0 "
+"means no predefined number of frames per second, the animation will play "
+"according to each frame's frame delay (see [method set_frame_delay]).\n"
+"For example, an animation with 8 frames, no frame delay and a [code]fps[/"
+"code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:64
+msgid ""
+"Number of frames to use in the animation. While you can create the frames "
+"independently with [method set_frame_texture], you need to set this value "
+"for the animation to take new frames into account. The maximum number of "
+"frames is [constant MAX_FRAMES]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:67
+msgid ""
+"If [code]true[/code], the animation will only play once and will not loop "
+"back to the first frame after reaching the end. Note that reaching the end "
+"will not set [member pause] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:70
+msgid ""
+"If [code]true[/code], the animation will pause where it currently is (i.e. "
+"at [member current_frame]). The animation will continue from where it was "
+"paused when changing this property to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/AnimatedTexture.xml:75
+msgid ""
+"The maximum number of frames supported by [AnimatedTexture]. If you need "
+"more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]."
+msgstr ""
+
+#: doc/classes/Animation.xml:4
+msgid "Contains data used to animate everything in the engine."
+msgstr ""
+
+#: doc/classes/Animation.xml:7
+msgid ""
+"An Animation resource contains data used to animate everything in the "
+"engine. Animations are divided into tracks, and each track must be linked to "
+"a node. The state of that node can be changed through time, by adding timed "
+"keys (events) to the track.\n"
+"[codeblock]\n"
+"# This creates an animation that makes the node \"Enemy\" move to the right "
+"by\n"
+"# 100 pixels in 0.5 seconds.\n"
+"var animation = Animation.new()\n"
+"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
+"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
+"animation.track_insert_key(track_index, 0.0, 0)\n"
+"animation.track_insert_key(track_index, 0.5, 100)\n"
+"[/codeblock]\n"
+"Animations are just data containers, and must be added to nodes such as an "
+"[AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation "
+"tracks have different types, each with its own set of dedicated methods. "
+"Check [enum TrackType] to see available types."
+msgstr ""
+
+#: doc/classes/Animation.xml:20 doc/classes/AnimationPlayer.xml:12
+msgid "https://docs.godotengine.org/en/3.4/tutorials/animation/index.html"
+msgstr ""
+
+#: doc/classes/Animation.xml:28
+msgid "Adds a track to the Animation."
+msgstr ""
+
+#: doc/classes/Animation.xml:36
+msgid ""
+"Returns the animation name at the key identified by [code]key_idx[/code]. "
+"The [code]track_idx[/code] must be the index of an Animation Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:45
+msgid ""
+"Inserts a key with value [code]animation[/code] at the given [code]time[/"
+"code] (in seconds). The [code]track_idx[/code] must be the index of an "
+"Animation Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:54
+msgid ""
+"Sets the key identified by [code]key_idx[/code] to value [code]animation[/"
+"code]. The [code]track_idx[/code] must be the index of an Animation Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:62
+msgid ""
+"Returns the end offset of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of an Audio Track.\n"
+"End offset is the number of seconds cut off at the ending of the audio "
+"stream."
+msgstr ""
+
+#: doc/classes/Animation.xml:71
+msgid ""
+"Returns the start offset of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of an Audio Track.\n"
+"Start offset is the number of seconds cut off at the beginning of the audio "
+"stream."
+msgstr ""
+
+#: doc/classes/Animation.xml:80
+msgid ""
+"Returns the audio stream of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of an Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:91
+msgid ""
+"Inserts an Audio Track key at the given [code]time[/code] in seconds. The "
+"[code]track_idx[/code] must be the index of an Audio Track.\n"
+"[code]stream[/code] is the [AudioStream] resource to play. "
+"[code]start_offset[/code] is the number of seconds cut off at the beginning "
+"of the audio stream, while [code]end_offset[/code] is at the ending."
+msgstr ""
+
+#: doc/classes/Animation.xml:101
+msgid ""
+"Sets the end offset of the key identified by [code]key_idx[/code] to value "
+"[code]offset[/code]. The [code]track_idx[/code] must be the index of an "
+"Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:110
+msgid ""
+"Sets the start offset of the key identified by [code]key_idx[/code] to value "
+"[code]offset[/code]. The [code]track_idx[/code] must be the index of an "
+"Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:119
+msgid ""
+"Sets the stream of the key identified by [code]key_idx[/code] to value "
+"[code]stream[/code]. The [code]track_idx[/code] must be the index of an "
+"Audio Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:127
+msgid ""
+"Returns the in handle of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:135
+msgid ""
+"Returns the out handle of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:143
+msgid ""
+"Returns the value of the key identified by [code]key_idx[/code]. The "
+"[code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:154
+msgid ""
+"Inserts a Bezier Track key at the given [code]time[/code] in seconds. The "
+"[code]track_idx[/code] must be the index of a Bezier Track.\n"
+"[code]in_handle[/code] is the left-side weight of the added Bezier curve "
+"point, [code]out_handle[/code] is the right-side one, while [code]value[/"
+"code] is the actual value at this point."
+msgstr ""
+
+#: doc/classes/Animation.xml:163
+msgid ""
+"Returns the interpolated value at the given [code]time[/code] (in seconds). "
+"The [code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:172
+msgid ""
+"Sets the in handle of the key identified by [code]key_idx[/code] to value "
+"[code]in_handle[/code]. The [code]track_idx[/code] must be the index of a "
+"Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:181
+msgid ""
+"Sets the out handle of the key identified by [code]key_idx[/code] to value "
+"[code]out_handle[/code]. The [code]track_idx[/code] must be the index of a "
+"Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:190
+msgid ""
+"Sets the value of the key identified by [code]key_idx[/code] to the given "
+"value. The [code]track_idx[/code] must be the index of a Bezier Track."
+msgstr ""
+
+#: doc/classes/Animation.xml:196
+msgid "Clear the animation (clear all tracks and reset all)."
+msgstr ""
+
+#: doc/classes/Animation.xml:204
+msgid ""
+"Adds a new track that is a copy of the given track from [code]to_animation[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Animation.xml:211
+msgid ""
+"Returns the index of the specified track. If the track is not found, return "
+"-1."
+msgstr ""
+
+#: doc/classes/Animation.xml:217
+msgid "Returns the amount of tracks in the animation."
+msgstr ""
+
+#: doc/classes/Animation.xml:226
+msgid ""
+"Returns all the key indices of a method track, given a position and delta "
+"time."
+msgstr ""
+
+#: doc/classes/Animation.xml:234
+msgid "Returns the method name of a method track."
+msgstr ""
+
+#: doc/classes/Animation.xml:242
+msgid ""
+"Returns the arguments values to be called on a method track for a given key "
+"in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml:249
+msgid "Removes a track by specifying the track index."
+msgstr ""
+
+#: doc/classes/Animation.xml:258
+msgid ""
+"Finds the key index by time in a given track. Optionally, only find it if "
+"the exact time is given."
+msgstr ""
+
+#: doc/classes/Animation.xml:265
+msgid ""
+"Returns [code]true[/code] if the track at [code]idx[/code] wraps the "
+"interpolation loop. New tracks wrap the interpolation loop by default."
+msgstr ""
+
+#: doc/classes/Animation.xml:272
+msgid "Returns the interpolation type of a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml:279
+msgid "Returns the amount of keys in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml:287
+msgid "Returns the time at which the key is located."
+msgstr ""
+
+#: doc/classes/Animation.xml:295
+msgid ""
+"Returns the transition curve (easing) for a specific key (see the built-in "
+"math function [method @GDScript.ease])."
+msgstr ""
+
+#: doc/classes/Animation.xml:303
+msgid "Returns the value of a given key in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml:310
+msgid ""
+"Gets the path of a track. For more information on the path format, see "
+"[method track_set_path]."
+msgstr ""
+
+#: doc/classes/Animation.xml:317
+msgid "Gets the type of a track."
+msgstr ""
+
+#: doc/classes/Animation.xml:327
+msgid "Insert a generic key in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml:334
+msgid ""
+"Returns [code]true[/code] if the track at index [code]idx[/code] is enabled."
+msgstr ""
+
+#: doc/classes/Animation.xml:341
+msgid ""
+"Returns [code]true[/code] if the given track is imported. Else, return "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml:348
+msgid "Moves a track down."
+msgstr ""
+
+#: doc/classes/Animation.xml:356
+msgid ""
+"Changes the index position of track [code]idx[/code] to the one defined in "
+"[code]to_idx[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml:363
+msgid "Moves a track up."
+msgstr ""
+
+#: doc/classes/Animation.xml:371
+msgid "Removes a key by index in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml:379
+msgid "Removes a key by position (seconds) in a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml:387
+msgid "Enables/disables the given track. Tracks are enabled by default."
+msgstr ""
+
+#: doc/classes/Animation.xml:395
+msgid "Sets the given track as imported or not."
+msgstr ""
+
+#: doc/classes/Animation.xml:403
+msgid ""
+"If [code]true[/code], the track at [code]idx[/code] wraps the interpolation "
+"loop."
+msgstr ""
+
+#: doc/classes/Animation.xml:411
+msgid "Sets the interpolation type of a given track."
+msgstr ""
+
+#: doc/classes/Animation.xml:420
+msgid "Sets the time of an existing key."
+msgstr ""
+
+#: doc/classes/Animation.xml:429
+msgid ""
+"Sets the transition curve (easing) for a specific key (see the built-in math "
+"function [method @GDScript.ease])."
+msgstr ""
+
+#: doc/classes/Animation.xml:438
+msgid "Sets the value of an existing key."
+msgstr ""
+
+#: doc/classes/Animation.xml:446
+msgid ""
+"Sets the path of a track. Paths must be valid scene-tree paths to a node and "
+"must be specified starting from the parent node of the node that will "
+"reproduce the animation. Tracks that control properties or bones must append "
+"their name after the path, separated by [code]\":\"[/code].\n"
+"For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/"
+"mesh:transform/local\"[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml:455
+msgid ""
+"Swaps the track [code]idx[/code]'s index position with the track "
+"[code]with_idx[/code]."
+msgstr ""
+
+#: doc/classes/Animation.xml:466
+msgid "Insert a transform key for a transform track."
+msgstr ""
+
+#: doc/classes/Animation.xml:474
+msgid ""
+"Returns the interpolated value of a transform track at a given time (in "
+"seconds). An array consisting of 3 elements: position ([Vector3]), rotation "
+"([Quat]) and scale ([Vector3])."
+msgstr ""
+
+#: doc/classes/Animation.xml:483
+msgid ""
+"Returns all the key indices of a value track, given a position and delta "
+"time."
+msgstr ""
+
+#: doc/classes/Animation.xml:490
+msgid "Returns the update mode of a value track."
+msgstr ""
+
+#: doc/classes/Animation.xml:498
+msgid ""
+"Returns the interpolated value at the given time (in seconds). The "
+"[code]track_idx[/code] must be the index of a value track."
+msgstr ""
+
+#: doc/classes/Animation.xml:506
+msgid "Sets the update mode (see [enum UpdateMode]) of a value track."
+msgstr ""
+
+#: doc/classes/Animation.xml:512
+msgid ""
+"The total length of the animation (in seconds).\n"
+"[b]Note:[/b] Length is not delimited by the last key, as this one may be "
+"before or after the end to ensure correct interpolation and looping."
+msgstr ""
+
+#: doc/classes/Animation.xml:516
+msgid ""
+"A flag indicating that the animation must loop. This is used for correct "
+"interpolation of animation cycles, and for hinting the player that it must "
+"restart the animation."
+msgstr ""
+
+#: doc/classes/Animation.xml:519
+msgid "The animation step value."
+msgstr ""
+
+#: doc/classes/Animation.xml:525
+msgid ""
+"Emitted when there's a change in the list of tracks, e.g. tracks are added, "
+"moved or have changed paths."
+msgstr ""
+
+#: doc/classes/Animation.xml:531
+msgid ""
+"Value tracks set values in node properties, but only those which can be "
+"Interpolated."
+msgstr ""
+
+#: doc/classes/Animation.xml:534
+msgid ""
+"Transform tracks are used to change node local transforms or skeleton pose "
+"bones. Transitions are interpolated."
+msgstr ""
+
+#: doc/classes/Animation.xml:537
+msgid "Method tracks call functions with given arguments per key."
+msgstr ""
+
+#: doc/classes/Animation.xml:540
+msgid ""
+"Bezier tracks are used to interpolate a value using custom curves. They can "
+"also be used to animate sub-properties of vectors and colors (e.g. alpha "
+"value of a [Color])."
+msgstr ""
+
+#: doc/classes/Animation.xml:543
+msgid ""
+"Audio tracks are used to play an audio stream with either type of "
+"[AudioStreamPlayer]. The stream can be trimmed and previewed in the "
+"animation."
+msgstr ""
+
+#: doc/classes/Animation.xml:546
+msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
+msgstr ""
+
+#: doc/classes/Animation.xml:549
+msgid "No interpolation (nearest value)."
+msgstr ""
+
+#: doc/classes/Animation.xml:552
+msgid "Linear interpolation."
+msgstr ""
+
+#: doc/classes/Animation.xml:555
+msgid "Cubic interpolation."
+msgstr ""
+
+#: doc/classes/Animation.xml:558
+msgid "Update between keyframes."
+msgstr ""
+
+#: doc/classes/Animation.xml:561
+msgid "Update at the keyframes and hold the value."
+msgstr ""
+
+#: doc/classes/Animation.xml:564
+msgid "Update at the keyframes."
+msgstr ""
+
+#: doc/classes/Animation.xml:567
+msgid ""
+"Same as linear interpolation, but also interpolates from the current value "
+"(i.e. dynamically at runtime) if the first key isn't at 0 seconds."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:4
+msgid "Base resource for [AnimationTree] nodes."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:7
+msgid ""
+"Base resource for [AnimationTree] nodes. In general, it's not used directly, "
+"but you can create custom ones with custom blending formulas.\n"
+"Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], "
+"otherwise [AnimationRootNode] should be used instead."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:11 doc/classes/AnimationNodeAdd2.xml:10
+#: doc/classes/AnimationNodeAdd3.xml:14
+#: doc/classes/AnimationNodeAnimation.xml:10
+#: doc/classes/AnimationNodeBlend2.xml:10
+#: doc/classes/AnimationNodeBlend3.xml:14
+#: doc/classes/AnimationNodeBlendSpace1D.xml:13
+#: doc/classes/AnimationNodeBlendSpace2D.xml:12
+#: doc/classes/AnimationNodeBlendTree.xml:10
+#: doc/classes/AnimationNodeOneShot.xml:10
+#: doc/classes/AnimationNodeOutput.xml:9
+#: doc/classes/AnimationNodeStateMachine.xml:15
+#: doc/classes/AnimationNodeStateMachinePlayback.xml:15
+#: doc/classes/AnimationNodeStateMachineTransition.xml:8
+#: doc/classes/AnimationNodeTimeScale.xml:10
+#: doc/classes/AnimationNodeTimeSeek.xml:21
+#: doc/classes/AnimationNodeTransition.xml:10 doc/classes/AnimationTree.xml:11
+#: doc/classes/AnimationTreePlayer.xml:12
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html"
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:18
+msgid ""
+"Adds an input to the node. This is only useful for nodes created for use in "
+"an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:29
+msgid ""
+"Blend an animation by [code]blend[/code] amount (name must be valid in the "
+"linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be "
+"passed, as well as whether [code]seek[/code] happened."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:41
+msgid ""
+"Blend an input. This is only useful for nodes created for an "
+"[AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative "
+"delta, unless [code]seek[/code] is [code]true[/code], in which case it is "
+"absolute. A filter mode may be optionally passed (see [enum FilterAction] "
+"for options)."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:54
+msgid ""
+"Blend another animation node (in case this node contains children animation "
+"nodes). This function is only useful if you inherit from [AnimationRootNode] "
+"instead, else editors will not display your node for addition."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:60
+msgid "Gets the text caption for this node (used by some editors)."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:67
+msgid ""
+"Gets a child node by index (used by editors inheriting from "
+"[AnimationRootNode])."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:73
+msgid ""
+"Gets all children nodes in order as a [code]name: node[/code] dictionary. "
+"Only useful when inheriting [AnimationRootNode]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:79
+msgid ""
+"Amount of inputs in this node, only useful for nodes that go into "
+"[AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:86
+msgid "Gets the name of an input by index."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:93
+msgid ""
+"Gets the value of a parameter. Parameters are custom local memory used for "
+"your nodes, given a resource can be reused in multiple trees."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:100
+msgid ""
+"Gets the default value of a parameter. Parameters are custom local memory "
+"used for your nodes, given a resource can be reused in multiple trees."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:106
+msgid ""
+"Gets the property information for parameter. Parameters are custom local "
+"memory used for your nodes, given a resource can be reused in multiple "
+"trees. Format is similar to [method Object.get_property_list]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:112
+msgid ""
+"Returns [code]true[/code] whether you want the blend tree editor to display "
+"filter editing on this node."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:119
+msgid "Returns [code]true[/code] whether a given path is filtered."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:127
+msgid ""
+"User-defined callback called when a custom node is processed. The "
+"[code]time[/code] parameter is a relative delta, unless [code]seek[/code] is "
+"[code]true[/code], in which case it is absolute.\n"
+"Here, call the [method blend_input], [method blend_node] or [method "
+"blend_animation] functions. You can also use [method get_parameter] and "
+"[method set_parameter] to modify local memory.\n"
+"This function should return the time left for the current animation to "
+"finish (if unsure, pass the value from the main blend being called)."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:136
+msgid "Removes an input, call this only when inactive."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:144
+msgid "Adds or removes a path for the filter."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:152
+msgid ""
+"Sets a custom parameter. These are used as local storage, because resources "
+"can be reused across the tree or scenes."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:158
+msgid "If [code]true[/code], filtering is enabled."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:164
+msgid "Called when the node was removed from the graph."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:169
+msgid ""
+"Emitted by nodes that inherit from this class and that have an internal tree "
+"when one of their nodes changes. The nodes that emit this signal are "
+"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
+"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:175
+msgid "Do not use filtering."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:178
+msgid "Paths matching the filter will be allowed to pass."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:181
+msgid "Paths matching the filter will be discarded."
+msgstr ""
+
+#: doc/classes/AnimationNode.xml:184
+msgid "Paths matching the filter will be blended (by the blend value)."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd2.xml:4
+msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd2.xml:7
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"additively based on an amount value in the [code][0.0, 1.0][/code] range."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd2.xml:16 doc/classes/AnimationNodeAdd3.xml:21
+#: doc/classes/AnimationNodeBlend2.xml:18
+#: doc/classes/AnimationNodeBlend3.xml:20
+msgid ""
+"If [code]true[/code], sets the [code]optimization[/code] to [code]false[/"
+"code] when calling [method AnimationNode.blend_input], forcing the blended "
+"animations to update every frame."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd3.xml:4
+msgid ""
+"Blends two of three animations additively inside of an "
+"[AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd3.xml:7
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"together additively out of three based on a value in the [code][-1.0, 1.0][/"
+"code] range.\n"
+"This node has three inputs:\n"
+"- The base animation to add to\n"
+"- A -add animation to blend with when the blend amount is in the [code]"
+"[-1.0, 0.0][/code] range.\n"
+"- A +add animation to blend with when the blend amount is in the [code][0.0, "
+"1.0][/code] range"
+msgstr ""
+
+#: doc/classes/AnimationNodeAdd3.xml:15
+#: doc/classes/AnimationNodeAnimation.xml:12
+#: doc/classes/AnimationNodeBlend2.xml:12
+#: doc/classes/AnimationNodeBlendSpace2D.xml:13
+#: doc/classes/AnimationNodeOneShot.xml:11
+#: doc/classes/AnimationNodeOutput.xml:11
+#: doc/classes/AnimationNodeTransition.xml:12
+#: doc/classes/AnimationPlayer.xml:14 doc/classes/AnimationTree.xml:12
+#: doc/classes/AudioEffectReverb.xml:11 doc/classes/Camera.xml:10
+#: doc/classes/CollisionShape.xml:13 doc/classes/CylinderShape.xml:10
+#: doc/classes/Environment.xml:19 doc/classes/GIProbe.xml:16
+#: doc/classes/GIProbeData.xml:8 doc/classes/KinematicBody.xml:16
+#: doc/classes/Light.xml:11 doc/classes/Material.xml:11 doc/classes/Mesh.xml:13
+#: doc/classes/MeshInstance.xml:13 doc/classes/Particles.xml:14
+#: doc/classes/Quat.xml:13 doc/classes/Skeleton.xml:13
+#: doc/classes/SpotLight.xml:12 doc/classes/StaticBody.xml:12
+#: doc/classes/WorldEnvironment.xml:15
+msgid "https://godotengine.org/asset-library/asset/678"
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml:4
+msgid "Input animation to use in an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml:7
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Only features one output "
+"set using the [member animation] property. Use it as an input for "
+"[AnimationNode] that blend animations together."
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml:11
+#: doc/classes/AnimationNodeBlend2.xml:11
+#: doc/classes/AnimationNodeOutput.xml:10
+#: doc/classes/AnimationNodeTimeScale.xml:11
+#: doc/classes/AnimationNodeTransition.xml:11 doc/classes/Area.xml:10
+#: doc/classes/Basis.xml:17 doc/classes/BoxShape.xml:12
+#: doc/classes/CollisionShape.xml:12 modules/gridmap/doc_classes/GridMap.xml:15
+#: doc/classes/KinematicBody.xml:14 doc/classes/Mesh.xml:12
+#: doc/classes/MeshInstance.xml:12 doc/classes/MeshLibrary.xml:11
+#: doc/classes/ProjectSettings.xml:14 doc/classes/Transform.xml:15
+msgid "https://godotengine.org/asset-library/asset/125"
+msgstr ""
+
+#: doc/classes/AnimationNodeAnimation.xml:18
+msgid ""
+"Animation to use as an output. It is one of the animations provided by "
+"[member AnimationTree.anim_player]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend2.xml:4
+msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend2.xml:7
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"linearly based on an amount value in the [code][0.0, 1.0][/code] range."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend3.xml:4
+msgid ""
+"Blends two of three animations linearly inside of an "
+"[AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlend3.xml:7
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"together linearly out of three based on a value in the [code][-1.0, 1.0][/"
+"code] range.\n"
+"This node has three inputs:\n"
+"- The base animation\n"
+"- A -blend animation to blend with when the blend amount is in the [code]"
+"[-1.0, 0.0][/code] range.\n"
+"- A +blend animation to blend with when the blend amount is in the [code]"
+"[0.0, 1.0][/code] range"
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:4
+msgid ""
+"Blends linearly between two of any number of [AnimationNode] of any type "
+"placed on a virtual axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:7
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree].\n"
+"This is a virtual axis on which you can add any type of [AnimationNode] "
+"using [method add_blend_point].\n"
+"Outputs the linear blend of the two [AnimationNode]s closest to the node's "
+"current value.\n"
+"You can set the extents of the axis using the [member min_space] and [member "
+"max_space]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:22
+msgid ""
+"Adds a new point that represents a [code]node[/code] on the virtual axis at "
+"a given position set by [code]pos[/code]. You can insert it at a specific "
+"index using the [code]at_index[/code] argument. If you use the default value "
+"for [code]at_index[/code], the point is inserted at the end of the blend "
+"points array."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:28
+msgid "Returns the number of points on the blend axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:35
+msgid ""
+"Returns the [AnimationNode] referenced by the point at index [code]point[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:42
+#: doc/classes/AnimationNodeBlendSpace2D.xml:52
+msgid "Returns the position of the point at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:49
+msgid "Removes the point at index [code]point[/code] from the blend axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:57
+#: doc/classes/AnimationNodeBlendSpace2D.xml:88
+msgid ""
+"Changes the [AnimationNode] referenced by the point at index [code]point[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:65
+#: doc/classes/AnimationNodeBlendSpace2D.xml:96
+msgid ""
+"Updates the position of the point at index [code]point[/code] on the blend "
+"axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:71
+msgid ""
+"The blend space's axis's upper limit for the points' position. See [method "
+"add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:74
+msgid ""
+"The blend space's axis's lower limit for the points' position. See [method "
+"add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:77
+msgid "Position increment to snap to when moving a point on the axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace1D.xml:80
+msgid "Label of the virtual axis of the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:4
+msgid ""
+"Blends linearly between three [AnimationNode] of any type placed in a 2D "
+"space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:7
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree].\n"
+"This node allows you to blend linearly between three animations using a "
+"[Vector2] weight.\n"
+"You can add vertices to the blend space with [method add_blend_point] and "
+"automatically triangulate it by setting [member auto_triangles] to "
+"[code]true[/code]. Otherwise, use [method add_triangle] and [method "
+"remove_triangle] to create up the blend space by hand."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:22
+msgid ""
+"Adds a new point that represents a [code]node[/code] at the position set by "
+"[code]pos[/code]. You can insert it at a specific index using the "
+"[code]at_index[/code] argument. If you use the default value for "
+"[code]at_index[/code], the point is inserted at the end of the blend points "
+"array."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:32
+msgid ""
+"Creates a new triangle using three points [code]x[/code], [code]y[/code], "
+"and [code]z[/code]. Triangles can overlap. You can insert the triangle at a "
+"specific index using the [code]at_index[/code] argument. If you use the "
+"default value for [code]at_index[/code], the point is inserted at the end of "
+"the blend points array."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:38
+msgid "Returns the number of points in the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:45
+msgid ""
+"Returns the [AnimationRootNode] referenced by the point at index "
+"[code]point[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:58
+msgid "Returns the number of triangles in the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:66
+msgid ""
+"Returns the position of the point at index [code]point[/code] in the "
+"triangle of index [code]triangle[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:73
+msgid "Removes the point at index [code]point[/code] from the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:80
+msgid ""
+"Removes the triangle at index [code]triangle[/code] from the blend space."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:102
+msgid ""
+"If [code]true[/code], the blend space is triangulated automatically. The "
+"mesh updates every time you add or remove points with [method "
+"add_blend_point] and [method remove_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:105
+msgid ""
+"Controls the interpolation between animations. See [enum BlendMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:108
+msgid ""
+"The blend space's X and Y axes' upper limit for the points' position. See "
+"[method add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:111
+msgid ""
+"The blend space's X and Y axes' lower limit for the points' position. See "
+"[method add_blend_point]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:114
+msgid "Position increment to snap to when moving a point."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:117
+msgid "Name of the blend space's X axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:120
+msgid "Name of the blend space's Y axis."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:126
+msgid ""
+"Emitted every time the blend space's triangles are created, removed, or when "
+"one of their vertices changes position."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:132
+msgid "The interpolation between animations is linear."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:135
+msgid ""
+"The blend space plays the animation of the node the blending position is "
+"closest to. Useful for frame-by-frame 2D animations."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendSpace2D.xml:138
+msgid ""
+"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
+"the last animation's playback position."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:4
+msgid "[AnimationTree] node resource that contains many blend type nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:7
+msgid ""
+"This node may contain a sub-tree of any other blend type nodes, such as mix, "
+"blend2, blend3, one shot, etc. This is one of the most commonly used roots."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:19
+msgid ""
+"Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/"
+"code] is used to identify the created sub-node later."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:28
+msgid ""
+"Connects the output of an [AnimationNode] as input for another "
+"[AnimationNode], at the input port specified by [code]input_index[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:36
+msgid "Disconnects the node connected to the specified input."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:43
+msgid "Returns the sub-node with the specified [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:50
+msgid ""
+"Returns the position of the sub-node with the specified [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:57
+msgid ""
+"Returns [code]true[/code] if a sub-node with specified [code]name[/code] "
+"exists."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:64
+msgid "Removes a sub-node."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:72
+msgid "Changes the name of a sub-node."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:80
+msgid "Modifies the position of a sub-node."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:86
+msgid "The global offset of all sub-nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:91
+msgid "The connection was successful."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:94
+msgid "The input node is [code]null[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:97
+msgid "The specified input port is out of range."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:100
+msgid "The output node is [code]null[/code]."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:103
+msgid "Input and output nodes are the same."
+msgstr ""
+
+#: doc/classes/AnimationNodeBlendTree.xml:106
+msgid "The specified connection already exists."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml:4
+msgid "Plays an animation once in [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml:7
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. This node will execute a "
+"sub-animation and return once it finishes. Blend times for fading in and out "
+"can be customized, as well as filters."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml:28
+msgid ""
+"If [code]true[/code], the sub-animation will restart automatically after "
+"finishing."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml:31
+msgid "The delay after which the automatic restart is triggered, in seconds."
+msgstr ""
+
+#: doc/classes/AnimationNodeOneShot.xml:34
+msgid ""
+"If [member autorestart] is [code]true[/code], a random additional delay (in "
+"seconds) between 0 and this value will be added to [member "
+"autorestart_delay]."
+msgstr ""
+
+#: doc/classes/AnimationNodeOutput.xml:4
+msgid "Generic output node to be added to [AnimationNodeBlendTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:4
+msgid "State machine for control of animations."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:7
+msgid ""
+"Contains multiple nodes representing animation states, connected in a graph. "
+"Node transitions can be configured to happen automatically or via code, "
+"using a shortest-path algorithm. Retrieve the "
+"[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to "
+"control it programmatically.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
+"state_machine.travel(\"some_state\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:24
+msgid ""
+"Adds a new node to the graph. The [code]position[/code] is used for display "
+"in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:33
+msgid "Adds a transition between the given nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:39
+#: doc/classes/AnimationNodeStateMachine.xml:72
+msgid "Returns the graph's end node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:45
+msgid "Returns the draw offset of the graph. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:52
+msgid "Returns the animation node with the given name."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:59
+msgid "Returns the given animation node's name."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:66
+msgid "Returns the given node's coordinates. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:79
+msgid "Returns the given transition."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:85
+msgid "Returns the number of connections in the graph."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:92
+msgid "Returns the given transition's start node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:99
+msgid "Returns the given transition's end node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:106
+msgid "Returns [code]true[/code] if the graph contains the given node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:114
+msgid ""
+"Returns [code]true[/code] if there is a transition between the given nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:121
+msgid "Deletes the given node from the graph."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:129
+msgid "Deletes the transition between the two specified nodes."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:136
+msgid "Deletes the given transition by index."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:144
+msgid "Renames the given node."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:152
+msgid "Replaces the node and keeps its transitions unchanged."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:159
+msgid "Sets the given node as the graph end point."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:166
+msgid "Sets the draw offset of the graph. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:174
+msgid "Sets the node's coordinates. Used for display in the editor."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachine.xml:181
+msgid "Sets the given node as the graph start point."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml:4
+msgid "Playback control for [AnimationNodeStateMachine]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml:7
+msgid ""
+"Allows control of [AnimationTree] state machines created with "
+"[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree."
+"get(\"parameters/playback\")[/code].\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
+"state_machine.travel(\"some_state\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml:26
+msgid "Returns the currently playing animation state."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml:32
+msgid "Returns the playback position within the current animation state."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml:38
+msgid ""
+"Returns the current travel path as computed internally by the A* algorithm."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml:44
+msgid "Returns [code]true[/code] if an animation is playing."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml:51
+msgid "Starts playing the given animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml:57
+msgid "Stops the currently playing animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachinePlayback.xml:64
+msgid ""
+"Transitions from the current state to another one, following the shortest "
+"path."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml:14
+msgid ""
+"Turn on auto advance when this condition is set. The provided name will "
+"become a boolean parameter on the [AnimationTree] that can be controlled "
+"from code (see [url=https://docs.godotengine.org/en/3.4/tutorials/animation/"
+"animation_tree.html#controlling-from-code][/url]). For example, if [member "
+"AnimationTree.tree_root] is an [AnimationNodeStateMachine] and [member "
+"advance_condition] is set to [code]\"idle\"[/code]:\n"
+"[codeblock]\n"
+"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
+"(linear_velocity.x == 0)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml:20
+msgid ""
+"Turn on the transition automatically when this state is reached. This works "
+"best with [constant SWITCH_MODE_AT_END]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml:23
+msgid ""
+"Don't use this transition during [method AnimationNodeStateMachinePlayback."
+"travel] or [member auto_advance]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml:26
+msgid ""
+"Lower priority transitions are preferred when travelling through the tree "
+"via [method AnimationNodeStateMachinePlayback.travel] or [member "
+"auto_advance]."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml:29
+msgid "The transition type."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml:32
+msgid "The time to cross-fade between this state and the next."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml:38
+msgid "Emitted when [member advance_condition] is changed."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml:44
+msgid ""
+"Switch to the next state immediately. The current state will end and blend "
+"into the beginning of the new one."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml:47
+msgid ""
+"Switch to the next state immediately, but will seek the new state to the "
+"playback position of the old state."
+msgstr ""
+
+#: doc/classes/AnimationNodeStateMachineTransition.xml:50
+msgid ""
+"Wait for the current state playback to end, then switch to the beginning of "
+"the next state animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeScale.xml:4
+msgid "A time-scaling animation node to be used with [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeScale.xml:7
+msgid ""
+"Allows scaling the speed of the animation (or reversing it) in any children "
+"nodes. Setting it to 0 will pause the animation."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeSeek.xml:4
+msgid "A time-seeking animation node to be used with [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeTimeSeek.xml:7
+msgid ""
+"This node can be used to cause a seek command to happen to any sub-children "
+"of the animation graph. Use this node type to play an [Animation] from the "
+"start or a certain playback position inside the [AnimationNodeBlendTree]. "
+"After setting the time and changing the animation playback, the seek node "
+"automatically goes into sleep mode on the next process frame by setting its "
+"[code]seek_position[/code] value to [code]-1.0[/code].\n"
+"[codeblock]\n"
+"# Play child animation from the start.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n"
+"# Alternative syntax (same result as above).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n"
+"\n"
+"# Play child animation from 12 second timestamp.\n"
+"animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n"
+"# Alternative syntax (same result as above).\n"
+"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml:4
+msgid "A generic animation transition node for [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml:7
+msgid ""
+"Simple state machine for cases which don't require a more advanced "
+"[AnimationNodeStateMachine]. Animations can be connected to the inputs and "
+"transition times can be specified."
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml:44
+msgid "The number of available input ports for this node."
+msgstr ""
+
+#: doc/classes/AnimationNodeTransition.xml:47
+msgid ""
+"Cross-fading time (in seconds) between each animation connected to the "
+"inputs."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:4
+msgid "Container and player of [Animation] resources."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:7
+msgid ""
+"An animation player is used for general-purpose playback of [Animation] "
+"resources. It contains a dictionary of animations (referenced by name) and "
+"custom blend times between their transitions. Additionally, animations can "
+"be played and blended in different channels.\n"
+"[AnimationPlayer] is more suited than [Tween] for animations where you know "
+"the final values in advance. For example, fading a screen in and out is more "
+"easily done with an [AnimationPlayer] node thanks to the animation tools "
+"provided by the editor. That particular example can also be implemented with "
+"a [Tween] node, but it requires doing everything by code.\n"
+"Updating the target properties of animations occurs at process time."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:22
+msgid ""
+"Adds [code]animation[/code] to the player accessible with the key "
+"[code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:29
+msgid ""
+"Shifts position in the animation timeline and immediately updates the "
+"animation. [code]delta[/code] is the time in seconds to shift. Events "
+"between the current frame and [code]delta[/code] are handled."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:36
+msgid "Returns the name of the next animation in the queue."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:44
+msgid ""
+"Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] "
+"animation completes."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:50
+msgid ""
+"[AnimationPlayer] caches animated nodes. It may not notice if a node "
+"disappears; [method clear_caches] forces it to update the cache again."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:56
+msgid "Clears all queued, unplayed animations."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:63
+msgid ""
+"Returns the name of [code]animation[/code] or an empty string if not found."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:70
+msgid ""
+"Returns the [Animation] with key [code]name[/code] or [code]null[/code] if "
+"not found."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:76
+msgid "Returns the list of stored animation names."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:84
+msgid ""
+"Gets the blend time (in seconds) between two animations, referenced by their "
+"names."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:90
+msgid ""
+"Gets the actual playing speed of current animation or 0 if not playing. This "
+"speed is the [member playback_speed] property multiplied by "
+"[code]custom_speed[/code] argument specified when calling the [method play] "
+"method."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:96
+msgid ""
+"Returns a list of the animation names that are currently queued to play."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:103
+msgid ""
+"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] "
+"with key [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:109
+msgid "Returns [code]true[/code] if playing an animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:119
+msgid ""
+"Plays the animation with key [code]name[/code]. Custom blend times and speed "
+"can be set. If [code]custom_speed[/code] is negative and [code]from_end[/"
+"code] is [code]true[/code], the animation will play backwards (which is "
+"equivalent to calling [method play_backwards]).\n"
+"The [AnimationPlayer] keeps track of its current or last played animation "
+"with [member assigned_animation]. If this method is called with that same "
+"animation [code]name[/code], or with no [code]name[/code] parameter, the "
+"assigned animation will resume playing if it was paused, or restart if it "
+"was stopped (see [method stop] for both pause and stop). If the animation "
+"was already playing, it will keep playing.\n"
+"[b]Note:[/b] The animation will be updated the next time the "
+"[AnimationPlayer] is processed. If other variables are updated at the same "
+"time this is called, they may be updated too early. To perform the update "
+"immediately, call [code]advance(0)[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:129
+msgid ""
+"Plays the animation with key [code]name[/code] in reverse.\n"
+"This method is a shorthand for [method play] with [code]custom_speed = -1.0[/"
+"code] and [code]from_end = true[/code], so see its description for more "
+"information."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:137
+msgid ""
+"Queues an animation for playback once the current one is done.\n"
+"[b]Note:[/b] If a looped animation is currently playing, the queued "
+"animation will never play unless the looped animation is stopped somehow."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:145
+msgid "Removes the animation with key [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:153
+msgid ""
+"Renames an existing animation with key [code]name[/code] to [code]newname[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:161
+msgid ""
+"Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
+"If [code]update[/code] is [code]true[/code], the animation updates too, "
+"otherwise it updates at process time. Events between the current frame and "
+"[code]seconds[/code] are skipped."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:170
+msgid ""
+"Specifies a blend time (in seconds) between two animations, referenced by "
+"their names."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:177
+msgid ""
+"Stops or pauses the currently playing animation. If [code]reset[/code] is "
+"[code]true[/code], the animation position is reset to [code]0[/code] and the "
+"playback speed is reset to [code]1.0[/code].\n"
+"If [code]reset[/code] is [code]false[/code], the [member "
+"current_animation_position] will be kept and calling [method play] or "
+"[method play_backwards] without arguments or with the same animation name as "
+"[member assigned_animation] will resume the animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:184
+msgid ""
+"If playing, the current animation; otherwise, the animation last played. "
+"When set, would change the animation, but would not play it unless currently "
+"playing. See also [member current_animation]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:187
+msgid "The name of the animation to play when the scene loads."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:190
+msgid ""
+"The name of the currently playing animation. If no animation is playing, the "
+"property's value is an empty string. Changing this value does not restart "
+"the animation. See [method play] for more information on playing "
+"animations.\n"
+"[b]Note:[/b] While this property appears in the inspector, it's not meant to "
+"be edited, and it's not saved in the scene. This property is mainly used to "
+"get the currently playing animation, and internally for animation playback "
+"tracks. For more information, see [Animation]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:194
+msgid "The length (in seconds) of the currently being played animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:197
+msgid "The position (in seconds) of the currently playing animation."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:200
+msgid "The call mode to use for Call Method tracks."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:203
+msgid ""
+"If [code]true[/code], updates animations in response to process-related "
+"notifications."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:206
+msgid ""
+"The default time in which to blend animations. Ranges from 0 to 4096 with "
+"0.01 precision."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:209
+msgid "The process notification in which to update animations."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:212
+msgid ""
+"The speed scaling ratio. For instance, if this value is 1, then the "
+"animation plays at normal speed. If it's 0.5, then it plays at half speed. "
+"If it's 2, then it plays at double speed."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:215
+msgid ""
+"This is used by the editor. If set to [code]true[/code], the scene will be "
+"saved with the effects of the reset animation applied (as if it had been "
+"seeked to time 0), then reverted after saving.\n"
+"In other words, the saved scene file will contain the \"default pose\", as "
+"defined by the reset animation, if any, with the editor keeping the values "
+"that the nodes had before saving."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:219
+msgid "The node from which node path references will travel."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:227
+msgid ""
+"Emitted when a queued animation plays after the previous animation was "
+"finished. See [method queue].\n"
+"[b]Note:[/b] The signal is not emitted when the animation is changed via "
+"[method play] or from [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:234
+msgid "Notifies when an animation finished playing."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:240
+msgid "Notifies when an animation starts playing."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:245
+msgid ""
+"Notifies when the caches have been cleared, either automatically, or "
+"manually via [method clear_caches]."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:251 doc/classes/AnimationTreePlayer.xml:505
+msgid ""
+"Process animation during the physics process. This is especially useful when "
+"animating physics bodies."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:254 doc/classes/AnimationTreePlayer.xml:508
+msgid "Process animation during the idle process."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:257
+msgid ""
+"Do not process animation. Use [method advance] to process the animation "
+"manually."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:260
+msgid ""
+"Batch method calls during the animation process, then do the calls after "
+"events are processed. This avoids bugs involving deleting nodes or modifying "
+"the AnimationPlayer while playing."
+msgstr ""
+
+#: doc/classes/AnimationPlayer.xml:263
+msgid "Make method calls immediately when reached in the animation."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:4
+msgid ""
+"A node to be used for advanced animation transitions in an [AnimationPlayer]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:7
+msgid ""
+"A node to be used for advanced animation transitions in an "
+"[AnimationPlayer].\n"
+"[b]Note:[/b] When linked with an [AnimationPlayer], several properties and "
+"methods of the corresponding [AnimationPlayer] will not function as "
+"expected. Playback and transitions should be handled using only the "
+"[AnimationTree] and its constituent [AnimationNode](s). The "
+"[AnimationPlayer] node should be used solely for adding, deleting, and "
+"editing animations."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:19
+msgid "Manually advance the animations by the specified time (in seconds)."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:25
+msgid ""
+"Retrieve the motion of the [member root_motion_track] as a [Transform] that "
+"can be used elsewhere. If [member root_motion_track] is not a path to a "
+"track of type [constant Animation.TYPE_TRANSFORM], returns an identity "
+"transformation. See also [member root_motion_track] and [RootMotionView]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:38
+msgid "If [code]true[/code], the [AnimationTree] will be processing."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:41
+msgid "The path to the [AnimationPlayer] used for animating."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:44
+msgid ""
+"The process mode of this [AnimationTree]. See [enum AnimationProcessMode] "
+"for available modes."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:47
+msgid ""
+"The path to the Animation track used for root motion. Paths must be valid "
+"scene-tree paths to a node, and must be specified starting from the parent "
+"node of the node that will reproduce the animation. To specify a track that "
+"controls properties or bones, append its name after the path, separated by "
+"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] "
+"or [code]\"character/mesh:transform/local\"[/code].\n"
+"If the track has type [constant Animation.TYPE_TRANSFORM], the "
+"transformation will be cancelled visually, and the animation will appear to "
+"stay in place. See also [method get_root_motion_transform] and "
+"[RootMotionView]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:51
+msgid "The root animation node of this [AnimationTree]. See [AnimationNode]."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:56
+msgid ""
+"The animations will progress during the physics frame (i.e. [method Node."
+"_physics_process])."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:59
+msgid ""
+"The animations will progress during the idle frame (i.e. [method Node."
+"_process])."
+msgstr ""
+
+#: doc/classes/AnimationTree.xml:62
+msgid "The animations will only progress manually (see [method advance])."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:4
+msgid ""
+"[i]Deprecated.[/i] Animation player that uses a node graph for blending "
+"animations. Superseded by [AnimationTree]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:7
+msgid ""
+"[i]Deprecated.[/i] A node graph tool for blending multiple animations bound "
+"to an [AnimationPlayer]. Especially useful for animating characters or other "
+"skeleton-based rigs. It can combine several animations to form a desired "
+"pose.\n"
+"It takes [Animation]s from an [AnimationPlayer] node and mixes them "
+"depending on the graph.\n"
+"See [AnimationTree] for a more full-featured replacement of this node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:20
+msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:27
+msgid ""
+"Shifts position in the animation timeline. [code]delta[/code] is the time in "
+"seconds to shift. Events between the current frame and [code]delta[/code] "
+"are handled."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:34
+msgid ""
+"Returns the [AnimationPlayer]'s [Animation] bound to the "
+"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:41
+msgid ""
+"Returns the name of the [member master_player]'s [Animation] bound to this "
+"animation node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:48
+msgid ""
+"Returns the absolute playback timestamp of the animation node with name "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:56
+msgid ""
+"Binds a new [Animation] from the [member master_player] to the "
+"[AnimationTreePlayer]'s animation node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:65
+msgid ""
+"If [code]enable[/code] is [code]true[/code], the animation node with ID "
+"[code]id[/code] turns off the track modifying the property at [code]path[/"
+"code]. The modified node's children continue to animate."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:73
+msgid ""
+"Binds the [Animation] named [code]source[/code] from [member master_player] "
+"to the animation node [code]id[/code]. Recalculates caches."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:82
+msgid ""
+"Returns whether node [code]id[/code] and [code]dst_id[/code] are connected "
+"at the specified slot."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:89
+msgid "Returns the blend amount of a Blend2 node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:97
+msgid ""
+"Sets the blend amount of a Blend2 node given its name and value.\n"
+"A Blend2 node blends two animations (A and B) with the amount between 0 and "
+"1.\n"
+"At 0, output is input A. Towards 1, the influence of A gets lessened, the "
+"influence of B gets raised. At 1, output is input B."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:108
+msgid ""
+"If [code]enable[/code] is [code]true[/code], the Blend2 node with name "
+"[code]id[/code] turns off the track modifying the property at [code]path[/"
+"code]. The modified node's children continue to animate."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:115
+msgid "Returns the blend amount of a Blend3 node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:123
+msgid ""
+"Sets the blend amount of a Blend3 node given its name and value.\n"
+"A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 "
+"and 1.\n"
+"At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, "
+"the influence of A gets raised and the influence of B+ is 0. At 0, output is "
+"input A. From 0 to 1, the influence of A gets lessened, the influence of B+ "
+"gets raised and the influence of B+ is 0. At 1, output is input B+."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:132
+msgid "Returns the blend amount of a Blend4 node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:140
+msgid ""
+"Sets the blend amount of a Blend4 node given its name and value.\n"
+"A Blend4 Node blends two pairs of animations.\n"
+"The two pairs are blended like Blend2 and then added together."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:151
+msgid ""
+"Connects node [code]id[/code] to [code]dst_id[/code] at the specified input "
+"slot."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:159
+msgid ""
+"Disconnects nodes connected to [code]id[/code] at the specified input slot."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:165
+msgid "Returns a [PoolStringArray] containing the name of all nodes."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:172
+msgid "Returns the mix amount of a Mix node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:180
+msgid ""
+"Sets the mix amount of a Mix node given its name and value.\n"
+"A Mix node adds input b to input a by the amount given by ratio."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:188
+msgid "Check if a node exists (by name)."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:195
+msgid ""
+"Returns the input count for a given node. Different types of nodes have "
+"different amount of inputs."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:203
+msgid "Returns the input source for a given node input."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:210
+msgid "Returns position of a node in the graph given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:217
+msgid "Gets the node type, will return from [enum NodeType] enum."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:225
+msgid "Renames a node in the graph."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:233
+msgid "Sets the position of a node in the graph given its name and position."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:240
+msgid "Returns the autostart delay of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:247
+msgid "Returns the autostart random delay of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:254
+msgid "Returns the fade in time of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:261
+msgid "Returns the fade out time of a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:268
+msgid "Returns whether a OneShot node will auto restart given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:275
+msgid "Returns whether a OneShot node is active given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:283
+msgid ""
+"Sets the autorestart property of a OneShot node given its name and value."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:291
+msgid ""
+"Sets the autorestart delay of a OneShot node given its name and value in "
+"seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:299
+msgid ""
+"Sets the autorestart random delay of a OneShot node given its name and value "
+"in seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:307
+msgid ""
+"Sets the fade in time of a OneShot node given its name and value in seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:315
+msgid ""
+"Sets the fade out time of a OneShot node given its name and value in seconds."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:324
+msgid ""
+"If [code]enable[/code] is [code]true[/code], the OneShot node with ID "
+"[code]id[/code] turns off the track modifying the property at [code]path[/"
+"code]. The modified node's children continue to animate."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:331
+msgid "Starts a OneShot node given its name."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:338
+msgid "Stops the OneShot node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:344
+msgid ""
+"Manually recalculates the cache of track information generated from "
+"animation nodes. Needed when external sources modify the animation nodes' "
+"state."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:351
+msgid "Removes the animation node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:357
+msgid "Resets this [AnimationTreePlayer]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:364
+msgid ""
+"Returns the time scale value of the TimeScale node with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:372
+msgid ""
+"Sets the time scale of the TimeScale node with name [code]id[/code] to "
+"[code]scale[/code].\n"
+"The TimeScale node is used to speed [Animation]s up if the scale is above 1 "
+"or slow them down if it is below 1.\n"
+"If applied after a blend or mix, affects all input animations to that blend "
+"or mix."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:382
+msgid ""
+"Sets the time seek value of the TimeSeek node with name [code]id[/code] to "
+"[code]seconds[/code].\n"
+"This functions as a seek in the [Animation] or the blend or mix of "
+"[Animation]s input in it."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:391
+msgid ""
+"Deletes the input at [code]input_idx[/code] for the transition node with "
+"name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:398
+msgid ""
+"Returns the index of the currently evaluated input for the transition node "
+"with name [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:405
+msgid ""
+"Returns the number of inputs for the transition node with name [code]id[/"
+"code]. You can add inputs by right-clicking on the transition node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:412
+msgid ""
+"Returns the cross fade time for the transition node with name [code]id[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:420
+msgid ""
+"Returns [code]true[/code] if the input at [code]input_idx[/code] on the "
+"transition node with name [code]id[/code] is set to automatically advance to "
+"the next input upon completion."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:428
+msgid ""
+"The transition node with name [code]id[/code] sets its current input at "
+"[code]input_idx[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:437
+msgid ""
+"The transition node with name [code]id[/code] advances to its next input "
+"automatically when the input at [code]input_idx[/code] completes."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:445
+msgid ""
+"Resizes the number of inputs available for the transition node with name "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:453
+msgid ""
+"The transition node with name [code]id[/code] sets its cross fade time to "
+"[code]time_sec[/code]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:459
+msgid ""
+"If [code]true[/code], the [AnimationTreePlayer] is able to play animations."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:462
+msgid ""
+"The node from which to relatively access other nodes.\n"
+"It accesses the bones, so it should point to the same node the "
+"[AnimationPlayer] would point its Root Node at."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:466
+msgid ""
+"The path to the [AnimationPlayer] from which this [AnimationTreePlayer] "
+"binds animations to animation nodes.\n"
+"Once set, [Animation] nodes can be added to the [AnimationTreePlayer]."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:470
+msgid "The thread in which to update animations."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:475
+msgid "Output node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:478
+msgid "Animation node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:481
+msgid "OneShot node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:484
+msgid "Mix node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:487
+msgid "Blend2 node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:490
+msgid "Blend3 node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:493
+msgid "Blend4 node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:496
+msgid "TimeScale node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:499
+msgid "TimeSeek node."
+msgstr ""
+
+#: doc/classes/AnimationTreePlayer.xml:502
+msgid "Transition node."
+msgstr ""
+
+#: doc/classes/Area.xml:4
+msgid "3D area for detection and physics and audio influence."
+msgstr ""
+
+#: doc/classes/Area.xml:7
+msgid ""
+"3D area that detects [CollisionObject] nodes overlapping, entering, or "
+"exiting. Can also alter or override local physics parameters (gravity, "
+"damping) and route audio to custom audio buses."
+msgstr ""
+
+#: doc/classes/Area.xml:11 doc/classes/QuadMesh.xml:10
+#: doc/classes/Viewport.xml:17 doc/classes/ViewportTexture.xml:11
+msgid "https://godotengine.org/asset-library/asset/127"
+msgstr ""
+
+#: doc/classes/Area.xml:17
+msgid ""
+"Returns a list of intersecting [Area]s. The overlapping area's [member "
+"CollisionObject.collision_layer] must be part of this area's [member "
+"CollisionObject.collision_mask] in order to be detected.\n"
+"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 ""
+
+#: doc/classes/Area.xml:24
+msgid ""
+"Returns a list of intersecting [PhysicsBody]s. The overlapping body's "
+"[member CollisionObject.collision_layer] must be part of this area's [member "
+"CollisionObject.collision_mask] in order to be detected.\n"
+"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 ""
+
+#: doc/classes/Area.xml:32
+msgid ""
+"If [code]true[/code], the given area overlaps the Area.\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 ""
+
+#: doc/classes/Area.xml:40
+msgid ""
+"If [code]true[/code], the given physics body overlaps the Area.\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.\n"
+"The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] "
+"instance (while GridMaps are not physics body themselves, they register "
+"their tiles with collision shapes as a virtual physics body)."
+msgstr ""
+
+#: doc/classes/Area.xml:48
+msgid ""
+"The rate at which objects stop spinning in this area. Represents the angular "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/Area.xml:52 doc/classes/Area2D.xml:54
+msgid "The name of the area's audio bus."
+msgstr ""
+
+#: doc/classes/Area.xml:55 doc/classes/Area2D.xml:57
+msgid ""
+"If [code]true[/code], the area's audio bus overrides the default audio bus."
+msgstr ""
+
+#: doc/classes/Area.xml:58
+msgid ""
+"The area's gravity intensity (in meters per second squared). This value "
+"multiplies the gravity vector. This is useful to alter the force of gravity "
+"without altering its direction."
+msgstr ""
+
+#: doc/classes/Area.xml:61 doc/classes/Area2D.xml:63
+msgid ""
+"The falloff factor for point gravity. The greater the value, the faster "
+"gravity decreases with distance."
+msgstr ""
+
+#: doc/classes/Area.xml:64 doc/classes/Area2D.xml:66
+msgid ""
+"If [code]true[/code], gravity is calculated from a point (set via [member "
+"gravity_vec]). See also [member space_override]."
+msgstr ""
+
+#: doc/classes/Area.xml:67 doc/classes/Area2D.xml:69
+msgid ""
+"The area's gravity vector (not normalized). If gravity is a point (see "
+"[member gravity_point]), this will be the point of attraction."
+msgstr ""
+
+#: doc/classes/Area.xml:70
+msgid ""
+"The rate at which objects stop moving in this area. Represents the linear "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/Area.xml:74 doc/classes/Area2D.xml:76
+msgid "If [code]true[/code], other monitoring areas can detect this area."
+msgstr ""
+
+#: doc/classes/Area.xml:77 doc/classes/Area2D.xml:79
+msgid ""
+"If [code]true[/code], the area detects bodies or areas entering and exiting "
+"it."
+msgstr ""
+
+#: doc/classes/Area.xml:80 doc/classes/Area2D.xml:82
+msgid "The area's priority. Higher priority areas are processed first."
+msgstr ""
+
+#: doc/classes/Area.xml:83
+msgid ""
+"The degree to which this area applies reverb to its associated audio. Ranges "
+"from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
+msgstr ""
+
+#: doc/classes/Area.xml:86
+msgid "If [code]true[/code], the area applies reverb to its associated audio."
+msgstr ""
+
+#: doc/classes/Area.xml:89
+msgid "The reverb bus name to use for this area's associated audio."
+msgstr ""
+
+#: doc/classes/Area.xml:92
+msgid ""
+"The degree to which this area's reverb is a uniform effect. Ranges from "
+"[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
+msgstr ""
+
+#: doc/classes/Area.xml:95 doc/classes/Area2D.xml:85
+msgid ""
+"Override mode for gravity and damping calculations within this area. See "
+"[enum SpaceOverride] for possible values."
+msgstr ""
+
+#: doc/classes/Area.xml:102
+msgid ""
+"Emitted when another Area enters this Area. Requires [member monitoring] to "
+"be set to [code]true[/code].\n"
+"[code]area[/code] the other Area."
+msgstr ""
+
+#: doc/classes/Area.xml:109
+msgid ""
+"Emitted when another Area exits this Area. Requires [member monitoring] to "
+"be set to [code]true[/code].\n"
+"[code]area[/code] the other Area."
+msgstr ""
+
+#: doc/classes/Area.xml:119 doc/classes/Area.xml:132
+msgid ""
+"Emitted when one of another Area's [Shape]s enters one of this Area's "
+"[Shape]s. Requires [member monitoring] to be set to [code]true[/code].\n"
+"[code]area_rid[/code] the [RID] of the other Area's [CollisionObject] used "
+"by the [PhysicsServer].\n"
+"[code]area[/code] the other Area.\n"
+"[code]area_shape_index[/code] the index of the [Shape] of the other Area "
+"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]area."
+"shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this Area used by "
+"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area.xml:142
+msgid ""
+"Emitted when a [PhysicsBody] or [GridMap] enters this Area. Requires [member "
+"monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the "
+"[MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/Area.xml:149
+msgid ""
+"Emitted when a [PhysicsBody] or [GridMap] exits this Area. Requires [member "
+"monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the "
+"[MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/Area.xml:159 doc/classes/Area.xml:172
+msgid ""
+"Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of "
+"this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/"
+"code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body_rid[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s "
+"[CollisionObject] used by the [PhysicsServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody] "
+"or [GridMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape] of the [PhysicsBody] "
+"or [GridMap] used by the [PhysicsServer]. Get the [CollisionShape] node with "
+"[code]body.shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this Area used by "
+"the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area.xml:182 doc/classes/Area2D.xml:172
+msgid "This area does not affect gravity/damping."
+msgstr ""
+
+#: doc/classes/Area.xml:185 doc/classes/Area2D.xml:175
+msgid ""
+"This area adds its gravity/damping values to whatever has been calculated so "
+"far (in [member priority] order)."
+msgstr ""
+
+#: doc/classes/Area.xml:188 doc/classes/Area2D.xml:178
+msgid ""
+"This area adds its gravity/damping values to whatever has been calculated so "
+"far (in [member priority] order), ignoring any lower priority areas."
+msgstr ""
+
+#: doc/classes/Area.xml:191 doc/classes/Area2D.xml:181
+msgid ""
+"This area replaces any gravity/damping, even the defaults, ignoring any "
+"lower priority areas."
+msgstr ""
+
+#: doc/classes/Area.xml:194 doc/classes/Area2D.xml:184
+msgid ""
+"This area replaces any gravity/damping calculated so far (in [member "
+"priority] order), but keeps calculating the rest of the areas."
+msgstr ""
+
+#: doc/classes/Area2D.xml:4
+msgid "2D area for detection and physics and audio influence."
+msgstr ""
+
+#: doc/classes/Area2D.xml:7
+msgid ""
+"2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
+"exiting. Can also alter or override local physics parameters (gravity, "
+"damping) and route audio to a custom audio bus."
+msgstr ""
+
+#: doc/classes/Area2D.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/physics/using_area_2d.html"
+msgstr ""
+
+#: doc/classes/Area2D.xml:12 doc/classes/CollisionShape2D.xml:12
+#: doc/classes/RectangleShape2D.xml:10
+msgid "https://godotengine.org/asset-library/asset/121"
+msgstr ""
+
+#: doc/classes/Area2D.xml:13 doc/classes/Camera2D.xml:12
+#: doc/classes/KinematicBody2D.xml:15 doc/classes/TileMap.xml:12
+#: doc/classes/TileSet.xml:12
+msgid "https://godotengine.org/asset-library/asset/120"
+msgstr ""
+
+#: doc/classes/Area2D.xml:19
+msgid ""
+"Returns a list of intersecting [Area2D]s. The overlapping area's [member "
+"CollisionObject2D.collision_layer] must be part of this area's [member "
+"CollisionObject2D.collision_mask] in order to be detected.\n"
+"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 ""
+
+#: doc/classes/Area2D.xml:26
+msgid ""
+"Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's "
+"[member CollisionObject2D.collision_layer] must be part of this area's "
+"[member CollisionObject2D.collision_mask] in order to be detected.\n"
+"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 ""
+
+#: doc/classes/Area2D.xml:34
+msgid ""
+"If [code]true[/code], the given area overlaps the Area2D.\n"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, the list of overlaps is updated once per frame and before "
+"the physics step. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/Area2D.xml:42
+msgid ""
+"If [code]true[/code], the given physics body overlaps the Area2D.\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.\n"
+"The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
+"[TileMap] instance (while TileMaps are not physics bodies themselves, they "
+"register their tiles with collision shapes as a virtual physics body)."
+msgstr ""
+
+#: doc/classes/Area2D.xml:50
+msgid ""
+"The rate at which objects stop spinning in this area. Represents the angular "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/Area2D.xml:60
+msgid ""
+"The area's gravity intensity (in pixels per second squared). This value "
+"multiplies the gravity vector. This is useful to alter the force of gravity "
+"without altering its direction."
+msgstr ""
+
+#: doc/classes/Area2D.xml:72
+msgid ""
+"The rate at which objects stop moving in this area. Represents the linear "
+"velocity lost per second.\n"
+"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/Area2D.xml:92
+msgid ""
+"Emitted when another Area2D enters this Area2D. Requires [member monitoring] "
+"to be set to [code]true[/code].\n"
+"[code]area[/code] the other Area2D."
+msgstr ""
+
+#: doc/classes/Area2D.xml:99
+msgid ""
+"Emitted when another Area2D exits this Area2D. Requires [member monitoring] "
+"to be set to [code]true[/code].\n"
+"[code]area[/code] the other Area2D."
+msgstr ""
+
+#: doc/classes/Area2D.xml:109
+msgid ""
+"Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's "
+"[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n"
+"[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] "
+"used by the [Physics2DServer].\n"
+"[code]area[/code] the other Area2D.\n"
+"[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area2D.xml:122
+msgid ""
+"Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's "
+"[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n"
+"[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] "
+"used by the [Physics2DServer].\n"
+"[code]area[/code] the other Area2D.\n"
+"[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area2D.xml:132
+msgid ""
+"Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires "
+"[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected "
+"if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/Area2D.xml:139
+msgid ""
+"Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires "
+"[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected "
+"if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/Area2D.xml:149
+msgid ""
+"Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one "
+"of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to "
+"[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision "
+"[Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Area2D.xml:162
+msgid ""
+"Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of "
+"this Area2D's [Shape2D]s. Requires [member monitoring] to be set to "
+"[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision "
+"[Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
+"used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
+"[code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/Array.xml:4
+msgid "A generic array datatype."
+msgstr ""
+
+#: doc/classes/Array.xml:7
+msgid ""
+"A generic array that can contain several elements of any type, accessible by "
+"a numerical index starting at 0. Negative indices can be used to count from "
+"the back, like in Python (-1 is the last element, -2 is the second to last, "
+"etc.).\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var array = [\"One\", 2, 3, \"Four\"]\n"
+"print(array[0]) # One.\n"
+"print(array[2]) # 3.\n"
+"print(array[-1]) # Four.\n"
+"array[2] = \"Three\"\n"
+"print(array[-2]) # Three.\n"
+"[/codeblock]\n"
+"Arrays can be concatenated using the [code]+[/code] operator:\n"
+"[codeblock]\n"
+"var array1 = [\"One\", 2]\n"
+"var array2 = [3, \"Four\"]\n"
+"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a "
+"new array, which has a cost. If you want to append another array to an "
+"existing array, [method append_array] is more efficient.\n"
+"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an "
+"array that can be modified independently of the original array, use [method "
+"duplicate].\n"
+"[b]Note:[/b] When declaring an array with [code]const[/code], the array "
+"itself can still be mutated by defining the values at individual indices or "
+"pushing/removing elements. Using [code]const[/code] will only prevent "
+"assigning the constant with another value after it was initialized."
+msgstr ""
+
+#: doc/classes/Array.xml:34
+msgid "Constructs an array from a [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/Array.xml:41
+msgid "Constructs an array from a [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/Array.xml:48
+msgid "Constructs an array from a [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/Array.xml:55
+msgid "Constructs an array from a [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/Array.xml:62
+msgid "Constructs an array from a [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/Array.xml:69
+msgid "Constructs an array from a [PoolIntArray]."
+msgstr ""
+
+#: doc/classes/Array.xml:76
+msgid "Constructs an array from a [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/Array.xml:82 doc/classes/PoolByteArray.xml:23
+#: doc/classes/PoolColorArray.xml:23 doc/classes/PoolIntArray.xml:24
+#: doc/classes/PoolRealArray.xml:24 doc/classes/PoolStringArray.xml:24
+#: doc/classes/PoolVector2Array.xml:24 doc/classes/PoolVector3Array.xml:23
+msgid ""
+"Appends an element at the end of the array (alias of [method push_back])."
+msgstr ""
+
+#: doc/classes/Array.xml:88
+msgid ""
+"Appends another array at the end of this array.\n"
+"[codeblock]\n"
+"var array1 = [1, 2, 3]\n"
+"var array2 = [4, 5, 6]\n"
+"array1.append_array(array2)\n"
+"print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml:100
+msgid ""
+"Returns the last element of the array. Prints an error and returns "
+"[code]null[/code] if the array is empty.\n"
+"[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]"
+"[/code]. If the array is empty, accessing by index will pause project "
+"execution when running from the editor."
+msgstr ""
+
+#: doc/classes/Array.xml:109
+msgid ""
+"Finds the index of an existing value (or the insertion index that maintains "
+"sorting order, if the value is not yet present in the array) using binary "
+"search. Optionally, a [code]before[/code] specifier can be passed. If "
+"[code]false[/code], the returned index comes after all existing entries of "
+"the value in the array.\n"
+"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
+"unexpected behavior."
+msgstr ""
+
+#: doc/classes/Array.xml:120
+msgid ""
+"Finds the index of an existing value (or the insertion index that maintains "
+"sorting order, if the value is not yet present in the array) using binary "
+"search and a custom comparison method declared in the [code]obj[/code]. "
+"Optionally, a [code]before[/code] specifier can be passed. If [code]false[/"
+"code], the returned index comes after all existing entries of the value in "
+"the array. The custom method receives two arguments (an element from the "
+"array and the value searched for) and must return [code]true[/code] if the "
+"first argument is less than the second, and return [code]false[/code] "
+"otherwise.\n"
+"[codeblock]\n"
+"func cardinal_to_algebraic(a):\n"
+" match a:\n"
+" \"one\":\n"
+" return 1\n"
+" \"two\":\n"
+" return 2\n"
+" \"three\":\n"
+" return 3\n"
+" \"four\":\n"
+" return 4\n"
+" _:\n"
+" return 0\n"
+"\n"
+"func compare(a, b):\n"
+" return cardinal_to_algebraic(a) < cardinal_to_algebraic(b)\n"
+"\n"
+"func _ready():\n"
+" var a = [\"one\", \"two\", \"three\", \"four\"]\n"
+" # `compare` is defined in this object, so we use `self` as the `obj` "
+"parameter.\n"
+" print(a.bsearch_custom(\"three\", self, \"compare\", true)) # Expected "
+"value is 2.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in "
+"unexpected behavior."
+msgstr ""
+
+#: doc/classes/Array.xml:148
+msgid ""
+"Clears the array. This is equivalent to using [method resize] with a size of "
+"[code]0[/code]."
+msgstr ""
+
+#: doc/classes/Array.xml:155
+msgid "Returns the number of times an element is in the array."
+msgstr ""
+
+#: doc/classes/Array.xml:162
+msgid ""
+"Returns a copy of the array.\n"
+"If [code]deep[/code] is [code]true[/code], a deep copy is performed: all "
+"nested arrays and dictionaries are duplicated and will not be shared with "
+"the original array. If [code]false[/code], a shallow copy is made and "
+"references to the original nested arrays and dictionaries are kept, so that "
+"modifying a sub-array or dictionary in the copy will also impact those "
+"referenced in the source array."
+msgstr ""
+
+#: doc/classes/Array.xml:169 doc/classes/PoolByteArray.xml:61
+#: doc/classes/PoolColorArray.xml:35 doc/classes/PoolIntArray.xml:36
+#: doc/classes/PoolRealArray.xml:36 doc/classes/PoolStringArray.xml:36
+#: doc/classes/PoolVector2Array.xml:36 doc/classes/PoolVector3Array.xml:35
+msgid "Returns [code]true[/code] if the array is empty."
+msgstr ""
+
+#: doc/classes/Array.xml:175
+msgid ""
+"Removes the first occurrence of a value from the array. To remove an element "
+"by index, use [method remove] instead.\n"
+"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
+"[b]Note:[/b] On large arrays, this method will be slower if the removed "
+"element is close to the beginning of the array (index 0). This is because "
+"all elements placed after the removed element have to be reindexed."
+msgstr ""
+
+#: doc/classes/Array.xml:185
+msgid ""
+"Searches the array for a value and returns its index or [code]-1[/code] if "
+"not found. Optionally, the initial search index can be passed."
+msgstr ""
+
+#: doc/classes/Array.xml:192
+msgid ""
+"Searches the array in reverse order for a value and returns its index or "
+"[code]-1[/code] if not found."
+msgstr ""
+
+#: doc/classes/Array.xml:198
+msgid ""
+"Returns the first element of the array. Prints an error and returns "
+"[code]null[/code] if the array is empty.\n"
+"[b]Note:[/b] Calling this function is not the same as writing [code]array[0]"
+"[/code]. If the array is empty, accessing by index will pause project "
+"execution when running from the editor."
+msgstr ""
+
+#: doc/classes/Array.xml:206
+msgid ""
+"Returns [code]true[/code] if the array contains the given value.\n"
+"[codeblock]\n"
+"[\"inside\", 7].has(\"inside\") # True\n"
+"[\"inside\", 7].has(\"outside\") # False\n"
+"[\"inside\", 7].has(7) # True\n"
+"[\"inside\", 7].has(\"7\") # False\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
+"follows:\n"
+"[codeblock]\n"
+"# Will evaluate to `true`.\n"
+"if 2 in [2, 4, 6, 8]:\n"
+" pass\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml:224
+msgid ""
+"Returns a hashed integer value representing the array and its contents.\n"
+"[b]Note:[/b] Arrays with equal contents can still produce different hashes. "
+"Only the exact same arrays will produce the same hashed integer value."
+msgstr ""
+
+#: doc/classes/Array.xml:232
+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]).\n"
+"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
+"[b]Note:[/b] On large arrays, this method will be slower if the inserted "
+"element is close to the beginning of the array (index 0). This is because "
+"all elements placed after the newly inserted element have to be reindexed."
+msgstr ""
+
+#: doc/classes/Array.xml:239 doc/classes/PoolByteArray.xml:96
+#: doc/classes/PoolColorArray.xml:48 doc/classes/PoolIntArray.xml:49
+#: doc/classes/PoolRealArray.xml:49 doc/classes/PoolStringArray.xml:49
+#: doc/classes/PoolVector2Array.xml:49 doc/classes/PoolVector3Array.xml:48
+msgid "Reverses the order of the elements in the array."
+msgstr ""
+
+#: doc/classes/Array.xml:245
+msgid ""
+"Returns the maximum value contained in the array if all elements are of "
+"comparable types. If the elements can't be compared, [code]null[/code] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Array.xml:251
+msgid ""
+"Returns the minimum value contained in the array if all elements are of "
+"comparable types. If the elements can't be compared, [code]null[/code] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Array.xml:258
+msgid ""
+"Removes and returns the element of the array at index [code]position[/code]. "
+"If negative, [code]position[/code] is considered relative to the end of the "
+"array. Leaves the array untouched and returns [code]null[/code] if the array "
+"is empty or if it's accessed out of bounds. An error message is printed when "
+"the array is accessed out of bounds, but not when the array is empty.\n"
+"[b]Note:[/b] On large arrays, this method can be slower than [method "
+"pop_back] as it will reindex the array's elements that are located after the "
+"removed element. The larger the array and the lower the index of the removed "
+"element, the slower [method pop_at] will be."
+msgstr ""
+
+#: doc/classes/Array.xml:265
+msgid ""
+"Removes and returns the last element of the array. Returns [code]null[/code] "
+"if the array is empty, without printing an error message. See also [method "
+"pop_front]."
+msgstr ""
+
+#: doc/classes/Array.xml:271
+msgid ""
+"Removes and returns the first element of the array. Returns [code]null[/"
+"code] if the array is empty, without printing an error message. See also "
+"[method pop_back].\n"
+"[b]Note:[/b] On large arrays, this method is much slower than [method "
+"pop_back] as it will reindex all the array's elements every time it's "
+"called. The larger the array, the slower [method pop_front] will be."
+msgstr ""
+
+#: doc/classes/Array.xml:278
+msgid ""
+"Appends an element at the end of the array. See also [method push_front]."
+msgstr ""
+
+#: doc/classes/Array.xml:284
+msgid ""
+"Adds an element at the beginning of the array. See also [method push_back].\n"
+"[b]Note:[/b] On large arrays, this method is much slower than [method "
+"push_back] as it will reindex all the array's elements every time it's "
+"called. The larger the array, the slower [method push_front] will be."
+msgstr ""
+
+#: doc/classes/Array.xml:291
+msgid ""
+"Removes an element from the array by index. If the index does not exist in "
+"the array, nothing happens. To remove an element by searching for its value, "
+"use [method erase] instead.\n"
+"[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
+"[b]Note:[/b] On large arrays, this method will be slower if the removed "
+"element is close to the beginning of the array (index 0). This is because "
+"all elements placed after the removed element have to be reindexed."
+msgstr ""
+
+#: doc/classes/Array.xml:299
+msgid ""
+"Resizes the array to contain a different number of elements. If the array "
+"size is smaller, elements are cleared, if bigger, new elements are "
+"[code]null[/code]."
+msgstr ""
+
+#: doc/classes/Array.xml:307
+msgid ""
+"Searches the array in reverse order. Optionally, a start search index can be "
+"passed. If negative, the start index is considered relative to the end of "
+"the array."
+msgstr ""
+
+#: doc/classes/Array.xml:312
+msgid ""
+"Shuffles the array such that the items will have a random order. This method "
+"uses the global random number generator common to methods such as [method "
+"@GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new "
+"seed will be used each time if you want non-reproducible shuffling."
+msgstr ""
+
+#: doc/classes/Array.xml:318
+msgid "Returns the number of elements in the array."
+msgstr ""
+
+#: doc/classes/Array.xml:328
+msgid ""
+"Duplicates the subset described in the function and returns it in an array, "
+"deeply copying the array if [code]deep[/code] is [code]true[/code]. Lower "
+"and upper index are inclusive, with the [code]step[/code] describing the "
+"change between indices while slicing."
+msgstr ""
+
+#: doc/classes/Array.xml:333
+msgid ""
+"Sorts the array.\n"
+"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
+"order). This may lead to unexpected behavior when sorting an array of "
+"strings ending with a sequence of numbers. Consider the following example:\n"
+"[codeblock]\n"
+"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
+"strings.sort()\n"
+"print(strings) # Prints [string1, string10, string11, string2]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Array.xml:346
+msgid ""
+"Sorts the array using a custom method. The arguments are an object that "
+"holds the method and the name of such method. The custom method receives two "
+"arguments (a pair of elements from the array) and must return either "
+"[code]true[/code] or [code]false[/code].\n"
+"For two elements [code]a[/code] and [code]b[/code], if the given method "
+"returns [code]true[/code], element [code]b[/code] will be after element "
+"[code]a[/code] in the array.\n"
+"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
+"expects a deterministic result. Doing so will result in unexpected "
+"behavior.\n"
+"[codeblock]\n"
+"class MyCustomSorter:\n"
+" static func sort_ascending(a, b):\n"
+" if a[0] < b[0]:\n"
+" return true\n"
+" return false\n"
+"\n"
+"var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
+"my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n"
+"print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:4
+msgid ""
+"[Mesh] type that provides utility for constructing a surface from arrays."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:7
+msgid ""
+"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes "
+"as arrays.\n"
+"The most basic example is the creation of a single triangle:\n"
+"[codeblock]\n"
+"var vertices = PoolVector3Array()\n"
+"vertices.push_back(Vector3(0, 1, 0))\n"
+"vertices.push_back(Vector3(1, 0, 0))\n"
+"vertices.push_back(Vector3(0, 0, 1))\n"
+"# Initialize the ArrayMesh.\n"
+"var arr_mesh = ArrayMesh.new()\n"
+"var arrays = []\n"
+"arrays.resize(ArrayMesh.ARRAY_MAX)\n"
+"arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n"
+"# Create the Mesh.\n"
+"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
+"var m = MeshInstance.new()\n"
+"m.mesh = arr_mesh\n"
+"[/codeblock]\n"
+"The [MeshInstance] is ready to be added to the [SceneTree] to be shown.\n"
+"See also [ImmediateGeometry], [MeshDataTool] and [SurfaceTool] for "
+"procedural geometry generation.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:29
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/content/procedural_geometry/"
+"arraymesh.html"
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:36
+msgid ""
+"Adds name for a blend shape that will be added with [method "
+"add_surface_from_arrays]. Must be called before surface is added."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:46
+msgid ""
+"Creates a new surface.\n"
+"Surfaces are created to be rendered using a [code]primitive[/code], which "
+"may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, "
+"when using indices, it is recommended to only use points, lines, or "
+"triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/"
+"code] for this new surface.\n"
+"The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] "
+"for the values used in this array. For example, [code]arrays[0][/code] is "
+"the array of vertices. That first vertex sub-array is always required; the "
+"others are optional. Adding an index array puts this function into \"index "
+"mode\" where the vertex and other arrays become the sources of data and the "
+"index array defines the vertex order. All sub-arrays must have the same "
+"length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
+"it is used."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:54
+msgid "Removes all blend shapes from this [ArrayMesh]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:60
+msgid "Removes all surfaces from this [ArrayMesh]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:66
+msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:73
+msgid "Returns the name of the blend shape at this index."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:81
+msgid ""
+"Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for "
+"lightmapping."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:87
+msgid "Will regenerate normal maps for the [ArrayMesh]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:101
+msgid ""
+"Returns the index of the first surface with this name held within this "
+"[ArrayMesh]. If none are found, -1 is returned."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:108
+msgid ""
+"Returns the length in indices of the index array in the requested surface "
+"(see [method add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:115
+msgid ""
+"Returns the length in vertices of the vertex array in the requested surface "
+"(see [method add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:122
+msgid ""
+"Returns the format mask of the requested surface (see [method "
+"add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:129
+msgid "Gets the name assigned to this surface."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:136
+msgid ""
+"Returns the primitive type of the requested surface (see [method "
+"add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:143
+msgid ""
+"Removes a surface at position [code]surf_idx[/code], shifting greater "
+"surfaces one [code]surf_idx[/code] slot down."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:151
+msgid "Sets a name for a given surface."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:160
+msgid ""
+"Updates a specified region of mesh arrays on the GPU.\n"
+"[b]Warning:[/b] Only use if you know what you are doing. You can easily "
+"cause crashes by calling this function with improper arguments."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:167
+msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:170 doc/classes/PrimitiveMesh.xml:26
+msgid ""
+"Overrides the [AABB] with one defined by user for use with frustum culling. "
+"Especially useful to avoid unexpected culling when using a shader to offset "
+"vertices."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:175
+msgid "Default value used for index_array_len when no indices are present."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:178
+msgid "Amount of weights/bone indices per vertex (always 4)."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:181
+msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:184
+msgid "[PoolVector3Array] of vertex normals."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:187
+msgid ""
+"[PoolRealArray] of vertex tangents. Each element in groups of 4 floats, "
+"first 3 floats determine the tangent, and the last the binormal direction as "
+"-1 or 1."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:190
+msgid "[PoolColorArray] of vertex colors."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:193
+msgid "[PoolVector2Array] for UV coordinates."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:196
+msgid "[PoolVector2Array] for second UV coordinates."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:199
+msgid ""
+"[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of "
+"4 floats."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:202
+msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:205
+msgid ""
+"[PoolIntArray] of integers used as indices referencing vertices, colors, "
+"normals, tangents, and textures. All of those arrays must have the same "
+"number of elements as the vertex array. No index can be beyond the vertex "
+"array size. When this index array is present, it puts the function into "
+"\"index mode,\" where the index selects the *i*'th vertex, normal, tangent, "
+"color, UV, etc. This means if you want to have different normals or colors "
+"along an edge, you have to duplicate the vertices.\n"
+"For triangles, the index array is interpreted as triples, referring to the "
+"vertices of each triangle. For lines, the index array is in pairs indicating "
+"the start and end of each line."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:209 doc/classes/Mesh.xml:225
+#: doc/classes/VisualServer.xml:3270
+msgid "Represents the size of the [enum ArrayType] enum."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:212
+msgid "Array format will include vertices (mandatory)."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:215
+msgid "Array format will include normals."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:218
+msgid "Array format will include tangents."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:221
+msgid "Array format will include a color array."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:224
+msgid "Array format will include UVs."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:227
+msgid "Array format will include another set of UVs."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:230
+msgid "Array format will include bone indices."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:233
+msgid "Array format will include bone weights."
+msgstr ""
+
+#: doc/classes/ArrayMesh.xml:236
+msgid "Index array will be used."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml:4
+msgid "An anchor point in AR space."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml:7
+msgid ""
+"The [ARVRAnchor] point is a spatial node that maps a real world location "
+"identified by the AR platform to a position within the game world. For "
+"example, as long as plane detection in ARKit is on, ARKit will identify and "
+"update the position of planes (tables, floors, etc) and create anchors for "
+"them.\n"
+"This node is mapped to one of the anchors through its unique ID. When you "
+"receive a signal that a new anchor is available, you should add this node to "
+"your scene for that anchor. You can predefine nodes and set the ID; the "
+"nodes will simply remain on 0,0,0 until a plane is recognized.\n"
+"Keep in mind that, as long as plane detection is enabled, the size, placing "
+"and orientation of an anchor will be updated as the detection logic learns "
+"more about the real world out there especially if only part of the surface "
+"is in view."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml:17
+msgid "Returns the name given to this anchor."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml:23
+msgid ""
+"Returns [code]true[/code] if the anchor is being tracked and [code]false[/"
+"code] if no anchor with this ID is currently known."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml:29
+msgid ""
+"If provided by the [ARVRInterface], this returns a mesh object for the "
+"anchor. For an anchor, this can be a shape related to the object being "
+"tracked or it can be a mesh that provides topology related to the anchor and "
+"can be used to create shadows/reflections on surfaces or for generating "
+"collision shapes."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml:35
+msgid ""
+"Returns a plane aligned with our anchor; handy for intersection testing."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml:41
+msgid ""
+"Returns the estimated size of the plane that was detected. Say when the "
+"anchor relates to a table in the real world, this is the estimated size of "
+"the surface of that table."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml:47
+msgid ""
+"The anchor's ID. You can set this before the anchor itself exists. The first "
+"anchor gets an ID of [code]1[/code], the second an ID of [code]2[/code], "
+"etc. When anchors get removed, the engine can then assign the corresponding "
+"ID to new anchors. The most common situation where anchors \"disappear\" is "
+"when the AR server identifies that two anchors represent different parts of "
+"the same plane and merges them."
+msgstr ""
+
+#: doc/classes/ARVRAnchor.xml:54
+msgid ""
+"Emitted when the mesh associated with the anchor changes or when one becomes "
+"available. This is especially important for topology that is constantly "
+"being [code]mesh_updated[/code]."
+msgstr ""
+
+#: doc/classes/ARVRCamera.xml:4
+msgid ""
+"A camera node with a few overrules for AR/VR applied, such as location "
+"tracking."
+msgstr ""
+
+#: doc/classes/ARVRCamera.xml:7
+msgid ""
+"This is a helper spatial node for our camera; note that, if stereoscopic "
+"rendering is applicable (VR-HMD), most of the camera properties are ignored, "
+"as the HMD information overrides them. The only properties that can be "
+"trusted are the near and far planes.\n"
+"The position and orientation of this node is automatically updated by the "
+"ARVR Server to represent the location of the HMD if such tracking is "
+"available and can thus be used by game logic. Note that, in contrast to the "
+"ARVR Controller, the render thread has access to the most up-to-date "
+"tracking data of the HMD and the location of the ARVRCamera can lag a few "
+"milliseconds behind what is used for rendering as a result."
+msgstr ""
+
+#: doc/classes/ARVRCamera.xml:11 doc/classes/ARVRController.xml:12
+#: doc/classes/ARVRInterface.xml:11 doc/classes/ARVROrigin.xml:13
+#: doc/classes/ARVRPositionalTracker.xml:12 doc/classes/ARVRServer.xml:10
+msgid "https://docs.godotengine.org/en/3.4/tutorials/vr/index.html"
+msgstr ""
+
+#: doc/classes/ARVRController.xml:4
+msgid "A spatial node representing a spatially-tracked controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:7
+msgid ""
+"This is a helper spatial node that is linked to the tracking of controllers. "
+"It also offers several handy passthroughs to the state of buttons and such "
+"on the controllers.\n"
+"Controllers are linked by their ID. You can create controller nodes before "
+"the controllers are available. If your game always uses two controllers (one "
+"for each hand), you can predefine the controllers with ID 1 and 2; they will "
+"become active as soon as the controllers are identified. If you expect "
+"additional controllers to be used, you should react to the signals and add "
+"ARVRController nodes to your scene.\n"
+"The position of the controller node is automatically updated by the "
+"[ARVRServer]. This makes this node ideal to add child nodes to visualize the "
+"controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:18
+msgid ""
+"If active, returns the name of the associated controller if provided by the "
+"AR/VR SDK used."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:24
+msgid ""
+"Returns the hand holding this controller, if known. See [enum "
+"ARVRPositionalTracker.TrackerHand]."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:30
+msgid ""
+"Returns [code]true[/code] if the bound controller is active. ARVR systems "
+"attempt to track active controllers."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:37
+msgid ""
+"Returns the value of the given axis for things like triggers, touchpads, "
+"etc. that are embedded into the controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:43
+msgid ""
+"Returns the ID of the joystick object bound to this. Every controller "
+"tracked by the [ARVRServer] that has buttons and axis will also be "
+"registered as a joystick within Godot. This means that all the normal "
+"joystick tracking and input mapping will work for buttons and axis found on "
+"the AR/VR controllers. This ID is purely offered as information so you can "
+"link up the controller with its joystick entry."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:49
+msgid ""
+"If provided by the [ARVRInterface], this returns a mesh associated with the "
+"controller. This can be used to visualize the controller."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:56
+msgid ""
+"Returns [code]true[/code] if the button at index [code]button[/code] is "
+"pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
+"constants."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:62
+msgid ""
+"The controller's ID.\n"
+"A controller ID of 0 is unbound and will always result in an inactive node. "
+"Controller ID 1 is reserved for the first controller that identifies itself "
+"as the left-hand controller and ID 2 is reserved for the first controller "
+"that identifies itself as the right-hand controller.\n"
+"For any other controller that the [ARVRServer] detects, we continue with "
+"controller ID 3.\n"
+"When a controller is turned off, its slot is freed. This ensures controllers "
+"will keep the same ID even when controllers with lower IDs are turned off."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:68
+msgid ""
+"The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
+"[code]1.0[/code] with precision [code].01[/code]. If changed, updates "
+"[member ARVRPositionalTracker.rumble] accordingly.\n"
+"This is a useful property to animate if you want the controller to vibrate "
+"for a limited duration."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:76
+msgid "Emitted when a button on this controller is pressed."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:82
+msgid "Emitted when a button on this controller is released."
+msgstr ""
+
+#: doc/classes/ARVRController.xml:88
+msgid ""
+"Emitted when the mesh associated with the controller changes or when one "
+"becomes available. Generally speaking this will be a static mesh after "
+"becoming available."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:4
+msgid "Base class for an AR/VR interface implementation."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:7
+msgid ""
+"This class needs to be implemented to make an AR or VR platform available to "
+"Godot and these should be implemented as C++ modules or GDNative modules "
+"(note that for GDNative the subclass ARVRScriptInterface should be used). "
+"Part of the interface is exposed to GDScript so you can detect, enable and "
+"configure an AR or VR platform.\n"
+"Interfaces should be written in such a way that simply enabling them will "
+"give us a working setup. You can query the available interfaces through "
+"[ARVRServer]."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:17
+msgid ""
+"If this is an AR interface that requires displaying a camera feed as the "
+"background, this method returns the feed ID in the [CameraServer] for this "
+"interface."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:23
+msgid ""
+"Returns a combination of [enum Capabilities] flags providing information "
+"about the capabilities of this interface."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:29
+msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:35
+msgid ""
+"Returns the resolution at which we should render our intermediate results "
+"before things like lens distortion are applied by the VR platform."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:41
+msgid ""
+"If supported, returns the status of our tracking. This will allow you to "
+"provide feedback to the user whether there are issues with positional "
+"tracking."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:47
+msgid ""
+"Call this to initialize this interface. The first interface that is "
+"initialized is identified as the primary interface and it will be used for "
+"rendering output.\n"
+"After initializing the interface you want to use you then need to enable the "
+"AR/VR mode of a viewport and rendering should commence.\n"
+"[b]Note:[/b] You must enable the AR/VR mode on the main viewport for any "
+"device that uses the main output of Godot, such as for mobile VR.\n"
+"If you do this for a platform that handles its own output (such as OpenVR) "
+"Godot will show just one eye without distortion on screen. Alternatively, "
+"you can add a separate viewport node to your scene and enable AR/VR on that "
+"viewport. It will be used to output to the HMD, leaving you free to do "
+"anything you like in the main window, such as using a separate camera as a "
+"spectator camera or rendering something completely different.\n"
+"While currently not used, you can activate additional interfaces. You may "
+"wish to do this if you want to track controllers from other platforms. "
+"However, at this point in time only one interface can render to an HMD."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:57
+msgid ""
+"Returns [code]true[/code] if the current output of this interface is in "
+"stereo."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:63
+msgid "Turns the interface off."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:69
+msgid "On an AR interface, [code]true[/code] if anchor detection is enabled."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:72
+msgid "[code]true[/code] if this interface been initialized."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:75
+msgid "[code]true[/code] if this is the primary interface."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:80
+msgid "No ARVR capabilities."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:83
+msgid ""
+"This interface can work with normal rendering output (non-HMD based AR)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:86
+msgid "This interface supports stereoscopic rendering."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:89
+msgid "This interface supports AR (video background and real world tracking)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:92
+msgid ""
+"This interface outputs to an external device. If the main viewport is used, "
+"the on screen output is an unmodified buffer of either the left or right eye "
+"(stretched if the viewport size is not changed to the same aspect ratio of "
+"[method get_render_targetsize]). Using a separate viewport node frees up the "
+"main viewport for other purposes."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:95
+msgid ""
+"Mono output, this is mostly used internally when retrieving positioning "
+"information for our camera node or when stereo scopic rendering is not "
+"supported."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:98
+msgid ""
+"Left eye output, this is mostly used internally when rendering the image for "
+"the left eye and obtaining positioning and projection information."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:101
+msgid ""
+"Right eye output, this is mostly used internally when rendering the image "
+"for the right eye and obtaining positioning and projection information."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:104
+msgid "Tracking is behaving as expected."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:107
+msgid ""
+"Tracking is hindered by excessive motion (the player is moving faster than "
+"tracking can keep up)."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:110
+msgid ""
+"Tracking is hindered by insufficient features, it's too dark (for camera-"
+"based tracking), player is blocked, etc."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:113
+msgid ""
+"We don't know the status of the tracking or this interface does not provide "
+"feedback."
+msgstr ""
+
+#: doc/classes/ARVRInterface.xml:116
+msgid ""
+"Tracking is not functional (camera not plugged in or obscured, lighthouses "
+"turned off, etc.)."
+msgstr ""
+
+#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml:4
+msgid "GDNative wrapper for an ARVR interface."
+msgstr ""
+
+#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml:7
+msgid ""
+"This is a wrapper class for GDNative implementations of the ARVR interface. "
+"To use a GDNative ARVR interface, simply instantiate this object and set "
+"your GDNative library containing the ARVR interface implementation."
+msgstr ""
+
+#: doc/classes/ARVROrigin.xml:4
+msgid "The origin point in AR/VR."
+msgstr ""
+
+#: doc/classes/ARVROrigin.xml:7
+msgid ""
+"This is a special node within the AR/VR system that maps the physical "
+"location of the center of our tracking space to the virtual location within "
+"our game world.\n"
+"There should be only one of these nodes in your scene and you must have one. "
+"All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct "
+"children of this node for spatial tracking to work correctly.\n"
+"It is the position of this node that you update when your character needs to "
+"move through your game world while we're not moving in the real world. "
+"Movement in the real world is always in relation to this origin point.\n"
+"For example, if your character is driving a car, the ARVROrigin node should "
+"be a child node of this car. Or, if you're implementing a teleport system to "
+"move your character, you should change the position of this node."
+msgstr ""
+
+#: doc/classes/ARVROrigin.xml:19
+msgid ""
+"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
+"assume a scale of 1 game world unit = 1 real world meter.\n"
+"[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:4
+msgid "A tracked object."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:7
+msgid ""
+"An instance of this object represents a device that is tracked, such as a "
+"controller or anchor point. HMDs aren't represented here as they are handled "
+"internally.\n"
+"As controllers are turned on and the AR/VR interface detects them, instances "
+"of this object are automatically added to this list of active tracking "
+"objects accessible through the [ARVRServer].\n"
+"The [ARVRController] and [ARVRAnchor] both consume objects of this type and "
+"should be used in your project. The positional trackers are just under-the-"
+"hood objects that make this all work. These are mostly exposed so that "
+"GDNative-based interfaces can interact with them."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:18
+msgid ""
+"Returns the hand holding this tracker, if known. See [enum TrackerHand] "
+"constants."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:24
+msgid ""
+"If this is a controller that is being tracked, the controller will also be "
+"represented by a joystick entry with this ID."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:30
+msgid ""
+"Returns the mesh related to a controller or anchor point if one is available."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:36
+msgid "Returns the controller or anchor point's name if available."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:42
+msgid "Returns the controller's orientation matrix."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:48
+msgid "Returns the world-space controller position."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:54
+msgid ""
+"Returns the internal tracker ID. This uniquely identifies the tracker per "
+"tracker type and matches the ID you need to specify for nodes such as the "
+"[ARVRController] and [ARVRAnchor] nodes."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:60
+msgid "Returns [code]true[/code] if this device tracks orientation."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:66
+msgid "Returns [code]true[/code] if this device tracks position."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:73
+msgid "Returns the transform combining this device's orientation and position."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:79
+msgid "Returns the tracker's type."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:85
+msgid ""
+"The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to "
+"[code]1.0[/code] with precision [code].01[/code]."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:90
+msgid "The hand this tracker is held in is unknown or not applicable."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:93
+msgid "This tracker is the left hand controller."
+msgstr ""
+
+#: doc/classes/ARVRPositionalTracker.xml:96
+msgid "This tracker is the right hand controller."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:4
+msgid "Server for AR and VR features."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:7
+msgid ""
+"The AR/VR server is the heart of our Advanced and Virtual Reality solution "
+"and handles all the processing."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:17
+msgid "Registers an [ARVRInterface] object."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:24
+msgid ""
+"Registers a new [ARVRPositionalTracker] that tracks a spatial location in "
+"real space."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:32
+msgid ""
+"This is an important function to understand correctly. AR and VR platforms "
+"all handle positioning slightly differently.\n"
+"For platforms that do not offer spatial tracking, our origin point (0,0,0) "
+"is the location of our HMD, but you have little control over the direction "
+"the player is facing in the real world.\n"
+"For platforms that do offer spatial tracking, our origin point depends very "
+"much on the system. For OpenVR, our origin point is usually the center of "
+"the tracking space, on the ground. For other platforms, it's often the "
+"location of the tracking camera.\n"
+"This method allows you to center your tracker on the location of the HMD. It "
+"will take the current location of the HMD and use that to adjust all your "
+"tracking data; in essence, realigning the real world to your player's "
+"current position in the game world.\n"
+"For this method to produce usable results, tracking information must be "
+"available. This often takes a few frames after starting your game.\n"
+"You should call this method after a few seconds have passed. For instance, "
+"when the user requests a realignment of the display holding a designated "
+"button on a controller for a short period of time, or when implementing a "
+"teleport mechanism."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:44
+msgid ""
+"Clears our current primary interface if it is set to the provided interface."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:51
+msgid ""
+"Finds an interface by its name. For instance, if your project uses "
+"capabilities of an AR/VR platform, you can find the interface for that "
+"platform by name and initialize it."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:57
+msgid "Returns the primary interface's transformation."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:64
+msgid ""
+"Returns the interface registered at a given index in our list of interfaces."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:70
+msgid ""
+"Returns the number of interfaces currently registered with the AR/VR server. "
+"If your project supports multiple AR/VR platforms, you can look through the "
+"available interface, and either present the user with a selection or simply "
+"try to initialize each interface and use the first one that returns "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:76
+msgid ""
+"Returns a list of available interfaces the ID and name of each interface."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:82
+msgid ""
+"Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of "
+"the AR/VR eyes to [VisualServer]. The value comes from an internal call to "
+"[method OS.get_ticks_usec]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:88
+msgid ""
+"Returns the duration (in μs) of the last frame. This is computed as the "
+"difference between [method get_last_commit_usec] and [method "
+"get_last_process_usec] when committing."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:94
+msgid ""
+"Returns the absolute timestamp (in μs) of the last [ARVRServer] process "
+"callback. The value comes from an internal call to [method OS."
+"get_ticks_usec]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:100
+msgid ""
+"Returns the reference frame transform. Mostly used internally and exposed "
+"for GDNative build interfaces."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:107
+msgid "Returns the positional tracker at the given ID."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:113
+msgid "Returns the number of trackers currently registered."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:120
+msgid "Removes this interface."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:127
+msgid "Removes this positional tracker."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:133
+msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:136
+msgid ""
+"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
+"assume a scale of 1 game world unit = 1 real world meter."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:143
+msgid "Emitted when a new interface has been added."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:149
+msgid "Emitted when an interface is removed."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:157
+msgid ""
+"Emitted when a new tracker has been added. If you don't use a fixed number "
+"of controllers or if you're using [ARVRAnchor]s for an AR solution, it is "
+"important to react to this signal to add the appropriate [ARVRController] or "
+"[ARVRAnchor] nodes related to this new tracker."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:165
+msgid ""
+"Emitted when a tracker is removed. You should remove any [ARVRController] or "
+"[ARVRAnchor] points if applicable. This is not mandatory, the nodes simply "
+"become inactive and will be made active again when a new tracker becomes "
+"available (i.e. a new controller is switched on that takes the place of the "
+"previous one)."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:171
+msgid "The tracker tracks the location of a controller."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:174
+msgid "The tracker tracks the location of a base station."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:177
+msgid "The tracker tracks the location and size of an AR anchor."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:180
+msgid "Used internally to filter trackers of any known type."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:183
+msgid "Used internally if we haven't set the tracker type yet."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:186
+msgid "Used internally to select all trackers."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:189
+msgid ""
+"Fully reset the orientation of the HMD. Regardless of what direction the "
+"user is looking to in the real world. The user will look dead ahead in the "
+"virtual world."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:192
+msgid ""
+"Resets the orientation but keeps the tilt of the device. So if we're looking "
+"down, we keep looking down but heading will be reset."
+msgstr ""
+
+#: doc/classes/ARVRServer.xml:195
+msgid ""
+"Does not reset the orientation of the HMD, only the position of the player "
+"gets centered."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:4
+msgid "Container that preserves its child controls' aspect ratio."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:7
+msgid ""
+"Arranges child controls in a way to preserve their aspect ratio "
+"automatically whenever the container is resized. Solves the problem where "
+"the container size is dynamic and the contents' size needs to adjust "
+"accordingly without losing proportions."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:15
+msgid "Specifies the horizontal relative position of child controls."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:18
+msgid "Specifies the vertical relative position of child controls."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:21
+msgid ""
+"The aspect ratio to enforce on child controls. This is the width divided by "
+"the height. The ratio depends on the [member stretch_mode]."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:24
+msgid "The stretch mode used to align child controls."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:29
+msgid ""
+"The height of child controls is automatically adjusted based on the width of "
+"the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:32
+msgid ""
+"The width of child controls is automatically adjusted based on the height of "
+"the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:35
+msgid ""
+"The bounding rectangle of child controls is automatically adjusted to fit "
+"inside the container while keeping the aspect ratio."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:38
+msgid ""
+"The width and height of child controls is automatically adjusted to make "
+"their bounding rectangle cover the entire area of the container while "
+"keeping the aspect ratio.\n"
+"When the bounding rectangle of child controls exceed the container's size "
+"and [member Control.rect_clip_content] is enabled, this allows to show only "
+"the container's area restricted by its own bounding rectangle."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:42
+msgid ""
+"Aligns child controls with the beginning (left or top) of the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:45
+msgid "Aligns child controls with the center of the container."
+msgstr ""
+
+#: doc/classes/AspectRatioContainer.xml:48
+msgid "Aligns child controls with the end (right or bottom) of the container."
+msgstr ""
+
+#: doc/classes/AStar.xml:4
+msgid ""
+"An implementation of A* to find the shortest paths among connected points in "
+"space."
+msgstr ""
+
+#: doc/classes/AStar.xml:7
+msgid ""
+"A* (A star) is a computer algorithm that is widely used in pathfinding and "
+"graph traversal, the process of plotting short paths among vertices "
+"(points), passing through a given set of edges (segments). It enjoys "
+"widespread use due to its performance and accuracy. Godot's A* "
+"implementation uses points in three-dimensional space and Euclidean "
+"distances by default.\n"
+"You must add points manually with [method add_point] and create segments "
+"manually with [method connect_points]. Then you can test if there is a path "
+"between two points with the [method are_points_connected] function, get a "
+"path containing indices by [method get_id_path], or one containing actual "
+"coordinates with [method get_point_path].\n"
+"It is also possible to use non-Euclidean distances. To do so, create a class "
+"that extends [code]AStar[/code] and override methods [method _compute_cost] "
+"and [method _estimate_cost]. Both take two indices and return a length, as "
+"is shown in the following example.\n"
+"[codeblock]\n"
+"class MyAStar:\n"
+" extends AStar\n"
+"\n"
+" func _compute_cost(u, v):\n"
+" return abs(u - v)\n"
+"\n"
+" func _estimate_cost(u, v):\n"
+" return min(0, abs(u - v) - 1)\n"
+"[/codeblock]\n"
+"[method _estimate_cost] should return a lower bound of the distance, i.e. "
+"[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a "
+"hint to the algorithm because the custom [code]_compute_cost[/code] might be "
+"computation-heavy. If this is not the case, make [method _estimate_cost] "
+"return the same value as [method _compute_cost] to provide the algorithm "
+"with the most accurate information.\n"
+"If the default [method _estimate_cost] and [method _compute_cost] methods "
+"are used, or if the supplied [method _estimate_cost] method returns a lower "
+"bound of the cost, then the paths returned by A* will be the lowest-cost "
+"paths. Here, the cost of a path equals the sum of the [method _compute_cost] "
+"results of all segments in the path multiplied by the [code]weight_scale[/"
+"code]s of the endpoints of the respective segments. If the default methods "
+"are used and the [code]weight_scale[/code]s of all points are set to "
+"[code]1.0[/code], then this equals the sum of Euclidean distances of all "
+"segments in the path."
+msgstr ""
+
+#: doc/classes/AStar.xml:31
+msgid ""
+"Called when computing the cost between two connected points.\n"
+"Note that this function is hidden in the default [code]AStar[/code] class."
+msgstr ""
+
+#: doc/classes/AStar.xml:40
+msgid ""
+"Called when estimating the cost between a point and the path's ending "
+"point.\n"
+"Note that this function is hidden in the default [code]AStar[/code] class."
+msgstr ""
+
+#: doc/classes/AStar.xml:50
+msgid ""
+"Adds a new point at the given position with the given identifier. The "
+"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
+"be 1 or larger.\n"
+"The [code]weight_scale[/code] is multiplied by the result of [method "
+"_compute_cost] when determining the overall cost of traveling across a "
+"segment from a neighboring point to this point. Thus, all else being equal, "
+"the algorithm prefers points with lower [code]weight_scale[/code]s to form a "
+"path.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with "
+"weight_scale 4 and id 1\n"
+"[/codeblock]\n"
+"If there already exists a point for the given [code]id[/code], its position "
+"and weight scale are updated to the given values."
+msgstr ""
+
+#: doc/classes/AStar.xml:65
+msgid ""
+"Returns whether the two given points are directly connected by a segment. If "
+"[code]bidirectional[/code] is [code]false[/code], returns whether movement "
+"from [code]id[/code] to [code]to_id[/code] is possible through this segment."
+msgstr ""
+
+#: doc/classes/AStar.xml:71 doc/classes/AStar2D.xml:56
+msgid "Clears all the points and segments."
+msgstr ""
+
+#: doc/classes/AStar.xml:80
+msgid ""
+"Creates a segment between the given points. If [code]bidirectional[/code] is "
+"[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] "
+"is allowed, not the reverse direction.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(1, 1, 0))\n"
+"astar.add_point(2, Vector3(0, 5, 0))\n"
+"astar.connect_points(1, 2, false)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar.xml:95
+msgid ""
+"Deletes the segment between the given points. If [code]bidirectional[/code] "
+"is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
+"code] is prevented, and a unidirectional segment possibly remains."
+msgstr ""
+
+#: doc/classes/AStar.xml:101 doc/classes/AStar2D.xml:85
+msgid "Returns the next available point ID with no point associated to it."
+msgstr ""
+
+#: doc/classes/AStar.xml:109 doc/classes/AStar2D.xml:93
+msgid ""
+"Returns the ID of the closest point to [code]to_position[/code], optionally "
+"taking disabled points into account. Returns [code]-1[/code] if there are no "
+"points in the points pool.\n"
+"[b]Note:[/b] If several points are the closest to [code]to_position[/code], "
+"the one with the smallest ID will be returned, ensuring a deterministic "
+"result."
+msgstr ""
+
+#: doc/classes/AStar.xml:117
+msgid ""
+"Returns the closest position to [code]to_position[/code] that resides inside "
+"a segment between two connected points.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 5, 0))\n"
+"astar.connect_points(1, 2)\n"
+"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns "
+"(0, 3, 0)\n"
+"[/codeblock]\n"
+"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
+"5[/code]. It's the closest position in the segment to the given point."
+msgstr ""
+
+#: doc/classes/AStar.xml:133
+msgid ""
+"Returns an array with the IDs of the points that form the path found by "
+"AStar between the given points. The array is ordered from the starting point "
+"to the ending point of the path.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
+"[/codeblock]\n"
+"If you change the 2nd point's weight to 3, then the result will be [code][1, "
+"4, 3][/code] instead, because now even though the distance is longer, it's "
+"\"easier\" to get through point 4 than through point 2."
+msgstr ""
+
+#: doc/classes/AStar.xml:154 doc/classes/AStar2D.xml:138
+msgid ""
+"Returns the capacity of the structure backing the points, useful in "
+"conjunction with [code]reserve_space[/code]."
+msgstr ""
+
+#: doc/classes/AStar.xml:161
+msgid ""
+"Returns an array with the IDs of the points that form the connection with "
+"the given point.\n"
+"[codeblock]\n"
+"var astar = AStar.new()\n"
+"astar.add_point(1, Vector3(0, 0, 0))\n"
+"astar.add_point(2, Vector3(0, 1, 0))\n"
+"astar.add_point(3, Vector3(1, 1, 0))\n"
+"astar.add_point(4, Vector3(2, 0, 0))\n"
+"\n"
+"astar.connect_points(1, 2, true)\n"
+"astar.connect_points(1, 3, true)\n"
+"\n"
+"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar.xml:179 doc/classes/AStar2D.xml:163
+msgid "Returns the number of points currently in the points pool."
+msgstr ""
+
+#: doc/classes/AStar.xml:187
+msgid ""
+"Returns an array with the points that are in the path found by AStar between "
+"the given points. The array is ordered from the starting point to the ending "
+"point of the path.\n"
+"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
+"will return an empty [PoolVector3Array] and will print an error message."
+msgstr ""
+
+#: doc/classes/AStar.xml:195 doc/classes/AStar2D.xml:179
+msgid ""
+"Returns the position of the point associated with the given [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AStar.xml:202 doc/classes/AStar2D.xml:186
+msgid ""
+"Returns the weight scale of the point associated with the given [code]id[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AStar.xml:208 doc/classes/AStar2D.xml:192
+msgid "Returns an array of all points."
+msgstr ""
+
+#: doc/classes/AStar.xml:215 doc/classes/AStar2D.xml:199
+msgid ""
+"Returns whether a point associated with the given [code]id[/code] exists."
+msgstr ""
+
+#: doc/classes/AStar.xml:222 doc/classes/AStar2D.xml:206
+msgid ""
+"Returns whether a point is disabled or not for pathfinding. By default, all "
+"points are enabled."
+msgstr ""
+
+#: doc/classes/AStar.xml:229 doc/classes/AStar2D.xml:213
+msgid ""
+"Removes the point associated with the given [code]id[/code] from the points "
+"pool."
+msgstr ""
+
+#: doc/classes/AStar.xml:236 doc/classes/AStar2D.xml:220
+msgid ""
+"Reserves space internally for [code]num_nodes[/code] points, useful if "
+"you're adding a known large number of points at once, for a grid for "
+"instance. New capacity must be greater or equals to old capacity."
+msgstr ""
+
+#: doc/classes/AStar.xml:244 doc/classes/AStar2D.xml:228
+msgid ""
+"Disables or enables the specified point for pathfinding. Useful for making a "
+"temporary obstacle."
+msgstr ""
+
+#: doc/classes/AStar.xml:252 doc/classes/AStar2D.xml:236
+msgid ""
+"Sets the [code]position[/code] for the point with the given [code]id[/code]."
+msgstr ""
+
+#: doc/classes/AStar.xml:260 doc/classes/AStar2D.xml:244
+msgid ""
+"Sets the [code]weight_scale[/code] for the point with the given [code]id[/"
+"code]. The [code]weight_scale[/code] is multiplied by the result of [method "
+"_compute_cost] when determining the overall cost of traveling across a "
+"segment from a neighboring point to this point."
+msgstr ""
+
+#: doc/classes/AStar2D.xml:4
+msgid "AStar class representation that uses 2D vectors as edges."
+msgstr ""
+
+#: doc/classes/AStar2D.xml:7
+msgid ""
+"This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D "
+"vectors."
+msgstr ""
+
+#: doc/classes/AStar2D.xml:17
+msgid ""
+"Called when computing the cost between two connected points.\n"
+"Note that this function is hidden in the default [code]AStar2D[/code] class."
+msgstr ""
+
+#: doc/classes/AStar2D.xml:26
+msgid ""
+"Called when estimating the cost between a point and the path's ending "
+"point.\n"
+"Note that this function is hidden in the default [code]AStar2D[/code] class."
+msgstr ""
+
+#: doc/classes/AStar2D.xml:36
+msgid ""
+"Adds a new point at the given position with the given identifier. The "
+"[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
+"be 1 or larger.\n"
+"The [code]weight_scale[/code] is multiplied by the result of [method "
+"_compute_cost] when determining the overall cost of traveling across a "
+"segment from a neighboring point to this point. Thus, all else being equal, "
+"the algorithm prefers points with lower [code]weight_scale[/code]s to form a "
+"path.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with "
+"weight_scale 4 and id 1\n"
+"[/codeblock]\n"
+"If there already exists a point for the given [code]id[/code], its position "
+"and weight scale are updated to the given values."
+msgstr ""
+
+#: doc/classes/AStar2D.xml:50
+msgid "Returns whether there is a connection/segment between the given points."
+msgstr ""
+
+#: doc/classes/AStar2D.xml:65
+msgid ""
+"Creates a segment between the given points. If [code]bidirectional[/code] is "
+"[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] "
+"is allowed, not the reverse direction.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(1, 1))\n"
+"astar.add_point(2, Vector2(0, 5))\n"
+"astar.connect_points(1, 2, false)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar2D.xml:79
+msgid "Deletes the segment between the given points."
+msgstr ""
+
+#: doc/classes/AStar2D.xml:101
+msgid ""
+"Returns the closest position to [code]to_position[/code] that resides inside "
+"a segment between two connected points.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 5))\n"
+"astar.connect_points(1, 2)\n"
+"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, "
+"3)\n"
+"[/codeblock]\n"
+"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
+"5[/code]. It's the closest position in the segment to the given point."
+msgstr ""
+
+#: doc/classes/AStar2D.xml:117
+msgid ""
+"Returns an array with the IDs of the points that form the path found by "
+"AStar2D between the given points. The array is ordered from the starting "
+"point to the ending point of the path.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n"
+"astar.add_point(3, Vector2(1, 1))\n"
+"astar.add_point(4, Vector2(2, 0))\n"
+"\n"
+"astar.connect_points(1, 2, false)\n"
+"astar.connect_points(2, 3, false)\n"
+"astar.connect_points(4, 3, false)\n"
+"astar.connect_points(1, 4, false)\n"
+"\n"
+"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
+"[/codeblock]\n"
+"If you change the 2nd point's weight to 3, then the result will be [code][1, "
+"4, 3][/code] instead, because now even though the distance is longer, it's "
+"\"easier\" to get through point 4 than through point 2."
+msgstr ""
+
+#: doc/classes/AStar2D.xml:145
+msgid ""
+"Returns an array with the IDs of the points that form the connection with "
+"the given point.\n"
+"[codeblock]\n"
+"var astar = AStar2D.new()\n"
+"astar.add_point(1, Vector2(0, 0))\n"
+"astar.add_point(2, Vector2(0, 1))\n"
+"astar.add_point(3, Vector2(1, 1))\n"
+"astar.add_point(4, Vector2(2, 0))\n"
+"\n"
+"astar.connect_points(1, 2, true)\n"
+"astar.connect_points(1, 3, true)\n"
+"\n"
+"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/AStar2D.xml:171
+msgid ""
+"Returns an array with the points that are in the path found by AStar2D "
+"between the given points. The array is ordered from the starting point to "
+"the ending point of the path.\n"
+"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
+"will return an empty [PoolVector2Array] and will print an error message."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml:4
+msgid ""
+"Crops out one part of a texture, such as a texture from a texture atlas."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml:7
+msgid ""
+"[Texture] resource that crops out one part of the [member atlas] texture, "
+"defined by [member region]. The main use case is cropping out textures from "
+"a texture atlas, which is a big texture file that packs multiple smaller "
+"textures. Consists of a [Texture] for the [member atlas], a [member region] "
+"that defines the area of [member atlas] to use, and a [member margin] that "
+"defines the border width.\n"
+"[AtlasTexture] cannot be used in an [AnimatedTexture], cannot be tiled in "
+"nodes such as [TextureRect], and does not work properly if used inside of "
+"other [AtlasTexture] resources. Multiple [AtlasTexture] resources can be "
+"used to crop multiple textures from the atlas. Using a texture atlas helps "
+"to optimize video memory costs and render calls compared to using multiple "
+"small files.\n"
+"[b]Note:[/b] AtlasTextures don't support repetition. The [constant Texture."
+"FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored "
+"when using an AtlasTexture."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml:17
+msgid "The texture that contains the atlas. Can be any [Texture] subtype."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml:20
+msgid ""
+"If [code]true[/code], clips the area outside of the region to avoid bleeding "
+"of the surrounding texture pixels."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml:24
+msgid ""
+"The margin around the region. The [Rect2]'s [member Rect2.size] parameter "
+"(\"w\" and \"h\" in the editor) resizes the texture so it fits within the "
+"margin."
+msgstr ""
+
+#: doc/classes/AtlasTexture.xml:27
+msgid "The AtlasTexture's used region."
+msgstr ""
+
+#: doc/classes/AudioBusLayout.xml:4
+msgid "Stores information about the audio buses."
+msgstr ""
+
+#: doc/classes/AudioBusLayout.xml:7
+msgid ""
+"Stores position, muting, solo, bypass, effects, effect position, volume, and "
+"the connections between buses. See [AudioServer] for usage."
+msgstr ""
+
+#: doc/classes/AudioEffect.xml:4
+msgid "Audio effect for audio."
+msgstr ""
+
+#: doc/classes/AudioEffect.xml:7
+msgid ""
+"Base resource for audio bus. Applies an audio effect on the bus that the "
+"resource is applied on."
+msgstr ""
+
+#: doc/classes/AudioEffect.xml:10 doc/classes/AudioEffectRecord.xml:11
+#: doc/classes/AudioServer.xml:12 doc/classes/AudioStream.xml:12
+#: doc/classes/AudioStreamPlayer.xml:15
+msgid "https://godotengine.org/asset-library/asset/527"
+msgstr ""
+
+#: doc/classes/AudioEffectAmplify.xml:4
+msgid ""
+"Adds an amplifying audio effect to an audio bus.\n"
+"Increases or decreases the volume of the selected audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectAmplify.xml:8
+msgid "Increases or decreases the volume being routed through the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectAmplify.xml:16
+msgid ""
+"Amount of amplification in decibels. Positive values make the sound louder, "
+"negative values make it quieter. Value can range from -80 to 24."
+msgstr ""
+
+#: doc/classes/AudioEffectBandLimitFilter.xml:4
+msgid "Adds a band limit filter to the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectBandLimitFilter.xml:7
+msgid ""
+"Limits the frequencies in a range around the [member AudioEffectFilter."
+"cutoff_hz] and allows frequencies outside of this range to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectBandPassFilter.xml:4
+msgid "Adds a band pass filter to the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectBandPassFilter.xml:7
+msgid ""
+"Attenuates the frequencies inside of a range around the [member "
+"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml:4
+msgid "Captures audio from an audio bus in real-time."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml:7
+msgid ""
+"AudioEffectCapture is an AudioEffect which copies all audio frames from the "
+"attached audio effect bus into its internal ring buffer.\n"
+"Application code should consume these audio frames from this ring buffer "
+"using [method get_buffer] and process it as needed, for example to capture "
+"data from a microphone, implement application defined effects, or to "
+"transmit audio over the network."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml:17
+msgid ""
+"Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
+"available to read in the internal ring buffer."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml:23
+msgid "Clears the internal ring buffer."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml:30
+msgid ""
+"Gets the next [code]frames[/code] audio samples from the internal ring "
+"buffer.\n"
+"Returns a [PoolVector2Array] containing exactly [code]frames[/code] audio "
+"samples if available, or an empty [PoolVector2Array] if insufficient data "
+"was available."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml:37
+msgid "Returns the total size of the internal ring buffer in frames."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml:43
+msgid ""
+"Returns the number of audio frames discarded from the audio bus due to full "
+"buffer."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml:49
+msgid ""
+"Returns the number of frames available to read using [method get_buffer]."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml:55
+msgid "Returns the number of audio frames inserted from the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectCapture.xml:61
+msgid ""
+"Length of the internal ring buffer, in seconds. Setting the buffer length "
+"will have no effect if already initialized."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml:4
+msgid "Adds a chorus audio effect."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml:7
+msgid ""
+"Adds a chorus audio effect. The effect applies a filter with voices to "
+"duplicate the audio source and manipulate it through the filter."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml:93
+msgid "The effect's raw signal."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml:96 doc/classes/AudioEffectChorus.xml:114
+#: doc/classes/AudioEffectChorus.xml:132 doc/classes/AudioEffectChorus.xml:150
+msgid "The voice's cutoff frequency."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml:99 doc/classes/AudioEffectChorus.xml:117
+#: doc/classes/AudioEffectChorus.xml:135 doc/classes/AudioEffectChorus.xml:153
+msgid "The voice's signal delay."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml:102 doc/classes/AudioEffectChorus.xml:120
+#: doc/classes/AudioEffectChorus.xml:138 doc/classes/AudioEffectChorus.xml:156
+msgid "The voice filter's depth."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml:105 doc/classes/AudioEffectChorus.xml:123
+#: doc/classes/AudioEffectChorus.xml:141 doc/classes/AudioEffectChorus.xml:159
+msgid "The voice's volume."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml:108 doc/classes/AudioEffectChorus.xml:126
+#: doc/classes/AudioEffectChorus.xml:144 doc/classes/AudioEffectChorus.xml:162
+msgid "The voice's pan level."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml:111 doc/classes/AudioEffectChorus.xml:129
+#: doc/classes/AudioEffectChorus.xml:147 doc/classes/AudioEffectChorus.xml:165
+msgid "The voice's filter rate."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml:168
+msgid "The amount of voices in the effect."
+msgstr ""
+
+#: doc/classes/AudioEffectChorus.xml:171
+msgid "The effect's processed signal."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml:4
+msgid ""
+"Adds a compressor audio effect to an audio bus.\n"
+"Reduces sounds that exceed a certain threshold level, smooths out the "
+"dynamics and increases the overall volume."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml:8
+msgid ""
+"Dynamic range compressor reduces the level of the sound when the amplitude "
+"goes over a certain threshold in Decibels. One of the main uses of a "
+"compressor is to increase the dynamic range by clipping as little as "
+"possible (when sound goes over 0dB).\n"
+"Compressor has many uses in the mix:\n"
+"- In the Master bus to compress the whole output (although an "
+"[AudioEffectLimiter] is probably better).\n"
+"- In voice channels to ensure they sound as balanced as possible.\n"
+"- Sidechained. This can reduce the sound level sidechained with another "
+"audio bus for threshold detection. This technique is common in video game "
+"mixing to the level of music and SFX while voices are being heard.\n"
+"- Accentuates transients by using a wider attack, making effects sound more "
+"punchy."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml:21
+msgid ""
+"Compressor's reaction time when the signal exceeds the threshold, in "
+"microseconds. Value can range from 20 to 2000."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml:24
+msgid "Gain applied to the output signal."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml:27
+msgid ""
+"Balance between original signal and effect signal. Value can range from 0 "
+"(totally dry) to 1 (totally wet)."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml:30
+msgid ""
+"Amount of compression applied to the audio once it passes the threshold "
+"level. The higher the ratio, the more the loud parts of the audio will be "
+"compressed. Value can range from 1 to 48."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml:33
+msgid ""
+"Compressor's delay time to stop reducing the signal after the signal level "
+"falls below the threshold, in milliseconds. Value can range from 20 to 2000."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml:36
+msgid "Reduce the sound level using another audio bus for threshold detection."
+msgstr ""
+
+#: doc/classes/AudioEffectCompressor.xml:39
+msgid ""
+"The level above which compression is applied to the audio. Value can range "
+"from -60 to 0."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:4
+msgid ""
+"Adds a delay audio effect to an audio bus. Plays input signal back after a "
+"period of time.\n"
+"Two tap delay and feedback options."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:8
+msgid ""
+"Plays input signal back after a period of time. The delayed signal may be "
+"played back multiple times to create the sound of a repeating, decaying "
+"echo. Delay effects range from a subtle echo effect to a pronounced blending "
+"of previous sounds with new sounds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:16
+msgid ""
+"Output percent of original sound. At 0, only delayed sounds are output. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:19
+msgid "If [code]true[/code], feedback is enabled."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:22
+msgid "Feedback delay time in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:25 doc/classes/AudioEffectDelay.xml:37
+msgid "Sound level for [code]tap1[/code]."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:28
+msgid ""
+"Low-pass filter for feedback, in Hz. Frequencies below this value are "
+"filtered out of the source signal."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:31
+msgid "If [code]true[/code], [code]tap1[/code] will be enabled."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:34
+msgid "[code]tap1[/code] delay time in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:40
+msgid ""
+"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to "
+"1 (fully right)."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:43
+msgid "If [code]true[/code], [code]tap2[/code] will be enabled."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:46
+msgid "[b]Tap2[/b] delay time in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:49
+msgid "Sound level for [code]tap2[/code]."
+msgstr ""
+
+#: doc/classes/AudioEffectDelay.xml:52
+msgid ""
+"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to "
+"1 (fully right)."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:4
+msgid ""
+"Adds a distortion audio effect to an Audio bus.\n"
+"Modify the sound to make it distorted."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:8
+msgid ""
+"Different types are available: clip, tan, lo-fi (bit crushing), overdrive, "
+"or waveshape.\n"
+"By distorting the waveform the frequency content change, which will often "
+"make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound "
+"coming from some saturated device or speaker very efficiently."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:12
+#: doc/classes/AudioEffectFilter.xml:10
+#: doc/classes/AudioEffectHighShelfFilter.xml:9
+#: doc/classes/AudioEffectLowShelfFilter.xml:9 doc/classes/AudioServer.xml:10
+msgid "https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html"
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:18
+msgid "Distortion power. Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:21
+msgid ""
+"High-pass filter, in Hz. Frequencies higher than this value will not be "
+"affected by the distortion. Value can range from 1 to 20000."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:24
+msgid "Distortion type."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:27
+msgid ""
+"Increases or decreases the volume after the effect. Value can range from -80 "
+"to 24."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:30
+msgid ""
+"Increases or decreases the volume before the effect. Value can range from "
+"-60 to 60."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:35
+msgid ""
+"Digital distortion effect which cuts off peaks at the top and bottom of the "
+"waveform."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:40
+msgid ""
+"Low-resolution digital distortion effect. You can use it to emulate the "
+"sound of early digital audio devices."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:43
+msgid ""
+"Emulates the warm distortion produced by a field effect transistor, which is "
+"commonly used in solid-state musical instrument amplifiers."
+msgstr ""
+
+#: doc/classes/AudioEffectDistortion.xml:46
+msgid ""
+"Waveshaper distortions are used mainly by electronic musicians to achieve an "
+"extra-abrasive sound."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml:4
+msgid ""
+"Base class for audio equalizers. Gives you control over frequencies.\n"
+"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] "
+"or [AudioEffectEQ21] don't fit your needs."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml:8
+msgid ""
+"AudioEffectEQ gives you control over frequencies. Use it to compensate for "
+"existing deficiencies in audio. AudioEffectEQs are useful on the Master bus "
+"to completely master a mix and give it more character. They are also useful "
+"when a game is run on a mobile device, to adjust the mix to that kind of "
+"speakers (it can be added but disabled when headphones are plugged)."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml:16
+msgid "Returns the number of bands of the equalizer."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml:23
+msgid "Returns the band's gain at the specified index, in dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ.xml:31
+msgid "Sets band's gain at the specified index, in dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ10.xml:4
+msgid ""
+"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control "
+"over frequencies from 31 Hz to 16000 Hz.\n"
+"Each frequency can be modulated between -60/+24 dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ10.xml:8
+msgid ""
+"Frequency bands:\n"
+"Band 1: 31 Hz\n"
+"Band 2: 62 Hz\n"
+"Band 3: 125 Hz\n"
+"Band 4: 250 Hz\n"
+"Band 5: 500 Hz\n"
+"Band 6: 1000 Hz\n"
+"Band 7: 2000 Hz\n"
+"Band 8: 4000 Hz\n"
+"Band 9: 8000 Hz\n"
+"Band 10: 16000 Hz\n"
+"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ21.xml:4
+msgid ""
+"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control "
+"over frequencies from 22 Hz to 22000 Hz.\n"
+"Each frequency can be modulated between -60/+24 dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ21.xml:8
+msgid ""
+"Frequency bands:\n"
+"Band 1: 22 Hz\n"
+"Band 2: 32 Hz\n"
+"Band 3: 44 Hz\n"
+"Band 4: 63 Hz\n"
+"Band 5: 90 Hz\n"
+"Band 6: 125 Hz\n"
+"Band 7: 175 Hz\n"
+"Band 8: 250 Hz\n"
+"Band 9: 350 Hz\n"
+"Band 10: 500 Hz\n"
+"Band 11: 700 Hz\n"
+"Band 12: 1000 Hz\n"
+"Band 13: 1400 Hz\n"
+"Band 14: 2000 Hz\n"
+"Band 15: 2800 Hz\n"
+"Band 16: 4000 Hz\n"
+"Band 17: 5600 Hz\n"
+"Band 18: 8000 Hz\n"
+"Band 19: 11000 Hz\n"
+"Band 20: 16000 Hz\n"
+"Band 21: 22000 Hz\n"
+"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ6.xml:4
+msgid ""
+"Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over "
+"frequencies from 32 Hz to 10000 Hz.\n"
+"Each frequency can be modulated between -60/+24 dB."
+msgstr ""
+
+#: doc/classes/AudioEffectEQ6.xml:8
+msgid ""
+"Frequency bands:\n"
+"Band 1: 32 Hz\n"
+"Band 2: 100 Hz\n"
+"Band 3: 320 Hz\n"
+"Band 4: 1000 Hz\n"
+"Band 5: 3200 Hz\n"
+"Band 6: 10000 Hz\n"
+"See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml:4
+msgid "Adds a filter to the audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml:7
+msgid "Allows frequencies other than the [member cutoff_hz] to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml:16
+msgid "Threshold frequency for the filter, in Hz."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml:21
+msgid "Gain amount of the frequencies after the filter."
+msgstr ""
+
+#: doc/classes/AudioEffectFilter.xml:24
+msgid "Amount of boost in the frequency range near the cutoff frequency."
+msgstr ""
+
+#: doc/classes/AudioEffectHighPassFilter.xml:4
+msgid "Adds a high-pass filter to the Audio Bus."
+msgstr ""
+
+#: doc/classes/AudioEffectHighPassFilter.xml:7
+msgid ""
+"Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
+"allows higher frequencies to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectHighShelfFilter.xml:4
+msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml:4
+msgid "Adds a soft-clip limiter audio effect to an Audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml:7
+msgid ""
+"A limiter is similar to a compressor, but it's less flexible and designed to "
+"disallow sound going over a given dB threshold. Adding one in the Master bus "
+"is always recommended to reduce the effects of clipping.\n"
+"Soft clipping starts to reduce the peaks a little below the threshold level "
+"and progressively increases its effect as the input level increases such "
+"that the threshold is never exceeded."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml:16
+msgid ""
+"The waveform's maximum allowed value, in decibels. Value can range from -20 "
+"to -0.1."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml:19
+msgid ""
+"Applies a gain to the limited waves, in decibels. Value can range from 0 to "
+"6."
+msgstr ""
+
+#: doc/classes/AudioEffectLimiter.xml:24
+msgid ""
+"Threshold from which the limiter begins to be active, in decibels. Value can "
+"range from -30 to 0."
+msgstr ""
+
+#: doc/classes/AudioEffectLowPassFilter.xml:4
+msgid "Adds a low-pass filter to the Audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectLowPassFilter.xml:7
+msgid ""
+"Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
+"allows lower frequencies to pass."
+msgstr ""
+
+#: doc/classes/AudioEffectLowShelfFilter.xml:4
+msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
+msgstr ""
+
+#: doc/classes/AudioEffectNotchFilter.xml:4
+msgid "Adds a notch filter to the Audio bus."
+msgstr ""
+
+#: doc/classes/AudioEffectNotchFilter.xml:7
+msgid ""
+"Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
+"cutoff_hz] and cuts frequencies outside of this range."
+msgstr ""
+
+#: doc/classes/AudioEffectPanner.xml:4
+msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right."
+msgstr ""
+
+#: doc/classes/AudioEffectPanner.xml:7
+msgid ""
+"Determines how much of an audio signal is sent to the left and right buses."
+msgstr ""
+
+#: doc/classes/AudioEffectPanner.xml:15
+msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml:4
+msgid ""
+"Adds a phaser audio effect to an Audio bus.\n"
+"Combines the original signal with a copy that is slightly out of phase with "
+"the original."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml:8
+msgid ""
+"Combines phase-shifted signals with the original signal. The movement of the "
+"phase-shifted signals is controlled using a low-frequency oscillator."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml:16
+msgid ""
+"Governs how high the filter frequencies sweep. Low value will primarily "
+"affect bass frequencies. High value can sweep high into the treble. Value "
+"can range from 0.1 to 4."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml:19
+msgid "Output percent of modified sound. Value can range from 0.1 to 0.9."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml:22
+msgid ""
+"Determines the maximum frequency affected by the LFO modulations, in Hz. "
+"Value can range from 10 to 10000."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml:25
+msgid ""
+"Determines the minimum frequency affected by the LFO modulations, in Hz. "
+"Value can range from 10 to 10000."
+msgstr ""
+
+#: doc/classes/AudioEffectPhaser.xml:28
+msgid ""
+"Adjusts the rate in Hz at which the effect sweeps up and down across the "
+"frequency range."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml:4
+msgid ""
+"Adds a pitch-shifting audio effect to an Audio bus.\n"
+"Raises or lowers the pitch of original sound."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml:8
+msgid ""
+"Allows modulation of pitch independently of tempo. All frequencies can be "
+"increased/decreased with minimal effect on transients."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml:16
+msgid ""
+"The size of the [url=https://en.wikipedia.org/wiki/"
+"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
+"smooth out the effect over time, but have greater latency. The effects of "
+"this higher latency are especially noticeable on sounds that have sudden "
+"amplitude changes."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml:19
+msgid ""
+"The oversampling factor to use. Higher values result in better quality, but "
+"are more demanding on the CPU and may cause audio cracking if the CPU can't "
+"keep up."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml:22
+msgid ""
+"The pitch scale to use. [code]1.0[/code] is the default pitch and plays "
+"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] "
+"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
+"the initial pitch)."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml:27
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:28
+msgid ""
+"Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, "
+"but least stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml:30
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:31
+msgid ""
+"Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but "
+"less stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml:33
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:34
+msgid ""
+"Use a buffer of 1024 samples for the Fast Fourier transform. This is a "
+"compromise between latency and stability over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml:36
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:37
+msgid ""
+"Use a buffer of 2048 samples for the Fast Fourier transform. High latency, "
+"but stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml:39
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:40
+msgid ""
+"Use a buffer of 4096 samples for the Fast Fourier transform. Highest "
+"latency, but most stable over time."
+msgstr ""
+
+#: doc/classes/AudioEffectPitchShift.xml:42
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:43
+msgid "Represents the size of the [enum FFT_Size] enum."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml:4
+msgid "Audio effect used for recording sound from a microphone."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml:7
+msgid ""
+"Allows the user to record sound from a microphone. It sets and gets the "
+"format in which the audio file will be recorded (8-bit, 16-bit, or "
+"compressed). It checks whether or not the recording is active, and if it is, "
+"records the sound. It then returns the recorded sample."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/audio/"
+"recording_with_microphone.html"
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml:17
+msgid "Returns the recorded sample."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml:23
+msgid "Returns whether the recording is active or not."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml:30
+msgid ""
+"If [code]true[/code], the sound will be recorded. Note that restarting the "
+"recording will remove the previously recorded sample."
+msgstr ""
+
+#: doc/classes/AudioEffectRecord.xml:36
+msgid ""
+"Specifies the format in which the sample will be recorded. See [enum "
+"AudioStreamSample.Format] for available formats."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml:4
+msgid ""
+"Adds a reverberation audio effect to an Audio bus.\n"
+"Simulates the sound of acoustic environments such as rooms, concert halls, "
+"caverns, or an open spaces."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml:8
+msgid ""
+"Simulates rooms of different sizes. Its parameters can be adjusted to "
+"simulate the sound of a specific room."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml:17
+msgid ""
+"Defines how reflective the imaginary room's walls are. Value can range from "
+"0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml:20
+msgid ""
+"Output percent of original sound. At 0, only modified sound is outputted. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml:23
+msgid ""
+"High-pass filter passes signals with a frequency higher than a certain "
+"cutoff frequency and attenuates signals with frequencies lower than the "
+"cutoff frequency. Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml:26
+msgid "Output percent of predelay. Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml:29
+msgid ""
+"Time between the original signal and the early reflections of the reverb "
+"signal, in milliseconds."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml:32
+msgid ""
+"Dimensions of simulated room. Bigger means more echoes. Value can range from "
+"0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml:35
+msgid ""
+"Widens or narrows the stereo image of the reverb tail. 1 means fully widens. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectReverb.xml:38
+msgid ""
+"Output percent of modified sound. At 0, only original sound is outputted. "
+"Value can range from 0 to 1."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:4
+msgid "Audio effect that can be used for real-time audio visualizations."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:7
+msgid ""
+"This audio effect does not affect sound output, but can be used for real-"
+"time audio visualizations.\n"
+"See also [AudioStreamGenerator] for procedurally generating sounds."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:11
+msgid "Audio Spectrum Demo"
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:12
+#: doc/classes/AudioStreamGenerator.xml:13
+#: doc/classes/AudioStreamGeneratorPlayback.xml:11
+msgid "Godot 3.2 will get new audio features"
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:18
+msgid ""
+"The length of the buffer to keep (in seconds). Higher values keep data "
+"around for longer, but require more memory."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzer.xml:21
+msgid ""
+"The size of the [url=https://en.wikipedia.org/wiki/"
+"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
+"smooth out the spectrum analysis over time, but have greater latency. The "
+"effects of this higher latency are especially noticeable with sudden "
+"amplitude changes."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml:21
+msgid "Use the average value as magnitude."
+msgstr ""
+
+#: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml:24
+msgid "Use the maximum value as magnitude."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:4
+msgid "Server interface for low-level audio access."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:7
+msgid ""
+"[AudioServer] is a low-level server interface for audio access. It is in "
+"charge of creating sample data (playable audio) as well as its playback via "
+"a voice interface."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:11 doc/classes/AudioStreamPlayer.xml:13
+msgid "https://godotengine.org/asset-library/asset/525"
+msgstr ""
+
+#: doc/classes/AudioServer.xml:13 doc/classes/AudioStream.xml:13
+#: doc/classes/AudioStreamPlayer.xml:16 doc/classes/CanvasItem.xml:17
+msgid "https://godotengine.org/asset-library/asset/528"
+msgstr ""
+
+#: doc/classes/AudioServer.xml:20
+msgid "Adds a bus at [code]at_position[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:29
+msgid ""
+"Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at "
+"[code]at_position[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:35
+msgid ""
+"Name of the current device for audio input (see [method "
+"capture_get_device_list])."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:41
+msgid "Returns the names of all audio input devices detected on the system."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:48
+msgid "Sets which audio input device is used for audio capture."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:54
+msgid "Generates an [AudioBusLayout] using the available buses and effects."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:61
+msgid ""
+"Returns the amount of channels of the bus at index [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:69
+msgid ""
+"Returns the [AudioEffect] at position [code]effect_idx[/code] in bus "
+"[code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:76
+msgid "Returns the number of effects on the bus at [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:85
+msgid ""
+"Returns the [AudioEffectInstance] assigned to the given bus and effect "
+"indices (and optionally channel)."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:92
+msgid "Returns the index of the bus with the name [code]bus_name[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:99
+msgid "Returns the name of the bus with the index [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:107
+msgid ""
+"Returns the peak volume of the left speaker at bus index [code]bus_idx[/"
+"code] and channel index [code]channel[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:115
+msgid ""
+"Returns the peak volume of the right speaker at bus index [code]bus_idx[/"
+"code] and channel index [code]channel[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:122
+msgid ""
+"Returns the name of the bus that the bus at index [code]bus_idx[/code] sends "
+"to."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:129
+msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:135
+msgid "Returns the names of all audio devices detected on the system."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:141
+msgid "Returns the sample rate at the output of the [AudioServer]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:147
+msgid "Returns the audio driver's output latency."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:153
+msgid "Returns the speaker configuration."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:159
+msgid "Returns the relative time since the last mix occurred."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:165
+msgid "Returns the relative time until the next mix occurs."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:172 doc/classes/AudioServer.xml:232
+msgid ""
+"If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing "
+"effects."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:180 doc/classes/AudioServer.xml:241
+msgid ""
+"If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus "
+"at index [code]bus_idx[/code] is enabled."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:187 doc/classes/AudioServer.xml:256
+msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:194 doc/classes/AudioServer.xml:280
+msgid ""
+"If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:200
+msgid ""
+"Locks the audio driver's main loop.\n"
+"[b]Note:[/b] Remember to unlock it afterwards."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:209
+msgid ""
+"Moves the bus from index [code]index[/code] to index [code]to_index[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:216
+msgid "Removes the bus at index [code]index[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:224
+msgid ""
+"Removes the effect at index [code]effect_idx[/code] from the bus at index "
+"[code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:248
+msgid "Overwrites the currently used [AudioBusLayout]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:264
+msgid ""
+"Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:272
+msgid ""
+"Connects the output of the bus at [code]bus_idx[/code] to the bus named "
+"[code]send[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:288
+msgid ""
+"Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/"
+"code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:297
+msgid "Swaps the position of two effects in bus [code]bus_idx[/code]."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:303
+msgid ""
+"Unlocks the audio driver's main loop. (After locking it, you should always "
+"unlock it.)"
+msgstr ""
+
+#: doc/classes/AudioServer.xml:309
+msgid "Number of available audio buses."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:312
+msgid ""
+"Name of the current device for audio output (see [method get_device_list])."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:315
+msgid ""
+"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/"
+"code] will make the audio be played twice as fast)."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:321
+msgid "Emitted when the [AudioBusLayout] changes."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:327
+msgid "Two or fewer speakers were detected."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:330
+msgid "A 3.1 channel surround setup was detected."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:333
+msgid "A 5.1 channel surround setup was detected."
+msgstr ""
+
+#: doc/classes/AudioServer.xml:336
+msgid "A 7.1 channel surround setup was detected."
+msgstr ""
+
+#: doc/classes/AudioStream.xml:4
+msgid "Base class for audio streams."
+msgstr ""
+
+#: doc/classes/AudioStream.xml:7
+msgid ""
+"Base class for audio streams. Audio streams are used for sound effects and "
+"music playback, and support WAV (via [AudioStreamSample]) and OGG (via "
+"[AudioStreamOGGVorbis]) file formats."
+msgstr ""
+
+#: doc/classes/AudioStream.xml:10 doc/classes/AudioStreamPlayer.xml:11
+#: doc/classes/AudioStreamPlayer2D.xml:12
+#: doc/classes/AudioStreamPlayer3D.xml:13
+msgid "https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html"
+msgstr ""
+
+#: doc/classes/AudioStream.xml:11 doc/classes/AudioStreamGenerator.xml:12
+#: doc/classes/AudioStreamGeneratorPlayback.xml:10
+#: doc/classes/AudioStreamPlayback.xml:10 doc/classes/AudioStreamPlayer.xml:14
+msgid "https://godotengine.org/asset-library/asset/526"
+msgstr ""
+
+#: doc/classes/AudioStream.xml:19
+msgid "Returns the length of the audio stream in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml:4
+msgid "Audio stream that generates sounds procedurally."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml:7
+msgid ""
+"This audio stream does not play back sounds, but expects a script to "
+"generate audio data for it instead. See also "
+"[AudioStreamGeneratorPlayback].\n"
+"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio "
+"spectrum analysis.\n"
+"[b]Note:[/b] Due to performance constraints, this class is best used from C# "
+"or from a compiled language via GDNative. If you still want to use this "
+"class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
+"Hz or 22,050 Hz."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml:19
+msgid ""
+"The length of the buffer to generate (in seconds). Lower values result in "
+"less latency, but require the script to generate audio data faster, "
+"resulting in increased CPU usage and more risk for audio cracking if the CPU "
+"can't keep up."
+msgstr ""
+
+#: doc/classes/AudioStreamGenerator.xml:22
+msgid ""
+"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
+"to generate, but result in better quality.\n"
+"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
+"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
+"[code]48000[/code].\n"
+"According to the [url=https://en.wikipedia.org/wiki/Nyquist"
+"%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/url], "
+"there is no quality difference to human hearing when going past 40,000 Hz "
+"(since most humans can only hear up to ~20,000 Hz, often less). If you are "
+"generating lower-pitched sounds such as voices, lower sample rates such as "
+"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
+"quality."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml:4
+msgid "Plays back audio generated using [AudioStreamGenerator]."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml:7
+msgid ""
+"This class is meant to be used with [AudioStreamGenerator] to play back the "
+"generated audio in real-time."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml:18
+msgid ""
+"Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be "
+"pushed to the audio sample data buffer without overflowing it, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml:24
+msgid "Clears the audio sample data buffer."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml:30
+msgid ""
+"Returns the number of audio data frames left to play. If this returned "
+"number reaches [code]0[/code], the audio will stop playing until frames are "
+"added again. Therefore, make sure your script can always generate and push "
+"new audio frames fast enough to avoid audio cracking."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml:42
+msgid ""
+"Pushes several audio data frames to the buffer. This is usually more "
+"efficient than [method push_frame] in C# and compiled languages via "
+"GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript."
+msgstr ""
+
+#: doc/classes/AudioStreamGeneratorPlayback.xml:49
+msgid ""
+"Pushes a single audio data frame to the buffer. This is usually less "
+"efficient than [method push_buffer] in C# and compiled languages via "
+"GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml:4
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml:7
+msgid "MP3 audio stream driver."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml:15
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:15
+msgid "Contains the audio data in bytes."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml:18
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:18
+msgid ""
+"If [code]true[/code], the stream will automatically loop when it reaches the "
+"end."
+msgstr ""
+
+#: modules/minimp3/doc_classes/AudioStreamMP3.xml:21
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:21
+msgid "Time in seconds at which the stream starts after being looped."
+msgstr ""
+
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:4
+#: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:7
+msgid "OGG Vorbis audio stream driver."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayback.xml:4
+msgid "Meta class for playing back audio."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayback.xml:7
+msgid ""
+"Can play, loop, pause a scroll through audio. See [AudioStream] and "
+"[AudioStreamOGGVorbis] for usage."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:4
+msgid "Plays back audio non-positionally."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:7
+msgid ""
+"Plays an audio stream non-positionally.\n"
+"To play audio positionally, use [AudioStreamPlayer2D] or "
+"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:22
+msgid "Returns the position in the [AudioStream] in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:28
+msgid ""
+"Returns the [AudioStreamPlayback] object associated with this "
+"[AudioStreamPlayer]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:35
+msgid "Plays the audio from the given [code]from_position[/code], in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:42 doc/classes/AudioStreamPlayer2D.xml:38
+#: doc/classes/AudioStreamPlayer3D.xml:39
+msgid "Sets the position from which audio will be played, in seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:48 doc/classes/AudioStreamPlayer2D.xml:44
+#: doc/classes/AudioStreamPlayer3D.xml:45
+msgid "Stops the audio."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:54 doc/classes/AudioStreamPlayer2D.xml:56
+msgid "If [code]true[/code], audio plays when added to scene tree."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:57 doc/classes/AudioStreamPlayer2D.xml:59
+msgid "Bus on which this audio is playing."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:60
+msgid ""
+"If the audio configuration has more than two speakers, this sets the target "
+"channels. See [enum MixTarget] constants."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:63 doc/classes/AudioStreamPlayer2D.xml:65
+#: doc/classes/AudioStreamPlayer3D.xml:91
+msgid ""
+"The pitch and the tempo of the audio, as a multiplier of the audio sample's "
+"sample rate."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:66 doc/classes/AudioStreamPlayer2D.xml:68
+#: doc/classes/AudioStreamPlayer3D.xml:94
+msgid "If [code]true[/code], audio is playing."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:69 doc/classes/AudioStreamPlayer2D.xml:71
+msgid "The [AudioStream] object to be played."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:72 doc/classes/AudioStreamPlayer2D.xml:74
+msgid ""
+"If [code]true[/code], the playback is paused. You can resume it by setting "
+"[code]stream_paused[/code] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:75
+msgid "Volume of sound, in dB."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:81 doc/classes/AudioStreamPlayer2D.xml:83
+#: doc/classes/AudioStreamPlayer3D.xml:112
+msgid "Emitted when the audio stops playing."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:87
+msgid "The audio will be played only on the first channel."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:90
+msgid "The audio will be played on all surround channels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer.xml:93
+msgid ""
+"The audio will be played on the second channel, which is usually the center."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml:4
+msgid "Plays positional sound in 2D space."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml:7
+msgid ""
+"Plays audio that dampens with distance from screen center.\n"
+"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
+"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
+"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
+"[member volume_db] to a very low value like [code]-100[/code] (which isn't "
+"audible to human hearing)."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml:18
+#: doc/classes/AudioStreamPlayer3D.xml:19
+msgid "Returns the position in the [AudioStream]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml:24
+msgid ""
+"Returns the [AudioStreamPlayback] object associated with this "
+"[AudioStreamPlayer2D]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml:31
+#: doc/classes/AudioStreamPlayer3D.xml:32
+msgid ""
+"Plays the audio from the given position [code]from_position[/code], in "
+"seconds."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml:50
+#: doc/classes/AudioStreamPlayer3D.xml:51
+msgid "Areas in which this sound plays."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml:53
+msgid "Dampens audio over distance with this as an exponent."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml:62
+msgid "Maximum distance from which audio is still hearable."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer2D.xml:77
+msgid "Base volume without dampening."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:4
+msgid "Plays positional sound in 3D space."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:7
+msgid ""
+"Plays a sound effect with directed sound effects, dampens with distance if "
+"needed, generates effect of hearable position in space. For greater realism, "
+"a low-pass filter is automatically applied to distant sounds. This can be "
+"disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/"
+"code].\n"
+"By default, audio is heard from the camera position. This can be changed by "
+"adding a [Listener] node to the scene and enabling it by calling [method "
+"Listener.make_current] on it.\n"
+"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
+"[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio "
+"output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set "
+"[member unit_db] to a very low value like [code]-100[/code] (which isn't "
+"audible to human hearing)."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:25
+msgid ""
+"Returns the [AudioStreamPlayback] object associated with this "
+"[AudioStreamPlayer3D]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:54
+msgid ""
+"Dampens audio using a low-pass filter above this frequency, in Hz. To "
+"disable the dampening effect entirely, set this to [code]20500[/code] as "
+"this frequency is above the human hearing limit."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:57
+msgid "Amount how much the filter affects the loudness, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:60
+msgid ""
+"Decides if audio should get quieter with distance linearly, quadratically, "
+"logarithmically, or not be affected by distance, effectively disabling "
+"attenuation."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:63
+msgid ""
+"If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added "
+"to scene tree."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:66
+msgid "The bus on which this audio is playing."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:69
+msgid ""
+"Decides in which step the [url=https://en.wikipedia.org/wiki/"
+"Doppler_effect]Doppler effect[/url] should be calculated.\n"
+"[b]Note:[/b] Only effective if the current [Camera]'s [member Camera."
+"doppler_tracking] property is set to a value other than [constant Camera."
+"DOPPLER_TRACKING_DISABLED]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:73
+msgid "The angle in which the audio reaches cameras undampened."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:76
+msgid ""
+"If [code]true[/code], the audio should be dampened according to the "
+"direction of the sound."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:79
+msgid ""
+"Dampens audio if camera is outside of [member emission_angle_degrees] and "
+"[member emission_angle_enabled] is set by this factor, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:82
+msgid "Sets the absolute maximum of the soundlevel, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:85
+msgid ""
+"Sets the distance from which the [member out_of_range_mode] takes effect. "
+"Has no effect if set to 0."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:88
+msgid ""
+"Decides if audio should pause when source is outside of [member "
+"max_distance] range."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:97
+msgid "The [AudioStream] resource to be played."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:100
+msgid ""
+"If [code]true[/code], the playback is paused. You can resume it by setting "
+"[member stream_paused] to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:103
+msgid "The base sound level unaffected by dampening, in decibels."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:106
+msgid ""
+"The factor for the attenuation effect. Higher values make the sound audible "
+"over a larger distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:118
+msgid "Linear dampening of loudness according to distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:121
+msgid "Squared dampening of loudness according to distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:124
+msgid "Logarithmic dampening of loudness according to distance."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:127
+msgid ""
+"No dampening of loudness according to distance. The sound will still be "
+"heard positionally, unlike an [AudioStreamPlayer]. [constant "
+"ATTENUATION_DISABLED] can be combined with a [member max_distance] value "
+"greater than [code]0.0[/code] to achieve linear attenuation clamped to a "
+"sphere of a defined size."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:130
+msgid ""
+"Mix this audio in, even when it's out of range. This increases CPU usage, "
+"but keeps the sound playing at the correct position if the camera leaves and "
+"enters the [AudioStreamPlayer3D]'s [member max_distance] radius."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:133
+msgid ""
+"Pause this audio when it gets out of range. This decreases CPU usage, but "
+"will cause the sound to restart if the camera leaves and enters the "
+"[AudioStreamPlayer3D]'s [member max_distance] radius."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:136
+msgid "Disables doppler tracking."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:139
+msgid "Executes doppler tracking in idle step (every rendered frame)."
+msgstr ""
+
+#: doc/classes/AudioStreamPlayer3D.xml:142
+msgid ""
+"Executes doppler tracking in physics step (every simulated physics frame)."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml:4
+msgid "Plays audio with random pitch shifting."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml:7
+msgid "Randomly varies pitch on each start."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml:15
+msgid "The current [AudioStream]."
+msgstr ""
+
+#: doc/classes/AudioStreamRandomPitch.xml:18
+msgid "The intensity of random pitch variation."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:4
+msgid "Stores audio data loaded from WAV files."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:7
+msgid ""
+"AudioStreamSample stores sound samples loaded from WAV files. To play the "
+"stored sound, use an [AudioStreamPlayer] (for non-positional audio) or "
+"[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The "
+"sound can be looped.\n"
+"This class can also be used to store dynamically-generated PCM audio data. "
+"See also [AudioStreamGenerator] for procedural audio generation."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:17
+msgid ""
+"Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with "
+"IMA ADPCM format can't be saved.\n"
+"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to "
+"[code]path[/code] if it is missing."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:24
+msgid ""
+"Contains the audio data in bytes.\n"
+"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned "
+"PCM8 to signed PCM8, subtract 128 from each byte."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:28
+msgid "Audio format. See [enum Format] constants for values."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:31
+msgid ""
+"The loop start point (in number of samples, relative to the beginning of the "
+"sample). This information will be imported automatically from the WAV file "
+"if present."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:34
+msgid ""
+"The loop end point (in number of samples, relative to the beginning of the "
+"sample). This information will be imported automatically from the WAV file "
+"if present."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:37
+msgid ""
+"The loop mode. This information will be imported automatically from the WAV "
+"file if present. See [enum LoopMode] constants for values."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:40
+msgid ""
+"The sample rate for mixing this audio. Higher values require more storage "
+"space, but result in better quality.\n"
+"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
+"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
+"[code]48000[/code].\n"
+"According to the [url=https://en.wikipedia.org/wiki/Nyquist"
+"%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/url], "
+"there is no quality difference to human hearing when going past 40,000 Hz "
+"(since most humans can only hear up to ~20,000 Hz, often less). If you are "
+"using lower-pitched sounds such as voices, lower sample rates such as "
+"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
+"quality."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:45
+msgid "If [code]true[/code], audio is stereo."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:50
+msgid "8-bit audio codec."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:53
+msgid "16-bit audio codec."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:56
+msgid "Audio is compressed using IMA ADPCM."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:59
+msgid "Audio does not loop."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:62
+msgid ""
+"Audio loops the data between [member loop_begin] and [member loop_end], "
+"playing forward only."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:65
+msgid ""
+"Audio loops the data between [member loop_begin] and [member loop_end], "
+"playing back and forth."
+msgstr ""
+
+#: doc/classes/AudioStreamSample.xml:68
+msgid ""
+"Audio loops the data between [member loop_begin] and [member loop_end], "
+"playing backward only."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml:4
+msgid ""
+"Copies a region of the screen (or the whole screen) to a buffer so it can be "
+"accessed in your shader scripts through the "
+"[code]texture(SCREEN_TEXTURE, ...)[/code] function."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml:7
+msgid ""
+"Node for back-buffering the currently-displayed screen. The region defined "
+"in the BackBufferCopy node is buffered with the content of the screen it "
+"covers, or the entire screen according to the copy mode set. Use the "
+"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
+"access the buffer.\n"
+"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
+"anchors and margins won't apply to child [Control]-derived nodes. This can "
+"be problematic when resizing the window. To avoid this, add [Control]-"
+"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
+"adding them as children."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml:16
+msgid "Buffer mode. See [enum CopyMode] constants."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml:19
+msgid ""
+"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
+"[constant COPY_MODE_RECT]."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml:24
+msgid ""
+"Disables the buffering mode. This means the BackBufferCopy node will "
+"directly use the portion of screen it covers."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml:27
+msgid "BackBufferCopy buffers a rectangular region."
+msgstr ""
+
+#: doc/classes/BackBufferCopy.xml:30
+msgid "BackBufferCopy buffers the entire screen."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:4
+msgid "Prerendered indirect light map for a scene."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:7
+msgid ""
+"Baked lightmaps are an alternative workflow for adding indirect (or baked) "
+"lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work "
+"fine on low-end PCs and mobile devices as they consume almost no resources "
+"in run-time.\n"
+"[b]Procedural generation:[/b] Lightmap baking functionality is only "
+"available in the editor. This means [BakedLightmap] is not suited to "
+"procedurally generated or user-built levels. For procedurally generated or "
+"user-built levels, use [GIProbe] instead.\n"
+"[b]Note:[/b] Due to how lightmaps work, most properties only have a visible "
+"effect once lightmaps are baked again."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:12
+msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/baked_lightmaps.html"
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:20
+msgid ""
+"Bakes the lightmap, scanning from the given [code]from_node[/code] root and "
+"saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If "
+"no root node is provided, parent of this node will be used as root instead. "
+"If no save path is provided it will try to match the path from the current "
+"[member light_data]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:26
+msgid ""
+"When enabled, the lightmapper will merge the textures for all meshes into a "
+"single large layered texture. Not supported in GLES2."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:29
+msgid ""
+"Maximum size of each lightmap layer, only used when [member atlas_generate] "
+"is enabled."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:32
+msgid ""
+"Raycasting bias used during baking to avoid floating point precision issues."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:35
+msgid ""
+"The energy multiplier for each bounce. Higher values will make indirect "
+"lighting brighter. A value of [code]1.0[/code] represents physically "
+"accurate behavior, but higher values can be used to make indirect lighting "
+"propagate more visibly when using a low number of bounces. This can be used "
+"to speed up bake times by lowering the number of [member bounces] then "
+"increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData."
+"energy], this property does not affect direct lighting emitted by light "
+"nodes, emissive materials and the environment.\n"
+"[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member "
+"bounces] is set to a value greater than or equal to [code]1[/code]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:39
+msgid ""
+"Number of light bounces that are taken into account during baking. See also "
+"[member bounce_indirect_energy]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:42
+msgid "Grid size used for real-time capture information on dynamic objects."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:45
+msgid ""
+"When enabled, an octree containing the scene's lighting information will be "
+"computed. This octree will then be used to light dynamic objects in the "
+"scene."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:48
+msgid ""
+"Bias value to reduce the amount of light proagation in the captured octree."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:51
+msgid "Bake quality of the capture data."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:54
+msgid ""
+"If a baked mesh doesn't have a UV2 size hint, this value will be used to "
+"roughly compute a suitable lightmap size."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:57
+msgid ""
+"The environment color when [member environment_mode] is set to [constant "
+"ENVIRONMENT_MODE_CUSTOM_COLOR]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:60
+msgid ""
+"The energy scaling factor when when [member environment_mode] is set to "
+"[constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant "
+"ENVIRONMENT_MODE_CUSTOM_SKY]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:63
+msgid ""
+"The [Sky] resource to use when [member environment_mode] is set o [constant "
+"ENVIRONMENT_MODE_CUSTOM_SKY]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:66
+msgid "The rotation of the baked custom sky."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:69
+msgid ""
+"Minimum ambient light for all the lightmap texels. This doesn't take into "
+"account any occlusion from the scene's geometry, it simply ensures a minimum "
+"amount of light on all the lightmap texels. Can be used for artistic control "
+"on shadow color."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:72
+msgid "Decides which environment to use during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:75
+msgid ""
+"Size of the baked lightmap. Only meshes inside this region will be included "
+"in the baked lightmap, also used as the bounds of the captured region for "
+"dynamic lighting."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:78
+msgid ""
+"Deprecated, in previous versions it determined the location where lightmaps "
+"were be saved."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:81
+msgid "The calculated light data."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:84
+msgid ""
+"Determines the amount of samples per texel used in indrect light baking. The "
+"amount of samples for each quality level can be configured in the project "
+"settings."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:87
+msgid ""
+"Store full color values in the lightmap textures. When disabled, lightmap "
+"textures will store a single brightness channel. Can be disabled to reduce "
+"disk usage if the scene contains only white lights or you don't mind losing "
+"color information in indirect lighting."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:90
+msgid ""
+"When enabled, a lightmap denoiser will be used to reduce the noise inherent "
+"to Monte Carlo based global illumination."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:93
+msgid ""
+"If [code]true[/code], stores the lightmap textures in a high dynamic range "
+"format (EXR). If [code]false[/code], stores the lightmap texture in a low "
+"dynamic range PNG image. This can be set to [code]false[/code] to reduce "
+"disk usage, but light values over 1.0 will be clamped and you may see "
+"banding caused by the reduced precision.\n"
+"[b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease "
+"lightmap banding even when using the GLES2 backend or if [member "
+"ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:99
+msgid "The lowest bake quality mode. Fastest to calculate."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:102
+msgid "The default bake quality mode."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:105
+msgid "A higher bake quality mode. Takes longer to calculate."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:108
+msgid "The highest bake quality mode. Takes the longest to calculate."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:111
+msgid "Baking was successful."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:114
+msgid ""
+"Returns if no viable save path is found. This can happen where an [member "
+"image_path] is not specified or when the save location is invalid."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:117 doc/classes/SpatialMaterial.xml:622
+msgid "Currently unused."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:120
+msgid "Returns when the baker cannot save per-mesh textures to file."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:123
+msgid "The size of the generated lightmaps is too large."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:126
+msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:129
+msgid "Returns if user cancels baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:132
+msgid ""
+"Returns if lightmapper can't be created. Unless you are using a custom "
+"lightmapper, please report this as bug."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:135
+msgid ""
+"There is no root node to start baking from. Either provide [code]from_node[/"
+"code] argument or attach this node to a parent that should be used as root."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:138
+msgid "No environment is used during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:141
+msgid "The baked environment is automatically picked from the current scene."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:144
+msgid "A custom sky is used as environment during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmap.xml:147
+msgid "A custom solid color is used as environment during baking."
+msgstr ""
+
+#: doc/classes/BakedLightmapData.xml:56
+msgid ""
+"Global energy multiplier for baked and dynamic capture objects. This can be "
+"changed at run-time without having to bake lightmaps again.\n"
+"To adjust only the energy of indirect lighting (without affecting direct "
+"lighting or emissive materials), adjust [member BakedLightmap."
+"bounce_indirect_energy] and bake lightmaps again."
+msgstr ""
+
+#: doc/classes/BakedLightmapData.xml:60
+msgid ""
+"Controls whether dynamic capture objects receive environment lighting or not."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:4
+msgid "Base class for different kinds of buttons."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:7
+msgid ""
+"BaseButton is the abstract base class for buttons, so it shouldn't be used "
+"directly (it doesn't display anything). Other types of buttons inherit from "
+"it."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:15
+msgid ""
+"Called when the button is pressed. If you need to know the button's pressed "
+"state (and [member toggle_mode] is active), use [method _toggled] instead."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:22
+msgid ""
+"Called when the button is toggled (only if [member toggle_mode] is active)."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:28
+msgid ""
+"Returns the visual state used to draw the button. This is useful mainly when "
+"implementing your own draw code by either overriding _draw() or connecting "
+"to \"draw\" signal. The visual state of the button is defined by the [enum "
+"DrawMode] enum."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:34
+msgid ""
+"Returns [code]true[/code] if the mouse has entered the button and has not "
+"left it yet."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:41
+msgid ""
+"Changes the [member pressed] state of the button, without emitting [signal "
+"toggled]. Use when you just want to change the state of the button without "
+"sending the pressed event (e.g. when initializing scene). Only works if "
+"[member toggle_mode] is [code]true[/code].\n"
+"[b]Note:[/b] This method doesn't unpress other buttons in its button [member "
+"group]."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:48
+msgid ""
+"Determines when the button is considered clicked, one of the [enum "
+"ActionMode] constants."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:51
+msgid ""
+"Binary mask to choose which mouse buttons this button will respond to.\n"
+"To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | "
+"BUTTON_MASK_RIGHT[/code]."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:55
+msgid ""
+"If [code]true[/code], the button is in disabled state and can't be clicked "
+"or toggled."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:58
+msgid ""
+"[i]Deprecated.[/i] This property has been deprecated due to redundancy and "
+"will be removed in Godot 4.0. This property no longer has any effect when "
+"set. Please use [member Control.focus_mode] instead."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:62
+msgid "[ButtonGroup] associated to the button."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:65
+msgid ""
+"If [code]true[/code], the button stays pressed when moving the cursor "
+"outside the button while pressing it.\n"
+"[b]Note:[/b] This property only affects the button's visual appearance. "
+"Signals will be emitted at the same moment regardless of this property's "
+"value."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:69
+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). Only works if "
+"[member toggle_mode] is [code]true[/code].\n"
+"[b]Note:[/b] Setting [member pressed] will result in [signal toggled] to be "
+"emitted. If you want to change the pressed state without emitting that "
+"signal, use [method set_pressed_no_signal]."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:73
+msgid "[ShortCut] associated to the button."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:76
+msgid ""
+"If [code]true[/code], the button will add information about its shortcut in "
+"the tooltip."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:79
+msgid ""
+"If [code]true[/code], the button is in toggle mode. Makes the button flip "
+"state between pressed and unpressed each time its area is clicked."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:85
+msgid "Emitted when the button starts being held down."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:90
+msgid "Emitted when the button stops being held down."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:95
+msgid ""
+"Emitted when the button is toggled or pressed. This is on [signal "
+"button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] "
+"and on [signal button_up] otherwise.\n"
+"If you need to know the button's pressed state (and [member toggle_mode] is "
+"active), use [signal toggled] instead."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:102
+msgid ""
+"Emitted when the button was just toggled between pressed and normal states "
+"(only if [member toggle_mode] is active). The new state is contained in the "
+"[code]button_pressed[/code] argument."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:108
+msgid ""
+"The normal state (i.e. not pressed, not hovered, not toggled and enabled) of "
+"buttons."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:111
+msgid "The state of buttons are pressed."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:114
+msgid "The state of buttons are hovered."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:117
+msgid "The state of buttons are disabled."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:120
+msgid "The state of buttons are both hovered and pressed."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:123
+msgid "Require just a press to consider the button clicked."
+msgstr ""
+
+#: doc/classes/BaseButton.xml:126
+msgid ""
+"Require a press and a subsequent release before considering the button "
+"clicked."
+msgstr ""
+
+#: doc/classes/Basis.xml:4
+msgid "3×3 matrix datatype."
+msgstr ""
+
+#: doc/classes/Basis.xml:7
+msgid ""
+"3×3 matrix used for 3D rotation and scale. Almost always used as an "
+"orthogonal basis for a Transform.\n"
+"Contains 3 vector fields X, Y and Z as its columns, which are typically "
+"interpreted as the local basis vectors of a transformation. For such use, it "
+"is composed of a scaling and a rotation matrix, in that order (M = R.S).\n"
+"Can also be accessed as array of 3D vectors. These vectors are normally "
+"orthogonal to each other, but are not necessarily normalized (due to "
+"scaling).\n"
+"For more information, read the \"Matrices and transforms\" documentation "
+"article."
+msgstr ""
+
+#: doc/classes/Basis.xml:14 doc/classes/Transform.xml:12
+#: doc/classes/Transform2D.xml:12
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms."
+"html"
+msgstr ""
+
+#: doc/classes/Basis.xml:15 doc/classes/Transform.xml:13
+msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html"
+msgstr ""
+
+#: doc/classes/Basis.xml:16 doc/classes/Line2D.xml:11
+#: doc/classes/Transform.xml:14 doc/classes/Transform2D.xml:13
+#: doc/classes/Vector2.xml:15 doc/classes/Vector3.xml:15
+msgid "https://godotengine.org/asset-library/asset/584"
+msgstr ""
+
+#: doc/classes/Basis.xml:18 doc/classes/CylinderShape.xml:12
+#: doc/classes/Dictionary.xml:88 doc/classes/DynamicFont.xml:18
+#: doc/classes/DynamicFontData.xml:10 doc/classes/File.xml:29
+#: doc/classes/Input.xml:12 doc/classes/InputEvent.xml:13
+#: doc/classes/InputEventAction.xml:12 doc/classes/InputEventMouseMotion.xml:12
+#: doc/classes/KinematicBody.xml:15 doc/classes/RayCast.xml:15
+#: doc/classes/StaticBody.xml:13 doc/classes/SurfaceTool.xml:22
+#: doc/classes/TextureButton.xml:12 doc/classes/TextureRect.xml:11
+#: doc/classes/Thread.xml:13 doc/classes/VBoxContainer.xml:10
+msgid "https://godotengine.org/asset-library/asset/676"
+msgstr ""
+
+#: doc/classes/Basis.xml:19 doc/classes/Line2D.xml:12
+#: doc/classes/Transform.xml:16 doc/classes/Transform2D.xml:14
+msgid "https://godotengine.org/asset-library/asset/583"
+msgstr ""
+
+#: doc/classes/Basis.xml:26
+msgid "Constructs a pure rotation basis matrix from the given quaternion."
+msgstr ""
+
+#: doc/classes/Basis.xml:33
+msgid ""
+"Constructs a pure rotation basis matrix from the given Euler angles (in the "
+"YXZ convention: when *composing*, first Y, then X, and Z last), given in the "
+"vector format as (X angle, Y angle, Z angle).\n"
+"Consider using the [Quat] constructor instead, which uses a quaternion "
+"instead of Euler angles."
+msgstr ""
+
+#: doc/classes/Basis.xml:42
+msgid ""
+"Constructs a pure rotation basis matrix, rotated around the given "
+"[code]axis[/code] by [code]phi[/code], in radians. The axis must be a "
+"normalized vector."
+msgstr ""
+
+#: doc/classes/Basis.xml:51
+msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)."
+msgstr ""
+
+#: doc/classes/Basis.xml:57
+msgid ""
+"Returns the determinant of the basis matrix. If the basis is uniformly "
+"scaled, its determinant is the square of the scale.\n"
+"A negative determinant means the basis has a negative scale. A zero "
+"determinant means the basis isn't invertible, and is usually considered "
+"invalid."
+msgstr ""
+
+#: doc/classes/Basis.xml:64
+msgid ""
+"Returns the basis's rotation in the form of Euler angles (in the YXZ "
+"convention: when decomposing, first Z, then X, and Y last). The returned "
+"vector contains the rotation angles in the format (X angle, Y angle, Z "
+"angle).\n"
+"Consider using the [method get_rotation_quat] method instead, which returns "
+"a [Quat] quaternion instead of Euler angles."
+msgstr ""
+
+#: doc/classes/Basis.xml:71
+msgid ""
+"This function considers a discretization of rotations into 24 points on unit "
+"sphere, lying along the vectors (x,y,z) with each component being either -1, "
+"0, or 1, and returns the index of the point best representing the "
+"orientation of the object. It is mainly used by the [GridMap] editor. For "
+"further details, refer to the Godot source code."
+msgstr ""
+
+#: doc/classes/Basis.xml:77
+msgid ""
+"Returns the basis's rotation in the form of a quaternion. See [method "
+"get_euler] if you need Euler angles, but keep in mind quaternions should "
+"generally be preferred to Euler angles."
+msgstr ""
+
+#: doc/classes/Basis.xml:83
+msgid ""
+"Assuming that the matrix is the combination of a rotation and scaling, "
+"return the absolute value of scaling factors along each axis."
+msgstr ""
+
+#: doc/classes/Basis.xml:89
+msgid "Returns the inverse of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml:97
+msgid ""
+"Returns [code]true[/code] if this basis and [code]b[/code] are approximately "
+"equal, by calling [code]is_equal_approx[/code] on each component.\n"
+"[b]Note:[/b] For complicated reasons, the epsilon argument is always "
+"discarded. Don't use the epsilon argument, it does nothing."
+msgstr ""
+
+#: doc/classes/Basis.xml:104
+msgid ""
+"Returns the orthonormalized version of the matrix (useful to call from time "
+"to time to avoid rounding error for orthogonal matrices). This performs a "
+"Gram-Schmidt orthonormalization on the basis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml:112
+msgid ""
+"Introduce an additional rotation around the given axis by phi (radians). The "
+"axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Basis.xml:119
+msgid ""
+"Introduce an additional scaling specified by the given 3D scaling factor."
+msgstr ""
+
+#: doc/classes/Basis.xml:127
+msgid ""
+"Assuming that the matrix is a proper rotation matrix, slerp performs a "
+"spherical-linear interpolation with another rotation matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml:134
+msgid "Transposed dot product with the X axis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml:141
+msgid "Transposed dot product with the Y axis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml:148
+msgid "Transposed dot product with the Z axis of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml:154
+msgid "Returns the transposed version of the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml:161
+msgid "Returns a vector transformed (multiplied) by the matrix."
+msgstr ""
+
+#: doc/classes/Basis.xml:168
+msgid ""
+"Returns a vector transformed (multiplied) by the transposed basis matrix.\n"
+"[b]Note:[/b] This results in a multiplication by the inverse of the matrix "
+"only if it represents a rotation-reflection."
+msgstr ""
+
+#: doc/classes/Basis.xml:175 doc/classes/Transform2D.xml:150
+msgid ""
+"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Basis.xml:178 doc/classes/Transform2D.xml:153
+msgid ""
+"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Basis.xml:181
+msgid ""
+"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Basis.xml:186
+msgid ""
+"The identity basis, with no rotation or scaling applied.\n"
+"This is identical to calling [code]Basis()[/code] without any parameters. "
+"This constant can be used to make your code clearer, and for consistency "
+"with C#."
+msgstr ""
+
+#: doc/classes/Basis.xml:190
+msgid ""
+"The basis that will flip something along the X axis when used in a "
+"transformation."
+msgstr ""
+
+#: doc/classes/Basis.xml:193
+msgid ""
+"The basis that will flip something along the Y axis when used in a "
+"transformation."
+msgstr ""
+
+#: doc/classes/Basis.xml:196
+msgid ""
+"The basis that will flip something along the Z axis when used in a "
+"transformation."
+msgstr ""
+
+#: doc/classes/BitMap.xml:4
+msgid "Boolean matrix."
+msgstr ""
+
+#: doc/classes/BitMap.xml:7
+msgid ""
+"A two-dimensional array of boolean values, can be used to efficiently store "
+"a binary matrix (every matrix element takes only one bit) and query the "
+"values using natural cartesian coordinates."
+msgstr ""
+
+#: doc/classes/BitMap.xml:16
+msgid ""
+"Creates a bitmap with the specified size, filled with [code]false[/code]."
+msgstr ""
+
+#: doc/classes/BitMap.xml:24
+msgid ""
+"Creates a bitmap that matches the given image dimensions, every element of "
+"the bitmap is set to [code]false[/code] if the alpha value of the image at "
+"that position is equal to [code]threshold[/code] or less, and [code]true[/"
+"code] in other case."
+msgstr ""
+
+#: doc/classes/BitMap.xml:31
+msgid "Returns bitmap's value at the specified position."
+msgstr ""
+
+#: doc/classes/BitMap.xml:37
+msgid "Returns bitmap's dimensions."
+msgstr ""
+
+#: doc/classes/BitMap.xml:43
+msgid ""
+"Returns the amount of bitmap elements that are set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/BitMap.xml:51
+msgid ""
+"Applies morphological dilation or erosion to the bitmap. If [code]pixels[/"
+"code] is positive, dilation is applied to the bitmap. If [code]pixels[/code] "
+"is negative, erosion is applied to the bitmap. [code]rect[/code] defines the "
+"area where the morphological operation is applied. Pixels located outside "
+"the [code]rect[/code] are unaffected by [method grow_mask]."
+msgstr ""
+
+#: doc/classes/BitMap.xml:66
+msgid ""
+"Sets the bitmap's element at the specified position, to the specified value."
+msgstr ""
+
+#: doc/classes/BitMap.xml:74
+msgid "Sets a rectangular portion of the bitmap to the specified value."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:4
+msgid ""
+"Renders text using fonts under the [url=https://www.angelcode.com/products/"
+"bmfont/]BMFont[/url] format.\n"
+"Handles files with the [code].fnt[/code] extension."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:8
+msgid ""
+"Renders text using [code]*.fnt[/code] fonts containing texture atlases. "
+"Supports distance fields. For using vector font files like TTF directly, see "
+"[DynamicFont]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:21
+msgid ""
+"Adds a character to the font, where [code]character[/code] is the Unicode "
+"value, [code]texture[/code] is the texture index, [code]rect[/code] is the "
+"region in the texture (in pixels!), [code]align[/code] is the (optional) "
+"alignment for the character and [code]advance[/code] is the (optional) "
+"advance."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:30
+msgid ""
+"Adds a kerning pair to the [BitmapFont] as a difference. Kerning pairs are "
+"special cases where a typeface advance is determined by the next character."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:37
+msgid "Adds a texture to the [BitmapFont]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:43
+msgid "Clears all the font data and settings."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:50
+msgid ""
+"Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:58
+msgid "Returns a kerning pair as a difference."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:65
+msgid "Returns the font atlas texture at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:71
+msgid "Returns the number of textures in the BitmapFont atlas."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:77
+msgid "Ascent (number of pixels above the baseline)."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:80
+msgid "If [code]true[/code], distance field hint is enabled."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:83
+msgid "The fallback font."
+msgstr ""
+
+#: doc/classes/BitmapFont.xml:86
+msgid "Total font height (ascent plus descent) in pixels."
+msgstr ""
+
+#: doc/classes/Bone2D.xml:4
+msgid "Joint used with [Skeleton2D] to control and animate other nodes."
+msgstr ""
+
+#: doc/classes/Bone2D.xml:7
+msgid ""
+"Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, "
+"and animate other [Node2D] nodes.\n"
+"You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate "
+"2D meshes created with the Polygon 2D UV editor.\n"
+"Each bone has a [member rest] transform that you can reset to with [method "
+"apply_rest]. These rest poses are relative to the bone's parent.\n"
+"If in the editor, you can set the rest pose of an entire skeleton using a "
+"menu option, from the code, you need to iterate over the bones to set their "
+"individual rest poses."
+msgstr ""
+
+#: doc/classes/Bone2D.xml:18
+msgid "Stores the node's current transforms in [member rest]."
+msgstr ""
+
+#: doc/classes/Bone2D.xml:24
+msgid ""
+"Returns the node's index as part of the entire skeleton. See [Skeleton2D]."
+msgstr ""
+
+#: doc/classes/Bone2D.xml:30
+msgid ""
+"Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have "
+"a parent, or its rest pose relative to its parent."
+msgstr ""
+
+#: doc/classes/Bone2D.xml:36
+msgid ""
+"Length of the bone's representation drawn in the editor's viewport in pixels."
+msgstr ""
+
+#: doc/classes/Bone2D.xml:39
+msgid ""
+"Rest transform of the bone. You can reset the node's transforms to this "
+"value using [method apply_rest]."
+msgstr ""
+
+#: doc/classes/BoneAttachment.xml:4
+msgid "A node that will attach to a bone."
+msgstr ""
+
+#: doc/classes/BoneAttachment.xml:7
+msgid ""
+"This node must be the child of a [Skeleton] node. You can then select a bone "
+"for this node to attach to. The BoneAttachment node will copy the transform "
+"of the selected bone."
+msgstr ""
+
+#: doc/classes/BoneAttachment.xml:15
+msgid "The name of the attached bone."
+msgstr ""
+
+#: doc/classes/bool.xml:4
+msgid "Boolean built-in type."
+msgstr ""
+
+#: doc/classes/bool.xml:7
+msgid ""
+"Boolean is a built-in type. There are two boolean values: [code]true[/code] "
+"and [code]false[/code]. You can think of it as a switch with on or off (1 or "
+"0) setting. Booleans are used in programming for logic in condition "
+"statements, like [code]if[/code] statements.\n"
+"Booleans can be directly used in [code]if[/code] statements. The code below "
+"demonstrates this on the [code]if can_shoot:[/code] line. You don't need to "
+"use [code]== true[/code], you only need [code]if can_shoot:[/code]. "
+"Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/"
+"code].\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"\n"
+"func shoot():\n"
+" if can_shoot:\n"
+" pass # Perform shooting actions here.\n"
+"[/codeblock]\n"
+"The following code will only create a bullet if both conditions are met: "
+"action \"shoot\" is pressed and if [code]can_shoot[/code] is [code]true[/"
+"code].\n"
+"[b]Note:[/b] [code]Input.is_action_pressed(\"shoot\")[/code] is also a "
+"boolean that is [code]true[/code] when \"shoot\" is pressed and [code]false[/"
+"code] when \"shoot\" isn't pressed.\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"\n"
+"func shoot():\n"
+" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
+" create_bullet()\n"
+"[/codeblock]\n"
+"The following code will set [code]can_shoot[/code] to [code]false[/code] and "
+"start a timer. This will prevent player from shooting until the timer runs "
+"out. Next [code]can_shoot[/code] will be set to [code]true[/code] again "
+"allowing player to shoot once again.\n"
+"[codeblock]\n"
+"var can_shoot = true\n"
+"onready var cool_down = $CoolDownTimer\n"
+"\n"
+"func shoot():\n"
+" if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
+" create_bullet()\n"
+" can_shoot = false\n"
+" cool_down.start()\n"
+"\n"
+"func _on_CoolDownTimer_timeout():\n"
+" can_shoot = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/bool.xml:47
+msgid ""
+"Cast an [int] value to a boolean value, this method will return [code]false[/"
+"code] if [code]0[/code] is passed in, and [code]true[/code] for all other "
+"ints."
+msgstr ""
+
+#: doc/classes/bool.xml:54
+msgid ""
+"Cast a [float] value to a boolean value, this method will return "
+"[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] "
+"for all other floats."
+msgstr ""
+
+#: doc/classes/bool.xml:61
+msgid ""
+"Cast a [String] value to a boolean value, this method will return "
+"[code]false[/code] if [code]\"\"[/code] is passed in, and [code]true[/code] "
+"for all non-empty strings.\n"
+"Examples: [code]bool(\"False\")[/code] returns [code]true[/code], "
+"[code]bool(\"\")[/code] returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml:4
+msgid "Base class for box containers."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml:7
+msgid ""
+"Arranges child controls vertically or horizontally, and rearranges the "
+"controls automatically when their minimum size changes."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml:16
+msgid ""
+"Adds a control to the box as a spacer. If [code]true[/code], [code]begin[/"
+"code] will insert the spacer control in front of other children."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml:22
+msgid ""
+"The alignment of the container's children (must be one of [constant "
+"ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END])."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml:28
+msgid "Aligns children with the beginning of the container."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml:31
+msgid "Aligns children with the center of the container."
+msgstr ""
+
+#: doc/classes/BoxContainer.xml:34
+msgid "Aligns children with the end of the container."
+msgstr ""
+
+#: doc/classes/BoxShape.xml:4
+msgid "Box shape resource."
+msgstr ""
+
+#: doc/classes/BoxShape.xml:7
+msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]."
+msgstr ""
+
+#: doc/classes/BoxShape.xml:10 doc/classes/CapsuleShape.xml:10
+#: doc/classes/ConcavePolygonShape.xml:11 doc/classes/ConvexPolygonShape.xml:10
+#: doc/classes/CylinderShape.xml:11 doc/classes/ProjectSettings.xml:13
+#: doc/classes/RigidBody.xml:16 doc/classes/SphereShape.xml:10
+#: doc/classes/StaticBody.xml:11
+msgid "https://godotengine.org/asset-library/asset/675"
+msgstr ""
+
+#: doc/classes/BoxShape.xml:11 doc/classes/CollisionShape.xml:11
+#: modules/gridmap/doc_classes/GridMap.xml:16 doc/classes/KinematicBody.xml:13
+#: doc/classes/Mesh.xml:11 doc/classes/MeshInstance.xml:11
+#: doc/classes/MeshLibrary.xml:10
+msgid "https://godotengine.org/asset-library/asset/126"
+msgstr ""
+
+#: doc/classes/BoxShape.xml:18
+msgid ""
+"The box's half extents. The width, height and depth of this shape is twice "
+"the half extents."
+msgstr ""
+
+#: doc/classes/Button.xml:4
+msgid "Standard themed Button."
+msgstr ""
+
+#: doc/classes/Button.xml:7
+msgid ""
+"Button is the standard themed button. It can contain text and an icon, and "
+"will display them according to the current [Theme].\n"
+"[b]Example of creating a button and assigning an action when pressed by code:"
+"[/b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var button = Button.new()\n"
+" button.text = \"Click me\"\n"
+" button.connect(\"pressed\", self, \"_button_pressed\")\n"
+" add_child(button)\n"
+"\n"
+"func _button_pressed():\n"
+" print(\"Hello world!\")\n"
+"[/codeblock]\n"
+"Buttons (like all Control nodes) can also be created in the editor, but some "
+"situations may require creating them from code.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node.\n"
+"[b]Note:[/b] Buttons do not interpret touch input and therefore don't "
+"support multitouch, since mouse emulation can only press one button at a "
+"given time. Use [TouchScreenButton] for buttons that trigger gameplay "
+"movement or actions, as [TouchScreenButton] supports multitouch."
+msgstr ""
+
+#: doc/classes/Button.xml:25 doc/classes/Dictionary.xml:89
+#: doc/classes/GridContainer.xml:12 doc/classes/OS.xml:10
+#: doc/classes/PoolStringArray.xml:11 doc/classes/ProjectSettings.xml:15
+#: doc/classes/ResourceLoader.xml:11 doc/classes/RichTextLabel.xml:17
+msgid "https://godotengine.org/asset-library/asset/677"
+msgstr ""
+
+#: doc/classes/Button.xml:31
+msgid ""
+"Text alignment policy for the button's text, use one of the [enum TextAlign] "
+"constants."
+msgstr ""
+
+#: doc/classes/Button.xml:34
+msgid ""
+"When this property is enabled, text that is too large to fit the button is "
+"clipped, when disabled the Button will always be wide enough to hold the "
+"text."
+msgstr ""
+
+#: doc/classes/Button.xml:37
+msgid ""
+"When enabled, the button's icon will expand/shrink to fit the button's size "
+"while keeping its aspect."
+msgstr ""
+
+#: doc/classes/Button.xml:40
+msgid "Flat buttons don't display decoration."
+msgstr ""
+
+#: doc/classes/Button.xml:43
+msgid ""
+"Button's icon, if text is present the icon will be placed before the text.\n"
+"To edit margin and spacing of the icon, use [code]hseparation[/code] theme "
+"property of [Button] and [code]content_margin_*[/code] properties of the "
+"used [StyleBox]es."
+msgstr ""
+
+#: doc/classes/Button.xml:47 doc/classes/LinkButton.xml:18
+msgid "The button's text that will be displayed inside the button's area."
+msgstr ""
+
+#: doc/classes/Button.xml:52
+msgid "Align the text to the left."
+msgstr ""
+
+#: doc/classes/Button.xml:55
+msgid "Align the text to the center."
+msgstr ""
+
+#: doc/classes/Button.xml:58
+msgid "Align the text to the right."
+msgstr ""
+
+#: doc/classes/Button.xml:63
+msgid "Default text [Color] of the [Button]."
+msgstr ""
+
+#: doc/classes/Button.xml:66
+msgid "Text [Color] used when the [Button] is disabled."
+msgstr ""
+
+#: doc/classes/Button.xml:69
+msgid ""
+"Text [Color] used when the [Button] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/Button.xml:72
+msgid "Text [Color] used when the [Button] is being hovered."
+msgstr ""
+
+#: doc/classes/Button.xml:75
+msgid "Text [Color] used when the [Button] is being pressed."
+msgstr ""
+
+#: doc/classes/Button.xml:78
+msgid "The horizontal space between [Button]'s icon and text."
+msgstr ""
+
+#: doc/classes/Button.xml:81
+msgid "[Font] of the [Button]'s text."
+msgstr ""
+
+#: doc/classes/Button.xml:84
+msgid "[StyleBox] used when the [Button] is disabled."
+msgstr ""
+
+#: doc/classes/Button.xml:87
+msgid ""
+"[StyleBox] used when the [Button] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/Button.xml:90
+msgid "[StyleBox] used when the [Button] is being hovered."
+msgstr ""
+
+#: doc/classes/Button.xml:93
+msgid "Default [StyleBox] for the [Button]."
+msgstr ""
+
+#: doc/classes/Button.xml:96
+msgid "[StyleBox] used when the [Button] is being pressed."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml:4
+msgid "Group of Buttons."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml:7
+msgid ""
+"Group of [Button]. All direct and indirect children buttons become radios. "
+"Only one allows being pressed.\n"
+"[member BaseButton.toggle_mode] should be [code]true[/code]."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml:16
+msgid ""
+"Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see "
+"[member BaseButton.group])."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml:22
+msgid "Returns the current pressed button."
+msgstr ""
+
+#: doc/classes/ButtonGroup.xml:33
+msgid "Emitted when one of the buttons of the group is pressed."
+msgstr ""
+
+#: doc/classes/Camera.xml:4
+msgid "Camera node, displays from a point of view."
+msgstr ""
+
+#: doc/classes/Camera.xml:7
+msgid ""
+"Camera is a special node that displays what is visible from its current "
+"location. Cameras register themselves in the nearest [Viewport] node (when "
+"ascending the tree). Only one camera can be active per viewport. If no "
+"viewport is available ascending the tree, the camera will register in the "
+"global viewport. In other words, a camera just provides 3D display "
+"capabilities to a [Viewport], and, without one, a scene registered in that "
+"[Viewport] (or higher viewports) can't be displayed."
+msgstr ""
+
+#: doc/classes/Camera.xml:17
+msgid ""
+"If this is the current camera, remove it from being current. If "
+"[code]enable_next[/code] is [code]true[/code], request to make the next "
+"camera current, if any."
+msgstr ""
+
+#: doc/classes/Camera.xml:23
+msgid "Returns the camera's RID from the [VisualServer]."
+msgstr ""
+
+#: doc/classes/Camera.xml:29
+msgid ""
+"Returns the transform of the camera plus the vertical ([member v_offset]) "
+"and horizontal ([member h_offset]) offsets; and any other adjustments made "
+"to the position and orientation of the camera by subclassed cameras such as "
+"[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]."
+msgstr ""
+
+#: doc/classes/Camera.xml:36
+msgid ""
+"Returns [code]true[/code] if the given [code]layer[/code] in the [member "
+"cull_mask] is enabled, [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/Camera.xml:42
+msgid ""
+"Returns the camera's frustum planes in world space units as an array of "
+"[Plane]s in the following order: near, far, left, top, right, bottom. Not to "
+"be confused with [member frustum_offset]."
+msgstr ""
+
+#: doc/classes/Camera.xml:49
+msgid ""
+"Returns [code]true[/code] if the given position is behind the camera.\n"
+"[b]Note:[/b] A position which returns [code]false[/code] may still be "
+"outside the camera's field of view."
+msgstr ""
+
+#: doc/classes/Camera.xml:56
+msgid ""
+"Makes this camera the current camera for the [Viewport] (see class "
+"description). If the camera node is outside the scene tree, it will attempt "
+"to become current once it's added."
+msgstr ""
+
+#: doc/classes/Camera.xml:63
+msgid ""
+"Returns a normal vector from the screen point location directed along the "
+"camera. Orthogonal cameras are normalized. Perspective cameras account for "
+"perspective, screen width/height, etc."
+msgstr ""
+
+#: doc/classes/Camera.xml:71
+msgid ""
+"Returns the 3D point in world space that maps to the given 2D coordinate in "
+"the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] "
+"distance into the scene away from the camera."
+msgstr ""
+
+#: doc/classes/Camera.xml:78
+msgid ""
+"Returns a normal vector in world space, that is the result of projecting a "
+"point on the [Viewport] rectangle by the camera projection. This is useful "
+"for casting rays in the form of (origin, normal) for object intersection or "
+"picking."
+msgstr ""
+
+#: doc/classes/Camera.xml:85
+msgid ""
+"Returns a 3D position in world space, that is the result of projecting a "
+"point on the [Viewport] rectangle by the camera projection. This is useful "
+"for casting rays in the form of (origin, normal) for object intersection or "
+"picking."
+msgstr ""
+
+#: doc/classes/Camera.xml:93
+msgid ""
+"Enables or disables the given [code]layer[/code] in the [member cull_mask]."
+msgstr ""
+
+#: doc/classes/Camera.xml:103
+msgid ""
+"Sets the camera projection to frustum mode (see [constant "
+"PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
+"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
+"world space units."
+msgstr ""
+
+#: doc/classes/Camera.xml:112
+msgid ""
+"Sets the camera projection to orthogonal mode (see [constant "
+"PROJECTION_ORTHOGONAL]), by specifying a [code]size[/code], and the "
+"[code]z_near[/code] and [code]z_far[/code] clip planes in world space units. "
+"(As a hint, 2D games often use this projection, with values specified in "
+"pixels.)"
+msgstr ""
+
+#: doc/classes/Camera.xml:121
+msgid ""
+"Sets the camera projection to perspective mode (see [constant "
+"PROJECTION_PERSPECTIVE]), by specifying a [code]fov[/code] (field of view) "
+"angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip "
+"planes in world space units."
+msgstr ""
+
+#: doc/classes/Camera.xml:128
+msgid ""
+"Returns the 2D coordinate in the [Viewport] rectangle that maps to the given "
+"3D point in world space.\n"
+"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, "
+"use [method is_position_behind] to prevent them from appearing if the 3D "
+"point is behind the camera:\n"
+"[codeblock]\n"
+"# This code block is part of a script that inherits from Spatial.\n"
+"# `control` is a reference to a node inheriting from Control.\n"
+"control.visible = not get_viewport().get_camera()."
+"is_position_behind(global_transform.origin)\n"
+"control.rect_position = get_viewport().get_camera()."
+"unproject_position(global_transform.origin)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Camera.xml:141
+msgid ""
+"The culling mask that describes which 3D render layers are rendered by this "
+"camera."
+msgstr ""
+
+#: doc/classes/Camera.xml:144
+msgid ""
+"If [code]true[/code], the ancestor [Viewport] is currently using this camera."
+msgstr ""
+
+#: doc/classes/Camera.xml:147
+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. The Doppler "
+"effect is only simulated for [AudioStreamPlayer3D] nodes that have [member "
+"AudioStreamPlayer3D.doppler_tracking] set to a value other than [constant "
+"AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED].\n"
+"[b]Note:[/b] To toggle the Doppler effect preview in the editor, use the "
+"Perspective menu in the top-left corner of the 3D viewport and toggle "
+"[b]Enable Doppler[/b]."
+msgstr ""
+
+#: doc/classes/Camera.xml:151
+msgid "The [Environment] to use for this camera."
+msgstr ""
+
+#: doc/classes/Camera.xml:154
+msgid ""
+"The distance to the far culling boundary for this camera relative to its "
+"local Z axis."
+msgstr ""
+
+#: doc/classes/Camera.xml:157
+msgid ""
+"The camera's field of view angle (in degrees). Only applicable in "
+"perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/"
+"code] sets the other axis' field of view angle.\n"
+"For reference, the default vertical field of view value ([code]70.0[/code]) "
+"is equivalent to a horizontal FOV of:\n"
+"- ~86.07 degrees in a 4:3 viewport\n"
+"- ~96.50 degrees in a 16:10 viewport\n"
+"- ~102.45 degrees in a 16:9 viewport\n"
+"- ~117.06 degrees in a 21:9 viewport"
+msgstr ""
+
+#: doc/classes/Camera.xml:165
+msgid ""
+"The camera's frustum offset. This can be changed from the default to create "
+"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
+"shearing[/url]."
+msgstr ""
+
+#: doc/classes/Camera.xml:168
+msgid "The horizontal (X) offset of the camera viewport."
+msgstr ""
+
+#: doc/classes/Camera.xml:171
+msgid ""
+"The axis to lock during [member fov]/[member size] adjustments. Can be "
+"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
+msgstr ""
+
+#: doc/classes/Camera.xml:174
+msgid ""
+"The distance to the near culling boundary for this camera relative to its "
+"local Z axis."
+msgstr ""
+
+#: doc/classes/Camera.xml:177
+msgid ""
+"The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, "
+"objects' Z distance from the camera's local space scales their perceived "
+"size."
+msgstr ""
+
+#: doc/classes/Camera.xml:180
+msgid ""
+"The camera's size measured as 1/2 the width or height. Only applicable in "
+"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
+"sets the other axis' size length."
+msgstr ""
+
+#: doc/classes/Camera.xml:183
+msgid "The vertical (Y) offset of the camera viewport."
+msgstr ""
+
+#: doc/classes/Camera.xml:188
+msgid ""
+"Perspective projection. Objects on the screen becomes smaller when they are "
+"far away."
+msgstr ""
+
+#: doc/classes/Camera.xml:191
+msgid ""
+"Orthogonal projection, also known as orthographic projection. Objects remain "
+"the same size on the screen no matter how far away they are."
+msgstr ""
+
+#: doc/classes/Camera.xml:194
+msgid ""
+"Frustum projection. This mode allows adjusting [member frustum_offset] to "
+"create \"tilted frustum\" effects."
+msgstr ""
+
+#: doc/classes/Camera.xml:197
+msgid ""
+"Preserves the horizontal aspect ratio; also known as Vert- scaling. This is "
+"usually the best option for projects running in portrait mode, as taller "
+"aspect ratios will benefit from a wider vertical FOV."
+msgstr ""
+
+#: doc/classes/Camera.xml:200
+msgid ""
+"Preserves the vertical aspect ratio; also known as Hor+ scaling. This is "
+"usually the best option for projects running in landscape mode, as wider "
+"aspect ratios will automatically benefit from a wider horizontal FOV."
+msgstr ""
+
+#: doc/classes/Camera.xml:203
+msgid ""
+"Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
+"url] simulation (default)."
+msgstr ""
+
+#: doc/classes/Camera.xml:206
+msgid ""
+"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
+"url] by tracking positions of objects that are changed in [code]_process[/"
+"code]. Changes in the relative velocity of this camera compared to those "
+"objects affect how Audio is perceived (changing the Audio's [code]pitch "
+"shift[/code])."
+msgstr ""
+
+#: doc/classes/Camera.xml:209
+msgid ""
+"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
+"url] by tracking positions of objects that are changed in "
+"[code]_physics_process[/code]. Changes in the relative velocity of this "
+"camera compared to those objects affect how Audio is perceived (changing the "
+"Audio's [code]pitch shift[/code])."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:4
+msgid "Camera node for 2D scenes."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:7
+msgid ""
+"Camera node for 2D scenes. It forces the screen (current layer) to scroll "
+"following this node. This makes it easier (and faster) to program scrollable "
+"scenes than manually changing the position of [CanvasItem]-based nodes.\n"
+"This node is intended to be a simple helper to get things going quickly, but "
+"more functionality may be desired to change how the camera works. To make "
+"your own custom camera node, inherit it from [Node2D] and change the "
+"transform of the canvas by setting [member Viewport.canvas_transform] in "
+"[Viewport] (you can obtain the current [Viewport] by using [method Node."
+"get_viewport]).\n"
+"Note that the [Camera2D] node's [code]position[/code] doesn't represent the "
+"actual position of the screen, which may differ due to applied smoothing or "
+"limits. You can use [method get_camera_screen_center] to get the real "
+"position."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:13 doc/classes/TileMap.xml:13
+#: doc/classes/TileSet.xml:13
+msgid "https://godotengine.org/asset-library/asset/112"
+msgstr ""
+
+#: doc/classes/Camera2D.xml:14 doc/classes/Environment.xml:18
+#: doc/classes/WorldEnvironment.xml:14
+msgid "https://godotengine.org/asset-library/asset/110"
+msgstr ""
+
+#: doc/classes/Camera2D.xml:20
+msgid "Aligns the camera to the tracked node."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:26
+msgid ""
+"Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-"
+"assigned camera."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:32
+msgid "Forces the camera to update scroll immediately."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:38
+msgid "Returns the camera position."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:44
+msgid ""
+"Returns the location of the [Camera2D]'s screen-center, relative to the "
+"origin."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:51
+msgid ""
+"Returns the specified margin. See also [member drag_margin_bottom], [member "
+"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:58
+msgid ""
+"Returns the specified camera limit. See also [member limit_bottom], [member "
+"limit_top], [member limit_left], and [member limit_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:64
+msgid ""
+"Make this the current 2D camera for the scene (viewport and layer), in case "
+"there are many cameras in the scene."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:70
+msgid ""
+"Sets the camera's position immediately to its current smoothing "
+"destination.\n"
+"This has no effect if smoothing is disabled."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:79
+msgid ""
+"Sets the specified margin. See also [member drag_margin_bottom], [member "
+"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:87
+msgid ""
+"Sets the specified camera limit. See also [member limit_bottom], [member "
+"limit_top], [member limit_left], and [member limit_right]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:93
+msgid "The Camera2D's anchor point. See [enum AnchorMode] constants."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:96
+msgid ""
+"If [code]true[/code], the camera is the active camera for the current scene. "
+"Only one camera can be current, so setting a different camera [code]current[/"
+"code] will disable this one."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:99
+msgid ""
+"The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] "
+"or not a [Viewport], uses the default viewport instead."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:102
+msgid ""
+"Bottom margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:105
+msgid ""
+"If [code]true[/code], the camera only moves when reaching the horizontal "
+"drag margins. If [code]false[/code], the camera moves horizontally "
+"regardless of margins."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:108
+msgid ""
+"Left margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:111
+msgid ""
+"Right margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:114
+msgid ""
+"Top margin needed to drag the camera. A value of [code]1[/code] makes the "
+"camera move only when reaching the edge of the screen."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:117
+msgid ""
+"If [code]true[/code], the camera only moves when reaching the vertical drag "
+"margins. If [code]false[/code], the camera moves vertically regardless of "
+"margins."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:120
+msgid ""
+"If [code]true[/code], draws the camera's drag margin rectangle in the editor."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:123
+msgid ""
+"If [code]true[/code], draws the camera's limits rectangle in the editor."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:126
+msgid ""
+"If [code]true[/code], draws the camera's screen rectangle in the editor."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:129
+msgid ""
+"Bottom scroll limit in pixels. The camera stops moving when reaching this "
+"value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:132
+msgid ""
+"Left scroll limit in pixels. The camera stops moving when reaching this "
+"value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:135
+msgid ""
+"Right scroll limit in pixels. The camera stops moving when reaching this "
+"value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:138
+msgid ""
+"If [code]true[/code], the camera smoothly stops when reaches its limits.\n"
+"This has no effect if smoothing is disabled.\n"
+"[b]Note:[/b] To immediately update the camera's position to be within limits "
+"without smoothing, even with this setting enabled, invoke [method "
+"reset_smoothing]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:143
+msgid ""
+"Top scroll limit in pixels. The camera stops moving when reaching this value."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:146
+msgid ""
+"The camera's offset, useful for looking around or camera shake animations."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:149
+msgid ""
+"The horizontal offset of the camera, relative to the drag margins.\n"
+"[b]Note:[/b] Offset H is used only to force offset relative to margins. It's "
+"not updated in any way if drag margins are enabled and can be used to set "
+"initial offset."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:153
+msgid ""
+"The vertical offset of the camera, relative to the drag margins.\n"
+"[b]Note:[/b] Used the same as [member offset_h]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:157
+msgid "The camera's process callback. See [enum Camera2DProcessMode]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:160
+msgid "If [code]true[/code], the camera rotates with the target."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:163
+msgid ""
+"If [code]true[/code], the camera smoothly moves towards the target at "
+"[member smoothing_speed]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:166
+msgid ""
+"Speed in pixels per second of the camera's smoothing effect when [member "
+"smoothing_enabled] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:169
+msgid ""
+"The camera's zoom relative to the viewport. Values larger than "
+"[code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an "
+"example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and "
+"[code]Vector2(4, 4)[/code] for a 4× zoom-out."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:174
+msgid ""
+"The camera's position is fixed so that the top-left corner is always at the "
+"origin."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:177
+msgid ""
+"The camera's position takes into account vertical/horizontal offsets and the "
+"screen size."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:180 doc/classes/ClippedCamera.xml:89
+msgid "The camera updates with the [code]_physics_process[/code] callback."
+msgstr ""
+
+#: doc/classes/Camera2D.xml:183 doc/classes/ClippedCamera.xml:92
+msgid "The camera updates with the [code]_process[/code] callback."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:4
+msgid ""
+"A camera feed gives you access to a single physical camera attached to your "
+"device."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:7
+msgid ""
+"A camera feed gives you access to a single physical camera attached to your "
+"device. When enabled, Godot will start capturing frames from the camera "
+"which can then be used.\n"
+"[b]Note:[/b] Many cameras will return YCbCr images which are split into two "
+"textures and need to be combined in a shader. Godot does this automatically "
+"for you if you set the environment to show the camera image in the "
+"background."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:16
+msgid "Returns the unique ID for this feed."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:22
+msgid "Returns the camera's name."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:28
+msgid "Returns the position of camera on the device."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:34
+msgid "If [code]true[/code], the feed is active."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:37
+msgid "The transform applied to the camera's image."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:42
+msgid "No image set for the feed."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:45
+msgid "Feed supplies RGB images."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:48
+msgid "Feed supplies YCbCr images that need to be converted to RGB."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:51
+msgid ""
+"Feed supplies separate Y and CbCr images that need to be combined and "
+"converted to RGB."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:54
+msgid "Unspecified position."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:57
+msgid "Camera is mounted at the front of the device."
+msgstr ""
+
+#: doc/classes/CameraFeed.xml:60
+msgid "Camera is mounted at the back of the device."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:4
+msgid "Server keeping track of different cameras accessible in Godot."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:7
+msgid ""
+"The [CameraServer] keeps track of different cameras accessible in Godot. "
+"These are external cameras such as webcams or the cameras on your phone.\n"
+"It is notably used to provide AR modules with a video feed from the camera."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:17
+msgid "Adds a camera feed to the camera server."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:23
+msgid "Returns an array of [CameraFeed]s."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:30
+msgid "Returns the [CameraFeed] with this id."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:36
+msgid "Returns the number of [CameraFeed]s registered."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:43
+msgid "Removes a [CameraFeed]."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:51
+msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:57
+msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:63
+msgid "The RGBA camera image."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:66
+msgid "The YCbCr camera image."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:69
+msgid "The Y component camera image."
+msgstr ""
+
+#: doc/classes/CameraServer.xml:72
+msgid "The CbCr component camera image."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml:4
+msgid "Texture provided by a [CameraFeed]."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml:7
+msgid ""
+"This texture gives access to the camera texture provided by a [CameraFeed].\n"
+"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in "
+"a shader."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml:16
+msgid "The ID of the [CameraFeed] for which we want to display the image."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml:19
+msgid ""
+"Convenience property that gives access to the active property of the "
+"[CameraFeed]."
+msgstr ""
+
+#: doc/classes/CameraTexture.xml:23
+msgid ""
+"Which image within the [CameraFeed] we want access to, important if the "
+"camera image is split in a Y and CbCr component."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:4
+msgid "Base class of anything 2D."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:7
+msgid ""
+"Base class of anything 2D. Canvas items are laid out in a tree; children "
+"inherit and extend their parent's transform. [CanvasItem] is extended by "
+"[Control] for anything GUI-related, and by [Node2D] for anything related to "
+"the 2D engine.\n"
+"Any [CanvasItem] can draw. For this, [method update] must be called, then "
+"[constant NOTIFICATION_DRAW] will be received on idle time to request "
+"redraw. Because of this, canvas items don't need to be redrawn on every "
+"frame, improving the performance significantly. Several functions for "
+"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
+"functions). However, they can only be used inside the [method Object."
+"_notification], signal or [method _draw] virtual functions.\n"
+"Canvas items are drawn in tree order. By default, children are on top of "
+"their parents so a root [CanvasItem] will be drawn behind everything. This "
+"behavior can be changed on a per-item basis.\n"
+"A [CanvasItem] can also be hidden, which will also hide its children. It "
+"provides many ways to change parameters such as modulation (for itself and "
+"its children) and self modulation (only for itself), as well as its blend "
+"mode.\n"
+"Ultimately, a transform notification can be requested, which will notify the "
+"node that its global position changed in case the parent tree changed.\n"
+"[b]Note:[/b] Unless otherwise specified, all methods that have angle "
+"parameters must have angles specified as [i]radians[/i]. To convert degrees "
+"to radians, use [method @GDScript.deg2rad]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:15 doc/classes/CanvasLayer.xml:10
+#: doc/classes/InputEvent.xml:11 doc/classes/Viewport.xml:15
+msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html"
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:16 doc/classes/Control.xml:18
+#: doc/classes/Node2D.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html"
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:23
+msgid ""
+"Overridable function called by the engine (if defined) to draw the canvas "
+"item."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:37
+msgid ""
+"Draws an arc between the given angles. The larger the value of "
+"[code]point_count[/code], the smoother the curve."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:48
+msgid ""
+"Draws a string character using a custom font. Returns the advance, depending "
+"on the character width and kerning with an optional next character."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:57
+msgid "Draws a colored circle."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:69
+msgid "Draws a colored polygon of any amount of points, convex or concave."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:80
+msgid ""
+"Draws a line from a 2D point to another, with a given color and width. It "
+"can be optionally antialiased."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:91
+msgid ""
+"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
+"related documentation."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:101
+msgid ""
+"Draws multiple, parallel lines with a uniform [code]color[/code].\n"
+"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
+"not implemented and have no effect."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:112
+msgid ""
+"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-"
+"by-segment coloring. Colors assigned to line segments match by index between "
+"[code]points[/code] and [code]colors[/code].\n"
+"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
+"not implemented and have no effect."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:122
+msgid ""
+"Draws a [MultiMesh] in 2D with the provided texture. See "
+"[MultiMeshInstance2D] for related documentation."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:134
+msgid "Draws a polygon of any amount of points, convex or concave."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:144
+msgid ""
+"Draws interconnected line segments with a uniform [code]color[/code] and "
+"[code]width[/code] and optional antialiasing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:154
+msgid ""
+"Draws interconnected line segments with a uniform [code]width[/code], "
+"segment-by-segment coloring, and optional antialiasing. Colors assigned to "
+"line segments match by index between [code]points[/code] and [code]colors[/"
+"code]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:166
+msgid ""
+"Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points "
+"for a triangle and 4 points for a quad."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:177
+msgid ""
+"Draws a rectangle. If [code]filled[/code] is [code]true[/code], the "
+"rectangle will be filled with the [code]color[/code] specified. If "
+"[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
+"stroke with the [code]color[/code] and [code]width[/code] specified. If "
+"[code]antialiased[/code] is [code]true[/code], the lines will be "
+"antialiased.\n"
+"[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
+"effective if [code]filled[/code] is [code]false[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:187
+msgid ""
+"Sets a custom transform for drawing via components. Anything drawn "
+"afterwards will be transformed by this."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:194
+msgid ""
+"Sets a custom transform for drawing via matrix. Anything drawn afterwards "
+"will be transformed by this."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:205
+msgid ""
+"Draws [code]text[/code] using the specified [code]font[/code] at the "
+"[code]position[/code] (bottom-left corner using the baseline of the font). "
+"The text will have its color multiplied by [code]modulate[/code]. If "
+"[code]clip_w[/code] is greater than or equal to 0, the text will be clipped "
+"if it exceeds the specified width.\n"
+"[b]Example using the default project font:[/b]\n"
+"[codeblock]\n"
+"# If using this method in a script that redraws constantly, move the\n"
+"# `default_font` declaration to a member variable assigned in `_ready()`\n"
+"# so the Control is only created once.\n"
+"var default_font = Control.new().get_font(\"font\")\n"
+"draw_string(default_font, Vector2(64, 64), \"Hello world\")\n"
+"[/codeblock]\n"
+"See also [method Font.draw]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:222
+msgid "Draws a styled rectangle."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:232
+msgid "Draws a texture at a given position."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:244
+msgid ""
+"Draws a textured rectangle at a given position, optionally modulated by a "
+"color. If [code]transpose[/code] is [code]true[/code], the texture will have "
+"its X and Y coordinates swapped."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:257
+msgid ""
+"Draws a textured rectangle region at a given position, optionally modulated "
+"by a color. If [code]transpose[/code] is [code]true[/code], the texture will "
+"have its X and Y coordinates swapped."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:263 doc/classes/Spatial.xml:19
+msgid ""
+"Forces the transform to update. Transform changes in physics are not instant "
+"for performance reasons. Transforms are accumulated and then set. Use this "
+"if you need an up-to-date transform when doing physics operations."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:269
+msgid "Returns the [RID] of the [World2D] canvas where this item is in."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:275
+msgid "Returns the canvas item RID used by [VisualServer] for this item."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:281
+msgid "Returns the transform matrix of this item's canvas."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:287
+msgid "Returns the global position of the mouse."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:293
+msgid "Returns the global transform matrix of this item."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:299
+msgid ""
+"Returns the global transform matrix of this item in relation to the canvas."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:305
+msgid "Returns the mouse position relative to this item's position."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:311
+msgid "Returns the transform matrix of this item."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:317
+msgid "Returns the viewport's boundaries as a [Rect2]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:323
+msgid "Returns this item's transform in relation to the viewport."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:329
+msgid "Returns the [World2D] where this item is in."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:335
+msgid "Hide the [CanvasItem] if it's currently visible."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:341
+msgid ""
+"Returns [code]true[/code] if local transform notifications are communicated "
+"to children."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:347
+msgid ""
+"Returns [code]true[/code] if the node is set as top-level. See [method "
+"set_as_toplevel]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:353
+msgid ""
+"Returns [code]true[/code] if global transform notifications are communicated "
+"to children."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:359 doc/classes/Spatial.xml:89
+msgid ""
+"Returns [code]true[/code] if the node is present in the [SceneTree], its "
+"[member visible] property is [code]true[/code] and all its antecedents are "
+"also visible. If any antecedent is hidden, this node will not be visible in "
+"the scene tree."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:366
+msgid "Assigns [code]screen_point[/code] as this node's new local transform."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:373
+msgid ""
+"Transformations issued by [code]event[/code]'s inputs are applied in local "
+"space instead of global space."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:380
+msgid ""
+"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
+"transform from parent canvas items."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:387
+msgid ""
+"If [code]enable[/code] is [code]true[/code], children will be updated with "
+"local transform data."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:394
+msgid ""
+"If [code]enable[/code] is [code]true[/code], children will be updated with "
+"global transform data."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:400
+msgid ""
+"Show the [CanvasItem] if it's currently hidden. For controls that inherit "
+"[Popup], the correct way to make them visible is to call one of the multiple "
+"[code]popup*()[/code] functions instead."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:406
+msgid ""
+"Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be "
+"called on idle time to request redraw."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:412
+msgid ""
+"The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:415
+msgid "The material applied to textures on this [CanvasItem]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:418
+msgid "The color applied to textures on this [CanvasItem]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:421
+msgid ""
+"The color applied to textures on this [CanvasItem]. This is not inherited by "
+"children [CanvasItem]s."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:424
+msgid "If [code]true[/code], the object draws behind its parent."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:427
+msgid "If [code]true[/code], the object draws on top of its parent."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:430
+msgid ""
+"If [code]true[/code], the parent [CanvasItem]'s [member material] property "
+"is used as this one's material."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:433
+msgid ""
+"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible "
+"if all of its antecedents are visible as well (in other words, [method "
+"is_visible_in_tree] must return [code]true[/code]).\n"
+"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them "
+"visible is to call one of the multiple [code]popup*()[/code] functions "
+"instead."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:440
+msgid ""
+"Emitted when the [CanvasItem] must redraw. This can only be connected "
+"realtime, as deferred will not allow drawing."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:445
+msgid "Emitted when becoming hidden."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:450
+msgid ""
+"Emitted when the item's [Rect2] boundaries (position or size) have changed, "
+"or when an action is taking place that may have impacted these boundaries (e."
+"g. changing [member Sprite.texture])."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:455
+msgid "Emitted when the visibility (hidden/visible) changes."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:461 doc/classes/CanvasItemMaterial.xml:39
+msgid ""
+"Mix blending mode. Colors are assumed to be independent of the alpha "
+"(opacity) value."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:464 doc/classes/CanvasItemMaterial.xml:42
+msgid "Additive blending mode."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:467 doc/classes/CanvasItemMaterial.xml:45
+msgid "Subtractive blending mode."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:470 doc/classes/CanvasItemMaterial.xml:48
+msgid "Multiplicative blending mode."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:473 doc/classes/CanvasItemMaterial.xml:51
+msgid ""
+"Mix blending mode. Colors are assumed to be premultiplied by the alpha "
+"(opacity) value."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:476
+msgid ""
+"Disables blending mode. Colors including alpha are written as-is. Only "
+"applicable for render targets with a transparent background. No lighting "
+"will be applied."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:479
+msgid ""
+"The [CanvasItem]'s transform has changed. This notification is only received "
+"if enabled by [method set_notify_transform] or [method "
+"set_notify_local_transform]."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:482
+msgid "The [CanvasItem] is requested to draw."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:485
+msgid "The [CanvasItem]'s visibility has changed."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:488
+msgid "The [CanvasItem] has entered the canvas."
+msgstr ""
+
+#: doc/classes/CanvasItem.xml:491
+msgid "The [CanvasItem] has exited the canvas."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml:4
+msgid "A material for [CanvasItem]s."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml:7
+msgid ""
+"[CanvasItemMaterial]s provide a means of modifying the textures associated "
+"with a CanvasItem. They specialize in describing blend and lighting "
+"behaviors for textures. Use a [ShaderMaterial] to more fully customize a "
+"material's interactions with a [CanvasItem]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml:15
+msgid ""
+"The manner in which a material's rendering is applied to underlying textures."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml:18
+msgid "The manner in which material reacts to lighting."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml:21
+msgid ""
+"The number of columns in the spritesheet assigned as [Texture] for a "
+"[Particles2D] or [CPUParticles2D].\n"
+"[b]Note:[/b] This property is only used and visible in the editor if [member "
+"particles_animation] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml:25
+msgid ""
+"If [code]true[/code], the particles animation will loop.\n"
+"[b]Note:[/b] This property is only used and visible in the editor if [member "
+"particles_animation] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml:29
+msgid ""
+"The number of rows in the spritesheet assigned as [Texture] for a "
+"[Particles2D] or [CPUParticles2D].\n"
+"[b]Note:[/b] This property is only used and visible in the editor if [member "
+"particles_animation] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml:33
+msgid ""
+"If [code]true[/code], enable spritesheet-based animation features when "
+"assigned to [Particles2D] and [CPUParticles2D] nodes. The [member "
+"ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should "
+"also be set to a positive value for the animation to play.\n"
+"This property (and other [code]particles_anim_*[/code] properties that "
+"depend on it) has no effect on other types of nodes."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml:54
+msgid ""
+"Render the material using both light and non-light sensitive material "
+"properties."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml:57
+msgid "Render the material as if there were no light."
+msgstr ""
+
+#: doc/classes/CanvasItemMaterial.xml:60
+msgid "Render the material as if there were only light."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:4
+msgid "Canvas drawing layer."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:7
+msgid ""
+"Canvas drawing layer. [CanvasItem] nodes that are direct or indirect "
+"children of a [CanvasLayer] will be drawn in that layer. The layer is a "
+"numeric index that defines the draw order. The default 2D scene renders with "
+"index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with "
+"index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or "
+"above), or backgrounds (in layer -1 or below)."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:11
+msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/canvas_layers.html"
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:18
+msgid "Returns the RID of the canvas used by this layer."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:24
+msgid ""
+"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
+"code], uses the default viewport instead."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:27
+msgid ""
+"Sets the layer to follow the viewport in order to simulate a pseudo 3D "
+"effect."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:30
+msgid ""
+"Scales the layer when using [member follow_viewport_enable]. Layers moving "
+"into the foreground should have increasing scales, while layers moving into "
+"the background should have decreasing scales."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:33
+msgid "Layer index for draw order. Lower values are drawn first."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:36
+msgid "The layer's base offset."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:39
+msgid "The layer's rotation in radians."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:42
+msgid "The layer's rotation in degrees."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:45
+msgid "The layer's scale."
+msgstr ""
+
+#: doc/classes/CanvasLayer.xml:48
+msgid "The layer's transform."
+msgstr ""
+
+#: doc/classes/CanvasModulate.xml:4
+msgid "Tint the entire canvas."
+msgstr ""
+
+#: doc/classes/CanvasModulate.xml:7
+msgid ""
+"[CanvasModulate] tints the canvas elements using its assigned [member color]."
+msgstr ""
+
+#: doc/classes/CanvasModulate.xml:15
+msgid "The tint color to apply."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml:4 doc/classes/CapsuleMesh.xml:7
+msgid "Class representing a capsule-shaped [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml:15
+msgid ""
+"Height of the middle cylindrical part of the capsule (without the "
+"hemispherical ends).\n"
+"[b]Note:[/b] The capsule's total height is equal to [member mid_height] + 2 "
+"* [member radius]."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml:19
+msgid "Number of radial segments on the capsule mesh."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml:22
+msgid "Radius of the capsule mesh."
+msgstr ""
+
+#: doc/classes/CapsuleMesh.xml:25
+msgid "Number of rings along the height of the capsule."
+msgstr ""
+
+#: doc/classes/CapsuleShape.xml:4 doc/classes/CapsuleShape.xml:7
+msgid "Capsule shape for collisions."
+msgstr ""
+
+#: doc/classes/CapsuleShape.xml:16 doc/classes/CapsuleShape2D.xml:15
+msgid "The capsule's height."
+msgstr ""
+
+#: doc/classes/CapsuleShape.xml:19 doc/classes/CapsuleShape2D.xml:18
+msgid "The capsule's radius."
+msgstr ""
+
+#: doc/classes/CapsuleShape2D.xml:4 doc/classes/CapsuleShape2D.xml:7
+msgid "Capsule shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/CenterContainer.xml:4
+msgid "Keeps children controls centered."
+msgstr ""
+
+#: doc/classes/CenterContainer.xml:7
+msgid ""
+"CenterContainer keeps children controls centered. This container keeps all "
+"children to their minimum size, in the center."
+msgstr ""
+
+#: doc/classes/CenterContainer.xml:15
+msgid ""
+"If [code]true[/code], centers children relative to the [CenterContainer]'s "
+"top left corner."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml:4
+msgid ""
+"Controls how an individual character will be displayed in a [RichTextEffect]."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml:7
+msgid ""
+"By setting various properties on this object, you can control how individual "
+"characters will be displayed in a [RichTextEffect]."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml:10 doc/classes/RichTextEffect.xml:16
+#: doc/classes/RichTextLabel.xml:15
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/gui/bbcode_in_richtextlabel."
+"html"
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml:11 doc/classes/RichTextEffect.xml:17
+msgid ""
+"https://github.com/Eoin-ONeill-Yokai/Godot-Rich-Text-Effect-Test-Project"
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml:17 doc/classes/CharFXTransform.xml:45
+msgid ""
+"The index of the current character (starting from 0). Setting this property "
+"won't affect drawing."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml:20
+msgid ""
+"The Unicode codepoint the character will use. This only affects non-"
+"whitespace characters. [method @GDScript.ord] can be useful here. For "
+"example, the following will replace all characters with asterisks:\n"
+"[codeblock]\n"
+"# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.\n"
+"# See the RichTextEffect documentation for details.\n"
+"char_fx.character = ord(\"*\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml:28
+msgid "The color the character will be drawn with."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml:31
+msgid ""
+"The time elapsed since the [RichTextLabel] was added to the scene tree (in "
+"seconds). Time stops when the [RichTextLabel] is paused (see [member Node."
+"pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n"
+"[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml:35
+msgid ""
+"Contains the arguments passed in the opening BBCode tag. By default, "
+"arguments are strings; if their contents match a type such as [bool], [int] "
+"or [float], they will be converted automatically. Color codes in the form "
+"[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque "
+"[Color]. String arguments may not contain spaces, even if they're quoted. If "
+"present, quotes will also be present in the final string.\n"
+"For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 "
+"color=#ffffff][/code] will map to the following [Dictionary]:\n"
+"[codeblock]\n"
+"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
+"1)}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml:42
+msgid "The position offset the character will be drawn with (in pixels)."
+msgstr ""
+
+#: doc/classes/CharFXTransform.xml:48
+msgid ""
+"If [code]true[/code], the character will be drawn. If [code]false[/code], "
+"the character will be hidden. Characters around hidden characters will "
+"reflow to take the space of hidden characters. If this is not desired, set "
+"their [member color] to [code]Color(1, 1, 1, 0)[/code] instead."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:4
+msgid "Binary choice user interface widget. See also [CheckButton]."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:7
+msgid ""
+"A checkbox allows the user to make a binary choice (choosing only one of two "
+"possible options). It's similar to [CheckButton] in functionality, but it "
+"has a different appearance. To follow established UX patterns, it's "
+"recommended to use CheckBox when toggling it has [b]no[/b] immediate effect "
+"on something. For instance, it should be used when toggling it will only do "
+"something once a confirmation button is pressed.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:22
+msgid "The [CheckBox] text's font color."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:25
+msgid "The [CheckBox] text's font color when it's disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:28
+msgid ""
+"The [CheckBox] text's font color when it's focused. Only replaces the normal "
+"text color of the checkbox. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:31
+msgid "The [CheckBox] text's font color when it's hovered."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:34
+msgid "The [CheckBox] text's font color when it's hovered and pressed."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:37
+msgid "The [CheckBox] text's font color when it's pressed."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:40
+msgid "The vertical offset used when rendering the check icons (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:43
+msgid "The separation between the check icon and the text (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:46
+msgid "The [Font] to use for the [CheckBox] text."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:49
+msgid "The check icon to display when the [CheckBox] is checked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:52
+msgid "The check icon to display when the [CheckBox] is checked and disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:55
+msgid ""
+"If the [CheckBox] is configured as a radio button, the icon to display when "
+"the [CheckBox] is checked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:60
+msgid ""
+"If the [CheckBox] is configured as a radio button, the icon to display when "
+"the [CheckBox] is unchecked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:65
+msgid "The check icon to display when the [CheckBox] is unchecked."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:68
+msgid ""
+"The check icon to display when the [CheckBox] is unchecked and disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:71
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is disabled."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:74
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is focused."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:77
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is hovered."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:80
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is hovered and "
+"pressed."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:83 doc/classes/CheckButton.xml:73
+msgid "The [StyleBox] to display as a background."
+msgstr ""
+
+#: doc/classes/CheckBox.xml:86
+msgid ""
+"The [StyleBox] to display as a background when the [CheckBox] is pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:4
+msgid "Checkable button. See also [CheckBox]."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:7
+msgid ""
+"CheckButton is a toggle button displayed as a check field. It's similar to "
+"[CheckBox] in functionality, but it has a different appearance. To follow "
+"established UX patterns, it's recommended to use CheckButton when toggling "
+"it has an [b]immediate[/b] effect on something. For instance, it should be "
+"used if toggling it enables/disables a setting without requiring the user to "
+"press a confirmation button.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:22
+msgid "The [CheckButton] text's font color."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:25
+msgid "The [CheckButton] text's font color when it's disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:28
+msgid ""
+"The [CheckButton] text's font color when it's focused. Only replaces the "
+"normal text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:31
+msgid "The [CheckButton] text's font color when it's hovered."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:34
+msgid "The [CheckButton] text's font color when it's hovered and pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:37
+msgid "The [CheckButton] text's font color when it's pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:40
+msgid "The vertical offset used when rendering the toggle icons (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:43
+msgid "The separation between the toggle icon and the text (in pixels)."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:46
+msgid "The [Font] to use for the [CheckButton] text."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:49
+msgid "The icon to display when the [CheckButton] is unchecked."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:52
+msgid "The icon to display when the [CheckButton] is unchecked and disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:55
+msgid "The icon to display when the [CheckButton] is checked."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:58
+msgid "The icon to display when the [CheckButton] is checked and disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:61
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is disabled."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:64
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is focused."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:67
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is hovered."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:70
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is hovered "
+"and pressed."
+msgstr ""
+
+#: doc/classes/CheckButton.xml:76
+msgid ""
+"The [StyleBox] to display as a background when the [CheckButton] is pressed."
+msgstr ""
+
+#: doc/classes/CircleShape2D.xml:4
+msgid "Circular shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/CircleShape2D.xml:7
+msgid ""
+"Circular shape for 2D collisions. This shape is useful for modeling balls or "
+"small characters and its collision detection with everything else is very "
+"fast."
+msgstr ""
+
+#: doc/classes/CircleShape2D.xml:15
+msgid "The circle's radius."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:4
+msgid "Class information repository."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:7
+msgid "Provides access to metadata stored for every available class."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:16
+msgid ""
+"Returns [code]true[/code] if you can instance objects from the specified "
+"[code]class[/code], [code]false[/code] in other case."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:23
+msgid "Returns whether the specified [code]class[/code] is available or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:30
+msgid ""
+"Returns a category associated with the class for use in documentation and "
+"the Asset Library. Debug mode required."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:39
+msgid ""
+"Returns an array with all the keys in [code]enum[/code] of [code]class[/"
+"code] or its ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:47
+msgid ""
+"Returns an array with all the enums of [code]class[/code] or its ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:55
+msgid ""
+"Returns the value of the integer constant [code]name[/code] of [code]class[/"
+"code] or its ancestry. Always returns 0 when the constant could not be found."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:64
+msgid ""
+"Returns which enum the integer constant [code]name[/code] of [code]class[/"
+"code] or its ancestry belongs to."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:72
+msgid ""
+"Returns an array with the names all the integer constants of [code]class[/"
+"code] or its ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:80
+msgid ""
+"Returns an array with all the methods of [code]class[/code] or its ancestry "
+"if [code]no_inheritance[/code] is [code]false[/code]. Every element of the "
+"array is a [Dictionary] with the following keys: [code]args[/code], "
+"[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/"
+"code], [code]return: (class_name, hint, hint_string, name, type, usage)[/"
+"code].\n"
+"[b]Note:[/b] In exported release builds the debug info is not available, so "
+"the returned dictionaries will contain only method names."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:89
+msgid ""
+"Returns the value of [code]property[/code] of [code]class[/code] or its "
+"ancestry."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:97
+msgid ""
+"Returns an array with all the properties of [code]class[/code] or its "
+"ancestry if [code]no_inheritance[/code] is [code]false[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:105
+msgid ""
+"Returns the [code]signal[/code] data of [code]class[/code] or its ancestry. "
+"The returned value is a [Dictionary] with the following keys: [code]args[/"
+"code], [code]default_args[/code], [code]flags[/code], [code]id[/code], "
+"[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, "
+"usage)[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:113
+msgid ""
+"Returns an array with all the signals of [code]class[/code] or its ancestry "
+"if [code]no_inheritance[/code] is [code]false[/code]. Every element of the "
+"array is a [Dictionary] as described in [method class_get_signal]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:122
+msgid ""
+"Returns whether [code]class[/code] or its ancestry has an enum called "
+"[code]name[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:130
+msgid ""
+"Returns whether [code]class[/code] or its ancestry has an integer constant "
+"called [code]name[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:139
+msgid ""
+"Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/"
+"code] is [code]false[/code]) has a method called [code]method[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:147
+msgid ""
+"Returns whether [code]class[/code] or its ancestry has a signal called "
+"[code]signal[/code] or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:156
+msgid ""
+"Sets [code]property[/code] value of [code]class[/code] to [code]value[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:162
+msgid "Returns the names of all the classes available."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:169
+msgid ""
+"Returns the names of all the classes that directly or indirectly inherit "
+"from [code]class[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:176
+msgid "Returns the parent class of [code]class[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:183
+msgid "Creates an instance of [code]class[/code]."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:190
+msgid "Returns whether this [code]class[/code] is enabled or not."
+msgstr ""
+
+#: doc/classes/ClassDB.xml:198
+msgid ""
+"Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] "
+"or not."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:4
+msgid "A [Camera] that includes collision."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:7
+msgid ""
+"This node extends [Camera] to add collisions with [Area] and/or "
+"[PhysicsBody] nodes. The camera cannot move through colliding objects."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:16
+msgid ""
+"Adds a collision exception so the camera does not collide with the specified "
+"node."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:23
+msgid ""
+"Adds a collision exception so the camera does not collide with the specified "
+"[RID]."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:29
+msgid "Removes all collision exceptions."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:35
+msgid "Returns the distance the camera has been offset due to a collision."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:42
+msgid ""
+"Returns [code]true[/code] if the specified bit index is on.\n"
+"[b]Note:[/b] Bit indices range from 0-19."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:50
+msgid "Removes a collision exception with the specified node."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:57
+msgid "Removes a collision exception with the specified [RID]."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:65
+msgid ""
+"Sets the specified bit index to the [code]value[/code].\n"
+"[b]Note:[/b] Bit indices range from 0-19."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:72
+msgid "If [code]true[/code], the camera stops on contact with [Area]s."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:75
+msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:78
+msgid ""
+"The camera's collision mask. Only objects in at least one collision layer "
+"matching the mask will be detected. See [url=https://docs.godotengine.org/"
+"en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:81
+msgid ""
+"The camera's collision margin. The camera can't get closer than this "
+"distance to a colliding object."
+msgstr ""
+
+#: doc/classes/ClippedCamera.xml:84
+msgid "The camera's process callback. See [enum ProcessMode]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:4
+msgid "Base node for collision objects."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:7
+msgid ""
+"CollisionObject is the base class for physics objects. It can hold any "
+"number of collision [Shape]s. Each shape must be assigned to a [i]shape "
+"owner[/i]. The CollisionObject can have any number of shape owners. Shape "
+"owners are not nodes and do not appear in the editor, but are accessible "
+"through code using the [code]shape_owner_*[/code] methods."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:20
+msgid ""
+"Receives unhandled [InputEvent]s. [code]position[/code] is the location in "
+"world space of the mouse pointer on the surface of the shape with index "
+"[code]shape_idx[/code] and [code]normal[/code] is the normal vector of the "
+"surface at that point. Connect to the [signal input_event] signal to easily "
+"pick up these events."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:27 doc/classes/CollisionObject2D.xml:25
+msgid ""
+"Creates a new shape owner for the given object. Returns [code]owner_id[/"
+"code] of the new owner for future reference."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:34 doc/classes/CollisionObject2D.xml:32
+msgid ""
+"Returns whether or not the specified [code]bit[/code] of the [member "
+"collision_layer] is set."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:41 doc/classes/CollisionObject2D.xml:39
+msgid ""
+"Returns whether or not the specified [code]bit[/code] of the [member "
+"collision_mask] is set."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:47 doc/classes/CollisionObject2D.xml:45
+msgid "Returns the object's [RID]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:53 doc/classes/CollisionObject2D.xml:58
+msgid ""
+"Returns an [Array] of [code]owner_id[/code] identifiers. You can use these "
+"ids in other methods that take [code]owner_id[/code] as an argument."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:60 doc/classes/CollisionObject2D.xml:65
+msgid "If [code]true[/code], the shape owner and its shapes are disabled."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:67 doc/classes/CollisionObject2D.xml:79
+msgid "Removes the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:75 doc/classes/CollisionObject2D.xml:87
+msgid ""
+"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
+"code] in the the [member collision_layer].\n"
+"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
+"code] in the the [member collision_layer]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:84 doc/classes/CollisionObject2D.xml:96
+msgid ""
+"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
+"code] in the the [member collision_mask].\n"
+"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
+"code] in the the [member collision_mask]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:92 doc/classes/CollisionObject2D.xml:104
+msgid "Returns the [code]owner_id[/code] of the given shape."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:100
+msgid "Adds a [Shape] to the shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:107 doc/classes/CollisionObject2D.xml:119
+msgid "Removes all shapes from the shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:114 doc/classes/CollisionObject2D.xml:126
+msgid "Returns the parent object of the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:122
+msgid "Returns the [Shape] with the given id from the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:129 doc/classes/CollisionObject2D.xml:141
+msgid "Returns the number of shapes the given shape owner contains."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:137
+msgid ""
+"Returns the child index of the [Shape] with the given id from the given "
+"shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:144
+msgid "Returns the shape owner's [Transform]."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:152 doc/classes/CollisionObject2D.xml:164
+msgid "Removes a shape from the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:160 doc/classes/CollisionObject2D.xml:172
+msgid "If [code]true[/code], disables the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:168
+msgid "Sets the [Transform] of the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:174
+msgid ""
+"The physics layers this CollisionObject3D is in. Collision objects can exist "
+"in one or more of 32 different layers. See also [member collision_mask].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=https://docs.godotengine.org/en/latest/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:178
+msgid ""
+"The physics layers this CollisionObject3D scans. Collision objects can scan "
+"one or more of 32 different layers. See also [member collision_layer].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=https://docs.godotengine.org/en/latest/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:182
+msgid ""
+"If [code]true[/code], the [CollisionObject] will continue to receive input "
+"events as the mouse is dragged across its shapes."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:185
+msgid ""
+"If [code]true[/code], the [CollisionObject]'s shapes will respond to "
+"[RayCast]s."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:196
+msgid ""
+"Emitted when the object receives an unhandled [InputEvent]. [code]position[/"
+"code] is the location in world space of the mouse pointer on the surface of "
+"the shape with index [code]shape_idx[/code] and [code]normal[/code] is the "
+"normal vector of the surface at that point."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:201
+msgid "Emitted when the mouse pointer enters any of this object's shapes."
+msgstr ""
+
+#: doc/classes/CollisionObject.xml:206
+msgid "Emitted when the mouse pointer exits all this object's shapes."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:4
+msgid "Base node for 2D collision objects."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:7
+msgid ""
+"CollisionObject2D is the base class for 2D physics objects. It can hold any "
+"number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
+"owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
+"owners are not nodes and do not appear in the editor, but are accessible "
+"through code using the [code]shape_owner_*[/code] methods."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:18
+msgid ""
+"Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be "
+"[code]true[/code]. [code]shape_idx[/code] is the child index of the clicked "
+"[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up "
+"these events."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:52
+msgid ""
+"Returns the [code]one_way_collision_margin[/code] of the shape owner "
+"identified by given [code]owner_id[/code]."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:72
+msgid ""
+"Returns [code]true[/code] if collisions for the shape owner originating from "
+"this [CollisionObject2D] will not be reported to collided with "
+"[CollisionObject2D]s."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:112
+msgid "Adds a [Shape2D] to the shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:134
+msgid "Returns the [Shape2D] with the given id from the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:149
+msgid ""
+"Returns the child index of the [Shape2D] with the given id from the given "
+"shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:156
+msgid "Returns the shape owner's [Transform2D]."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:180
+msgid ""
+"If [code]enable[/code] is [code]true[/code], collisions for the shape owner "
+"originating from this [CollisionObject2D] will not be reported to collided "
+"with [CollisionObject2D]s."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:188
+msgid ""
+"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
+"by given [code]owner_id[/code] to [code]margin[/code] pixels."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:196
+msgid "Sets the [Transform2D] of the given shape owner."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:202
+msgid ""
+"The physics layers this CollisionObject2D is in. Collision objects can exist "
+"in one or more of 32 different layers. See also [member collision_mask].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=https://docs.godotengine.org/en/latest/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:206
+msgid ""
+"The physics layers this CollisionObject2D scans. Collision objects can scan "
+"one or more of 32 different layers. See also [member collision_layer].\n"
+"[b]Note:[/b] A contact is detected if object A is in any of the layers that "
+"object B scans, or object B is in any layers that object A scans. See "
+"[url=https://docs.godotengine.org/en/latest/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:210
+msgid ""
+"If [code]true[/code], this object is pickable. A pickable object can detect "
+"the mouse pointer entering/leaving, and if the mouse is inside it, report "
+"input events. Requires at least one [code]collision_layer[/code] bit to be "
+"set."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:219
+msgid ""
+"Emitted when an input event occurs. Requires [member input_pickable] to be "
+"[code]true[/code] and at least one [code]collision_layer[/code] bit to be "
+"set. See [method _input_event] for details."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:224
+msgid ""
+"Emitted when the mouse pointer enters any of this object's shapes. Requires "
+"[member input_pickable] to be [code]true[/code] and at least one "
+"[code]collision_layer[/code] bit to be set."
+msgstr ""
+
+#: doc/classes/CollisionObject2D.xml:229
+msgid ""
+"Emitted when the mouse pointer exits all this object's shapes. Requires "
+"[member input_pickable] to be [code]true[/code] and at least one "
+"[code]collision_layer[/code] bit to be set."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml:4
+msgid "Editor-only class for defining a collision polygon in 3D space."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml:7
+msgid ""
+"Allows editing a collision polygon's vertices on a selected plane. Can also "
+"set a depth perpendicular to that plane. This class is only available in the "
+"editor. It will not appear in the scene tree at run-time. Creates a [Shape] "
+"for gameplay. Properties modified during gameplay will have no effect."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml:15
+msgid ""
+"Length that the resulting collision extends in either direction "
+"perpendicular to its polygon."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml:18
+msgid "If [code]true[/code], no collision will be produced."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml:21
+msgid ""
+"The collision margin for the generated [Shape]. See [member Shape.margin] "
+"for more details."
+msgstr ""
+
+#: doc/classes/CollisionPolygon.xml:24
+msgid ""
+"Array of vertices which define the polygon.\n"
+"[b]Note:[/b] The returned value is a copy of the original. Methods which "
+"mutate the size or properties of the return value will not impact the "
+"original polygon. To change properties of the polygon, assign it to a "
+"temporary variable and make changes before reassigning the [code]polygon[/"
+"code] member."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml:4
+msgid "Defines a 2D collision polygon."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml:7
+msgid ""
+"Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons "
+"can be drawn in the editor or specified by a list of vertices."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml:15
+msgid "Collision build mode. Use one of the [enum BuildMode] constants."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml:18
+msgid "If [code]true[/code], no collisions will be detected."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml:21
+msgid ""
+"If [code]true[/code], only edges that face up, relative to "
+"[CollisionPolygon2D]'s rotation, will collide with other objects."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml:24
+msgid ""
+"The margin used for one-way collision (in pixels). Higher values will make "
+"the shape thicker, and work better for colliders that enter the polygon at a "
+"high velocity."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml:27
+msgid ""
+"The polygon's list of vertices. The final point will be connected to the "
+"first. The returned value is a clone of the [PoolVector2Array], not a "
+"reference."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml:32
+msgid "Collisions will include the polygon and its contained area."
+msgstr ""
+
+#: doc/classes/CollisionPolygon2D.xml:35
+msgid "Collisions will only include the polygon edges."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml:4
+msgid "Node that represents collision shape data in 3D space."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml:7
+msgid ""
+"Editor facility for creating and editing collision shapes in 3D space. You "
+"can use this node to represent all sorts of collision shapes, for example, "
+"add this to an [Area] to give it a detection shape, or add it to a "
+"[PhysicsBody] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-"
+"only helper to create shapes, use [method CollisionObject."
+"shape_owner_get_shape] to get the actual shape."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml:10 doc/classes/CollisionShape2D.xml:10
+#: doc/classes/Physics2DDirectBodyState.xml:10
+#: doc/classes/Physics2DDirectSpaceState.xml:10 doc/classes/PhysicsBody.xml:10
+#: doc/classes/PhysicsBody2D.xml:10 doc/classes/PhysicsDirectBodyState.xml:10
+#: doc/classes/PhysicsDirectSpaceState.xml:10 doc/classes/RigidBody.xml:14
+#: doc/classes/Shape.xml:10 doc/classes/Shape2D.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction."
+"html"
+msgstr ""
+
+#: doc/classes/CollisionShape.xml:19
+msgid ""
+"Sets the collision shape's shape to the addition of all its convexed "
+"[MeshInstance] siblings geometry."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml:26
+msgid ""
+"If this method exists within a script it will be called whenever the shape "
+"resource has been modified."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml:32
+msgid "A disabled collision shape has no effect in the world."
+msgstr ""
+
+#: doc/classes/CollisionShape.xml:35 doc/classes/CollisionShape2D.xml:28
+msgid "The actual shape owned by this collision shape."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml:4
+msgid "Node that represents collision shape data in 2D space."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml:7
+msgid ""
+"Editor facility for creating and editing collision shapes in 2D space. You "
+"can use this node to represent all sorts of collision shapes, for example, "
+"add this to an [Area2D] to give it a detection shape, or add it to a "
+"[PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an "
+"Editor-only helper to create shapes, use [method CollisionObject2D."
+"shape_owner_get_shape] to get the actual shape."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml:13 doc/classes/KinematicBody2D.xml:14
+#: doc/classes/RectangleShape2D.xml:11 doc/classes/TileMap.xml:17
+#: doc/classes/TileSet.xml:17
+msgid "https://godotengine.org/asset-library/asset/113"
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml:19
+msgid ""
+"A disabled collision shape has no effect in the world. This property should "
+"be changed with [method Object.set_deferred]."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml:22
+msgid ""
+"Sets whether this collision shape should only detect collision on one side "
+"(top or bottom)."
+msgstr ""
+
+#: doc/classes/CollisionShape2D.xml:25
+msgid ""
+"The margin used for one-way collision (in pixels). Higher values will make "
+"the shape thicker, and work better for colliders that enter the shape at a "
+"high velocity."
+msgstr ""
+
+#: doc/classes/Color.xml:4
+msgid "Color in RGBA format using floats on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:7
+msgid ""
+"A color represented by red, green, blue, and alpha (RGBA) components. The "
+"alpha component is often used for transparency. Values are in floating-point "
+"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) "
+"may accept values greater than 1 (overbright or HDR colors).\n"
+"You can also create a color from standardized color names by using [method "
+"@GDScript.ColorN] or directly using the color constants defined here. The "
+"standardized color set is based on the [url=https://en.wikipedia.org/wiki/"
+"X11_color_names]X11 color names[/url].\n"
+"If you want to supply values in a range of 0 to 255, you should use [method "
+"@GDScript.Color8].\n"
+"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/"
+"code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). "
+"Otherwise, a Color will always evaluate to [code]true[/code].\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"color_constants.png]Color constants cheatsheet[/url]"
+msgstr ""
+
+#: doc/classes/Color.xml:14 doc/classes/ColorPickerButton.xml:13
+msgid "https://godotengine.org/asset-library/asset/517"
+msgstr ""
+
+#: doc/classes/Color.xml:15 doc/classes/ColorPicker.xml:11
+msgid "https://godotengine.org/asset-library/asset/146"
+msgstr ""
+
+#: doc/classes/Color.xml:16 doc/classes/ColorPickerButton.xml:12
+msgid "https://godotengine.org/asset-library/asset/133"
+msgstr ""
+
+#: doc/classes/Color.xml:23
+msgid ""
+"Constructs a color from an HTML hexadecimal color string in ARGB or RGB "
+"format. See also [method @GDScript.ColorN].\n"
+"[codeblock]\n"
+"# Each of the following creates the same color RGBA(178, 217, 10, 255).\n"
+"var c1 = Color(\"#ffb2d90a\") # ARGB format with \"#\".\n"
+"var c2 = Color(\"ffb2d90a\") # ARGB format.\n"
+"var c3 = Color(\"#b2d90a\") # RGB format with \"#\".\n"
+"var c4 = Color(\"b2d90a\") # RGB format.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:37
+msgid ""
+"Constructs a color from a 32-bit integer in RGBA format (each byte "
+"represents a color channel).\n"
+"[codeblock]\n"
+"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:49
+msgid ""
+"Constructs a color from RGB values, typically between 0 and 1. Alpha will be "
+"1.\n"
+"[codeblock]\n"
+"var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:62
+msgid ""
+"Constructs a color from RGBA values, typically between 0 and 1.\n"
+"[codeblock]\n"
+"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to Color8(51, 255, 178, "
+"204)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:72
+msgid ""
+"Returns a new color resulting from blending this color over another. If the "
+"color is opaque, the result is also opaque. The second color may have a "
+"range of alpha values.\n"
+"[codeblock]\n"
+"var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n"
+"var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n"
+"var blended_color = bg.blend(fg) # Brown with alpha of 75%\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:83
+msgid ""
+"Returns the most contrasting color.\n"
+"[codeblock]\n"
+"var c = Color(0.3, 0.4, 0.9)\n"
+"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, "
+"255)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:94
+msgid ""
+"Returns a new color resulting from making this color darker by the specified "
+"percentage (ratio from 0 to 1).\n"
+"[codeblock]\n"
+"var green = Color(0.0, 1.0, 0.0)\n"
+"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:108
+msgid ""
+"Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and "
+"[code]v[/code] are values between 0 and 1.\n"
+"[codeblock]\n"
+"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, "
+"79, 0.8) or Color8(100, 151, 201, 0.8)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:117
+msgid ""
+"Returns the color's grayscale representation.\n"
+"The gray value is calculated as [code](r + g + b) / 3[/code].\n"
+"[codeblock]\n"
+"var c = Color(0.2, 0.45, 0.82)\n"
+"var gray = c.gray() # A value of 0.466667\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:128
+msgid ""
+"Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
+"[codeblock]\n"
+"var color = Color(0.3, 0.4, 0.9)\n"
+"var inverted_color = color.inverted() # Equivalent to Color(0.7, 0.6, 0.1)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:139
+msgid ""
+"Returns [code]true[/code] if this color and [code]color[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Color.xml:146
+msgid ""
+"Returns a new color resulting from making this color lighter by the "
+"specified percentage (ratio from 0 to 1).\n"
+"[codeblock]\n"
+"var green = Color(0.0, 1.0, 0.0)\n"
+"var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:158
+msgid ""
+"Returns the linear interpolation with another color. The interpolation "
+"factor [code]weight[/code] is between 0 and 1.\n"
+"[codeblock]\n"
+"var c1 = Color(1.0, 0.0, 0.0)\n"
+"var c2 = Color(0.0, 1.0, 0.0)\n"
+"var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, "
+"0.0)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:169
+msgid ""
+"Returns the color converted to a 32-bit integer in ABGR format (each byte "
+"represents a color channel). ABGR is the reversed version of the default "
+"format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_abgr32()) # Prints 4281565439\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:179
+msgid ""
+"Returns the color converted to a 64-bit integer in ABGR format (each word "
+"represents a color channel). ABGR is the reversed version of the default "
+"format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_abgr64()) # Prints -225178692812801\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:189
+msgid ""
+"Returns the color converted to a 32-bit integer in ARGB format (each byte "
+"represents a color channel). ARGB is more compatible with DirectX.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_argb32()) # Prints 4294934323\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:199
+msgid ""
+"Returns the color converted to a 64-bit integer in ARGB format (each word "
+"represents a color channel). ARGB is more compatible with DirectX.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_argb64()) # Prints -2147470541\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:210
+msgid ""
+"Returns the color's HTML hexadecimal color string in ARGB format (ex: "
+"[code]ff34f822[/code]).\n"
+"Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
+"the hexadecimal string.\n"
+"[codeblock]\n"
+"var c = Color(1, 1, 1, 0.5)\n"
+"var s1 = c.to_html() # Returns \"7fffffff\"\n"
+"var s2 = c.to_html(false) # Returns \"ffffff\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:222
+msgid ""
+"Returns the color converted to a 32-bit integer in RGBA format (each byte "
+"represents a color channel). RGBA is Godot's default format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_rgba32()) # Prints 4286526463\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:232
+msgid ""
+"Returns the color converted to a 64-bit integer in RGBA format (each word "
+"represents a color channel). RGBA is Godot's default format.\n"
+"[codeblock]\n"
+"var color = Color(1, 0.5, 0.2)\n"
+"print(color.to_rgba64()) # Prints -140736629309441\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Color.xml:242
+msgid ""
+"The color's alpha (transparency) component, typically on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:245
+msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:248
+msgid "The color's blue component, typically on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:251
+msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:254
+msgid "The color's green component, typically on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:257
+msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:260
+msgid "The HSV hue of this color, on the range 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:263
+msgid "The color's red component, typically on the range of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:266
+msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:269
+msgid "The HSV saturation of this color, on the range 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:272
+msgid "The HSV value (brightness) of this color, on the range 0 to 1."
+msgstr ""
+
+#: doc/classes/Color.xml:277
+msgid "Alice blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:280
+msgid "Antique white color."
+msgstr ""
+
+#: doc/classes/Color.xml:283
+msgid "Aqua color."
+msgstr ""
+
+#: doc/classes/Color.xml:286
+msgid "Aquamarine color."
+msgstr ""
+
+#: doc/classes/Color.xml:289
+msgid "Azure color."
+msgstr ""
+
+#: doc/classes/Color.xml:292
+msgid "Beige color."
+msgstr ""
+
+#: doc/classes/Color.xml:295
+msgid "Bisque color."
+msgstr ""
+
+#: doc/classes/Color.xml:298
+msgid "Black color."
+msgstr ""
+
+#: doc/classes/Color.xml:301
+msgid "Blanche almond color."
+msgstr ""
+
+#: doc/classes/Color.xml:304
+msgid "Blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:307
+msgid "Blue violet color."
+msgstr ""
+
+#: doc/classes/Color.xml:310
+msgid "Brown color."
+msgstr ""
+
+#: doc/classes/Color.xml:313
+msgid "Burly wood color."
+msgstr ""
+
+#: doc/classes/Color.xml:316
+msgid "Cadet blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:319
+msgid "Chartreuse color."
+msgstr ""
+
+#: doc/classes/Color.xml:322
+msgid "Chocolate color."
+msgstr ""
+
+#: doc/classes/Color.xml:325
+msgid "Coral color."
+msgstr ""
+
+#: doc/classes/Color.xml:328
+msgid "Cornflower color."
+msgstr ""
+
+#: doc/classes/Color.xml:331
+msgid "Corn silk color."
+msgstr ""
+
+#: doc/classes/Color.xml:334
+msgid "Crimson color."
+msgstr ""
+
+#: doc/classes/Color.xml:337
+msgid "Cyan color."
+msgstr ""
+
+#: doc/classes/Color.xml:340
+msgid "Dark blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:343
+msgid "Dark cyan color."
+msgstr ""
+
+#: doc/classes/Color.xml:346
+msgid "Dark goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml:349
+msgid "Dark gray color."
+msgstr ""
+
+#: doc/classes/Color.xml:352
+msgid "Dark green color."
+msgstr ""
+
+#: doc/classes/Color.xml:355
+msgid "Dark khaki color."
+msgstr ""
+
+#: doc/classes/Color.xml:358
+msgid "Dark magenta color."
+msgstr ""
+
+#: doc/classes/Color.xml:361
+msgid "Dark olive green color."
+msgstr ""
+
+#: doc/classes/Color.xml:364
+msgid "Dark orange color."
+msgstr ""
+
+#: doc/classes/Color.xml:367
+msgid "Dark orchid color."
+msgstr ""
+
+#: doc/classes/Color.xml:370
+msgid "Dark red color."
+msgstr ""
+
+#: doc/classes/Color.xml:373
+msgid "Dark salmon color."
+msgstr ""
+
+#: doc/classes/Color.xml:376
+msgid "Dark sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml:379
+msgid "Dark slate blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:382
+msgid "Dark slate gray color."
+msgstr ""
+
+#: doc/classes/Color.xml:385
+msgid "Dark turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml:388
+msgid "Dark violet color."
+msgstr ""
+
+#: doc/classes/Color.xml:391
+msgid "Deep pink color."
+msgstr ""
+
+#: doc/classes/Color.xml:394
+msgid "Deep sky blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:397
+msgid "Dim gray color."
+msgstr ""
+
+#: doc/classes/Color.xml:400
+msgid "Dodger blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:403
+msgid "Firebrick color."
+msgstr ""
+
+#: doc/classes/Color.xml:406
+msgid "Floral white color."
+msgstr ""
+
+#: doc/classes/Color.xml:409
+msgid "Forest green color."
+msgstr ""
+
+#: doc/classes/Color.xml:412
+msgid "Fuchsia color."
+msgstr ""
+
+#: doc/classes/Color.xml:415
+msgid "Gainsboro color."
+msgstr ""
+
+#: doc/classes/Color.xml:418
+msgid "Ghost white color."
+msgstr ""
+
+#: doc/classes/Color.xml:421
+msgid "Gold color."
+msgstr ""
+
+#: doc/classes/Color.xml:424
+msgid "Goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml:427
+msgid "Gray color."
+msgstr ""
+
+#: doc/classes/Color.xml:430
+msgid "Green color."
+msgstr ""
+
+#: doc/classes/Color.xml:433
+msgid "Green yellow color."
+msgstr ""
+
+#: doc/classes/Color.xml:436
+msgid "Honeydew color."
+msgstr ""
+
+#: doc/classes/Color.xml:439
+msgid "Hot pink color."
+msgstr ""
+
+#: doc/classes/Color.xml:442
+msgid "Indian red color."
+msgstr ""
+
+#: doc/classes/Color.xml:445
+msgid "Indigo color."
+msgstr ""
+
+#: doc/classes/Color.xml:448
+msgid "Ivory color."
+msgstr ""
+
+#: doc/classes/Color.xml:451
+msgid "Khaki color."
+msgstr ""
+
+#: doc/classes/Color.xml:454
+msgid "Lavender color."
+msgstr ""
+
+#: doc/classes/Color.xml:457
+msgid "Lavender blush color."
+msgstr ""
+
+#: doc/classes/Color.xml:460
+msgid "Lawn green color."
+msgstr ""
+
+#: doc/classes/Color.xml:463
+msgid "Lemon chiffon color."
+msgstr ""
+
+#: doc/classes/Color.xml:466
+msgid "Light blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:469
+msgid "Light coral color."
+msgstr ""
+
+#: doc/classes/Color.xml:472
+msgid "Light cyan color."
+msgstr ""
+
+#: doc/classes/Color.xml:475
+msgid "Light goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml:478
+msgid "Light gray color."
+msgstr ""
+
+#: doc/classes/Color.xml:481
+msgid "Light green color."
+msgstr ""
+
+#: doc/classes/Color.xml:484
+msgid "Light pink color."
+msgstr ""
+
+#: doc/classes/Color.xml:487
+msgid "Light salmon color."
+msgstr ""
+
+#: doc/classes/Color.xml:490
+msgid "Light sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml:493
+msgid "Light sky blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:496
+msgid "Light slate gray color."
+msgstr ""
+
+#: doc/classes/Color.xml:499
+msgid "Light steel blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:502
+msgid "Light yellow color."
+msgstr ""
+
+#: doc/classes/Color.xml:505
+msgid "Lime color."
+msgstr ""
+
+#: doc/classes/Color.xml:508
+msgid "Lime green color."
+msgstr ""
+
+#: doc/classes/Color.xml:511
+msgid "Linen color."
+msgstr ""
+
+#: doc/classes/Color.xml:514
+msgid "Magenta color."
+msgstr ""
+
+#: doc/classes/Color.xml:517
+msgid "Maroon color."
+msgstr ""
+
+#: doc/classes/Color.xml:520
+msgid "Medium aquamarine color."
+msgstr ""
+
+#: doc/classes/Color.xml:523
+msgid "Medium blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:526
+msgid "Medium orchid color."
+msgstr ""
+
+#: doc/classes/Color.xml:529
+msgid "Medium purple color."
+msgstr ""
+
+#: doc/classes/Color.xml:532
+msgid "Medium sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml:535
+msgid "Medium slate blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:538
+msgid "Medium spring green color."
+msgstr ""
+
+#: doc/classes/Color.xml:541
+msgid "Medium turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml:544
+msgid "Medium violet red color."
+msgstr ""
+
+#: doc/classes/Color.xml:547
+msgid "Midnight blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:550
+msgid "Mint cream color."
+msgstr ""
+
+#: doc/classes/Color.xml:553
+msgid "Misty rose color."
+msgstr ""
+
+#: doc/classes/Color.xml:556
+msgid "Moccasin color."
+msgstr ""
+
+#: doc/classes/Color.xml:559
+msgid "Navajo white color."
+msgstr ""
+
+#: doc/classes/Color.xml:562
+msgid "Navy blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:565
+msgid "Old lace color."
+msgstr ""
+
+#: doc/classes/Color.xml:568
+msgid "Olive color."
+msgstr ""
+
+#: doc/classes/Color.xml:571
+msgid "Olive drab color."
+msgstr ""
+
+#: doc/classes/Color.xml:574
+msgid "Orange color."
+msgstr ""
+
+#: doc/classes/Color.xml:577
+msgid "Orange red color."
+msgstr ""
+
+#: doc/classes/Color.xml:580
+msgid "Orchid color."
+msgstr ""
+
+#: doc/classes/Color.xml:583
+msgid "Pale goldenrod color."
+msgstr ""
+
+#: doc/classes/Color.xml:586
+msgid "Pale green color."
+msgstr ""
+
+#: doc/classes/Color.xml:589
+msgid "Pale turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml:592
+msgid "Pale violet red color."
+msgstr ""
+
+#: doc/classes/Color.xml:595
+msgid "Papaya whip color."
+msgstr ""
+
+#: doc/classes/Color.xml:598
+msgid "Peach puff color."
+msgstr ""
+
+#: doc/classes/Color.xml:601
+msgid "Peru color."
+msgstr ""
+
+#: doc/classes/Color.xml:604
+msgid "Pink color."
+msgstr ""
+
+#: doc/classes/Color.xml:607
+msgid "Plum color."
+msgstr ""
+
+#: doc/classes/Color.xml:610
+msgid "Powder blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:613
+msgid "Purple color."
+msgstr ""
+
+#: doc/classes/Color.xml:616
+msgid "Rebecca purple color."
+msgstr ""
+
+#: doc/classes/Color.xml:619
+msgid "Red color."
+msgstr ""
+
+#: doc/classes/Color.xml:622
+msgid "Rosy brown color."
+msgstr ""
+
+#: doc/classes/Color.xml:625
+msgid "Royal blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:628
+msgid "Saddle brown color."
+msgstr ""
+
+#: doc/classes/Color.xml:631
+msgid "Salmon color."
+msgstr ""
+
+#: doc/classes/Color.xml:634
+msgid "Sandy brown color."
+msgstr ""
+
+#: doc/classes/Color.xml:637
+msgid "Sea green color."
+msgstr ""
+
+#: doc/classes/Color.xml:640
+msgid "Seashell color."
+msgstr ""
+
+#: doc/classes/Color.xml:643
+msgid "Sienna color."
+msgstr ""
+
+#: doc/classes/Color.xml:646
+msgid "Silver color."
+msgstr ""
+
+#: doc/classes/Color.xml:649
+msgid "Sky blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:652
+msgid "Slate blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:655
+msgid "Slate gray color."
+msgstr ""
+
+#: doc/classes/Color.xml:658
+msgid "Snow color."
+msgstr ""
+
+#: doc/classes/Color.xml:661
+msgid "Spring green color."
+msgstr ""
+
+#: doc/classes/Color.xml:664
+msgid "Steel blue color."
+msgstr ""
+
+#: doc/classes/Color.xml:667
+msgid "Tan color."
+msgstr ""
+
+#: doc/classes/Color.xml:670
+msgid "Teal color."
+msgstr ""
+
+#: doc/classes/Color.xml:673
+msgid "Thistle color."
+msgstr ""
+
+#: doc/classes/Color.xml:676
+msgid "Tomato color."
+msgstr ""
+
+#: doc/classes/Color.xml:679
+msgid "Transparent color (white with no alpha)."
+msgstr ""
+
+#: doc/classes/Color.xml:682
+msgid "Turquoise color."
+msgstr ""
+
+#: doc/classes/Color.xml:685
+msgid "Violet color."
+msgstr ""
+
+#: doc/classes/Color.xml:688
+msgid "Web gray color."
+msgstr ""
+
+#: doc/classes/Color.xml:691
+msgid "Web green color."
+msgstr ""
+
+#: doc/classes/Color.xml:694
+msgid "Web maroon color."
+msgstr ""
+
+#: doc/classes/Color.xml:697
+msgid "Web purple color."
+msgstr ""
+
+#: doc/classes/Color.xml:700
+msgid "Wheat color."
+msgstr ""
+
+#: doc/classes/Color.xml:703
+msgid "White color."
+msgstr ""
+
+#: doc/classes/Color.xml:706
+msgid "White smoke color."
+msgstr ""
+
+#: doc/classes/Color.xml:709
+msgid "Yellow color."
+msgstr ""
+
+#: doc/classes/Color.xml:712
+msgid "Yellow green color."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:4
+msgid "Color picker control."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:7
+msgid ""
+"Displays a color picker widget. Useful for selecting a color from an RGB/"
+"RGBA colorspace.\n"
+"[b]Note:[/b] This control is the color picker widget itself. You can use a "
+"[ColorPickerButton] instead if you need a button that brings up a "
+"[ColorPicker] in a pop-up."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:18
+msgid ""
+"Adds the given color to a list of color presets. The presets are displayed "
+"in the color picker and the user will be able to select them.\n"
+"[b]Note:[/b] The presets list is only for [i]this[/i] color picker."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:26
+msgid ""
+"Removes the given color from the list of color presets of this color picker."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:32
+msgid "Returns the list of colors in the presets of the color picker."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:38 doc/classes/ColorPickerButton.xml:33
+msgid "The currently selected color."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:41
+msgid ""
+"If [code]true[/code], the color will apply only after the user releases the "
+"mouse button, otherwise it will apply immediately even in mouse motion event "
+"(which can cause performance issues)."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:44
+msgid "If [code]true[/code], shows an alpha channel slider (transparency)."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:47
+msgid ""
+"If [code]true[/code], allows editing the color with Hue/Saturation/Value "
+"sliders.\n"
+"[b]Note:[/b] Cannot be enabled if raw mode is on."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:51
+msgid "If [code]true[/code], the \"add preset\" button is enabled."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:54
+msgid "If [code]true[/code], saved color presets are visible."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:57
+msgid ""
+"If [code]true[/code], allows the color R, G, B component values to go beyond "
+"1.0, which can be used for certain special operations that require it (like "
+"tinting without darkening or rendering sprites in HDR).\n"
+"[b]Note:[/b] Cannot be enabled if HSV mode is on."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:65
+msgid "Emitted when the color is changed."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:71
+msgid "Emitted when a preset is added."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:77
+msgid "Emitted when a preset is removed."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:85
+msgid "The width of the hue selection slider."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:90
+msgid "The margin around the [ColorPicker]."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:93
+msgid "The height of the saturation-value selection box."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:96
+msgid "The width of the saturation-value selection box."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:99
+msgid "The icon for the \"Add Preset\" button."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:102
+msgid "Custom texture for the hue selection slider on the right."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:107
+msgid ""
+"The indicator used to signalize that the color value is outside the 0-1 "
+"range."
+msgstr ""
+
+#: doc/classes/ColorPicker.xml:112
+msgid "The icon for the screen color picker button."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:4
+msgid "Button that pops out a [ColorPicker]."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:7
+msgid ""
+"Encapsulates a [ColorPicker] making it accessible by pressing a button. "
+"Pressing the button will toggle the [ColorPicker] visibility.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node.\n"
+"[b]Note:[/b] By default, the button may not be wide enough for the color "
+"preview swatch to be visible. Make sure to set [member Control."
+"rect_min_size] to a big enough value to give the button enough space."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:19
+msgid ""
+"Returns the [ColorPicker] that this node toggles.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:26
+msgid ""
+"Returns the control's [PopupPanel] which allows you to connect to popup "
+"signals. This allows you to handle events when the ColorPicker is shown or "
+"hidden.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:36
+msgid ""
+"If [code]true[/code], the alpha channel in the displayed [ColorPicker] will "
+"be visible."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:44
+msgid "Emitted when the color changes."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:49
+msgid ""
+"Emitted when the [ColorPicker] is created (the button is pressed for the "
+"first time)."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:54
+msgid "Emitted when the [ColorPicker] is closed."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:62
+msgid "Default text [Color] of the [ColorPickerButton]."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:65
+msgid "Text [Color] used when the [ColorPickerButton] is disabled."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:68
+msgid ""
+"Text [Color] used when the [ColorPickerButton] is focused. Only replaces the "
+"normal text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:71
+msgid "Text [Color] used when the [ColorPickerButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:74
+msgid "Text [Color] used when the [ColorPickerButton] is being pressed."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:77
+msgid "The horizontal space between [ColorPickerButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:80
+msgid "[Font] of the [ColorPickerButton]'s text."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:83
+msgid "The background of the color preview rect on the button."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:86
+msgid "[StyleBox] used when the [ColorPickerButton] is disabled."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:89
+msgid ""
+"[StyleBox] used when the [ColorPickerButton] is focused. It is displayed "
+"over the current [StyleBox], so using [StyleBoxEmpty] will just disable the "
+"focus visual effect."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:92
+msgid "[StyleBox] used when the [ColorPickerButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:95
+msgid "Default [StyleBox] for the [ColorPickerButton]."
+msgstr ""
+
+#: doc/classes/ColorPickerButton.xml:98
+msgid "[StyleBox] used when the [ColorPickerButton] is being pressed."
+msgstr ""
+
+#: doc/classes/ColorRect.xml:4
+msgid "Colored rectangle."
+msgstr ""
+
+#: doc/classes/ColorRect.xml:7
+msgid ""
+"Displays a rectangle filled with a solid [member color]. If you need to "
+"display the border alone, consider using [ReferenceRect] instead."
+msgstr ""
+
+#: doc/classes/ColorRect.xml:16
+msgid ""
+"The fill color.\n"
+"[codeblock]\n"
+"$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml:4
+msgid "Concave polygon shape."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml:7
+msgid ""
+"Concave polygon shape resource, which can be set into a [PhysicsBody] or "
+"area. This shape is created by feeding a list of triangles.\n"
+"[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
+"work with static [PhysicsBody] nodes like [StaticBody] and will not work "
+"with [KinematicBody] or [RigidBody] with a mode other than Static."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml:17
+msgid "Returns the faces (an array of triangles)."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape.xml:24
+msgid "Sets the faces (an array of triangles)."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape2D.xml:4
+msgid "Concave polygon 2D shape resource for physics."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape2D.xml:7
+msgid ""
+"Concave polygon 2D shape resource for physics. It is made out of segments "
+"and is optimal for complex polygonal concave collisions. However, it is not "
+"advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex "
+"decomposition mode (solids) or several convex objects are advised for that "
+"instead. Otherwise, a concave polygon 2D shape is better for static "
+"collisions.\n"
+"The main difference between a [ConvexPolygonShape2D] and a "
+"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
+"uses a more complex method of collision detection, and a convex one forces "
+"itself to be convex in order to speed up collision detection."
+msgstr ""
+
+#: doc/classes/ConcavePolygonShape2D.xml:16
+msgid ""
+"The array of points that make up the [ConcavePolygonShape2D]'s line segments."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml:4
+msgid "A twist joint between two 3D PhysicsBodies."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml:7
+msgid ""
+"The joint can rotate the bodies across an axis defined by the local x-axes "
+"of the [Joint].\n"
+"The twist axis is initiated as the X axis of the [Joint].\n"
+"Once the Bodies swing, the twist axis is calculated as the middle of the x-"
+"axes of the Joint in the local space of the two Bodies. See also "
+"[Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml:30 doc/classes/ConeTwistJoint.xml:62
+#: doc/classes/PhysicsServer.xml:1076
+msgid ""
+"The speed with which the swing or twist will take place.\n"
+"The higher, the faster."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml:34 doc/classes/ConeTwistJoint.xml:69
+#: doc/classes/PhysicsServer.xml:1083
+msgid ""
+"Defines, how fast the swing- and twist-speed-difference on both sides gets "
+"synced."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml:37 doc/classes/ConeTwistJoint.xml:66
+msgid ""
+"The ease with which the joint starts to twist. If it's too low, it takes "
+"more force to start twisting the joint."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml:40 doc/classes/ConeTwistJoint.xml:52
+#: doc/classes/PhysicsServer.xml:1066
+msgid ""
+"Swing is rotation from side to side, around the axis perpendicular to the "
+"twist axis.\n"
+"The swing span defines, how much rotation will not get corrected along the "
+"swing axis.\n"
+"Could be defined as looseness in the [ConeTwistJoint].\n"
+"If below 0.05, this behavior is locked."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml:46 doc/classes/ConeTwistJoint.xml:58
+#: doc/classes/PhysicsServer.xml:1072
+msgid ""
+"Twist is the rotation around the twist axis, this value defined how far the "
+"joint can twist.\n"
+"Twist is locked if below 0.05."
+msgstr ""
+
+#: doc/classes/ConeTwistJoint.xml:72 doc/classes/Generic6DOFJoint.xml:384
+#: doc/classes/HingeJoint.xml:99 doc/classes/Light.xml:124
+#: doc/classes/SliderJoint.xml:165
+msgid "Represents the size of the [enum Param] enum."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:4
+msgid "Helper class to handle INI-style files."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:7
+msgid ""
+"This helper class can be used to store [Variant] values on the filesystem "
+"using INI-style formatting. The stored values are identified by a section "
+"and a key:\n"
+"[codeblock]\n"
+"[section]\n"
+"some_key=42\n"
+"string_example=\"Hello World!\"\n"
+"a_vector=Vector3( 1, 0, 2 )\n"
+"[/codeblock]\n"
+"The stored data can be saved to or parsed from a file, though ConfigFile "
+"objects can also be used directly without accessing the filesystem.\n"
+"The following example shows how to create a simple [ConfigFile] and save it "
+"on disk:\n"
+"[codeblock]\n"
+"# Create new ConfigFile object.\n"
+"var config = ConfigFile.new()\n"
+"\n"
+"# Store some values.\n"
+"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n"
+"config.set_value(\"Player1\", \"best_score\", 10)\n"
+"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n"
+"config.set_value(\"Player2\", \"best_score\", 9001)\n"
+"\n"
+"# Save it to a file (overwrite if already exists).\n"
+"config.save(\"user://scores.cfg\")\n"
+"[/codeblock]\n"
+"This example shows how the above file could be loaded:\n"
+"[codeblock]\n"
+"var score_data = {}\n"
+"var config = ConfigFile.new()\n"
+"\n"
+"# Load data from a file.\n"
+"var err = config.load(\"user://scores.cfg\")\n"
+"\n"
+"# If the file didn't load, ignore it.\n"
+"if err != OK:\n"
+" return\n"
+"\n"
+"# Iterate over all sections.\n"
+"for player in config.get_sections():\n"
+" # Fetch the data for each section.\n"
+" var player_name = config.get_value(player, \"player_name\")\n"
+" var player_score = config.get_value(player, \"best_score\")\n"
+" score_data[player_name] = player_score\n"
+"[/codeblock]\n"
+"Any operation that mutates the ConfigFile such as [method set_value], "
+"[method clear], or [method erase_section], only changes what is loaded in "
+"memory. If you want to write the change to a file, you have to save the "
+"changes with [method save], [method save_encrypted], or [method "
+"save_encrypted_pass].\n"
+"Keep in mind that section and property names can't contain spaces. Anything "
+"after a space will be ignored on save and on load.\n"
+"ConfigFiles can also contain manually written comment lines starting with a "
+"semicolon ([code];[/code]). Those lines will be ignored when parsing the "
+"file. Note that comments will be lost when saving the ConfigFile. This can "
+"still be useful for dedicated server configuration files, which are "
+"typically never overwritten without explicit user action.\n"
+"[b]Note:[/b] The file extension given to a ConfigFile does not have any "
+"impact on its formatting or behavior. By convention, the [code].cfg[/code] "
+"extension is used here, but any other extension such as [code].ini[/code] is "
+"also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are "
+"standardized, Godot's ConfigFile formatting may differ from files written by "
+"other programs."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:59
+msgid "Removes the entire contents of the config."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:66
+msgid ""
+"Deletes the specified section along with all the key-value pairs inside. "
+"Raises an error if the section does not exist."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:74
+msgid ""
+"Deletes the specified key in a section. Raises an error if either the "
+"section or the key do not exist."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:81
+msgid ""
+"Returns an array of all defined key identifiers in the specified section. "
+"Raises an error and returns an empty array if the section does not exist."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:87
+msgid "Returns an array of all defined section identifiers."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:96
+msgid ""
+"Returns the current value for the specified section and key. If either the "
+"section or the key do not exist, the method returns the fallback "
+"[code]default[/code] value. If [code]default[/code] is not specified or set "
+"to [code]null[/code], an error is also raised."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:103
+msgid "Returns [code]true[/code] if the specified section exists."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:111
+msgid "Returns [code]true[/code] if the specified section-key pair exists."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:118
+msgid ""
+"Loads the config file specified as a parameter. The file's contents are "
+"parsed and loaded in the [ConfigFile] object which the method was called "
+"on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:127
+msgid ""
+"Loads the encrypted config file specified as a parameter, using the provided "
+"[code]key[/code] to decrypt it. The file's contents are parsed and loaded in "
+"the [ConfigFile] object which the method was called on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:136
+msgid ""
+"Loads the encrypted config file specified as a parameter, using the provided "
+"[code]password[/code] to decrypt it. The file's contents are parsed and "
+"loaded in the [ConfigFile] object which the method was called on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:144
+msgid ""
+"Parses the passed string as the contents of a config file. The string is "
+"parsed and loaded in the ConfigFile object which the method was called on.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:152
+msgid ""
+"Saves the contents of the [ConfigFile] object to the file specified as a "
+"parameter. The output file uses an INI-style structure.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:161
+msgid ""
+"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
+"specified as a parameter, using the provided [code]key[/code] to encrypt it. "
+"The output file uses an INI-style structure.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:170
+msgid ""
+"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
+"specified as a parameter, using the provided [code]password[/code] to "
+"encrypt it. The output file uses an INI-style structure.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/ConfigFile.xml:180
+msgid ""
+"Assigns a value to the specified key of the specified section. If either the "
+"section or the key do not exist, they are created. Passing a [code]null[/"
+"code] value deletes the specified key if it exists, and deletes the section "
+"if it ends up empty once the key has been removed."
+msgstr ""
+
+#: doc/classes/ConfirmationDialog.xml:4
+msgid "Dialog for confirmation of actions."
+msgstr ""
+
+#: doc/classes/ConfirmationDialog.xml:7
+msgid ""
+"Dialog for confirmation of actions. This dialog inherits from "
+"[AcceptDialog], but has by default an OK and Cancel button (in host OS "
+"order).\n"
+"To get cancel action, you can use:\n"
+"[codeblock]\n"
+"get_cancel().connect(\"pressed\", self, \"cancelled\")\n"
+"[/codeblock]."
+msgstr ""
+
+#: doc/classes/ConfirmationDialog.xml:19
+msgid ""
+"Returns the cancel button.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/Container.xml:4
+msgid "Base node for containers."
+msgstr ""
+
+#: doc/classes/Container.xml:7
+msgid ""
+"Base node for containers. A [Container] contains other controls and "
+"automatically arranges them in a certain way.\n"
+"A Control can inherit this to create custom container classes."
+msgstr ""
+
+#: doc/classes/Container.xml:18
+msgid ""
+"Fit a child control in a given rect. This is mainly a helper for creating "
+"custom container classes."
+msgstr ""
+
+#: doc/classes/Container.xml:24
+msgid ""
+"Queue resort of the contained children. This is called automatically anyway, "
+"but can be called upon request."
+msgstr ""
+
+#: doc/classes/Container.xml:31
+msgid "Emitted when sorting the children is needed."
+msgstr ""
+
+#: doc/classes/Container.xml:37
+msgid ""
+"Notification for when sorting the children, it must be obeyed immediately."
+msgstr ""
+
+#: doc/classes/Control.xml:4
+msgid ""
+"All user interface nodes inherit from Control. A control's anchors and "
+"margins adapt its position and size relative to its parent."
+msgstr ""
+
+#: doc/classes/Control.xml:7
+msgid ""
+"Base class for all UI-related nodes. [Control] features a bounding rectangle "
+"that defines its extents, an anchor position relative to its parent control "
+"or the current viewport, and margins that represent an offset to the anchor. "
+"The margins update automatically when the node, any of its parents, or the "
+"screen size change.\n"
+"For more information on Godot's UI system, anchors, margins, and containers, "
+"see the related tutorials in the manual. To build flexible UIs, you'll need "
+"a mix of UI elements that inherit from [Control] and [Container] nodes.\n"
+"[b]User Interface nodes and input[/b]\n"
+"Godot sends input events to the scene's root node first, by calling [method "
+"Node._input]. [method Node._input] forwards the event down the node tree to "
+"the nodes under the mouse cursor, or on keyboard focus. To do so, it calls "
+"[method MainLoop._input_event]. Call [method accept_event] so no other node "
+"receives the event. Once you accept an input, it becomes handled so [method "
+"Node._unhandled_input] will not process it.\n"
+"Only one [Control] node can be in keyboard focus. Only the node in focus "
+"will receive keyboard events. To get the focus, call [method grab_focus]. "
+"[Control] nodes lose focus when another node grabs it, or if you hide the "
+"node in focus.\n"
+"Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a "
+"[Control] node to ignore mouse or touch events. You'll need it if you place "
+"an icon on top of a button.\n"
+"[Theme] resources change the Control's appearance. If you change the [Theme] "
+"on a [Control] node, it affects all of its children. To override some of the "
+"theme's parameters, call one of the [code]add_*_override[/code] methods, "
+"like [method add_font_override]. You can override the theme with the "
+"inspector.\n"
+"[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you "
+"can't access their values using [method Object.get] and [method Object.set]. "
+"Instead, use [method get_color], [method get_constant], [method get_font], "
+"[method get_icon], [method get_stylebox], and the [code]add_*_override[/"
+"code] methods provided by this class."
+msgstr ""
+
+#: doc/classes/Control.xml:17
+msgid "https://docs.godotengine.org/en/3.4/tutorials/gui/index.html"
+msgstr ""
+
+#: doc/classes/Control.xml:19
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/gui/control_node_gallery.html"
+msgstr ""
+
+#: doc/classes/Control.xml:20
+msgid "https://github.com/godotengine/godot-demo-projects/tree/master/gui"
+msgstr ""
+
+#: doc/classes/Control.xml:26
+msgid ""
+"Virtual method to be implemented by the user. Returns whether [method "
+"_gui_input] should not be called for children controls outside this "
+"control's rectangle. Input will be clipped to the Rect of this [Control]. "
+"Similar to [member rect_clip_content], but doesn't affect visibility.\n"
+"If not overridden, defaults to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml:33
+msgid ""
+"Virtual method to be implemented by the user. Returns the minimum size for "
+"this control. Alternative to [member rect_min_size] for controlling minimum "
+"size via code. The actual minimum size will be the max value of these two "
+"(in each axis separately).\n"
+"If not overridden, defaults to [constant Vector2.ZERO]."
+msgstr ""
+
+#: doc/classes/Control.xml:41
+msgid ""
+"Virtual method to be implemented by the user. Use this method to process and "
+"accept inputs on UI elements. See [method accept_event].\n"
+"Example: clicking a control.\n"
+"[codeblock]\n"
+"func _gui_input(event):\n"
+" if event is InputEventMouseButton:\n"
+" if event.button_index == BUTTON_LEFT and event.pressed:\n"
+" print(\"I've been clicked D:\")\n"
+"[/codeblock]\n"
+"The event won't trigger if:\n"
+"* clicking outside the control (see [method has_point]);\n"
+"* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
+"* control is obstructed by another [Control] on top of it, which doesn't "
+"have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
+"* control's parent has [member mouse_filter] set to [constant "
+"MOUSE_FILTER_STOP] or has accepted the event;\n"
+"* it happens outside the parent's rectangle and the parent has either "
+"[member rect_clip_content] or [method _clips_input] enabled.\n"
+"[b]Note:[/b] Event position is relative to the control origin."
+msgstr ""
+
+#: doc/classes/Control.xml:62
+msgid ""
+"Virtual method to be implemented by the user. Returns a [Control] node that "
+"should be used as a tooltip instead of the default one. The [code]for_text[/"
+"code] includes the contents of the [member hint_tooltip] property.\n"
+"The returned node must be of type [Control] or Control-derived. It can have "
+"child nodes of any type. It is freed when the tooltip disappears, so make "
+"sure you always provide a new instance (if you want to use a pre-existing "
+"node from your scene tree, you can duplicate it and pass the duplicated "
+"instance). When [code]null[/code] or a non-Control node is returned, the "
+"default tooltip will be used instead.\n"
+"The returned node will be added as child to a [PopupPanel], so you should "
+"only provide the contents of that panel. That [PopupPanel] can be themed "
+"using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] "
+"(see [member hint_tooltip] for an example).\n"
+"[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure "
+"it's fully visible, you might want to set its [member rect_min_size] to some "
+"non-zero value.\n"
+"Example of usage with a custom-constructed node:\n"
+"[codeblock]\n"
+"func _make_custom_tooltip(for_text):\n"
+" var label = Label.new()\n"
+" label.text = for_text\n"
+" return label\n"
+"[/codeblock]\n"
+"Example of usage with a custom scene instance:\n"
+"[codeblock]\n"
+"func _make_custom_tooltip(for_text):\n"
+" var tooltip = preload(\"res://SomeTooltipScene.tscn\").instance()\n"
+" tooltip.get_node(\"Label\").text = for_text\n"
+" return tooltip\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml:85
+msgid ""
+"Marks an input event as handled. Once you accept an input event, it stops "
+"propagating, even to nodes listening to [method Node._unhandled_input] or "
+"[method Node._unhandled_key_input]."
+msgstr ""
+
+#: doc/classes/Control.xml:93
+msgid ""
+"Creates a local override for a theme [Color] with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control. An override cannot be removed, but it can be overridden with "
+"the corresponding default value.\n"
+"See also [method get_color].\n"
+"[b]Example of overriding a label's color and resetting it later:[/b]\n"
+"[codeblock]\n"
+"# Given the child Label node \"MyLabel\", override its font color with a "
+"custom value.\n"
+"$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n"
+"# Reset the font color of the child label.\n"
+"$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", \"Label"
+"\"))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml:109
+msgid ""
+"Creates a local override for a theme constant with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control. An override cannot be removed, but it can be overridden with "
+"the corresponding default value.\n"
+"See also [method get_constant]."
+msgstr ""
+
+#: doc/classes/Control.xml:118
+msgid ""
+"Creates a local override for a theme [Font] with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control. An override can be removed by assigning it a [code]null[/code] "
+"value.\n"
+"See also [method get_font]."
+msgstr ""
+
+#: doc/classes/Control.xml:127
+msgid ""
+"Creates a local override for a theme icon with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control. An override can be removed by assigning it a [code]null[/code] "
+"value.\n"
+"See also [method get_icon]."
+msgstr ""
+
+#: doc/classes/Control.xml:136
+msgid ""
+"Creates a local override for a theme shader with the specified [code]name[/"
+"code]. Local overrides always take precedence when fetching theme items for "
+"the control. An override can be removed by assigning it a [code]null[/code] "
+"value."
+msgstr ""
+
+#: doc/classes/Control.xml:144
+msgid ""
+"Creates a local override for a theme [StyleBox] with the specified "
+"[code]name[/code]. Local overrides always take precedence when fetching "
+"theme items for the control. An override can be removed by assigning it a "
+"[code]null[/code] value.\n"
+"See also [method get_stylebox].\n"
+"[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n"
+"[codeblock]\n"
+"# The snippet below assumes the child node MyButton has a StyleBoxFlat "
+"assigned.\n"
+"# Resources are shared across instances, so we need to duplicate it\n"
+"# to avoid modifying the appearance of all other buttons.\n"
+"var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n"
+"new_stylebox_normal.border_width_top = 3\n"
+"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
+"$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n"
+"# Remove the stylebox override.\n"
+"$MyButton.add_stylebox_override(\"normal\", null)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml:165
+msgid ""
+"Godot calls this method to test if [code]data[/code] from a control's "
+"[method get_drag_data] can be dropped at [code]position[/code]. "
+"[code]position[/code] is local to this control.\n"
+"This method should only be used to test the data. Process the data in "
+"[method drop_data].\n"
+"[codeblock]\n"
+"func can_drop_data(position, data):\n"
+" # Check position if it is relevant to you\n"
+" # Otherwise, just check data\n"
+" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml:180
+msgid ""
+"Godot calls this method to pass you the [code]data[/code] from a control's "
+"[method get_drag_data] result. Godot first calls [method can_drop_data] to "
+"test if [code]data[/code] is allowed to drop at [code]position[/code] where "
+"[code]position[/code] is local to this control.\n"
+"[codeblock]\n"
+"func can_drop_data(position, data):\n"
+" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
+"\n"
+"func drop_data(position, data):\n"
+" color = data[\"color\"]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml:193
+msgid ""
+"Finds the next (below in the tree) [Control] that can receive the focus."
+msgstr ""
+
+#: doc/classes/Control.xml:199
+msgid ""
+"Finds the previous (above in the tree) [Control] that can receive the focus."
+msgstr ""
+
+#: doc/classes/Control.xml:207
+msgid ""
+"Forces drag and bypasses [method get_drag_data] and [method "
+"set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. "
+"Drag will start even if the mouse is neither over nor pressed on this "
+"control.\n"
+"The methods [method can_drop_data] and [method drop_data] must be "
+"implemented on controls that want to receive drop data."
+msgstr ""
+
+#: doc/classes/Control.xml:215
+msgid ""
+"Returns the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum. A getter method for [member anchor_bottom], [member "
+"anchor_left], [member anchor_right] and [member anchor_top]."
+msgstr ""
+
+#: doc/classes/Control.xml:221
+msgid ""
+"Returns [member margin_left] and [member margin_top]. See also [member "
+"rect_position]."
+msgstr ""
+
+#: doc/classes/Control.xml:229
+msgid ""
+"Returns a [Color] from the first matching [Theme] in the tree if that "
+"[Theme] has a color item with the specified [code]name[/code] and "
+"[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
+"name of the current control is used as the type. If the type is a class name "
+"its parent classes are also checked, in order of inheritance.\n"
+"For the current control its local overrides are considered first (see "
+"[method add_color_override]), then its assigned [member theme]. After the "
+"current control, each parent control and its assigned [member theme] are "
+"considered; controls without a [member theme] assigned are skipped. If no "
+"matching [Theme] is found in the tree, a custom project [Theme] (see [member "
+"ProjectSettings.gui/theme/custom]) and the default [Theme] are used.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Get the font color defined for the current Control's class, if it "
+"exists.\n"
+" modulate = get_color(\"font_color\")\n"
+" # Get the font color defined for the Button class.\n"
+" modulate = get_color(\"font_color\", \"Button\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml:243
+msgid ""
+"Returns combined minimum size from [member rect_min_size] and [method "
+"get_minimum_size]."
+msgstr ""
+
+#: doc/classes/Control.xml:251
+msgid ""
+"Returns a constant from the first matching [Theme] in the tree if that "
+"[Theme] has a constant item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml:259
+msgid ""
+"Returns the mouse cursor shape the control displays on mouse hover. See "
+"[enum CursorShape]."
+msgstr ""
+
+#: doc/classes/Control.xml:266
+msgid ""
+"Godot calls this method to get data that can be dragged and dropped onto "
+"controls that expect drop data. Returns [code]null[/code] if there is no "
+"data to drag. Controls that want to receive drop data should implement "
+"[method can_drop_data] and [method drop_data]. [code]position[/code] is "
+"local to this control. Drag may be forced with [method force_drag].\n"
+"A preview that will follow the mouse that should represent the data can be "
+"set with [method set_drag_preview]. A good time to set the preview is in "
+"this method.\n"
+"[codeblock]\n"
+"func get_drag_data(position):\n"
+" var mydata = make_data()\n"
+" set_drag_preview(make_preview(mydata))\n"
+" return mydata\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml:279
+msgid "Returns [member margin_right] and [member margin_bottom]."
+msgstr ""
+
+#: doc/classes/Control.xml:286
+msgid ""
+"Returns the focus neighbour identified by [code]margin[/code] constant from "
+"[enum Margin] enum. A getter method for [member focus_neighbour_bottom], "
+"[member focus_neighbour_left], [member focus_neighbour_right] and [member "
+"focus_neighbour_top]."
+msgstr ""
+
+#: doc/classes/Control.xml:292
+msgid ""
+"Returns the control that has the keyboard focus or [code]null[/code] if none."
+msgstr ""
+
+#: doc/classes/Control.xml:300
+msgid ""
+"Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
+"has a font item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml:307
+msgid ""
+"Returns the position and size of the control relative to the top-left corner "
+"of the screen. See [member rect_position] and [member rect_size]."
+msgstr ""
+
+#: doc/classes/Control.xml:315
+msgid ""
+"Returns an icon from the first matching [Theme] in the tree if that [Theme] "
+"has an icon item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml:323
+msgid ""
+"Returns the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum. A getter method for [member margin_bottom], [member "
+"margin_left], [member margin_right] and [member margin_top]."
+msgstr ""
+
+#: doc/classes/Control.xml:329
+msgid "Returns the minimum size for this control. See [member rect_min_size]."
+msgstr ""
+
+#: doc/classes/Control.xml:335
+msgid "Returns the width/height occupied in the parent control."
+msgstr ""
+
+#: doc/classes/Control.xml:341
+msgid "Returns the parent control node."
+msgstr ""
+
+#: doc/classes/Control.xml:347
+msgid ""
+"Returns the position and size of the control relative to the top-left corner "
+"of the parent Control. See [member rect_position] and [member rect_size]."
+msgstr ""
+
+#: doc/classes/Control.xml:353
+msgid "Returns the rotation (in radians)."
+msgstr ""
+
+#: doc/classes/Control.xml:361
+msgid ""
+"Returns a [StyleBox] from the first matching [Theme] in the tree if that "
+"[Theme] has a stylebox item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml:368
+msgid ""
+"Returns the default font from the first matching [Theme] in the tree if that "
+"[Theme] has a valid [member Theme.default_font] value.\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml:376
+msgid ""
+"Returns the tooltip, which will appear when the cursor is resting over this "
+"control. See [member hint_tooltip]."
+msgstr ""
+
+#: doc/classes/Control.xml:382
+msgid ""
+"Creates an [InputEventMouseButton] that attempts to click the control. If "
+"the event is received, the control acquires focus.\n"
+"[codeblock]\n"
+"func _process(delta):\n"
+" grab_click_focus() #when clicking another Control node, this node will "
+"be clicked instead\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml:392
+msgid ""
+"Steal the focus from another control and become the focused control (see "
+"[member focus_mode])."
+msgstr ""
+
+#: doc/classes/Control.xml:400
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a color item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml:408
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme [Color] "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_color_override]."
+msgstr ""
+
+#: doc/classes/Control.xml:417
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a constant item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml:425
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme constant "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_constant_override]."
+msgstr ""
+
+#: doc/classes/Control.xml:432
+msgid ""
+"Returns [code]true[/code] if this is the current focused control. See "
+"[member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml:440
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a font item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml:448
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme [Font] "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_font_override]."
+msgstr ""
+
+#: doc/classes/Control.xml:457
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has an icon item with the specified [code]name[/code] and [code]theme_type[/"
+"code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml:465
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme icon with "
+"the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_icon_override]."
+msgstr ""
+
+#: doc/classes/Control.xml:473
+msgid ""
+"Virtual method to be implemented by the user. Returns whether the given "
+"[code]point[/code] is inside this control.\n"
+"If not overridden, default behavior is checking if the point is within "
+"control's Rect.\n"
+"[b]Note:[/b] If you want to check if a point is inside the control, you can "
+"use [code]get_rect().has_point(point)[/code]."
+msgstr ""
+
+#: doc/classes/Control.xml:482
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme shader "
+"with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_shader_override]."
+msgstr ""
+
+#: doc/classes/Control.xml:491
+msgid ""
+"Returns [code]true[/code] if there is a matching [Theme] in the tree that "
+"has a stylebox item with the specified [code]name[/code] and "
+"[code]theme_type[/code].\n"
+"See [method get_color] for details."
+msgstr ""
+
+#: doc/classes/Control.xml:499
+msgid ""
+"Returns [code]true[/code] if there is a local override for a theme "
+"[StyleBox] with the specified [code]name[/code] in this [Control] node.\n"
+"See [method add_stylebox_override]."
+msgstr ""
+
+#: doc/classes/Control.xml:506
+msgid ""
+"Invalidates the size cache in this node and in parent nodes up to toplevel. "
+"Intended to be used with [method get_minimum_size] when the return value is "
+"changed. Setting [member rect_min_size] directly calls this method "
+"automatically."
+msgstr ""
+
+#: doc/classes/Control.xml:512
+msgid ""
+"Give up the focus. No other control will be able to receive keyboard input."
+msgstr ""
+
+#: doc/classes/Control.xml:522
+msgid ""
+"Sets the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum to value [code]anchor[/code]. A setter method for [member "
+"anchor_bottom], [member anchor_left], [member anchor_right] and [member "
+"anchor_top].\n"
+"If [code]keep_margin[/code] is [code]true[/code], margins aren't updated "
+"after this operation.\n"
+"If [code]push_opposite_anchor[/code] is [code]true[/code] and the opposite "
+"anchor overlaps this anchor, the opposite one will have its value "
+"overridden. For example, when setting left anchor to 1 and the right anchor "
+"has value of 0.5, the right anchor will also get value of 1. If "
+"[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor "
+"would get value 0.5."
+msgstr ""
+
+#: doc/classes/Control.xml:534
+msgid ""
+"Works the same as [method set_anchor], but instead of [code]keep_margin[/"
+"code] argument and automatic update of margin, it allows to set the margin "
+"offset yourself (see [method set_margin])."
+msgstr ""
+
+#: doc/classes/Control.xml:543
+msgid ""
+"Sets both anchor preset and margin preset. See [method set_anchors_preset] "
+"and [method set_margins_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:551
+msgid ""
+"Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] "
+"enum. This is the code equivalent to using the Layout menu in the 2D "
+"editor.\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's position will "
+"also be updated."
+msgstr ""
+
+#: doc/classes/Control.xml:559
+msgid ""
+"Sets [member margin_left] and [member margin_top] at the same time. "
+"Equivalent of changing [member rect_position]."
+msgstr ""
+
+#: doc/classes/Control.xml:566
+msgid ""
+"Forwards the handling of this control's drag and drop to [code]target[/code] "
+"control.\n"
+"Forwarding can be implemented in the target control similar to the methods "
+"[method get_drag_data], [method can_drop_data], and [method drop_data] but "
+"with two differences:\n"
+"1. The function name must be suffixed with [b]_fw[/b]\n"
+"2. The function must take an extra argument that is the control doing the "
+"forwarding\n"
+"[codeblock]\n"
+"# ThisControl.gd\n"
+"extends Control\n"
+"func _ready():\n"
+" set_drag_forwarding(target_control)\n"
+"\n"
+"# TargetControl.gd\n"
+"extends Control\n"
+"func can_drop_data_fw(position, data, from_control):\n"
+" return true\n"
+"\n"
+"func drop_data_fw(position, data, from_control):\n"
+" my_handle_data(data)\n"
+"\n"
+"func get_drag_data_fw(position, from_control):\n"
+" set_drag_preview(my_preview)\n"
+" return my_data()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml:594
+msgid ""
+"Shows the given control at the mouse pointer. A good time to call this "
+"method is in [method get_drag_data]. The control must not be in the scene "
+"tree. You should not free the control, and you should not keep a reference "
+"to the control beyond the duration of the drag. It will be deleted "
+"automatically after the drag has ended.\n"
+"[codeblock]\n"
+"export (Color, RGBA) var color = Color(1, 0, 0, 1)\n"
+"\n"
+"func get_drag_data(position):\n"
+" # Use a control that is not in the tree\n"
+" var cpb = ColorPickerButton.new()\n"
+" cpb.color = color\n"
+" cpb.rect_size = Vector2(50, 50)\n"
+" set_drag_preview(cpb)\n"
+" return color\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml:612
+msgid "Sets [member margin_right] and [member margin_bottom] at the same time."
+msgstr ""
+
+#: doc/classes/Control.xml:620
+msgid ""
+"Sets the anchor identified by [code]margin[/code] constant from [enum "
+"Margin] enum to [Control] at [code]neighbor[/code] node path. A setter "
+"method for [member focus_neighbour_bottom], [member focus_neighbour_left], "
+"[member focus_neighbour_right] and [member focus_neighbour_top]."
+msgstr ""
+
+#: doc/classes/Control.xml:628
+msgid ""
+"Sets the [member rect_global_position] to given [code]position[/code].\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
+"updated instead of margins."
+msgstr ""
+
+#: doc/classes/Control.xml:637
+msgid ""
+"Sets the margin identified by [code]margin[/code] constant from [enum "
+"Margin] enum to given [code]offset[/code]. A setter method for [member "
+"margin_bottom], [member margin_left], [member margin_right] and [member "
+"margin_top]."
+msgstr ""
+
+#: doc/classes/Control.xml:646
+msgid ""
+"Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] "
+"enum. This is the code equivalent to using the Layout menu in the 2D "
+"editor.\n"
+"Use parameter [code]resize_mode[/code] with constants from [enum Control."
+"LayoutPresetMode] to better determine the resulting size of the [Control]. "
+"Constant size will be ignored if used with presets that change size, e.g. "
+"[code]PRESET_LEFT_WIDE[/code].\n"
+"Use parameter [code]margin[/code] to determine the gap between the [Control] "
+"and the edges."
+msgstr ""
+
+#: doc/classes/Control.xml:656
+msgid ""
+"Sets the [member rect_position] to given [code]position[/code].\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
+"updated instead of margins."
+msgstr ""
+
+#: doc/classes/Control.xml:664
+msgid "Sets the rotation (in radians)."
+msgstr ""
+
+#: doc/classes/Control.xml:672
+msgid ""
+"Sets the size (see [member rect_size]).\n"
+"If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
+"updated instead of margins."
+msgstr ""
+
+#: doc/classes/Control.xml:680
+msgid ""
+"Displays a control as modal. Control must be a subwindow. Modal controls "
+"capture the input signals until closed or the area outside them is accessed. "
+"When a modal control loses focus, or the ESC key is pressed, they "
+"automatically hide. Modal controls are used extensively for popup dialogs "
+"and menus.\n"
+"If [code]exclusive[/code] is [code]true[/code], other controls will not "
+"receive input and clicking outside this control will not close it."
+msgstr ""
+
+#: doc/classes/Control.xml:688
+msgid ""
+"Moves the mouse cursor to [code]to_position[/code], relative to [member "
+"rect_position] of this [Control]."
+msgstr ""
+
+#: doc/classes/Control.xml:694
+msgid ""
+"Anchors the bottom edge of the node to the origin, the center, or the end of "
+"its parent control. It changes how the bottom margin updates when the node "
+"moves or changes size. You can use one of the [enum Anchor] constants for "
+"convenience."
+msgstr ""
+
+#: doc/classes/Control.xml:697
+msgid ""
+"Anchors the left edge of the node to the origin, the center or the end of "
+"its parent control. It changes how the left margin updates when the node "
+"moves or changes size. You can use one of the [enum Anchor] constants for "
+"convenience."
+msgstr ""
+
+#: doc/classes/Control.xml:700
+msgid ""
+"Anchors the right edge of the node to the origin, the center or the end of "
+"its parent control. It changes how the right margin updates when the node "
+"moves or changes size. You can use one of the [enum Anchor] constants for "
+"convenience."
+msgstr ""
+
+#: doc/classes/Control.xml:703
+msgid ""
+"Anchors the top edge of the node to the origin, the center or the end of its "
+"parent control. It changes how the top margin updates when the node moves or "
+"changes size. You can use one of the [enum Anchor] constants for convenience."
+msgstr ""
+
+#: doc/classes/Control.xml:706
+msgid ""
+"The focus access mode for the control (None, Click or All). Only one Control "
+"can be focused at the same time, and it will receive keyboard signals."
+msgstr ""
+
+#: doc/classes/Control.xml:709
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the down arrow on the keyboard or down on a gamepad by default. You can "
+"change the key by editing the [code]ui_down[/code] input action. The node "
+"must be a [Control]. If this property is not set, Godot will give focus to "
+"the closest [Control] to the bottom of this one."
+msgstr ""
+
+#: doc/classes/Control.xml:712
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the left arrow on the keyboard or left on a gamepad by default. You can "
+"change the key by editing the [code]ui_left[/code] input action. The node "
+"must be a [Control]. If this property is not set, Godot will give focus to "
+"the closest [Control] to the left of this one."
+msgstr ""
+
+#: doc/classes/Control.xml:715
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the right arrow on the keyboard or right on a gamepad by default. You can "
+"change the key by editing the [code]ui_right[/code] input action. The node "
+"must be a [Control]. If this property is not set, Godot will give focus to "
+"the closest [Control] to the bottom of this one."
+msgstr ""
+
+#: doc/classes/Control.xml:718
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"the top arrow on the keyboard or top on a gamepad by default. You can change "
+"the key by editing the [code]ui_top[/code] input action. The node must be a "
+"[Control]. If this property is not set, Godot will give focus to the closest "
+"[Control] to the bottom of this one."
+msgstr ""
+
+#: doc/classes/Control.xml:721
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"Tab on a keyboard by default. You can change the key by editing the "
+"[code]ui_focus_next[/code] input action.\n"
+"If this property is not set, Godot will select a \"best guess\" based on "
+"surrounding nodes in the scene tree."
+msgstr ""
+
+#: doc/classes/Control.xml:725
+msgid ""
+"Tells Godot which node it should give keyboard focus to if the user presses "
+"Shift+Tab on a keyboard by default. You can change the key by editing the "
+"[code]ui_focus_prev[/code] input action.\n"
+"If this property is not set, Godot will select a \"best guess\" based on "
+"surrounding nodes in the scene tree."
+msgstr ""
+
+#: doc/classes/Control.xml:729
+msgid ""
+"Controls the direction on the horizontal axis in which the control should "
+"grow if its horizontal minimum size is changed to be greater than its "
+"current size, as the control always has to be at least the minimum size."
+msgstr ""
+
+#: doc/classes/Control.xml:732
+msgid ""
+"Controls the direction on the vertical axis in which the control should grow "
+"if its vertical minimum size is changed to be greater than its current size, "
+"as the control always has to be at least the minimum size."
+msgstr ""
+
+#: doc/classes/Control.xml:735
+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.\n"
+"The tooltip popup will use either a default implementation, or a custom one "
+"that you can provide by overriding [method _make_custom_tooltip]. The "
+"default tooltip includes a [PopupPanel] and [Label] whose theme properties "
+"can be customized using [Theme] methods with the [code]\"TooltipPanel\"[/"
+"code] and [code]\"TooltipLabel\"[/code] respectively. For example:\n"
+"[codeblock]\n"
+"var style_box = StyleBoxFlat.new()\n"
+"style_box.set_bg_color(Color(1, 1, 0))\n"
+"style_box.set_border_width_all(2)\n"
+"# We assume here that the `theme` property has been assigned a custom Theme "
+"beforehand.\n"
+"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
+"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Control.xml:747
+msgid ""
+"Enables whether input should propagate when you close the control as modal.\n"
+"If [code]false[/code], stops event handling at the viewport input event "
+"handling. The viewport first hides the modal and after marks the input as "
+"handled."
+msgstr ""
+
+#: doc/classes/Control.xml:751
+msgid ""
+"Distance between the node's bottom edge and its parent control, based on "
+"[member anchor_bottom].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml:755
+msgid ""
+"Distance between the node's left edge and its parent control, based on "
+"[member anchor_left].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml:759
+msgid ""
+"Distance between the node's right edge and its parent control, based on "
+"[member anchor_right].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml:763
+msgid ""
+"Distance between the node's top edge and its parent control, based on "
+"[member anchor_top].\n"
+"Margins are often controlled by one or multiple parent [Container] nodes, so "
+"you should not modify them manually if your node is a direct child of a "
+"[Container]. Margins update automatically when you move or resize the node."
+msgstr ""
+
+#: doc/classes/Control.xml:767
+msgid ""
+"The default cursor shape for this control. Useful for Godot plugins and "
+"applications or games that use the system's mouse cursors.\n"
+"[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the "
+"system."
+msgstr ""
+
+#: doc/classes/Control.xml:771
+msgid ""
+"Controls whether the control will be able to receive mouse button input "
+"events through [method _gui_input] and how these events should be handled. "
+"Also controls whether the control can receive the [signal mouse_entered], "
+"and [signal mouse_exited] signals. See the constants to learn what each does."
+msgstr ""
+
+#: doc/classes/Control.xml:774
+msgid ""
+"Enables whether rendering of [CanvasItem] based children should be clipped "
+"to this control's rectangle. If [code]true[/code], parts of a child which "
+"would be visibly outside of this control's rectangle will not be rendered."
+msgstr ""
+
+#: doc/classes/Control.xml:777
+msgid ""
+"The node's global position, relative to the world (usually to the top-left "
+"corner of the window)."
+msgstr ""
+
+#: doc/classes/Control.xml:780
+msgid ""
+"The minimum size of the node's bounding rectangle. If you set it to a value "
+"greater than (0, 0), the node's bounding rectangle will always have at least "
+"this size, even if its content is smaller. If it's set to (0, 0), the node "
+"sizes automatically to fit its content, be it a texture or child nodes."
+msgstr ""
+
+#: doc/classes/Control.xml:783
+msgid ""
+"By default, the node's pivot is its top-left corner. When you change its "
+"[member rect_scale], it will scale around this pivot. Set this property to "
+"[member rect_size] / 2 to center the pivot in the node's rectangle."
+msgstr ""
+
+#: doc/classes/Control.xml:786
+msgid ""
+"The node's position, relative to its parent. It corresponds to the "
+"rectangle's top-left corner. The property is not affected by [member "
+"rect_pivot_offset]."
+msgstr ""
+
+#: doc/classes/Control.xml:789
+msgid ""
+"The node's rotation around its pivot, in degrees. See [member "
+"rect_pivot_offset] to change the pivot's position."
+msgstr ""
+
+#: doc/classes/Control.xml:792
+msgid ""
+"The node's scale, relative to its [member rect_size]. Change this property "
+"to scale the node around its [member rect_pivot_offset]. The Control's "
+"[member hint_tooltip] will also scale according to this value.\n"
+"[b]Note:[/b] This property is mainly intended to be used for animation "
+"purposes. Text inside the Control will look pixelated or blurry when the "
+"Control is scaled. To support multiple resolutions in your project, use an "
+"appropriate viewport stretch mode as described in the [url=https://docs."
+"godotengine.org/en/3.4/tutorials/viewports/multiple_resolutions."
+"html]documentation[/url] instead of scaling Controls individually.\n"
+"[b]Note:[/b] If the Control node is a child of a [Container] node, the scale "
+"will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To "
+"set the Control's scale when it's instanced, wait for one frame using "
+"[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member "
+"rect_scale] property."
+msgstr ""
+
+#: doc/classes/Control.xml:797
+msgid ""
+"The size of the node's bounding rectangle, in pixels. [Container] nodes "
+"update this property automatically."
+msgstr ""
+
+#: doc/classes/Control.xml:800
+msgid ""
+"Tells the parent [Container] nodes how they should resize and place the node "
+"on the X axis. Use one of the [enum SizeFlags] constants to change the "
+"flags. See the constants to learn what each does."
+msgstr ""
+
+#: doc/classes/Control.xml:803
+msgid ""
+"If the node and at least one of its neighbours uses the [constant "
+"SIZE_EXPAND] size flag, the parent [Container] will let it take more or less "
+"space depending on this property. If this node has a stretch ratio of 2 and "
+"its neighbour a ratio of 1, this node will take two thirds of the available "
+"space."
+msgstr ""
+
+#: doc/classes/Control.xml:806
+msgid ""
+"Tells the parent [Container] nodes how they should resize and place the node "
+"on the Y axis. Use one of the [enum SizeFlags] constants to change the "
+"flags. See the constants to learn what each does."
+msgstr ""
+
+#: doc/classes/Control.xml:809
+msgid ""
+"Changing this property replaces the current [Theme] resource this node and "
+"all its [Control] children use."
+msgstr ""
+
+#: doc/classes/Control.xml:815
+msgid "Emitted when the node gains keyboard focus."
+msgstr ""
+
+#: doc/classes/Control.xml:820
+msgid "Emitted when the node loses keyboard focus."
+msgstr ""
+
+#: doc/classes/Control.xml:826
+msgid "Emitted when the node receives an [InputEvent]."
+msgstr ""
+
+#: doc/classes/Control.xml:831
+msgid "Emitted when the node's minimum size changes."
+msgstr ""
+
+#: doc/classes/Control.xml:836
+msgid "Emitted when a modal [Control] is closed. See [method show_modal]."
+msgstr ""
+
+#: doc/classes/Control.xml:841
+msgid ""
+"Emitted when the mouse enters the control's [code]Rect[/code] area, provided "
+"its [member mouse_filter] lets the event reach it.\n"
+"[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters "
+"a child [Control] node before entering the parent's [code]Rect[/code] area, "
+"at least until the mouse is moved to reach the parent's [code]Rect[/code] "
+"area."
+msgstr ""
+
+#: doc/classes/Control.xml:847
+msgid ""
+"Emitted when the mouse leaves the control's [code]Rect[/code] area, provided "
+"its [member mouse_filter] lets the event reach it.\n"
+"[b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a "
+"child [Control] node, even if the mouse cursor is still inside the parent's "
+"[code]Rect[/code] area."
+msgstr ""
+
+#: doc/classes/Control.xml:853
+msgid "Emitted when the control changes size."
+msgstr ""
+
+#: doc/classes/Control.xml:858
+msgid ""
+"Emitted when one of the size flags changes. See [member "
+"size_flags_horizontal] and [member size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml:864
+msgid "The node cannot grab focus. Use with [member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml:867
+msgid ""
+"The node can only grab focus on mouse clicks. Use with [member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml:870
+msgid ""
+"The node can grab focus on mouse click or using the arrows and the Tab keys "
+"on the keyboard. Use with [member focus_mode]."
+msgstr ""
+
+#: doc/classes/Control.xml:873
+msgid ""
+"Sent when the node changes size. Use [member rect_size] to get the new size."
+msgstr ""
+
+#: doc/classes/Control.xml:876
+msgid "Sent when the mouse pointer enters the node."
+msgstr ""
+
+#: doc/classes/Control.xml:879
+msgid "Sent when the mouse pointer exits the node."
+msgstr ""
+
+#: doc/classes/Control.xml:882
+msgid "Sent when the node grabs focus."
+msgstr ""
+
+#: doc/classes/Control.xml:885
+msgid "Sent when the node loses focus."
+msgstr ""
+
+#: doc/classes/Control.xml:888
+msgid ""
+"Sent when the node's [member theme] changes, right before Godot redraws the "
+"control. Happens when you call one of the [code]add_*_override[/code] "
+"methods."
+msgstr ""
+
+#: doc/classes/Control.xml:891
+msgid "Sent when an open modal dialog closes. See [method show_modal]."
+msgstr ""
+
+#: doc/classes/Control.xml:894
+msgid ""
+"Sent when this node is inside a [ScrollContainer] which has begun being "
+"scrolled."
+msgstr ""
+
+#: doc/classes/Control.xml:897
+msgid ""
+"Sent when this node is inside a [ScrollContainer] which has stopped being "
+"scrolled."
+msgstr ""
+
+#: doc/classes/Control.xml:900
+msgid ""
+"Show the system's arrow mouse cursor when the user hovers the node. Use with "
+"[member mouse_default_cursor_shape]."
+msgstr ""
+
+#: doc/classes/Control.xml:903
+msgid ""
+"Show the system's I-beam mouse cursor when the user hovers the node. The I-"
+"beam pointer has a shape similar to \"I\". It tells the user they can "
+"highlight or insert text."
+msgstr ""
+
+#: doc/classes/Control.xml:906
+msgid ""
+"Show the system's pointing hand mouse cursor when the user hovers the node."
+msgstr ""
+
+#: doc/classes/Control.xml:909
+msgid "Show the system's cross mouse cursor when the user hovers the node."
+msgstr ""
+
+#: doc/classes/Control.xml:912
+msgid ""
+"Show the system's wait mouse cursor, often an hourglass, when the user "
+"hovers the node."
+msgstr ""
+
+#: doc/classes/Control.xml:915
+msgid ""
+"Show the system's busy mouse cursor when the user hovers the node. Often an "
+"hourglass."
+msgstr ""
+
+#: doc/classes/Control.xml:918
+msgid ""
+"Show the system's drag mouse cursor, often a closed fist or a cross symbol, "
+"when the user hovers the node. It tells the user they're currently dragging "
+"an item, like a node in the Scene dock."
+msgstr ""
+
+#: doc/classes/Control.xml:921
+msgid ""
+"Show the system's drop mouse cursor when the user hovers the node. It can be "
+"an open hand. It tells the user they can drop an item they're currently "
+"grabbing, like a node in the Scene dock."
+msgstr ""
+
+#: doc/classes/Control.xml:924
+msgid ""
+"Show the system's forbidden mouse cursor when the user hovers the node. "
+"Often a crossed circle."
+msgstr ""
+
+#: doc/classes/Control.xml:927
+msgid ""
+"Show the system's vertical resize mouse cursor when the user hovers the "
+"node. A double-headed vertical arrow. It tells the user they can resize the "
+"window or the panel vertically."
+msgstr ""
+
+#: doc/classes/Control.xml:930
+msgid ""
+"Show the system's horizontal resize mouse cursor when the user hovers the "
+"node. A double-headed horizontal arrow. It tells the user they can resize "
+"the window or the panel horizontally."
+msgstr ""
+
+#: doc/classes/Control.xml:933
+msgid ""
+"Show the system's window resize mouse cursor when the user hovers the node. "
+"The cursor is a double-headed arrow that goes from the bottom left to the "
+"top right. It tells the user they can resize the window or the panel both "
+"horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Control.xml:936
+msgid ""
+"Show the system's window resize mouse cursor when the user hovers the node. "
+"The cursor is a double-headed arrow that goes from the top left to the "
+"bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user "
+"they can resize the window or the panel both horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Control.xml:939
+msgid ""
+"Show the system's move mouse cursor when the user hovers the node. It shows "
+"2 double-headed arrows at a 90 degree angle. It tells the user they can move "
+"a UI element freely."
+msgstr ""
+
+#: doc/classes/Control.xml:942
+msgid ""
+"Show the system's vertical split mouse cursor when the user hovers the node. "
+"On Windows, it's the same as [constant CURSOR_VSIZE]."
+msgstr ""
+
+#: doc/classes/Control.xml:945
+msgid ""
+"Show the system's horizontal split mouse cursor when the user hovers the "
+"node. On Windows, it's the same as [constant CURSOR_HSIZE]."
+msgstr ""
+
+#: doc/classes/Control.xml:948
+msgid ""
+"Show the system's help mouse cursor when the user hovers the node, a "
+"question mark."
+msgstr ""
+
+#: doc/classes/Control.xml:951
+msgid ""
+"Snap all 4 anchors to the top-left of the parent control's bounds. Use with "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:954
+msgid ""
+"Snap all 4 anchors to the top-right of the parent control's bounds. Use with "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:957
+msgid ""
+"Snap all 4 anchors to the bottom-left of the parent control's bounds. Use "
+"with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:960
+msgid ""
+"Snap all 4 anchors to the bottom-right of the parent control's bounds. Use "
+"with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:963
+msgid ""
+"Snap all 4 anchors to the center of the left edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:966
+msgid ""
+"Snap all 4 anchors to the center of the top edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:969
+msgid ""
+"Snap all 4 anchors to the center of the right edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:972
+msgid ""
+"Snap all 4 anchors to the center of the bottom edge of the parent control's "
+"bounds. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:975
+msgid ""
+"Snap all 4 anchors to the center of the parent control's bounds. Use with "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:978
+msgid ""
+"Snap all 4 anchors to the left edge of the parent control. The left margin "
+"becomes relative to the left edge and the top margin relative to the top "
+"left corner of the node's parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:981
+msgid ""
+"Snap all 4 anchors to the top edge of the parent control. The left margin "
+"becomes relative to the top left corner, the top margin relative to the top "
+"edge, and the right margin relative to the top right corner of the node's "
+"parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:984
+msgid ""
+"Snap all 4 anchors to the right edge of the parent control. The right margin "
+"becomes relative to the right edge and the top margin relative to the top "
+"right corner of the node's parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:987
+msgid ""
+"Snap all 4 anchors to the bottom edge of the parent control. The left margin "
+"becomes relative to the bottom left corner, the bottom margin relative to "
+"the bottom edge, and the right margin relative to the bottom right corner of "
+"the node's parent. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:990
+msgid ""
+"Snap all 4 anchors to a vertical line that cuts the parent control in half. "
+"Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:993
+msgid ""
+"Snap all 4 anchors to a horizontal line that cuts the parent control in "
+"half. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:996
+msgid ""
+"Snap all 4 anchors to the respective corners of the parent control. Set all "
+"4 margins to 0 after you applied this preset and the [Control] will fit its "
+"parent control. This is equivalent to the \"Full Rect\" layout option in the "
+"editor. Use with [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:999
+msgid "The control will be resized to its minimum size."
+msgstr ""
+
+#: doc/classes/Control.xml:1002
+msgid "The control's width will not change."
+msgstr ""
+
+#: doc/classes/Control.xml:1005
+msgid "The control's height will not change."
+msgstr ""
+
+#: doc/classes/Control.xml:1008
+msgid "The control's size will not change."
+msgstr ""
+
+#: doc/classes/Control.xml:1011
+msgid ""
+"Tells the parent [Container] to expand the bounds of this node to fill all "
+"the available space without pushing any other node. Use with [member "
+"size_flags_horizontal] and [member size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml:1014
+msgid ""
+"Tells the parent [Container] to let this node take all the available space "
+"on the axis you flag. If multiple neighboring nodes are set to expand, "
+"they'll share the space based on their stretch ratio. See [member "
+"size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and "
+"[member size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml:1017
+msgid ""
+"Sets the node's size flags to both fill and expand. See the 2 constants "
+"above for more information."
+msgstr ""
+
+#: doc/classes/Control.xml:1020
+msgid ""
+"Tells the parent [Container] to center the node in itself. It centers the "
+"control based on its bounding box, so it doesn't work with the fill or "
+"expand size flags. Use with [member size_flags_horizontal] and [member "
+"size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml:1023
+msgid ""
+"Tells the parent [Container] to align the node with its end, either the "
+"bottom or the right edge. It doesn't work with the fill or expand size "
+"flags. Use with [member size_flags_horizontal] and [member "
+"size_flags_vertical]."
+msgstr ""
+
+#: doc/classes/Control.xml:1026
+msgid ""
+"The control will receive mouse button input events through [method "
+"_gui_input] if clicked on. And the control will receive the [signal "
+"mouse_entered] and [signal mouse_exited] signals. These events are "
+"automatically marked as handled, and they will not propagate further to "
+"other controls. This also results in blocking signals in other controls."
+msgstr ""
+
+#: doc/classes/Control.xml:1029
+msgid ""
+"The control will receive mouse button input events through [method "
+"_gui_input] if clicked on. And the control will receive the [signal "
+"mouse_entered] and [signal mouse_exited] signals. If this control does not "
+"handle the event, the parent control (if any) will be considered, and so on "
+"until there is no more parent control to potentially handle it. This also "
+"allows signals to fire in other controls. Even if no control handled it at "
+"all, the event will still be handled automatically, so unhandled input will "
+"not be fired."
+msgstr ""
+
+#: doc/classes/Control.xml:1032
+msgid ""
+"The control will not receive mouse button input events through [method "
+"_gui_input]. The control will also not receive the [signal mouse_entered] "
+"nor [signal mouse_exited] signals. This will not block other controls from "
+"receiving these events or firing the signals. Ignored events will not be "
+"handled automatically."
+msgstr ""
+
+#: doc/classes/Control.xml:1035
+msgid ""
+"The control will grow to the left or top to make up if its minimum size is "
+"changed to be greater than its current size on the respective axis."
+msgstr ""
+
+#: doc/classes/Control.xml:1038
+msgid ""
+"The control will grow to the right or bottom to make up if its minimum size "
+"is changed to be greater than its current size on the respective axis."
+msgstr ""
+
+#: doc/classes/Control.xml:1041
+msgid ""
+"The control will grow in both directions equally to make up if its minimum "
+"size is changed to be greater than its current size."
+msgstr ""
+
+#: doc/classes/Control.xml:1044
+msgid ""
+"Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/"
+"code], in the top left. Use it with one of the [code]anchor_*[/code] member "
+"variables, like [member anchor_left]. To change all 4 anchors at once, use "
+"[method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/Control.xml:1047
+msgid ""
+"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/"
+"code], in the bottom right. Use it with one of the [code]anchor_*[/code] "
+"member variables, like [member anchor_left]. To change all 4 anchors at "
+"once, use [method set_anchors_preset]."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape.xml:4
+msgid "Convex polygon shape for 3D physics."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape.xml:7
+msgid ""
+"Convex polygon shape resource, which can be added to a [PhysicsBody] or area."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape.xml:16
+msgid "The list of 3D points forming the convex polygon shape."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml:4
+msgid "Convex polygon shape for 2D physics."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml:7
+msgid ""
+"Convex polygon shape for 2D physics. A convex polygon, whatever its shape, "
+"is internally decomposed into as many convex polygons as needed to ensure "
+"all collision checks against it are always done on convex polygons (which "
+"are faster to check).\n"
+"The main difference between a [ConvexPolygonShape2D] and a "
+"[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
+"uses a more complex method of collision detection, and a convex one forces "
+"itself to be convex in order to speed up collision detection."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml:17
+msgid ""
+"Based on the set of points provided, this creates and assigns the [member "
+"points] property using the convex hull algorithm. Removing all unneeded "
+"points. See [method Geometry.convex_hull_2d] for details."
+msgstr ""
+
+#: doc/classes/ConvexPolygonShape2D.xml:23
+msgid ""
+"The polygon's list of vertices. Can be in either clockwise or "
+"counterclockwise order."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:4
+msgid "CPU-based 3D particle emitter."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:7
+msgid ""
+"CPU-based 3D particle node used to create a variety of particle systems and "
+"effects.\n"
+"See also [Particles], which provides the same functionality with hardware "
+"acceleration, but may not run on older devices.\n"
+"[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly "
+"and doesn't need to be configured by the user."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:18
+msgid ""
+"Sets this node's properties to match a given [Particles] node with an "
+"assigned [ParticlesMaterial]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:25 doc/classes/CPUParticles2D.xml:26
+msgid "Returns the base value of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:32 doc/classes/CPUParticles2D.xml:33
+msgid "Returns the [Curve] of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:39 doc/classes/CPUParticles2D.xml:40
+msgid ""
+"Returns the randomness factor of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:46 doc/classes/CPUParticles2D.xml:47
+msgid ""
+"Returns the enabled state of the given flag (see [enum Flags] for options)."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:52 doc/classes/CPUParticles2D.xml:53
+msgid "Restarts the particle emitter."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:60 doc/classes/CPUParticles2D.xml:61
+msgid "Sets the base value of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:68 doc/classes/CPUParticles2D.xml:69
+msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:76 doc/classes/CPUParticles2D.xml:77
+msgid ""
+"Sets the randomness factor of the parameter specified by [enum Parameter]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:84 doc/classes/CPUParticles2D.xml:85
+msgid "Enables or disables the given flag (see [enum Flags] for options)."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:90 doc/classes/CPUParticles2D.xml:91
+#: doc/classes/Particles.xml:47 doc/classes/Particles2D.xml:33
+msgid ""
+"The number of particles emitted in one emission cycle (corresponding to the "
+"[member lifetime]).\n"
+"[b]Note:[/b] Changing [member amount] will reset the particle emission, "
+"therefore removing all particles that were already emitted before changing "
+"[member amount]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:94 doc/classes/CPUParticles2D.xml:95
+msgid "Initial rotation applied to each particle, in degrees."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:97 doc/classes/CPUParticles2D.xml:98
+msgid "Each particle's rotation will be animated along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:100 doc/classes/CPUParticles2D.xml:101
+#: doc/classes/ParticlesMaterial.xml:84
+msgid "Rotation randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:103 doc/classes/CPUParticles2D.xml:104
+msgid ""
+"Initial angular velocity applied to each particle in [i]degrees[/i] per "
+"second. Sets the speed of rotation of the particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:106 doc/classes/CPUParticles2D.xml:107
+msgid "Each particle's angular velocity will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:109 doc/classes/CPUParticles2D.xml:110
+#: doc/classes/ParticlesMaterial.xml:94
+msgid "Angular velocity randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:112 doc/classes/CPUParticles2D.xml:113
+#: doc/classes/ParticlesMaterial.xml:97
+msgid "Particle animation offset."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:115 doc/classes/CPUParticles2D.xml:116
+msgid "Each particle's animation offset will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:118 doc/classes/CPUParticles2D.xml:119
+#: doc/classes/ParticlesMaterial.xml:103
+msgid "Animation offset randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:121 doc/classes/CPUParticles2D.xml:122
+#: doc/classes/ParticlesMaterial.xml:106
+msgid "Particle animation speed."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:124 doc/classes/CPUParticles2D.xml:125
+msgid "Each particle's animation speed will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:127 doc/classes/CPUParticles2D.xml:128
+#: doc/classes/ParticlesMaterial.xml:112
+msgid "Animation speed randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:130
+msgid ""
+"Each particle's initial color. To have particle display color in a "
+"[SpatialMaterial] make sure to set [member SpatialMaterial."
+"vertex_color_use_as_albedo] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:133 doc/classes/ParticlesMaterial.xml:118
+msgid ""
+"Each particle's color will vary along this [GradientTexture] over its "
+"lifetime (multiplied with [member color])."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:136 doc/classes/CPUParticles2D.xml:137
+#: doc/classes/ParticlesMaterial.xml:121
+msgid "The rate at which particles lose velocity."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:139 doc/classes/CPUParticles2D.xml:140
+msgid "Damping will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:142 doc/classes/CPUParticles2D.xml:143
+#: doc/classes/ParticlesMaterial.xml:127
+msgid "Damping randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:145 doc/classes/CPUParticles2D.xml:146
+#: doc/classes/ParticlesMaterial.xml:130
+msgid "Unit vector specifying the particles' emission direction."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:148 doc/classes/CPUParticles2D.xml:149
+#: doc/classes/Particles.xml:51 doc/classes/Particles2D.xml:37
+msgid "Particle draw order. Uses [enum DrawOrder] values."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:151
+msgid ""
+"The rectangle's extents if [member emission_shape] is set to [constant "
+"EMISSION_SHAPE_BOX]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:154 doc/classes/CPUParticles2D.xml:152
+msgid ""
+"Sets the [Color]s to modulate particles by when using [constant "
+"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:157 doc/classes/CPUParticles2D.xml:155
+msgid ""
+"Sets the direction the particles will be emitted in when using [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:160 doc/classes/CPUParticles2D.xml:158
+msgid ""
+"Sets the initial positions to spawn particles when using [constant "
+"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:163
+msgid ""
+"The axis for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:166
+msgid ""
+"The height for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:169
+msgid ""
+"The inner radius for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:172
+msgid ""
+"The radius for the ring shaped emitter when using [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:175 doc/classes/CPUParticles2D.xml:164
+msgid ""
+"Particles will be emitted inside this region. See [enum EmissionShape] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:178
+msgid ""
+"The sphere's radius if [enum EmissionShape] is set to [constant "
+"EMISSION_SHAPE_SPHERE]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:181 doc/classes/CPUParticles2D.xml:170
+#: doc/classes/Particles.xml:69 doc/classes/Particles2D.xml:40
+msgid "If [code]true[/code], particles are being emitted."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:184 doc/classes/CPUParticles2D.xml:173
+#: doc/classes/Particles2D.xml:43
+msgid ""
+"How rapidly particles in an emission cycle are emitted. If greater than "
+"[code]0[/code], there will be a gap in emissions before the next cycle "
+"begins."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:187
+msgid ""
+"The particle system's frame rate is fixed to a value. For instance, changing "
+"the value to 2 will make the particles render at 2 frames per second. Note "
+"this does not slow down the particle system itself."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:190 doc/classes/CPUParticles2D.xml:179
+#: doc/classes/ParticlesMaterial.xml:166
+msgid "Align Y axis of particle with the direction of its velocity."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:193 doc/classes/ParticlesMaterial.xml:169
+msgid "If [code]true[/code], particles will not move on the z axis."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:196 doc/classes/ParticlesMaterial.xml:172
+msgid "If [code]true[/code], particles rotate around Y axis by [member angle]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:199
+msgid ""
+"Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts "
+"particles to X/Z plane."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:202 doc/classes/CPUParticles2D.xml:182
+#: doc/classes/Particles.xml:78 doc/classes/Particles2D.xml:49
+msgid ""
+"If [code]true[/code], results in fractional delta calculation which has a "
+"smoother particles display effect."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:205 doc/classes/CPUParticles2D.xml:185
+#: doc/classes/ParticlesMaterial.xml:178
+msgid "Gravity applied to every particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:208 doc/classes/CPUParticles2D.xml:188
+#: doc/classes/ParticlesMaterial.xml:181
+msgid "Initial hue variation applied to each particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:211 doc/classes/CPUParticles2D.xml:191
+msgid "Each particle's hue will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:214 doc/classes/CPUParticles2D.xml:194
+#: doc/classes/ParticlesMaterial.xml:187
+msgid "Hue variation randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:217 doc/classes/CPUParticles2D.xml:197
+#: doc/classes/ParticlesMaterial.xml:190
+msgid ""
+"Initial velocity magnitude for each particle. Direction comes from [member "
+"spread] and the node's orientation."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:220 doc/classes/CPUParticles2D.xml:200
+#: doc/classes/ParticlesMaterial.xml:193
+msgid "Initial velocity randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:223 doc/classes/CPUParticles2D.xml:203
+#: doc/classes/Particles.xml:81 doc/classes/Particles2D.xml:52
+msgid "The amount of time each particle will exist (in seconds)."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:226 doc/classes/CPUParticles2D.xml:206
+#: doc/classes/ParticlesMaterial.xml:196
+msgid "Particle lifetime randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:229 doc/classes/CPUParticles2D.xml:209
+#: doc/classes/ParticlesMaterial.xml:199
+msgid ""
+"Linear acceleration applied to each particle in the direction of motion."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:232 doc/classes/CPUParticles2D.xml:212
+msgid "Each particle's linear acceleration will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:235 doc/classes/CPUParticles2D.xml:215
+#: doc/classes/ParticlesMaterial.xml:205
+msgid "Linear acceleration randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:238 doc/classes/CPUParticles2D.xml:218
+#: doc/classes/Particles.xml:84 doc/classes/Particles2D.xml:55
+msgid ""
+"If [code]true[/code], particles use the parent node's coordinate space. If "
+"[code]false[/code], they use global coordinates."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:241
+msgid ""
+"The [Mesh] used for each particle. If [code]null[/code], particles will be "
+"spheres."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:244 doc/classes/CPUParticles2D.xml:225
+#: doc/classes/Particles2D.xml:62
+msgid ""
+"If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
+"code] during a cycle, emission will stop at the cycle's end."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:247
+msgid ""
+"Orbital velocity applied to each particle. Makes the particles circle around "
+"origin in the local XY plane. Specified in number of full rotations around "
+"origin per second.\n"
+"This property is only available when [member flag_disable_z] is [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:251 doc/classes/CPUParticles2D.xml:231
+msgid "Each particle's orbital velocity will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:254 doc/classes/CPUParticles2D.xml:234
+#: doc/classes/ParticlesMaterial.xml:215
+msgid "Orbital velocity randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:257 doc/classes/CPUParticles2D.xml:237
+#: doc/classes/Particles2D.xml:65
+msgid "Particle system starts as if it had already run for this many seconds."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:260 doc/classes/CPUParticles2D.xml:240
+#: doc/classes/ParticlesMaterial.xml:218
+msgid ""
+"Radial acceleration applied to each particle. Makes particle accelerate away "
+"from origin."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:263 doc/classes/CPUParticles2D.xml:243
+msgid "Each particle's radial acceleration will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:266 doc/classes/CPUParticles2D.xml:246
+#: doc/classes/ParticlesMaterial.xml:224
+msgid "Radial acceleration randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:269 doc/classes/CPUParticles2D.xml:249
+#: doc/classes/Particles2D.xml:71
+msgid "Emission lifetime randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:272 doc/classes/CPUParticles2D.xml:252
+#: doc/classes/ParticlesMaterial.xml:227
+msgid "Initial scale applied to each particle."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:275 doc/classes/CPUParticles2D.xml:255
+msgid "Each particle's scale will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:278 doc/classes/CPUParticles2D.xml:258
+#: doc/classes/ParticlesMaterial.xml:233
+msgid "Scale randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:281 doc/classes/CPUParticles2D.xml:261
+#: doc/classes/Particles2D.xml:74
+msgid ""
+"Particle system's running speed scaling ratio. A value of [code]0[/code] can "
+"be used to pause the particles."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:284
+msgid ""
+"Each particle's initial direction range from [code]+spread[/code] to [code]-"
+"spread[/code] degrees. Applied to X/Z plane and Y/Z planes."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:287 doc/classes/CPUParticles2D.xml:267
+#: doc/classes/ParticlesMaterial.xml:239
+msgid ""
+"Tangential acceleration applied to each particle. Tangential acceleration is "
+"perpendicular to the particle's velocity giving the particles a swirling "
+"motion."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:290 doc/classes/CPUParticles2D.xml:270
+msgid "Each particle's tangential acceleration will vary along this [Curve]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:293 doc/classes/CPUParticles2D.xml:273
+#: doc/classes/ParticlesMaterial.xml:245
+msgid "Tangential acceleration randomness ratio."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:298 doc/classes/CPUParticles2D.xml:281
+#: doc/classes/Particles.xml:109 doc/classes/Particles2D.xml:86
+msgid "Particles are drawn in the order emitted."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:301 doc/classes/CPUParticles2D.xml:284
+#: doc/classes/Particles.xml:112 doc/classes/Particles2D.xml:89
+msgid "Particles are drawn in order of remaining lifetime."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:304 doc/classes/Particles.xml:115
+msgid "Particles are drawn in order of depth."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:307 doc/classes/CPUParticles2D.xml:287
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set initial velocity properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:310 doc/classes/CPUParticles2D.xml:290
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set angular velocity properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:313 doc/classes/CPUParticles2D.xml:293
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set orbital velocity properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:316 doc/classes/CPUParticles2D.xml:296
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set linear acceleration properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:319 doc/classes/CPUParticles2D.xml:299
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set radial acceleration properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:322 doc/classes/CPUParticles2D.xml:302
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set tangential acceleration properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:325 doc/classes/CPUParticles2D.xml:305
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set damping properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:328 doc/classes/CPUParticles2D.xml:308
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set angle properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:331 doc/classes/CPUParticles2D.xml:311
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set scale properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:334 doc/classes/CPUParticles2D.xml:314
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set hue variation properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:337 doc/classes/CPUParticles2D.xml:317
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set animation speed properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:340 doc/classes/CPUParticles2D.xml:320
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_curve] to set animation offset properties."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:343 doc/classes/CPUParticles2D.xml:323
+#: doc/classes/ParticlesMaterial.xml:295
+msgid "Represents the size of the [enum Parameter] enum."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:346 doc/classes/CPUParticles2D.xml:326
+msgid "Use with [method set_particle_flag] to set [member flag_align_y]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:349
+msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:352
+msgid "Use with [method set_particle_flag] to set [member flag_disable_z]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:355 doc/classes/CPUParticles2D.xml:335
+#: doc/classes/GeometryInstance.xml:109 doc/classes/ParticlesMaterial.xml:307
+#: doc/classes/SpatialMaterial.xml:564
+msgid "Represents the size of the [enum Flags] enum."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:358 doc/classes/CPUParticles2D.xml:338
+#: doc/classes/ParticlesMaterial.xml:310
+msgid "All particles will be emitted from a single point."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:361 doc/classes/ParticlesMaterial.xml:313
+msgid "Particles will be emitted in the volume of a sphere."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:364 doc/classes/ParticlesMaterial.xml:316
+msgid "Particles will be emitted in the volume of a box."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:367 doc/classes/CPUParticles2D.xml:347
+msgid ""
+"Particles will be emitted at a position chosen randomly among [member "
+"emission_points]. Particle color will be modulated by [member "
+"emission_colors]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:370 doc/classes/CPUParticles2D.xml:350
+msgid ""
+"Particles will be emitted at a position chosen randomly among [member "
+"emission_points]. Particle velocity and rotation will be set based on "
+"[member emission_normals]. Particle color will be modulated by [member "
+"emission_colors]."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:373 doc/classes/ParticlesMaterial.xml:325
+msgid "Particles will be emitted in a ring or cylinder."
+msgstr ""
+
+#: doc/classes/CPUParticles.xml:376 doc/classes/CPUParticles2D.xml:353
+#: doc/classes/ParticlesMaterial.xml:328
+msgid "Represents the size of the [enum EmissionShape] enum."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:4
+msgid "CPU-based 2D particle emitter."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:7
+msgid ""
+"CPU-based 2D particle node used to create a variety of particle systems and "
+"effects.\n"
+"See also [Particles2D], which provides the same functionality with hardware "
+"acceleration, but may not run on older devices.\n"
+"[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-"
+"fly and doesn't need to be configured by the user."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:12 doc/classes/Particles2D.xml:14
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/2d/particle_systems_2d.html"
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:19
+msgid ""
+"Sets this node's properties to match a given [Particles2D] node with an "
+"assigned [ParticlesMaterial]."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:131
+msgid ""
+"Each particle's initial color. If [member texture] is defined, it will be "
+"multiplied by this color."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:134
+msgid ""
+"Each particle's color will vary along this [Gradient] (multiplied with "
+"[member color])."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:161
+msgid ""
+"The rectangle's extents if [member emission_shape] is set to [constant "
+"EMISSION_SHAPE_RECTANGLE]."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:167
+msgid ""
+"The sphere's radius if [member emission_shape] is set to [constant "
+"EMISSION_SHAPE_SPHERE]."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:176 doc/classes/Particles.xml:75
+#: doc/classes/Particles2D.xml:46
+msgid ""
+"The particle system's frame rate is fixed to a value. For instance, changing "
+"the value to 2 will make the particles render at 2 frames per second. Note "
+"this does not slow down the simulation of the particle system itself."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:221 doc/classes/Particles2D.xml:58
+msgid ""
+"Normal map to be used for the [member texture] property.\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 ""
+
+#: doc/classes/CPUParticles2D.xml:228
+msgid ""
+"Orbital velocity applied to each particle. Makes the particles circle around "
+"origin. Specified in number of full rotations around origin per second."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:264 doc/classes/ParticlesMaterial.xml:236
+msgid ""
+"Each particle's initial direction range from [code]+spread[/code] to [code]-"
+"spread[/code] degrees."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:276 doc/classes/Particles2D.xml:77
+msgid "Particle texture. If [code]null[/code], particles will be squares."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:329 doc/classes/CPUParticles2D.xml:332
+msgid "Present for consistency with 3D particle nodes, not used in 2D."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:341
+msgid ""
+"Particles will be emitted on the surface of a sphere flattened to two "
+"dimensions."
+msgstr ""
+
+#: doc/classes/CPUParticles2D.xml:344
+msgid "Particles will be emitted in the area of a rectangle."
+msgstr ""
+
+#: doc/classes/Crypto.xml:4
+msgid "Access to advanced cryptographic functionalities."
+msgstr ""
+
+#: doc/classes/Crypto.xml:7
+msgid ""
+"The Crypto class allows you to access some more advanced cryptographic "
+"functionalities in Godot.\n"
+"For now, this includes generating cryptographically secure random bytes, RSA "
+"keys and self-signed X509 certificates generation, asymmetric key encryption/"
+"decryption, and signing/verification.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"var crypto = Crypto.new()\n"
+"var key = CryptoKey.new()\n"
+"var cert = X509Certificate.new()\n"
+"\n"
+"func _ready():\n"
+" # Generate new RSA key.\n"
+" key = crypto.generate_rsa(4096)\n"
+" # Generate new self-signed certificate with the given key.\n"
+" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
+"O=My Game Company,C=IT\")\n"
+" # Save key and certificate in the user folder.\n"
+" key.save(\"user://generated.key\")\n"
+" cert.save(\"user://generated.crt\")\n"
+" # Encryption\n"
+" var data = \"Some data\"\n"
+" var encrypted = crypto.encrypt(key, data.to_utf8())\n"
+" # Decryption\n"
+" var decrypted = crypto.decrypt(key, encrypted)\n"
+" # Signing\n"
+" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), key)\n"
+" # Verifying\n"
+" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
+"sha256_buffer(), signature, key)\n"
+" # Checks\n"
+" assert(verified)\n"
+" assert(data.to_utf8() == decrypted)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: doc/classes/Crypto.xml:47
+msgid ""
+"Compares two [PoolByteArray]s for equality without leaking timing "
+"information in order to prevent timing attacks.\n"
+"See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-"
+"string-comparison-with-double-hmac-strategy]this blog post[/url] for more "
+"information."
+msgstr ""
+
+#: doc/classes/Crypto.xml:56
+msgid ""
+"Decrypt the given [code]ciphertext[/code] with the provided private "
+"[code]key[/code].\n"
+"[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key "
+"size."
+msgstr ""
+
+#: doc/classes/Crypto.xml:65
+msgid ""
+"Encrypt the given [code]plaintext[/code] with the provided public [code]key[/"
+"code].\n"
+"[b]Note:[/b] The maximum size of accepted plaintext is limited by the key "
+"size."
+msgstr ""
+
+#: doc/classes/Crypto.xml:73
+msgid ""
+"Generates a [PoolByteArray] of cryptographically secure random bytes with "
+"given [code]size[/code]."
+msgstr ""
+
+#: doc/classes/Crypto.xml:80
+msgid ""
+"Generates an RSA [CryptoKey] that can be used for creating self-signed "
+"certificates and passed to [method StreamPeerSSL.accept_stream]."
+msgstr ""
+
+#: doc/classes/Crypto.xml:90
+msgid ""
+"Generates a self-signed [X509Certificate] from the given [CryptoKey] and "
+"[code]issuer_name[/code]. The certificate validity will be defined by "
+"[code]not_before[/code] and [code]not_after[/code] (first valid date and "
+"last valid date). The [code]issuer_name[/code] must contain at least \"CN="
+"\" (common name, i.e. the domain name), \"O=\" (organization, i.e. your "
+"company name), \"C=\" (country, i.e. 2 lettered ISO-3166 code of the country "
+"the organization is based in).\n"
+"A small example to generate an RSA key and a X509 self-signed certificate.\n"
+"[codeblock]\n"
+"var crypto = Crypto.new()\n"
+"# Generate 4096 bits RSA key.\n"
+"var key = crypto.generate_rsa(4096)\n"
+"# Generate self-signed certificate using the given key.\n"
+"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
+"Game Company,C=IT\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Crypto.xml:107
+msgid ""
+"Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of "
+"[code]msg[/code] using [code]key[/code]. The [code]hash_type[/code] "
+"parameter is the hashing algorithm that is used for the inner and outer "
+"hashes.\n"
+"Currently, only [constant HashingContext.HASH_SHA256] and [constant "
+"HashingContext.HASH_SHA1] are supported."
+msgstr ""
+
+#: doc/classes/Crypto.xml:117
+msgid ""
+"Sign a given [code]hash[/code] of type [code]hash_type[/code] with the "
+"provided private [code]key[/code]."
+msgstr ""
+
+#: doc/classes/Crypto.xml:127
+msgid ""
+"Verify that a given [code]signature[/code] for [code]hash[/code] of type "
+"[code]hash_type[/code] against the provided public [code]key[/code]."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml:4
+msgid "A cryptographic key (RSA)."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml:7
+msgid ""
+"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
+"saved like any other [Resource].\n"
+"They can be used to generate a self-signed [X509Certificate] via [method "
+"Crypto.generate_self_signed_certificate] and as private key in [method "
+"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml:17
+msgid ""
+"Return [code]true[/code] if this CryptoKey only has the public part, and not "
+"the private one."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml:25
+msgid ""
+"Loads a key from [code]path[/code]. If [code]public_only[/code] is "
+"[code]true[/code], only the public key will be loaded.\n"
+"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
+"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml:34
+msgid ""
+"Loads a key from the given [code]string[/code]. If [code]public_only[/code] "
+"is [code]true[/code], only the public key will be loaded."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml:42
+msgid ""
+"Saves a key to the given [code]path[/code]. If [code]public_only[/code] is "
+"[code]true[/code], only the public key will be saved.\n"
+"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
+"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
+msgstr ""
+
+#: doc/classes/CryptoKey.xml:50
+msgid ""
+"Returns a string containing the key in PEM format. If [code]public_only[/"
+"code] is [code]true[/code], only the public key will be included."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml:4
+msgid "A CSG Box shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml:7
+msgid "This node allows you to create a box for use with the CSG system."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml:15
+msgid "Depth of the box measured from the center of the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml:18
+msgid "Height of the box measured from the center of the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml:21
+msgid "The material used to render the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGBox.xml:24
+msgid "Width of the box measured from the center of the box."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCombiner.xml:4
+msgid "A CSG node that allows you to combine other CSG modifiers."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCombiner.xml:7
+msgid ""
+"For complex arrangements of shapes, it is sometimes needed to add structure "
+"to your CSG nodes. The CSGCombiner node allows you to create this structure. "
+"The node encapsulates the result of the CSG operations of its children. In "
+"this way, it is possible to do operations on one set of shapes that are "
+"children of one CSGCombiner node, and a set of separate operations on a "
+"second set of shapes that are children of a second CSGCombiner node, and "
+"then do an operation that takes the two end results as its input to create "
+"the final shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml:4
+msgid "A CSG Cylinder shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml:7
+msgid ""
+"This node allows you to create a cylinder (or cone) for use with the CSG "
+"system."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml:15
+msgid ""
+"If [code]true[/code] a cone is created, the [member radius] will only apply "
+"to one side."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml:18
+msgid "The height of the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml:21
+msgid "The material used to render the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml:24
+msgid "The radius of the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml:27
+msgid ""
+"The number of sides of the cylinder, the higher this number the more detail "
+"there will be in the cylinder."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGCylinder.xml:30
+msgid ""
+"If [code]true[/code] the normals of the cylinder are set to give a smooth "
+"effect making the cylinder seem rounded. If [code]false[/code] the cylinder "
+"will have a flat shaded look."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml:4
+msgid "A CSG Mesh shape that uses a mesh resource."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml:7
+msgid ""
+"This CSG node allows you to use any mesh resource as a CSG shape, provided "
+"it is closed, does not self-intersect, does not contain internal faces and "
+"has no edges that connect to more then two faces."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml:15
+msgid "The [Material] used in drawing the CSG shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGMesh.xml:18
+msgid ""
+"The [Mesh] resource to use as a CSG shape.\n"
+"[b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals "
+"unless a flat shader is required. By default, CSGMesh will ignore the mesh's "
+"vertex normals and use a smooth shader calculated using the faces' normals. "
+"If a flat shader is required, ensure that all faces' vertex normals are "
+"parallel."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:4
+msgid "Extrudes a 2D polygon shape to create a 3D mesh."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:7
+msgid ""
+"An array of 2D points is extruded to quickly and easily create a variety of "
+"3D meshes."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:15
+msgid ""
+"When [member mode] is [constant MODE_DEPTH], the depth of the extrusion."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:18
+msgid ""
+"Material to use for the resulting mesh. The UV maps the top half of the "
+"material to the extruded shape (U along the the length of the extrusions and "
+"V around the outline of the [member polygon]), the bottom-left quarter to "
+"the front end face, and the bottom-right quarter to the back end face."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:21
+msgid "The [member mode] used to extrude the [member polygon]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:24
+msgid ""
+"When [member mode] is [constant MODE_PATH], by default, the top half of the "
+"[member material] is stretched along the entire length of the extruded "
+"shape. If [code]false[/code] the top half of the material is repeated every "
+"step of the extrusion."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:27
+msgid ""
+"When [member mode] is [constant MODE_PATH], the path interval or ratio of "
+"path points to extrusions."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:30
+msgid ""
+"When [member mode] is [constant MODE_PATH], this will determine if the "
+"interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or "
+"subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:33
+msgid ""
+"When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of "
+"the path are joined, by adding an extrusion between the last and first "
+"points of the path."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:36
+msgid ""
+"When [member mode] is [constant MODE_PATH], if [code]true[/code] the "
+"[Transform] of the [CSGPolygon] is used as the starting point for the "
+"extrusions, not the [Transform] of the [member path_node]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:39
+msgid ""
+"When [member mode] is [constant MODE_PATH], the location of the [Path] "
+"object used to extrude the [member polygon]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:42
+msgid ""
+"When [member mode] is [constant MODE_PATH], the [enum PathRotation] method "
+"used to rotate the [member polygon] as it is extruded."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:45
+msgid ""
+"When [member mode] is [constant MODE_PATH], extrusions that are less than "
+"this angle, will be merged together to reduce polygon count."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:48
+msgid ""
+"When [member mode] is [constant MODE_PATH], this is the distance along the "
+"path, in meters, the texture coordinates will tile. When set to 0, texture "
+"coordinates will match geometry exactly with no tiling."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:51
+msgid "The point array that defines the 2D polygon that is extruded."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:54
+msgid "If [code]true[/code], applies smooth shading to the extrusions."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:57
+msgid ""
+"When [member mode] is [constant MODE_SPIN], the total number of degrees the "
+"[member polygon] is rotated when extruding."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:60
+msgid ""
+"When [member mode] is [constant MODE_SPIN], the number of extrusions made."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:65
+msgid "The [member polygon] shape is extruded along the negative Z axis."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:68
+msgid ""
+"The [member polygon] shape is extruded by rotating it around the Y axis."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:71
+msgid ""
+"The [member polygon] shape is extruded along the [Path] specified in [member "
+"path_node]."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:74
+msgid ""
+"The [member polygon] shape is not rotated.\n"
+"[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
+"ensure viable shapes."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:78
+msgid ""
+"The [member polygon] shape is rotated along the path, but it is not rotated "
+"around the path axis.\n"
+"[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
+"ensure viable shapes."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:82
+msgid ""
+"The [member polygon] shape follows the path and its rotations around the "
+"path axis."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:85
+msgid ""
+"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
+"will determine the distance, in meters, each interval of the path will "
+"extrude."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPolygon.xml:88
+msgid ""
+"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
+"will subdivide the polygons along the path."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPrimitive.xml:4
+msgid "Base class for CSG primitives."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPrimitive.xml:7
+msgid ""
+"Parent class for various CSG primitives. It contains code and functionality "
+"that is common between them. It cannot be used directly. Instead use one of "
+"the various classes that inherit from it."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGPrimitive.xml:15
+msgid "Invert the faces of the mesh."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:4
+msgid "The CSG base class."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:7
+msgid ""
+"This is the CSG base class that provides CSG operation support to the "
+"various CSG nodes in Godot."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:16
+#: modules/csg/doc_classes/CSGShape.xml:23 doc/classes/RayCast2D.xml:60
+#: doc/classes/SoftBody.xml:30 doc/classes/SoftBody.xml:37
+msgid "Returns an individual bit on the collision mask."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:29
+msgid ""
+"Returns an [Array] with two elements, the first is the [Transform] of this "
+"node and the second is the root [Mesh] of this node. Only works when this "
+"node is the root shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:35
+msgid ""
+"Returns [code]true[/code] if this is a root shape and is thus the object "
+"that is rendered."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:43 doc/classes/SoftBody.xml:66
+msgid ""
+"Sets individual bits on the layer mask. Use this if you only need to change "
+"one layer's value."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:51 doc/classes/SoftBody.xml:74
+msgid ""
+"Sets individual bits on the collision mask. Use this if you only need to "
+"change one layer's value."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:57
+msgid ""
+"Calculate tangents for the CSG shape which allows the use of normal maps. "
+"This is only applied on the root shape, this setting is ignored on any child."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:60
+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 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. See [url=https://"
+"docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction."
+"html#collision-layers-and-masks]Collision layers and masks[/url] in the "
+"documentation for more information."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:65
+msgid ""
+"The physics layers this CSG shape scans for collisions. See [url=https://"
+"docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction."
+"html#collision-layers-and-masks]Collision layers and masks[/url] in the "
+"documentation for more information."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:68
+msgid ""
+"The operation that is performed on this shape. This is ignored for the first "
+"CSG child node as the operation is between this node and the previous child "
+"of this nodes parent."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:71
+msgid ""
+"Snap makes the mesh snap to a given distance so that the faces of two meshes "
+"can be perfectly aligned. A lower value results in greater precision but may "
+"be harder to adjust."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:74
+msgid ""
+"Adds a collision shape to the physics engine for our CSG shape. This will "
+"always act like a static body. Note that the collision shape is still active "
+"even if the CSG shape itself is hidden."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:79
+msgid ""
+"Geometry of both primitives is merged, intersecting geometry is removed."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:82
+msgid "Only intersecting geometry remains, the rest is removed."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGShape.xml:85
+msgid ""
+"The second shape is subtracted from the first, leaving a dent with its shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml:4
+msgid "A CSG Sphere shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml:7
+msgid "This node allows you to create a sphere for use with the CSG system."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml:15
+msgid "The material used to render the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml:18
+msgid "Number of vertical slices for the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml:21
+msgid "Radius of the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml:24
+msgid "Number of horizontal slices for the sphere."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGSphere.xml:27
+msgid ""
+"If [code]true[/code] the normals of the sphere are set to give a smooth "
+"effect making the sphere seem rounded. If [code]false[/code] the sphere will "
+"have a flat shaded look."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml:4
+msgid "A CSG Torus shape."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml:7
+msgid "This node allows you to create a torus for use with the CSG system."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml:15
+msgid "The inner radius of the torus."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml:18
+msgid "The material used to render the torus."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml:21
+msgid "The outer radius of the torus."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml:24
+msgid "The number of edges each ring of the torus is constructed of."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml:27
+msgid "The number of slices the torus is constructed of."
+msgstr ""
+
+#: modules/csg/doc_classes/CSGTorus.xml:30
+msgid ""
+"If [code]true[/code] the normals of the torus are set to give a smooth "
+"effect making the torus seem rounded. If [code]false[/code] the torus will "
+"have a flat shaded look."
+msgstr ""
+
+#: modules/mono/doc_classes/CSharpScript.xml:4
+msgid ""
+"A script implemented in the C# programming language (Mono-enabled builds "
+"only)."
+msgstr ""
+
+#: modules/mono/doc_classes/CSharpScript.xml:7
+msgid ""
+"This class represents a C# script. It is the C# equivalent of the [GDScript] "
+"class and is only available in Mono-enabled Godot builds.\n"
+"See also [GodotSharp]."
+msgstr ""
+
+#: modules/mono/doc_classes/CSharpScript.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/scripting/c_sharp/index."
+"html"
+msgstr ""
+
+#: modules/mono/doc_classes/CSharpScript.xml:18
+#: modules/gdnative/doc_classes/PluginScript.xml:13
+msgid "Returns a new instance of the script."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:4
+msgid "A CubeMap is a 6-sided 3D texture."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:7
+msgid ""
+"A 6-sided 3D texture typically used for faking reflections. It can be used "
+"to make an object look as if it's reflecting its surroundings. This usually "
+"delivers much better performance than other reflection methods."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:15
+msgid "Returns the [CubeMap]'s height."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:22
+msgid ""
+"Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] "
+"constants."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:28
+msgid "Returns the [CubeMap]'s width."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:36
+msgid ""
+"Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] "
+"constants."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:42
+msgid ""
+"The render flags for the [CubeMap]. See the [enum Flags] constants for "
+"details."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:45
+msgid ""
+"The lossy storage quality of the [CubeMap] if the storage mode is set to "
+"[constant STORAGE_COMPRESS_LOSSY]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:48
+msgid "The [CubeMap]'s storage mode. See [enum Storage] constants."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:53
+msgid "Store the [CubeMap] without any compression."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:56
+msgid "Store the [CubeMap] with strong compression that reduces image quality."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:59
+msgid ""
+"Store the [CubeMap] with moderate compression that doesn't reduce image "
+"quality."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:62
+msgid "Identifier for the left face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:65
+msgid "Identifier for the right face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:68
+msgid "Identifier for the bottom face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:71
+msgid "Identifier for the top face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:74
+msgid "Identifier for the front face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:77
+msgid "Identifier for the back face of the [CubeMap]."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:80
+msgid "Generate mipmaps, to enable smooth zooming out of the texture."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:83
+msgid "Repeat (instead of clamp to edge)."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:86
+msgid "Turn on magnifying filter, to enable smooth zooming in of the texture."
+msgstr ""
+
+#: doc/classes/CubeMap.xml:89
+msgid "Default flags. Generate mipmaps, repeat, and filter are enabled."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml:4
+msgid "Generate an axis-aligned cuboid [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml:7
+msgid ""
+"Generate an axis-aligned cuboid [PrimitiveMesh].\n"
+"The cube's UV layout is arranged in a 3×2 layout that allows texturing each "
+"face individually. To apply the same texture on all faces, change the "
+"material's UV property to [code]Vector3(3, 2, 1)[/code].\n"
+"[b]Note:[/b] When using a large textured [CubeMesh] (e.g. as a floor), you "
+"may stumble upon UV jittering issues depending on the camera angle. To solve "
+"this, increase [member subdivide_depth], [member subdivide_height] and "
+"[member subdivide_width] until you no longer notice UV jittering."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml:17
+msgid "Size of the cuboid mesh."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml:20
+msgid "Number of extra edge loops inserted along the Z axis."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml:23
+msgid "Number of extra edge loops inserted along the Y axis."
+msgstr ""
+
+#: doc/classes/CubeMesh.xml:26
+msgid "Number of extra edge loops inserted along the X axis."
+msgstr ""
+
+#: doc/classes/CullInstance.xml:4
+msgid "Parent of all nodes that can be culled by the Portal system."
+msgstr ""
+
+#: doc/classes/CullInstance.xml:7
+msgid ""
+"Provides common functionality to nodes that can be culled by the [Portal] "
+"system.\n"
+"[code]Static[/code] and [code]Dynamic[/code] objects are the most "
+"efficiently managed objects in the system, but there are some caveats. They "
+"are expected to be present initially when [Room]s are converted using the "
+"[RoomManager] [code]rooms_convert[/code] function, and their lifetime should "
+"be the same as the game level (i.e. present until you call "
+"[code]rooms_clear[/code] on the [RoomManager]. Although you shouldn't "
+"create / delete these objects during gameplay, you can manage their "
+"visibility with the standard [code]hide[/code] and [code]show[/code] "
+"commands.\n"
+"[code]Roaming[/code] objects on the other hand, require extra processing to "
+"keep track of which [Room] they are within. This enables them to be culled "
+"effectively, wherever they are.\n"
+"[code]Global[/code] objects are not culled by the portal system, and use "
+"view frustum culling only.\n"
+"Objects that are not [code]Static[/code] or [code]Dynamic[/code] can be "
+"freely created and deleted during the lifetime of the game level."
+msgstr ""
+
+#: doc/classes/CullInstance.xml:19
+msgid ""
+"When set to [code]0[/code], [CullInstance]s will be autoplaced in the [Room] "
+"with the highest priority.\n"
+"When set to a value other than [code]0[/code], the system will attempt to "
+"autoplace in a [Room] with the [code]autoplace_priority[/code], if it is "
+"present.\n"
+"This can be used to control autoplacement of building exteriors in an outer "
+"[RoomGroup]."
+msgstr ""
+
+#: doc/classes/CullInstance.xml:24
+msgid ""
+"When a manual bound has not been explicitly specified for a [Room], the "
+"convex hull bound will be estimated from the geometry of the objects within "
+"the room. This setting determines whether the geometry of an object is "
+"included in this estimate of the room bound.\n"
+"[b]Note:[/b] This setting is only relevant when the object is set to "
+"[code]PORTAL_MODE_STATIC[/code] or [code]PORTAL_MODE_DYNAMIC[/code], and for "
+"[Portal]s."
+msgstr ""
+
+#: doc/classes/CullInstance.xml:28
+msgid ""
+"When using [Room]s and [Portal]s, this specifies how the [CullInstance] is "
+"processed in the system."
+msgstr ""
+
+#: doc/classes/CullInstance.xml:33
+msgid ""
+"Use for instances within [Room]s that will [b]not move[/b] - e.g. walls, "
+"floors.\n"
+"[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_STATIC[/code] "
+"instance while the room graph is loaded (converted), it will unload the room "
+"graph and deactivate portal culling. This is because the [b]room graph[/b] "
+"data has been invalidated. You will need to reconvert the rooms using the "
+"[RoomManager] to activate the system again."
+msgstr ""
+
+#: doc/classes/CullInstance.xml:37
+msgid ""
+"Use for instances within rooms that will move but [b]not change room[/b] - e."
+"g. moving platforms.\n"
+"[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_DYNAMIC[/code] "
+"instance while the room graph is loaded (converted), it will unload the room "
+"graph and deactivate portal culling. This is because the [b]room graph[/b] "
+"data has been invalidated. You will need to reconvert the rooms using the "
+"[RoomManager] to activate the system again."
+msgstr ""
+
+#: doc/classes/CullInstance.xml:41
+msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players."
+msgstr ""
+
+#: doc/classes/CullInstance.xml:44
+msgid ""
+"Use for instances that will be frustum culled only - e.g. first person "
+"weapon, debug."
+msgstr ""
+
+#: doc/classes/CullInstance.xml:47
+msgid ""
+"Use for instances that will not be shown at all - e.g. [b]manual room "
+"bounds[/b] (specified by prefix [i]'Bound_'[/i])."
+msgstr ""
+
+#: doc/classes/Curve.xml:4
+msgid "A mathematic curve."
+msgstr ""
+
+#: doc/classes/Curve.xml:7
+msgid ""
+"A curve that can be saved and re-used for other objects. By default, it "
+"ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
+"points relative to the [code]0.5[/code] Y position."
+msgstr ""
+
+#: doc/classes/Curve.xml:20
+msgid ""
+"Adds a point to the curve. For each side, if the [code]*_mode[/code] is "
+"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) "
+"uses the slope of the curve halfway to the adjacent point. Allows custom "
+"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is "
+"set to [constant TANGENT_FREE]."
+msgstr ""
+
+#: doc/classes/Curve.xml:26
+msgid "Recomputes the baked cache of points for the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml:32
+msgid ""
+"Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units "
+"to their neighbor on the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml:38 doc/classes/Curve2D.xml:27
+#: doc/classes/Curve3D.xml:27
+msgid "Removes all points from the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml:44 doc/classes/Curve2D.xml:61
+#: doc/classes/Curve3D.xml:74
+msgid "Returns the number of points describing the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml:51
+msgid ""
+"Returns the left [enum TangentMode] for the point at [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml:58
+msgid ""
+"Returns the left tangent angle (in degrees) for the point at [code]index[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Curve.xml:65
+msgid "Returns the curve coordinates for the point at [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml:72
+msgid ""
+"Returns the right [enum TangentMode] for the point at [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml:79
+msgid ""
+"Returns the right tangent angle (in degrees) for the point at [code]index[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Curve.xml:86
+msgid ""
+"Returns the Y value for the point that would exist at the X position "
+"[code]offset[/code] along the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml:93
+msgid ""
+"Returns the Y value for the point that would exist at the X position "
+"[code]offset[/code] along the curve using the baked cache. Bakes the curve's "
+"points if not already baked."
+msgstr ""
+
+#: doc/classes/Curve.xml:100
+msgid "Removes the point at [code]index[/code] from the curve."
+msgstr ""
+
+#: doc/classes/Curve.xml:108
+msgid ""
+"Sets the left [enum TangentMode] for the point at [code]index[/code] to "
+"[code]mode[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml:116
+msgid ""
+"Sets the left tangent angle for the point at [code]index[/code] to "
+"[code]tangent[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml:124
+msgid "Sets the offset from [code]0.5[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml:132
+msgid ""
+"Sets the right [enum TangentMode] for the point at [code]index[/code] to "
+"[code]mode[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml:140
+msgid ""
+"Sets the right tangent angle for the point at [code]index[/code] to "
+"[code]tangent[/code]."
+msgstr ""
+
+#: doc/classes/Curve.xml:148
+msgid ""
+"Assigns the vertical position [code]y[/code] to the point at [code]index[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Curve.xml:154
+msgid "The number of points to include in the baked (i.e. cached) curve data."
+msgstr ""
+
+#: doc/classes/Curve.xml:157
+msgid "The maximum value the curve can reach."
+msgstr ""
+
+#: doc/classes/Curve.xml:160
+msgid "The minimum value the curve can reach."
+msgstr ""
+
+#: doc/classes/Curve.xml:166
+msgid "Emitted when [member max_value] or [member min_value] is changed."
+msgstr ""
+
+#: doc/classes/Curve.xml:172
+msgid "The tangent on this side of the point is user-defined."
+msgstr ""
+
+#: doc/classes/Curve.xml:175
+msgid ""
+"The curve calculates the tangent on this side of the point as the slope "
+"halfway towards the adjacent point."
+msgstr ""
+
+#: doc/classes/Curve.xml:178
+msgid "The total number of available tangent modes."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:4
+msgid "Describes a Bézier curve in 2D space."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:7
+msgid ""
+"This class describes a Bézier curve in 2D space. It is mainly used to give a "
+"shape to a [Path2D], but can be manually sampled for other purposes.\n"
+"It keeps a cache of precalculated points along the curve, to speed up "
+"further calculations."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:20 doc/classes/Curve3D.xml:20
+msgid ""
+"Adds a point to a curve at [code]position[/code], with control points "
+"[code]in[/code] and [code]out[/code].\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position <0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:33 doc/classes/Curve3D.xml:33
+msgid ""
+"Returns the total length of the curve, based on the cached points. Given "
+"enough density (see [member bake_interval]), it should be approximate enough."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:39
+msgid "Returns the cache of points as a [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:46
+msgid ""
+"Returns the closest offset to [code]to_point[/code]. This offset is meant to "
+"be used in [method interpolate_baked].\n"
+"[code]to_point[/code] must be in this curve's local space."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:54 doc/classes/Curve3D.xml:67
+msgid ""
+"Returns the closest baked point (in curve's local space) to [code]to_point[/"
+"code].\n"
+"[code]to_point[/code] must be in this curve's local space."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:68
+msgid ""
+"Returns the position of the control point leading to the vertex [code]idx[/"
+"code]. The returned position is relative 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 ""
+
+#: doc/classes/Curve2D.xml:75
+msgid ""
+"Returns the position of the control point leading out of the vertex "
+"[code]idx[/code]. The returned position is relative 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 ""
+
+#: doc/classes/Curve2D.xml:82
+msgid ""
+"Returns the position of 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 ""
+
+#: doc/classes/Curve2D.xml:90
+msgid ""
+"Returns the position between the vertex [code]idx[/code] and the vertex "
+"[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
+"first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
+"or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
+"<=1[/code]) give strange, but predictable results.\n"
+"If [code]idx[/code] is out of bounds it is truncated to the first or last "
+"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
+"function sends an error to the console, and returns [code](0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:99
+msgid ""
+"Returns a point within the curve at position [code]offset[/code], where "
+"[code]offset[/code] is measured as a pixel distance along the curve.\n"
+"To do that, it finds the two cached points where the [code]offset[/code] "
+"lies between, then interpolates the values. This interpolation is cubic if "
+"[code]cubic[/code] is set to [code]true[/code], or linear if set to "
+"[code]false[/code].\n"
+"Cubic interpolation tends to follow the curves better, but linear is faster "
+"(and often, precise enough)."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:108 doc/classes/Curve3D.xml:138
+msgid ""
+"Returns the position at the vertex [code]fofs[/code]. It calls [method "
+"interpolate] using the integer part of [code]fofs[/code] as [code]idx[/"
+"code], and its fractional part as [code]t[/code]."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:115 doc/classes/Curve3D.xml:145
+msgid ""
+"Deletes the point [code]idx[/code] from the curve. Sends an error to the "
+"console if [code]idx[/code] is out of bounds."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:123 doc/classes/Curve3D.xml:153
+msgid ""
+"Sets 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. The position is relative to the vertex."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:131 doc/classes/Curve3D.xml:161
+msgid ""
+"Sets the position of the control point leading out of the vertex [code]idx[/"
+"code]. If the index is out of bounds, the function sends an error to the "
+"console. The position is relative to the vertex."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:139 doc/classes/Curve3D.xml:169
+msgid ""
+"Sets the position for the vertex [code]idx[/code]. If the index is out of "
+"bounds, the function sends an error to the console."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:147 doc/classes/Curve3D.xml:186
+msgid ""
+"Returns a list of points along the curve, with a curvature controlled point "
+"density. That is, the curvier parts will have more points than the "
+"straighter parts.\n"
+"This approximation makes straight segments between each point, then "
+"subdivides those segments until the resulting shape is similar enough.\n"
+"[code]max_stages[/code] controls how many subdivisions a curve segment may "
+"face before it is considered approximate enough. Each subdivision splits the "
+"segment in half, so the default 5 stages may mean up to 32 subdivisions per "
+"curve segment. Increase with care!\n"
+"[code]tolerance_degrees[/code] controls how many degrees the midpoint of a "
+"segment may deviate from the real curve, before the segment has to be "
+"subdivided."
+msgstr ""
+
+#: doc/classes/Curve2D.xml:156
+msgid ""
+"The distance in pixels between two adjacent cached points. Changing it "
+"forces the cache to be recomputed the next time the [method "
+"get_baked_points] or [method get_baked_length] function is called. The "
+"smaller the distance, the more points in the cache and the more memory it "
+"will consume, so use with care."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:4
+msgid "Describes a Bézier curve in 3D space."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:7
+msgid ""
+"This class describes a Bézier curve in 3D space. It is mainly used to give a "
+"shape to a [Path], but can be manually sampled for other purposes.\n"
+"It keeps a cache of precalculated points along the curve, to speed up "
+"further calculations."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:39
+msgid "Returns the cache of points as a [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:45
+msgid "Returns the cache of tilts as a [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:51
+msgid ""
+"Returns the cache of up vectors as a [PoolVector3Array].\n"
+"If [member up_vector_enabled] is [code]false[/code], the cache will be empty."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:59
+msgid ""
+"Returns the closest offset to [code]to_point[/code]. This offset is meant to "
+"be used in [method interpolate_baked] or [method "
+"interpolate_baked_up_vector].\n"
+"[code]to_point[/code] must be in this curve's local space."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:81
+msgid ""
+"Returns the position of the control point leading to the vertex [code]idx[/"
+"code]. The returned position is relative 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 ""
+
+#: doc/classes/Curve3D.xml:88
+msgid ""
+"Returns the position of the control point leading out of the vertex "
+"[code]idx[/code]. The returned position is relative 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 ""
+
+#: doc/classes/Curve3D.xml:95
+msgid ""
+"Returns the position of 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 ""
+
+#: doc/classes/Curve3D.xml:102
+msgid ""
+"Returns the tilt angle in radians for the point [code]idx[/code]. If the "
+"index is out of bounds, the function sends an error to the console, and "
+"returns [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:110
+msgid ""
+"Returns the position between the vertex [code]idx[/code] and the vertex "
+"[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
+"first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
+"or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
+"<=1[/code]) give strange, but predictable results.\n"
+"If [code]idx[/code] is out of bounds it is truncated to the first or last "
+"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
+"function sends an error to the console, and returns [code](0, 0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:119
+msgid ""
+"Returns a point within the curve at position [code]offset[/code], where "
+"[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
+"To do that, it finds the two cached points where the [code]offset[/code] "
+"lies between, then interpolates the values. This interpolation is cubic if "
+"[code]cubic[/code] is set to [code]true[/code], or linear if set to "
+"[code]false[/code].\n"
+"Cubic interpolation tends to follow the curves better, but linear is faster "
+"(and often, precise enough)."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:129
+msgid ""
+"Returns an up vector within the curve at position [code]offset[/code], where "
+"[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
+"To do that, it finds the two cached up vectors where the [code]offset[/code] "
+"lies between, then interpolates the values. If [code]apply_tilt[/code] is "
+"[code]true[/code], an interpolated tilt is applied to the interpolated up "
+"vector.\n"
+"If the curve has no up vectors, the function sends an error to the console, "
+"and returns [code](0, 1, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:177
+msgid ""
+"Sets the tilt angle in radians for the point [code]idx[/code]. If the index "
+"is out of bounds, the function sends an error to the console.\n"
+"The tilt controls the rotation along the look-at axis an object traveling "
+"the path would have. In the case of a curve controlling a [PathFollow], this "
+"tilt is an offset over the natural tilt the [PathFollow] calculates."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:195
+msgid ""
+"The distance in meters between two adjacent cached points. Changing it "
+"forces the cache to be recomputed the next time the [method "
+"get_baked_points] or [method get_baked_length] function is called. The "
+"smaller the distance, the more points in the cache and the more memory it "
+"will consume, so use with care."
+msgstr ""
+
+#: doc/classes/Curve3D.xml:198
+msgid ""
+"If [code]true[/code], the curve will bake up vectors used for orientation. "
+"This is used when [member PathFollow.rotation_mode] is set to [constant "
+"PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml:4
+msgid "A texture that shows a curve."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml:7
+msgid ""
+"Renders a given [Curve] provided to it. Simplifies the task of drawing "
+"curves and/or saving them as image files."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml:15
+msgid "The [code]curve[/code] rendered onto the texture."
+msgstr ""
+
+#: doc/classes/CurveTexture.xml:18
+msgid "The width of the texture."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml:4
+msgid "Class representing a cylindrical [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml:7
+msgid ""
+"Class representing a cylindrical [PrimitiveMesh]. This class can be used to "
+"create cones by setting either the [member top_radius] or [member "
+"bottom_radius] properties to [code]0.0[/code]."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml:15
+msgid ""
+"Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces "
+"will not be generated, resulting in a conic shape."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml:18
+msgid "Full height of the cylinder."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml:21
+msgid ""
+"Number of radial segments on the cylinder. Higher values result in a more "
+"detailed cylinder/cone at the cost of performance."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml:24
+msgid ""
+"Number of edge rings along the height of the cylinder. Changing [member "
+"rings] does not have any visual impact unless a shader or procedural mesh "
+"tool is used to alter the vertex data. Higher values result in more "
+"subdivisions, which can be used to create smoother-looking effects with "
+"shaders or procedural mesh tools (at the cost of performance). When not "
+"altering the vertex data using a shader or procedural mesh tool, [member "
+"rings] should be kept to its default value."
+msgstr ""
+
+#: doc/classes/CylinderMesh.xml:27
+msgid ""
+"Top radius of the cylinder. If set to [code]0.0[/code], the top faces will "
+"not be generated, resulting in a conic shape."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml:4 doc/classes/CylinderShape.xml:7
+msgid "Cylinder shape for collisions."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml:18
+msgid "The cylinder's height."
+msgstr ""
+
+#: doc/classes/CylinderShape.xml:21
+msgid "The cylinder's radius."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml:4
+msgid "Damped spring constraint for 2D physics."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml:7
+msgid ""
+"Damped spring constraint for 2D physics. This resembles a spring joint that "
+"always wants to go back to a given length."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml:15
+msgid ""
+"The spring joint's damping ratio. A value between [code]0[/code] and "
+"[code]1[/code]. When the two bodies move into different directions the "
+"system tries to align them to the spring axis again. A high [code]damping[/"
+"code] value forces the attached bodies to align faster."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml:18
+msgid ""
+"The spring joint's maximum length. The two attached bodies cannot stretch it "
+"past this value."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml:21
+msgid ""
+"When the bodies attached to the spring joint move they stretch or squash it. "
+"The joint always tries to resize towards this length."
+msgstr ""
+
+#: doc/classes/DampedSpringJoint2D.xml:24
+msgid ""
+"The higher the value, the less the bodies attached to the joint will deform "
+"it. The joint applies an opposing force to the bodies, the product of the "
+"stiffness multiplied by the size difference from its resting length."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:4
+msgid "Dictionary type."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:7
+msgid ""
+"Dictionary type. Associative container which contains values referenced by "
+"unique keys. Dictionaries are composed of pairs of keys (which must be "
+"unique) and values. Dictionaries will preserve the insertion order when "
+"adding elements, even though this may not be reflected when printing the "
+"dictionary. In other programming languages, this data structure is sometimes "
+"referred to as a hash map or associative array.\n"
+"You can define a dictionary by placing a comma-separated list of [code]key: "
+"value[/code] pairs in curly braces [code]{}[/code].\n"
+"Erasing elements while iterating over them [b]is not supported[/b] and will "
+"result in undefined behavior.\n"
+"[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a "
+"dictionary which can be modified independently of the original dictionary, "
+"use [method duplicate].\n"
+"Creating a dictionary:\n"
+"[codeblock]\n"
+"var my_dict = {} # Creates an empty dictionary.\n"
+"\n"
+"var dict_variable_key = \"Another key name\"\n"
+"var dict_variable_value = \"value2\"\n"
+"var another_dict = {\n"
+" \"Some key name\": \"value1\",\n"
+" dict_variable_key: dict_variable_value,\n"
+"}\n"
+"\n"
+"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
+"\n"
+"# Alternative Lua-style syntax.\n"
+"# Doesn't require quotes around keys, but only string constants can be used "
+"as key names.\n"
+"# Additionally, key names must start with a letter or an underscore.\n"
+"# Here, `some_key` is a string literal, not a variable!\n"
+"another_dict = {\n"
+" some_key = 42,\n"
+"}\n"
+"[/codeblock]\n"
+"You can access a dictionary's values by referencing the appropriate key. In "
+"the above example, [code]points_dict[\"White\"][/code] will return [code]50[/"
+"code]. You can also write [code]points_dict.White[/code], which is "
+"equivalent. However, you'll have to use the bracket syntax if the key you're "
+"accessing the dictionary with isn't a fixed string (such as a number or "
+"variable).\n"
+"[codeblock]\n"
+"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n"
+"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
+"func _ready():\n"
+" # We can't use dot syntax here as `my_color` is a variable.\n"
+" var points = points_dict[my_color]\n"
+"[/codeblock]\n"
+"In the above code, [code]points[/code] will be assigned the value that is "
+"paired with the appropriate color selected in [code]my_color[/code].\n"
+"Dictionaries can contain more complex data:\n"
+"[codeblock]\n"
+"my_dict = {\"First Array\": [1, 2, 3, 4]} # Assigns an Array to a String "
+"key.\n"
+"[/codeblock]\n"
+"To add a key to an existing dictionary, access it like an existing key and "
+"assign to it:\n"
+"[codeblock]\n"
+"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
+"points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its "
+"value.\n"
+"[/codeblock]\n"
+"Finally, dictionaries can contain different types of keys and values in the "
+"same dictionary:\n"
+"[codeblock]\n"
+"# This is a valid dictionary.\n"
+"# To access the string \"Nested value\" below, use `my_dict.sub_dict."
+"sub_key` or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n"
+"# Indexing styles can be mixed and matched depending on your needs.\n"
+"var my_dict = {\n"
+" \"String Key\": 5,\n"
+" 4: [1, 2, 3],\n"
+" 7: \"Hello\",\n"
+" \"sub_dict\": {\"sub_key\": \"Nested value\"},\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:\n"
+"[codeblock]\n"
+"array1 = [1, 2, 3]\n"
+"array2 = [1, 2, 3]\n"
+"\n"
+"func compare_arrays():\n"
+" print(array1 == array2) # Will print true.\n"
+"\n"
+"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"\n"
+"func compare_dictionaries():\n"
+" print(dict1 == dict2) # Will NOT print true.\n"
+"[/codeblock]\n"
+"You need to first calculate the dictionary's hash with [method hash] before "
+"you can compare them:\n"
+"[codeblock]\n"
+"var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
+"\n"
+"func compare_dictionaries():\n"
+" print(dict1.hash() == dict2.hash()) # Will print true.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] When declaring a dictionary with [code]const[/code], the "
+"dictionary itself can still be mutated by defining the values of individual "
+"keys. Using [code]const[/code] will only prevent assigning the constant with "
+"another value after it was initialized."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:87
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/"
+"gdscript_basics.html#dictionary"
+msgstr ""
+
+#: doc/classes/Dictionary.xml:94
+msgid "Clear the dictionary, removing all key/value pairs."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:101
+msgid ""
+"Creates a copy of the dictionary, and returns it. The [code]deep[/code] "
+"parameter causes inner dictionaries and arrays to be copied recursively, but "
+"does not apply to objects."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:107
+msgid "Returns [code]true[/code] if the dictionary is empty."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:114
+msgid ""
+"Erase a dictionary key/value pair by key. Returns [code]true[/code] if the "
+"given key was present in the dictionary, [code]false[/code] otherwise.\n"
+"[b]Note:[/b] Don't erase elements while iterating over the dictionary. You "
+"can iterate over the [method keys] array instead."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:123
+msgid ""
+"Returns the current value for the specified key in the [Dictionary]. If the "
+"key does not exist, the method returns the value of the optional default "
+"argument, or [code]null[/code] if it is omitted."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:130
+msgid ""
+"Returns [code]true[/code] if the dictionary has a given key.\n"
+"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
+"follows:\n"
+"[codeblock]\n"
+"# Will evaluate to `true`.\n"
+"if \"godot\" in {\"godot\": \"engine\"}:\n"
+" pass\n"
+"[/codeblock]\n"
+"This method (like the [code]in[/code] operator) will evaluate to [code]true[/"
+"code] as long as the key exists, even if the associated value is [code]null[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:144
+msgid ""
+"Returns [code]true[/code] if the dictionary has all the keys in the given "
+"array."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:150
+msgid ""
+"Returns a hashed integer value representing the dictionary contents. This "
+"can be used to compare dictionaries by value:\n"
+"[codeblock]\n"
+"var dict1 = {0: 10}\n"
+"var dict2 = {0: 10}\n"
+"# The line below prints `true`, whereas it would have printed `false` if "
+"both variables were compared directly.\n"
+"print(dict1.hash() == dict2.hash())\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Dictionaries with the same keys/values but in a different order "
+"will have a different hash."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:163
+msgid "Returns the list of keys in the [Dictionary]."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:169
+msgid "Returns the number of keys in the dictionary."
+msgstr ""
+
+#: doc/classes/Dictionary.xml:175
+msgid "Returns the list of values in the [Dictionary]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:4
+msgid "Directional light from a distance, as from the Sun."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:7
+msgid ""
+"A directional light is a type of [Light] node that models an infinite number "
+"of parallel rays covering the entire scene. It is used for lights with "
+"strong intensity that are located far away from the scene to model sunlight "
+"or moonlight. The worldspace location of the DirectionalLight transform "
+"(origin) is ignored. Only the basis is used to determine light direction."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:10 doc/classes/Light.xml:10
+#: doc/classes/OmniLight.xml:11 doc/classes/SpotLight.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html"
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:16
+msgid ""
+"Amount of extra bias for shadow splits that are far away. If self-shadowing "
+"occurs only on the splits far away, increasing this value can fix them."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:19
+msgid ""
+"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
+"transitions between splits."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:22
+msgid ""
+"Optimizes shadow rendering for detail versus movement. See [enum "
+"ShadowDepthRange]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:25
+msgid "The maximum distance for shadow splits."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:28
+msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:31
+msgid ""
+"Can be used to fix special cases of self shadowing when objects are "
+"perpendicular to the light."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:34
+msgid ""
+"The distance from camera to shadow split 1. Relative to [member "
+"directional_shadow_max_distance]. Only used when [member "
+"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
+"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:37
+msgid ""
+"The distance from shadow split 1 to split 2. Relative to [member "
+"directional_shadow_max_distance]. Only used when [member "
+"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
+"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:40
+msgid ""
+"The distance from shadow split 2 to split 3. Relative to [member "
+"directional_shadow_max_distance]. Only used when [member "
+"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:46
+msgid ""
+"Renders the entire scene's shadow map from an orthogonal point of view. This "
+"is the fastest directional shadow mode. May result in blurrier shadows on "
+"close objects."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:49
+msgid ""
+"Splits the view frustum in 2 areas, each with its own shadow map. This "
+"shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and "
+"[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:52
+msgid ""
+"Splits the view frustum in 4 areas, each with its own shadow map. This is "
+"the slowest directional shadow mode."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:55
+msgid ""
+"Keeps the shadow stable when the camera moves, at the cost of lower "
+"effective shadow resolution."
+msgstr ""
+
+#: doc/classes/DirectionalLight.xml:58
+msgid ""
+"Tries to achieve maximum shadow resolution. May result in saw effect on "
+"shadow edges. This mode typically works best in games where the camera will "
+"often move at high speeds, such as most racing games."
+msgstr ""
+
+#: doc/classes/Directory.xml:4
+msgid "Type used to handle the filesystem."
+msgstr ""
+
+#: doc/classes/Directory.xml:7
+msgid ""
+"Directory type. It is used to manage directories and their content (not "
+"restricted to the project folder).\n"
+"When creating a new [Directory], its default opened directory will be "
+"[code]res://[/code]. This may change in the future, so it is advised to "
+"always use [method open] to initialize your [Directory] where you want to "
+"operate, with explicit error checking.\n"
+"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
+"files), and their source asset will not be included in the exported game, as "
+"only the imported version is used. Use [ResourceLoader] to access imported "
+"resources.\n"
+"Here is an example on how to iterate through the files of a directory:\n"
+"[codeblock]\n"
+"func dir_contents(path):\n"
+" var dir = Directory.new()\n"
+" if dir.open(path) == OK:\n"
+" dir.list_dir_begin()\n"
+" var file_name = dir.get_next()\n"
+" while file_name != \"\":\n"
+" if dir.current_is_dir():\n"
+" print(\"Found directory: \" + file_name)\n"
+" else:\n"
+" print(\"Found file: \" + file_name)\n"
+" file_name = dir.get_next()\n"
+" else:\n"
+" print(\"An error occurred when trying to access the path.\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Directory.xml:28 doc/classes/File.xml:28
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/step_by_step/filesystem."
+"html"
+msgstr ""
+
+#: doc/classes/Directory.xml:35
+msgid ""
+"Changes the currently opened directory to the one passed as an argument. The "
+"argument can be relative to the current directory (e.g. [code]newdir[/code] "
+"or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/"
+"code] or [code]res://somedir/newdir[/code]).\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml:44
+msgid ""
+"Copies the [code]from[/code] file to the [code]to[/code] destination. Both "
+"arguments should be paths to files, either relative or absolute. If the "
+"destination file exists and is not access-protected, it will be "
+"overwritten.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml:51
+msgid ""
+"Returns whether the current item processed with the last [method get_next] "
+"call is a directory ([code].[/code] and [code]..[/code] are considered "
+"directories)."
+msgstr ""
+
+#: doc/classes/Directory.xml:58
+msgid ""
+"Returns whether the target directory exists. The argument can be relative to "
+"the current directory, or an absolute path."
+msgstr ""
+
+#: doc/classes/Directory.xml:65
+msgid ""
+"Returns whether the target file exists. The argument can be relative to the "
+"current directory, or an absolute path."
+msgstr ""
+
+#: doc/classes/Directory.xml:71
+msgid ""
+"Returns the absolute path to the currently opened directory (e.g. "
+"[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])."
+msgstr ""
+
+#: doc/classes/Directory.xml:77
+msgid ""
+"Returns the currently opened directory's drive index. See [method get_drive] "
+"to convert returned index to the name of the drive."
+msgstr ""
+
+#: doc/classes/Directory.xml:84
+msgid ""
+"On Windows, returns the name of the drive (partition) passed as an argument "
+"(e.g. [code]C:[/code]). On other platforms, or if the requested drive does "
+"not exist, the method returns an empty String."
+msgstr ""
+
+#: doc/classes/Directory.xml:90
+msgid ""
+"On Windows, returns the number of drives (partitions) mounted on the current "
+"filesystem. On other platforms, the method returns 0."
+msgstr ""
+
+#: doc/classes/Directory.xml:96
+msgid ""
+"Returns the next element (file or directory) in the current directory "
+"(including [code].[/code] and [code]..[/code], unless "
+"[code]skip_navigational[/code] was given to [method list_dir_begin]).\n"
+"The name of the file or directory is returned (and not its full path). Once "
+"the stream has been fully processed, the method returns an empty String and "
+"closes the stream automatically (i.e. [method list_dir_end] would not be "
+"mandatory in such a case)."
+msgstr ""
+
+#: doc/classes/Directory.xml:103
+msgid ""
+"On UNIX desktop systems, returns the available space on the current "
+"directory's disk. On other platforms, this information is not available and "
+"the method returns 0 or -1."
+msgstr ""
+
+#: doc/classes/Directory.xml:111
+msgid ""
+"Initializes the stream used to list all files and directories using the "
+"[method get_next] function, closing the currently opened stream if needed. "
+"Once the stream has been processed, it should typically be closed with "
+"[method list_dir_end].\n"
+"If [code]skip_navigational[/code] is [code]true[/code], [code].[/code] and "
+"[code]..[/code] are filtered out.\n"
+"If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered "
+"out."
+msgstr ""
+
+#: doc/classes/Directory.xml:119
+msgid ""
+"Closes the current stream opened with [method list_dir_begin] (whether it "
+"has been fully processed with [method get_next] does not matter)."
+msgstr ""
+
+#: doc/classes/Directory.xml:126
+msgid ""
+"Creates a directory. The argument can be relative to the current directory, "
+"or an absolute path. The target directory should be placed in an already "
+"existing directory (to create the full path recursively, see [method "
+"make_dir_recursive]).\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml:134
+msgid ""
+"Creates a target directory and all necessary intermediate directories in its "
+"path, by calling [method make_dir] recursively. The argument can be relative "
+"to the current directory, or an absolute path.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml:142
+msgid ""
+"Opens an existing directory of the filesystem. The [code]path[/code] "
+"argument can be within the project tree ([code]res://folder[/code]), the "
+"user directory ([code]user://folder[/code]) or an absolute path of the user "
+"filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml:150
+msgid ""
+"Deletes the target file or an empty directory. The argument can be relative "
+"to the current directory, or an absolute path. If the target directory is "
+"not empty, the operation will fail.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/Directory.xml:159
+msgid ""
+"Renames (move) the [code]from[/code] file or directory to the [code]to[/"
+"code] destination. Both arguments should be paths to files or directories, "
+"either relative or absolute. If the destination file or directory exists and "
+"is not access-protected, it will be overwritten.\n"
+"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
+msgstr ""
+
+#: doc/classes/DTLSServer.xml:4
+msgid "Helper class to implement a DTLS server."
+msgstr ""
+
+#: doc/classes/DTLSServer.xml:7
+msgid ""
+"This class is used to store the state of a DTLS server. Upon [method setup] "
+"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via "
+"[method take_connection] as DTLS clients. Under the hood, this class is used "
+"to store the DTLS state and cookies of the server. The reason of why the "
+"state and cookies are needed is outside of the scope of this documentation.\n"
+"Below a small example of how to use it:\n"
+"[codeblock]\n"
+"# server.gd\n"
+"extends Node\n"
+"\n"
+"var dtls := DTLSServer.new()\n"
+"var server := UDPServer.new()\n"
+"var peers = []\n"
+"\n"
+"func _ready():\n"
+" server.listen(4242)\n"
+" var key = load(\"key.key\") # Your private key.\n"
+" var cert = load(\"cert.crt\") # Your X509 certificate.\n"
+" dtls.setup(key, cert)\n"
+"\n"
+"func _process(delta):\n"
+" while server.is_connection_available():\n"
+" var peer : PacketPeerUDP = server.take_connection()\n"
+" var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n"
+" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
+" continue # It is normal that 50% of the connections fails due to "
+"cookie exchange.\n"
+" print(\"Peer connected!\")\n"
+" peers.append(dtls_peer)\n"
+" for p in peers:\n"
+" p.poll() # Must poll to update the state.\n"
+" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
+" while p.get_available_packet_count() > 0:\n"
+" print(\"Received message from client: %s\" % p.get_packet()."
+"get_string_from_utf8())\n"
+" p.put_packet(\"Hello DTLS client\".to_utf8())\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# client.gd\n"
+"extends Node\n"
+"\n"
+"var dtls := PacketPeerDTLS.new()\n"
+"var udp := PacketPeerUDP.new()\n"
+"var connected = false\n"
+"\n"
+"func _ready():\n"
+" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
+" dtls.connect_to_peer(udp, false) # Use true in production for "
+"certificate validation!\n"
+"\n"
+"func _process(delta):\n"
+" dtls.poll()\n"
+" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
+" if !connected:\n"
+" # Try to contact server\n"
+" dtls.put_packet(\"The answer is... 42!\".to_utf8())\n"
+" while dtls.get_available_packet_count() > 0:\n"
+" print(\"Connected: %s\" % dtls.get_packet()."
+"get_string_from_utf8())\n"
+" connected = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/DTLSServer.xml:70
+msgid ""
+"Setup the DTLS server to use the given [code]private_key[/code] and provide "
+"the given [code]certificate[/code] to clients. You can pass the optional "
+"[code]chain[/code] parameter to provide additional CA chain information "
+"along with the certificate."
+msgstr ""
+
+#: doc/classes/DTLSServer.xml:77
+msgid ""
+"Try to initiate the DTLS handshake with the given [code]udp_peer[/code] "
+"which must be already connected (see [method PacketPeerUDP."
+"connect_to_host]).\n"
+"[b]Note:[/b] You must check that the state of the return PacketPeerUDP is "
+"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of "
+"the new connections will be invalid due to cookie exchange."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:4
+msgid "DynamicFont renders vector font files at runtime."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:7
+msgid ""
+"DynamicFont renders vector font files dynamically at runtime instead of "
+"using a prerendered texture atlas like [BitmapFont]. This trades the faster "
+"loading time of [BitmapFont]s for the ability to change font parameters like "
+"size and spacing during runtime. [DynamicFontData] is used for referencing "
+"the font file paths. DynamicFont also supports defining one or more fallback "
+"fonts, which will be used when displaying a character not supported by the "
+"main font.\n"
+"DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
+"for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
+"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/"
+"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] "
+"supported.\n"
+"[codeblock]\n"
+"var dynamic_font = DynamicFont.new()\n"
+"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
+"dynamic_font.size = 64\n"
+"$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] DynamicFont doesn't support features such as kerning, right-to-"
+"left typesetting, ligatures, text shaping, variable fonts and optional font "
+"features yet. If you wish to \"bake\" an optional font feature into a TTF "
+"font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. "
+"In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose "
+"the desired features then generate the font."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:25
+msgid "Adds a fallback font."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:31
+msgid ""
+"Returns a string containing all the characters available in the main and all "
+"the fallback fonts.\n"
+"If a given character is included in more than one font, it appears only once "
+"in the returned string."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:39
+msgid "Returns the fallback font at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:45
+msgid "Returns the number of fallback fonts."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:52
+msgid ""
+"Returns the spacing for the given [code]type[/code] (see [enum SpacingType])."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:59
+msgid "Removes the fallback font at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:67
+msgid "Sets the fallback font at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:75
+msgid ""
+"Sets the spacing for [code]type[/code] (see [enum SpacingType]) to "
+"[code]value[/code] in pixels (not relative to the font size)."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:81
+msgid "Extra spacing at the bottom in pixels."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:84
+msgid ""
+"Extra spacing for each character in pixels.\n"
+"This can be a negative number to make the distance between characters "
+"smaller."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:88
+msgid ""
+"Extra spacing for the space character (in addition to [member "
+"extra_spacing_char]) in pixels.\n"
+"This can be a negative number to make the distance between words smaller."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:92
+msgid "Extra spacing at the top in pixels."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:95
+msgid "The font data."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:98
+msgid ""
+"The font outline's color.\n"
+"[b]Note:[/b] It's recommended to leave this at the default value so that you "
+"can adjust it in individual controls. For example, if the outline is made "
+"black here, it won't be possible to change its color using a Label's font "
+"outline modulate theme item."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:102
+msgid "The font outline's thickness in pixels (not relative to the font size)."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:105
+msgid "The font size in pixels."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:108
+msgid ""
+"If [code]true[/code], filtering is used. This makes the font blurry instead "
+"of pixelated when scaling it if font oversampling is disabled or "
+"ineffective. It's recommended to enable this when using the font in a "
+"control whose size changes over time, unless a pixel art aesthetic is "
+"desired."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:111
+msgid ""
+"If [code]true[/code], mipmapping is used. This improves the font's "
+"appearance when downscaling it if font oversampling is disabled or "
+"ineffective."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:116
+msgid "Spacing at the top."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:119
+msgid "Spacing at the bottom."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:122
+msgid "Spacing for each character."
+msgstr ""
+
+#: doc/classes/DynamicFont.xml:125
+msgid "Spacing for the space character."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml:4
+msgid "Used with [DynamicFont] to describe the location of a font file."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml:7
+msgid ""
+"Used with [DynamicFont] to describe the location of a vector font file for "
+"dynamic rendering at runtime."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml:16
+msgid ""
+"If [code]true[/code], the font is rendered with anti-aliasing. This property "
+"applies both to the main font and its outline (if it has one)."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml:19
+msgid "The path to the vector font file."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml:22
+msgid "The font hinting mode used by FreeType. See [enum Hinting] for options."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml:27
+msgid "Disables font hinting (smoother but less crisp)."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml:30
+msgid "Use the light font hinting mode."
+msgstr ""
+
+#: doc/classes/DynamicFontData.xml:33
+msgid "Use the default font hinting mode (crisper but less smooth)."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:4
+msgid "A script that is executed when exporting the project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:7
+msgid ""
+"Editor export plugins are automatically activated whenever the user exports "
+"the project. Their most common use is to determine what files are being "
+"included in the exported project. For each plugin, [method _export_begin] is "
+"called at the beginning of the export process and then [method _export_file] "
+"is called for each exported file."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:19
+msgid ""
+"Virtual method to be overridden by the user. It is called when the export "
+"starts and provides all information about the export. [code]features[/code] "
+"is the list of features for the export, [code]is_debug[/code] is [code]true[/"
+"code] for debug builds, [code]path[/code] is the target path for the "
+"exported project. [code]flags[/code] is only used when running a runnable "
+"profile, e.g. when using native run on Android."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:25
+msgid ""
+"Virtual method to be overridden by the user. Called when the export is "
+"finished."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:34
+msgid ""
+"Virtual method to be overridden by the user. Called for each exported file, "
+"providing arguments that can be used to identify the file. [code]path[/code] "
+"is the path of the file, [code]type[/code] is the [Resource] represented by "
+"the file (e.g. [PackedScene]) and [code]features[/code] is the list of "
+"features for the export.\n"
+"Calling [method skip] inside this callback will make the file not included "
+"in the export."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:44
+msgid ""
+"Adds a custom file to be exported. [code]path[/code] is the virtual path "
+"that can be used to load the file, [code]file[/code] is the binary data of "
+"the file. If [code]remap[/code] is [code]true[/code], file will not be "
+"exported, but instead remapped to the given [code]path[/code]."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:51
+msgid ""
+"Adds an iOS bundle file from the given [code]path[/code] to the exported "
+"project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:58
+msgid ""
+"Adds a C++ code to the iOS export. The final code is created from the code "
+"appended by each active export plugin."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:65
+msgid ""
+"Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's "
+"Xcode project and embeds it into resulting binary.\n"
+"[b]Note:[/b] For static libraries (*.a) works in same way as [method "
+"add_ios_framework].\n"
+"This method should not be used for System libraries as they are already "
+"present on the device."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:74
+msgid ""
+"Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to "
+"Linking Phase in iOS's Xcode project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:81
+msgid "Adds linker flags for the iOS export."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:88
+msgid "Adds content for iOS Property List files."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:95
+msgid "Adds a static lib from the given [code]path[/code] to the iOS project."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:103
+msgid ""
+"Adds a shared object with the given [code]tags[/code] and destination "
+"[code]path[/code]."
+msgstr ""
+
+#: doc/classes/EditorExportPlugin.xml:109
+msgid ""
+"To be called inside [method _export_file]. Skips the current file, so it's "
+"not included in the export."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:4
+msgid ""
+"An editor feature profile which can be used to disable specific features."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:7
+msgid ""
+"An editor feature profile can be used to disable specific features of the "
+"Godot editor. When disabled, the features won't appear in the editor, which "
+"makes the editor less cluttered. This is useful in education settings to "
+"reduce confusion or when working in a team. For example, artists and level "
+"designers could use a feature profile that disables the script editor to "
+"avoid accidentally making changes to files they aren't supposed to edit.\n"
+"To manage editor feature profiles visually, use [b]Editor > Manage Feature "
+"Profiles...[/b] at the top of the editor window."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:17
+msgid "Returns the specified [code]feature[/code]'s human-readable name."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:24
+msgid ""
+"Returns [code]true[/code] if the class specified by [code]class_name[/code] "
+"is disabled. When disabled, the class won't appear in the Create New Node "
+"dialog."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:31
+msgid ""
+"Returns [code]true[/code] if editing for the class specified by "
+"[code]class_name[/code] is disabled. When disabled, the class will still "
+"appear in the Create New Node dialog but the inspector will be read-only "
+"when selecting a node that extends the class."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:39
+msgid ""
+"Returns [code]true[/code] if [code]property[/code] is disabled in the class "
+"specified by [code]class_name[/code]. When a property is disabled, it won't "
+"appear in the inspector when selecting a node that extends the class "
+"specified by [code]class_name[/code]."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:46
+msgid ""
+"Returns [code]true[/code] if the [code]feature[/code] is disabled. When a "
+"feature is disabled, it will disappear from the editor entirely."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:53
+msgid ""
+"Loads an editor feature profile from a file. The file must follow the JSON "
+"format obtained by using the feature profile manager's [b]Export[/b] button "
+"or the [method save_to_file] method."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:60
+msgid ""
+"Saves the editor feature profile to a file in JSON format. It can then be "
+"imported using the feature profile manager's [b]Import[/b] button or the "
+"[method load_from_file] button."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:68
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables the class specified "
+"by [code]class_name[/code]. When disabled, the class won't appear in the "
+"Create New Node dialog."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:76
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables editing for the class "
+"specified by [code]class_name[/code]. When disabled, the class will still "
+"appear in the Create New Node dialog but the inspector will be read-only "
+"when selecting a node that extends the class."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:85
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables editing for "
+"[code]property[/code] in the class specified by [code]class_name[/code]. "
+"When a property is disabled, it won't appear in the inspector when selecting "
+"a node that extends the class specified by [code]class_name[/code]."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:93
+msgid ""
+"If [code]disable[/code] is [code]true[/code], disables the editor feature "
+"specified in [code]feature[/code]. When a feature is disabled, it will "
+"disappear from the editor entirely."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:99
+msgid ""
+"The 3D editor. If this feature is disabled, the 3D editor won't display but "
+"3D nodes will still display in the Create New Node dialog."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:102
+msgid ""
+"The Script tab, which contains the script editor and class reference "
+"browser. If this feature is disabled, the Script tab won't display."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:105
+msgid ""
+"The AssetLib tab. If this feature is disabled, the AssetLib tab won't "
+"display."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:108
+msgid ""
+"Scene tree editing. If this feature is disabled, the Scene tree dock will "
+"still be visible but will be read-only."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:111
+msgid ""
+"The Node dock. If this feature is disabled, signals and groups won't be "
+"visible and modifiable from the editor."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:114
+msgid ""
+"The FileSystem dock. If this feature is disabled, the FileSystem dock won't "
+"be visible."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:117
+msgid ""
+"The Import dock. If this feature is disabled, the Import dock won't be "
+"visible."
+msgstr ""
+
+#: doc/classes/EditorFeatureProfile.xml:120 doc/classes/SpatialMaterial.xml:471
+msgid "Represents the size of the [enum Feature] enum."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:4
+msgid "A modified version of [FileDialog] used by the editor."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:15
+msgid ""
+"Adds a comma-delimited file extension filter option to the "
+"[EditorFileDialog] with an optional semi-colon-delimited label.\n"
+"For example, [code]\"*.tscn, *.scn; Scenes\"[/code] results in filter text "
+"\"Scenes (*.tscn, *.scn)\"."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:22
+msgid "Removes all filters except for \"All Files (*)\"."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:28
+msgid ""
+"Returns the [code]VBoxContainer[/code] used to display the file system.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:35
+msgid ""
+"Notify the [EditorFileDialog] that its view of the data is no longer "
+"accurate. Updates the view contents on next view update."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:41
+msgid ""
+"The location from which the user may select a file, including [code]res://[/"
+"code], [code]user://[/code], and the local file system."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:44
+msgid "The currently occupied directory."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:47
+msgid "The currently selected file."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:50
+msgid "The file system path in the address bar."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:54
+msgid ""
+"If [code]true[/code], the [EditorFileDialog] will not warn the user before "
+"overwriting files."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:57
+msgid ""
+"The view format in which the [EditorFileDialog] displays resources to the "
+"user."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:60
+msgid ""
+"The purpose of the [EditorFileDialog], which defines the allowed behaviors."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:64
+msgid ""
+"If [code]true[/code], hidden files and directories will be visible in the "
+"[EditorFileDialog]."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:72
+msgid "Emitted when a directory is selected."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:78
+msgid "Emitted when a file is selected."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:84
+msgid "Emitted when multiple files are selected."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:90
+msgid ""
+"The [EditorFileDialog] can select only one file. Accepting the window will "
+"open the file."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:93
+msgid ""
+"The [EditorFileDialog] can select multiple files. Accepting the window will "
+"open all files."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:96
+msgid ""
+"The [EditorFileDialog] can select only one directory. Accepting the window "
+"will open the directory."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:99
+msgid ""
+"The [EditorFileDialog] can select a file or directory. Accepting the window "
+"will open it."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:102
+msgid ""
+"The [EditorFileDialog] can select only one file. Accepting the window will "
+"save the file."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:105
+msgid ""
+"The [EditorFileDialog] can only view [code]res://[/code] directory contents."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:108
+msgid ""
+"The [EditorFileDialog] can only view [code]user://[/code] directory contents."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:111
+msgid "The [EditorFileDialog] can view the entire local file system."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:114
+msgid "The [EditorFileDialog] displays resources as thumbnails."
+msgstr ""
+
+#: doc/classes/EditorFileDialog.xml:117
+msgid "The [EditorFileDialog] displays resources as a list of filenames."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:4
+msgid "Resource filesystem, as the editor sees it."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:7
+msgid ""
+"This object holds information of all resources in the filesystem, their "
+"types, etc.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_resource_filesystem]."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:17
+msgid ""
+"Returns the resource type of the file, given the full path. This returns a "
+"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
+"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:23
+msgid "Gets the root directory object."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:30
+msgid "Returns a view into the filesystem at [code]path[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:36
+msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:42
+msgid "Returns [code]true[/code] of the filesystem is being scanned."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:48
+msgid "Scan the filesystem for changes."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:54
+msgid "Check if the source of any imported resource changed."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:61
+msgid ""
+"Update a file information. Call this if an external program (not Godot) "
+"modified the file."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:67
+msgid "Scans the script files and updates the list of custom class names."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:74
+msgid "Emitted if the filesystem changed."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:80
+msgid "Emitted if a resource is reimported."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:86
+msgid ""
+"Emitted if at least one resource is reloaded when the filesystem is scanned."
+msgstr ""
+
+#: doc/classes/EditorFileSystem.xml:92
+msgid "Emitted if the source of any imported file changed."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:4
+msgid "A directory for the resource filesystem."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:7
+msgid "A more generalized, low-level variation of the directory concept."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:16
+msgid ""
+"Returns the index of the directory with name [code]name[/code] or [code]-1[/"
+"code] if not found."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:23
+msgid ""
+"Returns the index of the file with name [code]name[/code] or [code]-1[/code] "
+"if not found."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:30
+msgid "Returns the name of the file at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:36
+msgid "Returns the number of files in this directory."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:43
+msgid ""
+"Returns [code]true[/code] if the file at index [code]idx[/code] imported "
+"properly."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:50
+msgid "Returns the path to the file at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:57
+msgid ""
+"Returns the base class of the script class defined in the file at index "
+"[code]idx[/code]. If the file doesn't define a script class using the "
+"[code]class_name[/code] syntax, this will return an empty string."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:64
+msgid ""
+"Returns the name of the script class defined in the file at index [code]idx[/"
+"code]. If the file doesn't define a script class using the [code]class_name[/"
+"code] syntax, this will return an empty string."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:71
+msgid ""
+"Returns the resource type of the file at index [code]idx[/code]. This "
+"returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
+"code], [i]not[/i] a file extension such as [code]\".gd\"[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:77
+msgid "Returns the name of this directory."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:83
+msgid ""
+"Returns the parent directory for this directory or [code]null[/code] if "
+"called on a directory at [code]res://[/code] or [code]user://[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:89
+msgid "Returns the path to this directory."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:96
+msgid "Returns the subdirectory at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/EditorFileSystemDirectory.xml:102
+msgid "Returns the number of subdirectories in this directory."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:4
+msgid ""
+"Registers a custom resource importer in the editor. Use the class to parse "
+"any file and import it as a new resource type."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:7
+msgid ""
+"EditorImportPlugins provide a way to extend the editor's resource import "
+"functionality. Use them to import resources from custom files or to provide "
+"alternatives to the editor's existing importers. Register your "
+"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n"
+"EditorImportPlugins work by associating with specific file extensions and a "
+"resource type. See [method get_recognized_extensions] and [method "
+"get_resource_type]. They may optionally specify some import presets that "
+"affect the import process. EditorImportPlugins are responsible for creating "
+"the resources and saving them in the [code].import[/code] directory (see "
+"[member ProjectSettings.application/config/"
+"use_hidden_project_data_directory]).\n"
+"Below is an example EditorImportPlugin that imports a [Mesh] from a file "
+"with the extension \".special\" or \".spec\":\n"
+"[codeblock]\n"
+"tool\n"
+"extends EditorImportPlugin\n"
+"\n"
+"func get_importer_name():\n"
+" return \"my.special.plugin\"\n"
+"\n"
+"func get_visible_name():\n"
+" return \"Special Mesh\"\n"
+"\n"
+"func get_recognized_extensions():\n"
+" return [\"special\", \"spec\"]\n"
+"\n"
+"func get_save_extension():\n"
+" return \"mesh\"\n"
+"\n"
+"func get_resource_type():\n"
+" return \"Mesh\"\n"
+"\n"
+"func get_preset_count():\n"
+" return 1\n"
+"\n"
+"func get_preset_name(i):\n"
+" return \"Default\"\n"
+"\n"
+"func get_import_options(i):\n"
+" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
+"\n"
+"func import(source_file, save_path, options, platform_variants, gen_files):\n"
+" var file = File.new()\n"
+" if file.open(source_file, File.READ) != OK:\n"
+" return FAILED\n"
+"\n"
+" var mesh = Mesh.new()\n"
+" # Fill the Mesh with data read in \"file\", left as an exercise to the "
+"reader\n"
+"\n"
+" var filename = save_path + \".\" + get_save_extension()\n"
+" return ResourceSaver.save(filename, mesh)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:51 doc/classes/ResourceImporter.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/import_plugins."
+"html"
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:58
+msgid ""
+"Gets the options and default values for the preset at this index. Returns an "
+"Array of Dictionaries with the following keys: [code]name[/code], "
+"[code]default_value[/code], [code]property_hint[/code] (optional), "
+"[code]hint_string[/code] (optional), [code]usage[/code] (optional)."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:64
+msgid ""
+"Gets the order of this importer to be run when importing resources. "
+"Importers with [i]lower[/i] import orders will be called first, and higher "
+"values will be called later. Use this to ensure the importer runs after the "
+"dependencies are already imported. The default import order is [code]0[/"
+"code] unless overridden by a specific importer. See [enum ResourceImporter."
+"ImportOrder] for some predefined values."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:70
+msgid "Gets the unique name of the importer."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:78
+msgid ""
+"This method can be overridden to hide specific import options if conditions "
+"are met. This is mainly useful for hiding options that depend on others if "
+"one of them is disabled. For example:\n"
+"[codeblock]\n"
+"func get_option_visibility(option, options):\n"
+" # Only show the lossy quality setting if the compression mode is set to "
+"\"Lossy\".\n"
+" if option == \"compress/lossy_quality\" and options.has(\"compress/mode"
+"\"):\n"
+" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n"
+"\n"
+" return true\n"
+"[/codeblock]\n"
+"Return [code]true[/code] to make all options always visible."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:93
+msgid ""
+"Gets the number of initial presets defined by the plugin. Use [method "
+"get_import_options] to get the default options for the preset and [method "
+"get_preset_name] to get the name of the preset."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:100
+msgid "Gets the name of the options preset at this index."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:106
+msgid ""
+"Gets the priority of this plugin for the recognized extension. Higher "
+"priority plugins will be preferred. The default priority is [code]1.0[/code]."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:112
+msgid ""
+"Gets the list of file extensions to associate with this loader (case-"
+"insensitive). e.g. [code][\"obj\"][/code]."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:118
+msgid ""
+"Gets the Godot resource type associated with this loader. e.g. [code]\"Mesh"
+"\"[/code] or [code]\"Animation\"[/code]."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:124
+msgid ""
+"Gets the extension used to save this resource in the [code].import[/code] "
+"directory (see [member ProjectSettings.application/config/"
+"use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:130
+msgid ""
+"Gets the name to display in the import window. You should choose this name "
+"as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"."
+msgstr ""
+
+#: doc/classes/EditorImportPlugin.xml:141
+msgid ""
+"Imports [code]source_file[/code] into [code]save_path[/code] with the import "
+"[code]options[/code] specified. The [code]platform_variants[/code] and "
+"[code]gen_files[/code] arrays will be modified by this function.\n"
+"This method must be overridden to do the actual importing work. See this "
+"class' description for an example of overriding this method."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml:4
+msgid "A tab used to edit properties of the selected node."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml:7
+msgid ""
+"The editor inspector is by default located on the right-hand side of the "
+"editor. It's used to edit the properties of the selected node. For example, "
+"you can select a node such as [Sprite] then edit its transform through the "
+"inspector tool. The editor inspector is an essential tool in the game "
+"development workflow.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_inspector]."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml:16
+msgid ""
+"Refreshes the inspector.\n"
+"[b]Note:[/b] To save on CPU resources, calling this method will do nothing "
+"if the time specified in [code]docks/property_editor/auto_refresh_interval[/"
+"code] editor setting hasn't passed yet since this method was last called. "
+"(By default, this interval is set to 0.3 seconds.)"
+msgstr ""
+
+#: doc/classes/EditorInspector.xml:28
+msgid ""
+"Emitted when the Edit button of an [Object] has been pressed in the "
+"inspector. This is mainly used in the remote scene tree inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml:34
+msgid "Emitted when a property is edited in the inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml:40
+msgid ""
+"Emitted when a property is keyed in the inspector. Properties can be keyed "
+"by clicking the \"key\" icon next to a property when the Animation panel is "
+"toggled."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml:46
+msgid "Emitted when a property is selected in the inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml:53
+msgid ""
+"Emitted when a boolean property is toggled in the inspector.\n"
+"[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/"
+"code] property enabled. Since this property is always enabled in the editor "
+"inspector, this signal is never emitted by the editor itself."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml:61
+msgid "Emitted when a resource is selected in the inspector."
+msgstr ""
+
+#: doc/classes/EditorInspector.xml:66
+msgid ""
+"Emitted when a property that requires a restart to be applied is edited in "
+"the inspector. This is only used in the Project Settings and Editor Settings."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml:4
+msgid "Plugin for adding custom property editors on inspector."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml:7
+msgid ""
+"These plugins allow adding custom property editors to [EditorInspector].\n"
+"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n"
+"When an object is edited, the [method can_handle] function is called and "
+"must return [code]true[/code] if the object type is supported.\n"
+"If supported, the function [method parse_begin] will be called, allowing to "
+"place custom controls at the beginning of the class.\n"
+"Subsequently, the [method parse_category] and [method parse_property] are "
+"called for every category and property. They offer the ability to add custom "
+"controls to the inspector too.\n"
+"Finally, [method parse_end] will be called.\n"
+"On each of these calls, the \"add\" functions can be called."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml:16
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/"
+"inspector_plugins.html"
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml:23
+msgid "Adds a custom control, which is not necessarily a property editor."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml:31
+msgid ""
+"Adds a property editor for an individual property. The [code]editor[/code] "
+"control must extend [EditorProperty]."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml:40
+msgid ""
+"Adds an editor that allows modifying multiple properties. The [code]editor[/"
+"code] control must extend [EditorProperty]."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml:47
+msgid "Returns [code]true[/code] if this object can be handled by this plugin."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml:54
+msgid "Called to allow adding controls at the beginning of the list."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml:62
+msgid "Called to allow adding controls at the beginning of the category."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml:68
+msgid "Called to allow adding controls at the end of the list."
+msgstr ""
+
+#: doc/classes/EditorInspectorPlugin.xml:80
+msgid ""
+"Called to allow adding property specific editors to the inspector. Usually "
+"these inherit [EditorProperty]. Returning [code]true[/code] removes the "
+"built-in editor for this property, otherwise allows to insert a custom "
+"editor before the built-in one."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:4
+msgid "Godot editor's interface."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:7
+msgid ""
+"EditorInterface gives you control over Godot editor's window. It allows "
+"customizing the window, saving and (re-)loading scenes, rendering mesh "
+"previews, inspecting and editing resources and objects, and provides access "
+"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], "
+"[ScriptEditor], the editor viewport, and information about scenes.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorPlugin.get_editor_interface]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:17
+msgid ""
+"Edits the given [Node]. The node will be also selected if it's inside the "
+"scene tree."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:24
+msgid ""
+"Edits the given [Resource]. If the resource is a [Script] you can also edit "
+"it with [method edit_script] to specify the line and column position."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:34
+msgid ""
+"Edits the given [Script]. The line and column on which to open the script "
+"can also be specified. The script will be open with the user-configured "
+"editor for the script's language which may be an external editor."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:40
+msgid ""
+"Returns the main container of Godot editor's window. For example, you can "
+"use it to retrieve the size of the container and place your controls "
+"accordingly.\n"
+"[b]Warning:[/b] Removing and freeing this node will render the editor "
+"useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:47
+msgid "Returns the current path being viewed in the [FileSystemDock]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:53
+msgid "Returns the edited (current) scene's root [Node]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:59
+msgid ""
+"Returns the actual scale of the editor UI ([code]1.0[/code] being 100% "
+"scale). This can be used to adjust position and dimensions of the UI added "
+"by plugins.\n"
+"[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/"
+"code] and [code]interface/editor/custom_display_scale[/code] editor "
+"settings. Editor must be restarted for changes to be properly applied."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:66
+msgid "Returns the editor's [EditorSettings] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:72
+msgid ""
+"Returns the main editor control. Use this as a parent for main screens.\n"
+"[b]Note:[/b] This returns the main editor control containing the whole "
+"editor, not the 2D or 3D viewports specifically.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:80
+msgid ""
+"Returns the editor's [FileSystemDock] instance.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:87
+msgid ""
+"Returns the editor's [EditorInspector] instance.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:94
+msgid "Returns an [Array] with the file paths of the currently opened scenes."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:100
+msgid ""
+"Returns the name of the scene that is being played. If no scene is currently "
+"being played, returns an empty string."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:106
+msgid "Returns the editor's [EditorFileSystem] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:112
+msgid "Returns the editor's [EditorResourcePreview] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:118
+msgid ""
+"Returns the editor's [ScriptEditor] instance.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:125
+msgid ""
+"Returns the path of the directory currently selected in the "
+"[FileSystemDock]. If a file is selected, its base directory will be returned "
+"using [method String.get_base_dir] instead."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:131
+msgid "Returns the editor's [EditorSelection] instance."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:140
+msgid ""
+"Shows the given property on the given [code]object[/code] in the editor's "
+"Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins "
+"will not attempt to edit [code]object[/code]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:146
+msgid ""
+"Returns [code]true[/code] if a scene is currently being played, [code]false[/"
+"code] otherwise. Paused scenes are considered as being played."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:153
+msgid ""
+"Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. "
+"The plugin name is the same as its directory name."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:161
+msgid ""
+"Returns mesh previews rendered at the given size as an [Array] of [Texture]s."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:168
+msgid "Opens the scene at the given path."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:174
+msgid "Plays the currently active scene."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:181
+msgid "Plays the scene specified by its filepath."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:187
+msgid "Plays the main scene."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:194
+msgid "Reloads the scene at the given path."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:200
+msgid ""
+"Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/"
+"code] (see [@GlobalScope] constants)."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:208
+msgid "Saves the scene as a file at [code]path[/code]."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:215
+msgid ""
+"Selects the file, with the path provided by [code]file[/code], in the "
+"FileSystem dock."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:222
+msgid ""
+"Sets the editor's current main screen to the one specified in [code]name[/"
+"code]. [code]name[/code] must match the text of the tab in question exactly "
+"([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/"
+"code])."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:230
+msgid ""
+"Sets the enabled status of a plugin. The plugin name is the same as its "
+"directory name."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:236
+msgid "Stops the scene that is currently playing."
+msgstr ""
+
+#: doc/classes/EditorInterface.xml:242
+msgid ""
+"If [code]true[/code], enables distraction-free mode which hides side docks "
+"to increase the space available for the main view."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:4
+msgid "Used by the editor to extend its functionality."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:7
+msgid ""
+"Plugins are used by the editor to extend functionality. The most common "
+"types of plugins are those which edit a given node or resource type, import "
+"plugins and export plugins. See also [EditorScript] to add functions to the "
+"editor."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:10
+msgid "https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/index.html"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:18
+msgid ""
+"Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:26
+msgid ""
+"Adds a control to the bottom panel (together with Output, Debug, Animation, "
+"etc). Returns a reference to the button added. It's up to you to hide/show "
+"the button when needed. When your plugin is deactivated, make sure to remove "
+"your custom control with [method remove_control_from_bottom_panel] and free "
+"it with [method Node.queue_free]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:34
+msgid ""
+"Adds a custom control to a container (see [enum CustomControlContainer]). "
+"There are many locations where custom controls can be added in the editor "
+"UI.\n"
+"Please remember that you have to manage the visibility of your custom "
+"controls yourself (and likely hide it after adding it).\n"
+"When your plugin is deactivated, make sure to remove your custom control "
+"with [method remove_control_from_container] and free it with [method Node."
+"queue_free]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:44
+msgid ""
+"Adds the control to a specific dock slot (see [enum DockSlot] for options).\n"
+"If the dock is repositioned and as long as the plugin is active, the editor "
+"will save the dock position on further sessions.\n"
+"When your plugin is deactivated, make sure to remove your custom control "
+"with [method remove_control_from_docks] and free it with [method Node."
+"queue_free]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:56
+msgid ""
+"Adds a custom type, which will appear in the list of nodes or resources. An "
+"icon can be optionally passed.\n"
+"When given node or resource is selected, the base type will be instanced "
+"(ie, \"Spatial\", \"Control\", \"Resource\"), then the script will be loaded "
+"and set to this object.\n"
+"You can use the virtual method [method handles] to check if your custom "
+"object is being edited by checking the script or using the [code]is[/code] "
+"keyword.\n"
+"During run-time, this will be a simple object with a script so this function "
+"does not need to be called then."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:66
+msgid ""
+"Registers a new [EditorExportPlugin]. Export plugins are used to perform "
+"tasks when the project is being exported.\n"
+"See [method add_inspector_plugin] for an example of how to register a plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:74
+msgid ""
+"Registers a new [EditorImportPlugin]. Import plugins are used to import "
+"custom and unsupported assets as a custom [Resource] type.\n"
+"[b]Note:[/b] If you want to import custom 3D asset formats use [method "
+"add_scene_import_plugin] instead.\n"
+"See [method add_inspector_plugin] for an example of how to register a plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:83
+msgid ""
+"Registers a new [EditorInspectorPlugin]. Inspector plugins are used to "
+"extend [EditorInspector] and provide custom configuration tools for your "
+"object's properties.\n"
+"[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the "
+"registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to "
+"prevent leaks and an unexpected behavior.\n"
+"[codeblock]\n"
+"const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/"
+"script.gd\")\n"
+"var inspector_plugin = MyInspectorPlugin.new()\n"
+"\n"
+"func _enter_tree():\n"
+" add_inspector_plugin(inspector_plugin)\n"
+"\n"
+"func _exit_tree():\n"
+" remove_inspector_plugin(inspector_plugin)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:101
+msgid ""
+"Registers a new [EditorSceneImporter]. Scene importers are used to import "
+"custom 3D asset formats as scenes."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:108
+msgid ""
+"Registers a new [EditorSpatialGizmoPlugin]. Gizmo plugins are used to add "
+"custom gizmos to the 3D preview viewport for a [Spatial].\n"
+"See [method add_inspector_plugin] for an example of how to register a plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:119
+msgid ""
+"Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that "
+"calls [code]callback[/code] on an instance of [code]handler[/code] with a "
+"parameter [code]ud[/code] when user activates it."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:127
+msgid ""
+"Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. "
+"[code]submenu[/code] should be an object of class [PopupMenu]. This submenu "
+"should be cleaned up using [code]remove_tool_menu_item(name)[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:133
+msgid ""
+"This method is called when the editor is about to save the project, switch "
+"to another tab, etc. It asks the plugin to apply any pending state changes "
+"to ensure consistency.\n"
+"This is used, for example, in shader editors to let the plugin know that it "
+"must apply the shader code being written by the user to the object."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:140
+msgid ""
+"This method is called when the editor is about to run the project. The "
+"plugin can then perform required operations before the project runs.\n"
+"This method must return a boolean. If this method returns [code]false[/"
+"code], the project will not run. The run is aborted immediately, so this "
+"also prevents all other plugins' [method build] methods from running."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:147
+msgid ""
+"Clear all the state and reset the object being edited to zero. This ensures "
+"your plugin does not keep editing a currently existing node, or a node from "
+"the wrong scene."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:153
+msgid ""
+"Called by the engine when the user disables the [EditorPlugin] in the Plugin "
+"tab of the project settings window."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:160
+msgid ""
+"This function is used for plugins that edit specific object types (nodes or "
+"resources). It requests the editor to edit the given object."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:166
+msgid ""
+"Called by the engine when the user enables the [EditorPlugin] in the Plugin "
+"tab of the project settings window."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:173
+msgid ""
+"Called by the engine when the 2D editor's viewport is updated. Use the "
+"[code]overlay[/code] [Control] for drawing. You can update the viewport "
+"manually by calling [method update_overlays].\n"
+"[codeblock]\n"
+"func forward_canvas_draw_over_viewport(overlay):\n"
+" # Draw a circle at cursor position.\n"
+" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color."
+"white)\n"
+"\n"
+"func forward_canvas_gui_input(event):\n"
+" if event is InputEventMouseMotion:\n"
+" # Redraw viewport when cursor is moved.\n"
+" update_overlays()\n"
+" return true\n"
+" return false\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:192
+msgid ""
+"This method is the same as [method forward_canvas_draw_over_viewport], "
+"except it draws on top of everything. Useful when you need an extra layer "
+"that shows over anything else.\n"
+"You need to enable calling of this method by using [method "
+"set_force_draw_over_forwarding_enabled]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:200
+msgid ""
+"Called when there is a root node in the current edited scene, [method "
+"handles] is implemented and an [InputEvent] happens in the 2D viewport. "
+"Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
+"consumes the [code]event[/code], otherwise forwards [code]event[/code] to "
+"other Editor classes. Example:\n"
+"[codeblock]\n"
+"# Prevents the InputEvent to reach other Editor classes\n"
+"func forward_canvas_gui_input(event):\n"
+" var forward = true\n"
+" return forward\n"
+"[/codeblock]\n"
+"Must [code]return false[/code] in order to forward the [InputEvent] to other "
+"Editor classes. Example:\n"
+"[codeblock]\n"
+"# Consumes InputEventMouseMotion and forwards other InputEvent types\n"
+"func forward_canvas_gui_input(event):\n"
+" var forward = false\n"
+" if event is InputEventMouseMotion:\n"
+" forward = true\n"
+" return forward\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:222
+msgid ""
+"Called by the engine when the 3D editor's viewport is updated. Use the "
+"[code]overlay[/code] [Control] for drawing. You can update the viewport "
+"manually by calling [method update_overlays].\n"
+"[codeblock]\n"
+"func forward_spatial_draw_over_viewport(overlay):\n"
+" # Draw a circle at cursor position.\n"
+" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
+"\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" if event is InputEventMouseMotion:\n"
+" # Redraw viewport when cursor is moved.\n"
+" update_overlays()\n"
+" return true\n"
+" return false\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:241
+msgid ""
+"This method is the same as [method forward_spatial_draw_over_viewport], "
+"except it draws on top of everything. Useful when you need an extra layer "
+"that shows over anything else.\n"
+"You need to enable calling of this method by using [method "
+"set_force_draw_over_forwarding_enabled]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:250
+msgid ""
+"Called when there is a root node in the current edited scene, [method "
+"handles] is implemented and an [InputEvent] happens in the 3D viewport. "
+"Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
+"consumes the [code]event[/code], otherwise forwards [code]event[/code] to "
+"other Editor classes. Example:\n"
+"[codeblock]\n"
+"# Prevents the InputEvent to reach other Editor classes\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" var forward = true\n"
+" return forward\n"
+"[/codeblock]\n"
+"Must [code]return false[/code] in order to forward the [InputEvent] to other "
+"Editor classes. Example:\n"
+"[codeblock]\n"
+"# Consumes InputEventMouseMotion and forwards other InputEvent types\n"
+"func forward_spatial_gui_input(camera, event):\n"
+" var forward = false\n"
+" if event is InputEventMouseMotion:\n"
+" forward = true\n"
+" return forward\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:271
+msgid ""
+"This is for editors that edit script-based objects. You can return a list of "
+"breakpoints in the format ([code]script:line[/code]), for example: "
+"[code]res://path_to_script.gd:25[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:277
+msgid ""
+"Returns the [EditorInterface] object that gives you control over Godot "
+"editor's window and its functionalities."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:283
+msgid ""
+"Override this method in your plugin to return a [Texture] in order to give "
+"it an icon.\n"
+"For main screen plugins, this appears at the top of the screen, to the right "
+"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n"
+"Ideally, the plugin icon should be white with a transparent background and "
+"16x16 pixels in size.\n"
+"[codeblock]\n"
+"func get_plugin_icon():\n"
+" # You can use a custom icon:\n"
+" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
+" # Or use a built-in icon:\n"
+" return get_editor_interface().get_base_control().get_icon(\"Node\", "
+"\"EditorIcons\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:298
+msgid ""
+"Override this method in your plugin to provide the name of the plugin when "
+"displayed in the Godot editor.\n"
+"For main screen plugins, this appears at the top of the screen, to the right "
+"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:305
+msgid ""
+"Gets the Editor's dialogue used for making scripts.\n"
+"[b]Note:[/b] Users can configure it before use.\n"
+"[b]Warning:[/b] Removing and freeing this node will render a part of the "
+"editor useless and may cause a crash."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:313
+msgid ""
+"Gets the state of your plugin editor. This is used when saving the scene (so "
+"state is kept when opening it again) and for switching tabs (so state can be "
+"restored when the tab returns)."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:319
+msgid ""
+"Gets the undo/redo object. Most actions in the editor can be undoable, so "
+"use this object to make sure this happens when it's worth it."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:326
+msgid ""
+"Gets the GUI layout of the plugin. This is used to save the project's editor "
+"layout when [method queue_save_layout] is called or the editor layout was "
+"changed(For example changing the position of a dock)."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:333
+msgid ""
+"Implement this function if your plugin edits a specific type of object "
+"(Resource or Node). If you return [code]true[/code], then you will get the "
+"functions [method edit] and [method make_visible] called when the editor "
+"requests them. If you have declared the methods [method "
+"forward_canvas_gui_input] and [method forward_spatial_gui_input] these will "
+"be called too."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:339
+msgid ""
+"Returns [code]true[/code] if this is a main screen editor plugin (it goes in "
+"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and "
+"[b]AssetLib[/b])."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:345
+msgid "Minimizes the bottom panel."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:352
+msgid "Makes a specific item in the bottom panel visible."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:359
+msgid ""
+"This function will be called when the editor is requested to become visible. "
+"It is used for plugins that edit a specific object type.\n"
+"Remember that you have to manage the visibility of all your editor controls "
+"manually."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:366
+msgid "Queue save the project's editor layout."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:373
+msgid "Removes an Autoload [code]name[/code] from the list."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:380
+msgid ""
+"Removes the control from the bottom panel. You have to manually [method Node."
+"queue_free] the control."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:388
+msgid ""
+"Removes the control from the specified container. You have to manually "
+"[method Node.queue_free] the control."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:395
+msgid ""
+"Removes the control from the dock. You have to manually [method Node."
+"queue_free] the control."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:402
+msgid "Removes a custom type added by [method add_custom_type]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:409
+msgid "Removes an export plugin registered by [method add_export_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:416
+msgid "Removes an import plugin registered by [method add_import_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:423
+msgid "Removes an inspector plugin registered by [method add_import_plugin]"
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:430
+msgid ""
+"Removes a scene importer registered by [method add_scene_import_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:437
+msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:444
+msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:450
+msgid ""
+"This method is called after the editor saves the project or when it's "
+"closed. It asks the plugin to save edited external scenes/resources."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:456
+msgid ""
+"Enables calling of [method forward_canvas_force_draw_over_viewport] for the "
+"2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D "
+"editor when their viewports are updated. You need to call this method only "
+"once and it will work permanently for this plugin."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:462
+msgid ""
+"Use this method if you always want to receive inputs from 3D view screen "
+"inside [method forward_spatial_gui_input]. It might be especially usable if "
+"your plugin will want to use raycast in the scene."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:469
+msgid "Restore the state saved by [method get_state]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:476
+msgid "Restore the plugin GUI layout saved by [method get_window_layout]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:482
+msgid ""
+"Updates the overlays of the 2D and 3D editor viewport. Causes methods "
+"[method forward_canvas_draw_over_viewport], [method "
+"forward_canvas_force_draw_over_viewport], [method "
+"forward_spatial_draw_over_viewport] and [method "
+"forward_spatial_force_draw_over_viewport] to be called."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:490
+msgid ""
+"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/"
+"b], [b]AssetLib[/b]). Also works with custom screens defined by plugins."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:501
+msgid ""
+"Emitted when the scene is changed in the editor. The argument will return "
+"the root node of the scene that has just become active. If this scene is new "
+"and empty, the argument will be [code]null[/code]."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:507
+msgid ""
+"Emitted when user closes a scene. The argument is file path to a closed "
+"scene."
+msgstr ""
+
+#: doc/classes/EditorPlugin.xml:553
+msgid "Represents the size of the [enum DockSlot] enum."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:4
+msgid "Custom control to edit properties for adding into the inspector."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:7
+msgid ""
+"This control allows property editing for one or multiple properties into "
+"[EditorInspector]. It is added via [EditorInspectorPlugin]."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:16
+msgid ""
+"If any of the controls added can gain keyboard focus, add it here. This "
+"ensures that focus will be restored if the inspector is refreshed."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:26
+msgid ""
+"If one or several properties have changed, this must be called. [code]field[/"
+"code] is used in case your editor can modify fields separately (as an "
+"example, Vector3.x). The [code]changing[/code] argument avoids the editor "
+"requesting this property to be refreshed (leave as [code]false[/code] if "
+"unsure)."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:32
+msgid "Gets the edited object."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:38
+msgid ""
+"Gets the edited property. If your editor is for a single property (added via "
+"[method EditorInspectorPlugin.parse_property]), then this will return the "
+"property."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:44
+msgid "Must be implemented to provide a custom tooltip to the property editor."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:51
+msgid ""
+"Puts the [code]editor[/code] control below the property label. The control "
+"must be previously added using [method Node.add_child]."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:57
+msgid "When this virtual function is called, you must update your editor."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:63
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is "
+"checkable."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:66
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is checked."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:69
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is drawn "
+"with the editor theme's warning color. This is used for editable children's "
+"properties."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:72
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property can add "
+"keys for animation."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:75
+msgid "Set this property to change the label (if you want to show one)."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:78
+msgid ""
+"Used by the inspector, set to [code]true[/code] when the property is read-"
+"only."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:86
+msgid ""
+"Emit it if you want multiple properties modified at the same time. Do not "
+"use if added via [method EditorInspectorPlugin.parse_property]."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:93
+msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:100
+msgid ""
+"Do not emit this manually, use the [method emit_changed] method instead."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:107
+msgid "Emitted when a property was checked. Used internally."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:113
+msgid ""
+"Emit it if you want to add this value as an animation key (check for keying "
+"being enabled first)."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:120
+msgid "Emit it if you want to key a property with a single value."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:127
+msgid ""
+"If you want a sub-resource to be edited, emit this signal with the resource."
+msgstr ""
+
+#: doc/classes/EditorProperty.xml:134
+msgid "Emitted when selected. Used internally."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:4
+msgid "Godot editor's control for selecting [Resource] type properties."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:7
+msgid ""
+"This [Control] node is used in the editor's Inspector dock to allow editing "
+"of [Resource] type properties. It provides options for creating, loading, "
+"saving and converting resources. Can be used with [EditorInspectorPlugin] to "
+"recreate the same behavior.\n"
+"[b]Note:[/b] This [Control] does not include any editor for the resource, as "
+"editing is controlled by the Inspector dock itself or sub-Inspectors."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:32
+msgid ""
+"Returns a list of all allowed types and subtypes corresponding to the "
+"[member base_type]. If the [member base_type] is empty, an empty list is "
+"returned."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:46
+msgid ""
+"This virtual method can be implemented to handle context menu items not "
+"handled by default. See [method set_create_options]."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:53
+msgid ""
+"This virtual method is called when updating the context menu of "
+"[EditorResourcePicker]. Implement this method to override the \"New ...\" "
+"items with your own options. [code]menu_node[/code] is a reference to the "
+"[PopupMenu] node.\n"
+"[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom "
+"items."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:61
+msgid ""
+"Sets the toggle mode state for the main button. Works only if [member "
+"toggle_mode] is set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:67
+msgid ""
+"The base type of allowed resource types. Can be a comma-separated list of "
+"several options."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:70
+msgid "If [code]true[/code], the value can be selected and edited."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:73
+msgid "The edited resource value."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:76
+msgid ""
+"If [code]true[/code], the main button with the resource preview works in the "
+"toggle mode. Use [method set_toggle_pressed] to manually set the state."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:83
+msgid "Emitted when the value of the edited resource was changed."
+msgstr ""
+
+#: doc/classes/EditorResourcePicker.xml:90
+msgid ""
+"Emitted when the resource value was set and user clicked to edit it. When "
+"[code]edit[/code] is [code]true[/code], the signal was caused by the context "
+"menu \"Edit\" option."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml:4
+msgid "Helper to generate previews of resources or files."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml:7
+msgid ""
+"This object is used to generate previews for resources of files.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_resource_previewer]."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml:17
+msgid "Create an own, custom preview generator."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml:24
+msgid ""
+"Check if the resource changed, if so, it will be invalidated and the "
+"corresponding signal emitted."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml:34
+msgid ""
+"Queue the [code]resource[/code] being edited for preview. Once the preview "
+"is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be "
+"called. The [code]receiver_func[/code] must take the following four "
+"arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, "
+"[Variant] userdata. [code]userdata[/code] can be anything, and will be "
+"returned when [code]receiver_func[/code] is called.\n"
+"[b]Note:[/b] If it was not possible to create the preview the "
+"[code]receiver_func[/code] will still be called, but the preview will be "
+"null."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml:45
+msgid ""
+"Queue a resource file located at [code]path[/code] for preview. Once the "
+"preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] "
+"will be called. The [code]receiver_func[/code] must take the following four "
+"arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, "
+"[Variant] userdata. [code]userdata[/code] can be anything, and will be "
+"returned when [code]receiver_func[/code] is called.\n"
+"[b]Note:[/b] If it was not possible to create the preview the "
+"[code]receiver_func[/code] will still be called, but the preview will be "
+"null."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml:53
+msgid "Removes a custom preview generator."
+msgstr ""
+
+#: doc/classes/EditorResourcePreview.xml:61
+msgid ""
+"Emitted if a preview was invalidated (changed). [code]path[/code] "
+"corresponds to the path of the preview."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml:4
+msgid "Custom generator of previews."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml:7
+msgid ""
+"Custom code to generate previews. Please check [code]file_dialog/"
+"thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
+"previews at."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml:15
+msgid ""
+"If this function returns [code]true[/code], the generator will call [method "
+"generate] or [method generate_from_path] for small previews as well.\n"
+"By default, it returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml:24
+msgid ""
+"Generate a preview from a given resource with the specified size. This must "
+"always be implemented.\n"
+"Returning an empty texture is an OK way to fail and let another generator "
+"take care.\n"
+"Care must be taken because this function is always called from a thread (not "
+"the main thread)."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml:34
+msgid ""
+"Generate a preview directly from a path with the specified size. "
+"Implementing this is optional, as default code will load and call [method "
+"generate].\n"
+"Returning an empty texture is an OK way to fail and let another generator "
+"take care.\n"
+"Care must be taken because this function is always called from a thread (not "
+"the main thread)."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml:42
+msgid ""
+"If this function returns [code]true[/code], the generator will automatically "
+"generate the small previews from the normal preview texture generated by the "
+"methods [method generate] or [method generate_from_path].\n"
+"By default, it returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/EditorResourcePreviewGenerator.xml:50
+msgid ""
+"Returns [code]true[/code] if your generator supports the resource of type "
+"[code]type[/code]."
+msgstr ""
+
+#: doc/classes/EditorSceneImporter.xml:4
+msgid "Imports scenes from third-parties' 3D files."
+msgstr ""
+
+#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml:4
+msgid "FBX 3D asset importer."
+msgstr ""
+
+#: modules/fbx/doc_classes/EditorSceneImporterFBX.xml:7
+msgid ""
+"This is an FBX 3D asset importer with full support for most FBX features.\n"
+"If exporting a FBX scene from Autodesk Maya, use these FBX export settings:\n"
+"[codeblock]\n"
+"- Smoothing Groups\n"
+"- Smooth Mesh\n"
+"- Triangluate (for meshes with blend shapes)\n"
+"- Bake Animation\n"
+"- Resample All\n"
+"- Deformed Models\n"
+"- Skins\n"
+"- Blend Shapes\n"
+"- Curve Filters\n"
+"- Constant Key Reducer\n"
+"- Auto Tangents Only\n"
+"- *Do not check* Constraints (as it will break the file)\n"
+"- Can check Embed Media (embeds textures into the exported FBX file)\n"
+" - Note that when importing embedded media, the texture and mesh will be a "
+"single immutable file.\n"
+" - You will have to re-export then re-import the FBX if the texture has "
+"changed.\n"
+"- Units: Centimeters\n"
+"- Up Axis: Y\n"
+"- Binary format in FBX 2017\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml:4
+msgid "Post-processes scenes after import."
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml:7
+msgid ""
+"Imported scenes can be automatically modified right after import by setting "
+"their [b]Custom Script[/b] Import property to a [code]tool[/code] script "
+"that inherits from this class.\n"
+"The [method post_import] callback receives the imported scene's root node "
+"and returns the modified version of the scene. Usage example:\n"
+"[codeblock]\n"
+"tool # Needed so it runs in editor\n"
+"extends EditorScenePostImport\n"
+"\n"
+"# This sample changes all node names\n"
+"\n"
+"# Called right after the scene is imported and gets the root node\n"
+"func post_import(scene):\n"
+" # Change all node names to \"modified_[oldnodename]\"\n"
+" iterate(scene)\n"
+" return scene # Remember to return the imported scene\n"
+"\n"
+"func iterate(node):\n"
+" if node != null:\n"
+" node.name = \"modified_\" + node.name\n"
+" for child in node.get_children():\n"
+" iterate(child)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml:29
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/"
+"importing_scenes.html#custom-script"
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml:35
+msgid ""
+"Returns the source file path which got imported (e.g. [code]res://scene.dae[/"
+"code])."
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml:41
+msgid "Returns the resource folder the imported scene file is located in."
+msgstr ""
+
+#: doc/classes/EditorScenePostImport.xml:48
+msgid ""
+"Called after the scene was imported. This method must return the modified "
+"version of the scene."
+msgstr ""
+
+#: doc/classes/EditorScript.xml:4
+msgid "Base script that can be used to add extension functions to the editor."
+msgstr ""
+
+#: doc/classes/EditorScript.xml:7
+msgid ""
+"Scripts extending this class and implementing its [method _run] method can "
+"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
+"pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is "
+"useful for adding custom in-editor functionality to Godot. For more complex "
+"additions, consider using [EditorPlugin]s instead.\n"
+"[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n"
+"[b]Example script:[/b]\n"
+"[codeblock]\n"
+"tool\n"
+"extends EditorScript\n"
+"\n"
+"func _run():\n"
+" print(\"Hello from the Godot Editor!\")\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The script is run in the Editor context, which means the output "
+"is visible in the console window started with the Editor (stdout) instead of "
+"the usual Godot [b]Output[/b] dock."
+msgstr ""
+
+#: doc/classes/EditorScript.xml:25
+msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
+msgstr ""
+
+#: doc/classes/EditorScript.xml:32
+msgid ""
+"Adds [code]node[/code] as a child of the root node in the editor context.\n"
+"[b]Warning:[/b] The implementation of this method is currently disabled."
+msgstr ""
+
+#: doc/classes/EditorScript.xml:39
+msgid "Returns the [EditorInterface] singleton instance."
+msgstr ""
+
+#: doc/classes/EditorScript.xml:45
+msgid "Returns the Editor's currently active scene."
+msgstr ""
+
+#: doc/classes/EditorScriptPicker.xml:4
+msgid ""
+"Godot editor's control for selecting the [code]script[/code] property of a "
+"[Node]."
+msgstr ""
+
+#: doc/classes/EditorScriptPicker.xml:7
+msgid ""
+"Similar to [EditorResourcePicker] this [Control] node is used in the "
+"editor's Inspector dock, but only to edit the [code]script[/code] property "
+"of a [Node]. Default options for creating new resources of all possible "
+"subtypes are replaced with dedicated buttons that open the \"Attach Node "
+"Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the "
+"same behavior.\n"
+"[b]Note:[/b] You must set the [member script_owner] for the custom context "
+"menu items to work."
+msgstr ""
+
+#: doc/classes/EditorScriptPicker.xml:16
+msgid "The owner [Node] of the script property that holds the edited resource."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml:4
+msgid "Manages the SceneTree selection in the editor."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml:7
+msgid ""
+"This object manages the SceneTree selection in the editor.\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_selection]."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml:17
+msgid ""
+"Adds a node to the selection.\n"
+"[b]Note:[/b] The newly selected node will not be automatically edited in the "
+"inspector. If you want to edit a node, use [method EditorInterface."
+"edit_node]."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml:24
+msgid "Clear the selection."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml:30
+msgid "Gets the list of selected nodes."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml:36
+msgid ""
+"Gets the list of selected nodes, optimized for transform operations (i.e. "
+"moving them, rotating, etc). This list avoids situations where a node is "
+"selected and also child/grandchild."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml:43
+msgid "Removes a node from the selection."
+msgstr ""
+
+#: doc/classes/EditorSelection.xml:50
+msgid "Emitted when the selection changes."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:4
+msgid "Object that holds the project-independent editor settings."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:7
+msgid ""
+"Object that holds the project-independent editor settings. These settings "
+"are generally visible in the [b]Editor > Editor Settings[/b] menu.\n"
+"Property names use slash delimiters to distinguish sections. Setting values "
+"can be of any [Variant] type. It's recommended to use [code]snake_case[/"
+"code] for editor settings to be consistent with the Godot editor itself.\n"
+"Accessing the settings can be done using the following methods, such as:\n"
+"[codeblock]\n"
+"# `settings.set(\"some/property\", value)` also works as this class "
+"overrides `_set()` internally.\n"
+"settings.set_setting(\"some/property\",value)\n"
+"\n"
+"# `settings.get(\"some/property\", value)` also works as this class "
+"overrides `_get()` internally.\n"
+"settings.get_setting(\"some/property\")\n"
+"\n"
+"var list_of_settings = settings.get_property_list()\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_editor_settings]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:28
+msgid ""
+"Adds a custom property info to a property. The dictionary must contain:\n"
+"- [code]name[/code]: [String] (the name of the property)\n"
+"- [code]type[/code]: [int] (see [enum Variant.Type])\n"
+"- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
+"[code]hint_string[/code]: [String]\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"editor_settings.set(\"category/property_name\", 0)\n"
+"\n"
+"var property_info = {\n"
+" \"name\": \"category/property_name\",\n"
+" \"type\": TYPE_INT,\n"
+" \"hint\": PROPERTY_HINT_ENUM,\n"
+" \"hint_string\": \"one,two,three\"\n"
+"}\n"
+"\n"
+"editor_settings.add_property_info(property_info)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:51
+msgid "Erases the setting whose name is specified by [code]property[/code]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:57
+msgid "Returns the list of favorite files and directories for this project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:66
+msgid ""
+"Returns project-specific metadata for the [code]section[/code] and "
+"[code]key[/code] specified. If the metadata doesn't exist, [code]default[/"
+"code] will be returned instead. See also [method set_project_metadata]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:72
+msgid ""
+"Returns the project-specific settings path. Projects all have a unique "
+"subdirectory inside the settings path where project-specific settings are "
+"saved."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:78
+msgid ""
+"Returns the list of recently visited folders in the file dialog for this "
+"project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:85
+msgid ""
+"Returns the value of the setting specified by [code]name[/code]. This is "
+"equivalent to using [method Object.get] on the EditorSettings instance."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:91
+msgid ""
+"Gets the global settings path for the engine. Inside this path, you can find "
+"some standard paths such as:\n"
+"[code]settings/tmp[/code] - Used for temporary storage of files\n"
+"[code]settings/templates[/code] - Where export templates are located"
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:100
+msgid ""
+"Returns [code]true[/code] if the setting specified by [code]name[/code] "
+"exists, [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:107
+msgid ""
+"Returns [code]true[/code] if the setting specified by [code]name[/code] can "
+"have its value reverted to the default value, [code]false[/code] otherwise. "
+"When this method returns [code]true[/code], a Revert button will display "
+"next to the setting in the Editor Settings."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:114
+msgid ""
+"Returns the default value of the setting specified by [code]name[/code]. "
+"This is the value that would be applied when clicking the Revert button in "
+"the Editor Settings."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:121
+msgid "Sets the list of favorite files and directories for this project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:130
+msgid ""
+"Sets the initial value of the setting specified by [code]name[/code] to "
+"[code]value[/code]. This is used to provide a value for the Revert button in "
+"the Editor Settings. If [code]update_current[/code] is true, the current "
+"value of the setting will be set to [code]value[/code] as well."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:139
+msgid ""
+"Sets project-specific metadata with the [code]section[/code], [code]key[/"
+"code] and [code]data[/code] specified. This metadata is stored outside the "
+"project folder and therefore won't be checked into version control. See also "
+"[method get_project_metadata]."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:146
+msgid ""
+"Sets the list of recently visited folders in the file dialog for this "
+"project."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:154
+msgid ""
+"Sets the [code]value[/code] of the setting specified by [code]name[/code]. "
+"This is equivalent to using [method Object.set] on the EditorSettings "
+"instance."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:161
+msgid "Emitted after any editor setting has changed."
+msgstr ""
+
+#: doc/classes/EditorSettings.xml:167
+msgid ""
+"Emitted after any editor setting has changed. It's used by various editor "
+"plugins to update their visuals on theme changes or logic on configuration "
+"changes."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:4
+msgid "Custom gizmo for editing Spatial objects."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:7
+msgid ""
+"Custom gizmo that is used for providing custom visualization and editing "
+"(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more "
+"information."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:16
+msgid ""
+"Adds the specified [code]segments[/code] to the gizmo's collision shape for "
+"picking. Call this function during [method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:23
+msgid ""
+"Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be "
+"generated from a regular [Mesh] too. Call this function during [method "
+"redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:33
+msgid ""
+"Adds a list of handles (points) which can be used to deform the object being "
+"edited.\n"
+"There are virtual functions which will be called upon editing of these "
+"handles. Call this function during [method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:44
+msgid ""
+"Adds lines to the gizmo (as sets of 2 points), with a given material. The "
+"lines are used for visualizing the gizmo. Call this function during [method "
+"redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:54
+msgid ""
+"Adds a mesh to the gizmo with the specified [code]billboard[/code] state, "
+"[code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] "
+"is [code]true[/code], the mesh will rotate to always face the camera. Call "
+"this function during [method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:63
+msgid ""
+"Adds an unscaled billboard for visualization. Call this function during "
+"[method redraw]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:69
+msgid ""
+"Removes everything in the gizmo including meshes, collisions and handles."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:78
+msgid ""
+"Commit a handle being edited (handles must have been previously added by "
+"[method add_handles]).\n"
+"If the [code]cancel[/code] parameter is [code]true[/code], an option to "
+"restore the edited value to the original is provided."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:86
+msgid ""
+"Gets the name of an edited handle (handles must have been previously added "
+"by [method add_handles]).\n"
+"Handles can be named for reference to the user when editing."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:94
+msgid ""
+"Gets actual value of a handle. This value can be anything and used for "
+"eventually undoing the motion when calling [method commit_handle]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:100
+msgid ""
+"Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to "
+"retrieve materials using [method EditorSpatialGizmoPlugin.get_material]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:106
+msgid "Returns the Spatial node associated with this gizmo."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:113
+msgid ""
+"Returns [code]true[/code] if the handle at index [code]index[/code] is "
+"highlighted by being hovered with the mouse."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:119
+msgid ""
+"This function is called when the [Spatial] this gizmo refers to changes (the "
+"[method Spatial.update_gizmo] is called)."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:128
+msgid ""
+"This function is used when the user drags a gizmo handle (previously added "
+"with [method add_handles]) in screen coordinates.\n"
+"The [Camera] is also provided so screen coordinates can be converted to "
+"raycasts."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:136
+msgid ""
+"Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
+"hidden. If [code]false[/code], it will be shown."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmo.xml:143
+msgid ""
+"Sets the reference [Spatial] node for the gizmo. [code]node[/code] must "
+"inherit from [Spatial]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:4
+msgid "Used by the editor to define Spatial gizmo types."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:7
+msgid ""
+"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are "
+"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler "
+"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the "
+"documentation for more info."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/spatial_gizmos."
+"html"
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:18
+msgid ""
+"Adds a new material to the internal material list for the plugin. It can "
+"then be accessed with [method get_material]. Should not be overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:24
+msgid ""
+"Override this method to define whether the gizmo can be hidden or not. "
+"Returns [code]true[/code] if not overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:34
+msgid ""
+"Override this method to commit gizmo handles. Called for this plugin's "
+"active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:41
+msgid ""
+"Override this method to return a custom [EditorSpatialGizmo] for the spatial "
+"nodes of your choice, return [code]null[/code] for the rest of nodes. See "
+"also [method has_gizmo]."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:50
+msgid ""
+"Creates a handle material with its variants (selected and/or editable) and "
+"adds them to the internal material list. They can then be accessed with "
+"[method get_material] and used in [method EditorSpatialGizmo.add_handles]. "
+"Should not be overridden.\n"
+"You can optionally provide a texture to use instead of the default icon."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:61
+msgid ""
+"Creates an icon material with its variants (selected and/or editable) and "
+"adds them to the internal material list. They can then be accessed with "
+"[method get_material] and used in [method EditorSpatialGizmo."
+"add_unscaled_billboard]. Should not be overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:72
+msgid ""
+"Creates an unshaded material with its variants (selected and/or editable) "
+"and adds them to the internal material list. They can then be accessed with "
+"[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and "
+"[method EditorSpatialGizmo.add_lines]. Should not be overridden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:80
+msgid ""
+"Override this method to provide gizmo's handle names. Called for this "
+"plugin's active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:88
+msgid ""
+"Gets actual value of a handle from gizmo. Called for this plugin's active "
+"gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:96
+msgid ""
+"Gets material from the internal list of materials. If an "
+"[EditorSpatialGizmo] is provided, it will try to get the corresponding "
+"variant (selected and/or editable)."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:102
+msgid ""
+"Override this method to provide the name that will appear in the gizmo "
+"visibility menu."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:108
+msgid ""
+"Override this method to set the gizmo's priority. Higher values correspond "
+"to higher priority. If a gizmo with higher priority conflicts with another "
+"gizmo, only the gizmo with higher priority will be used.\n"
+"All built-in editor gizmos return a priority of [code]-1[/code]. If not "
+"overridden, this method will return [code]0[/code], which means custom "
+"gizmos will automatically override built-in gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:116
+msgid ""
+"Override this method to define which Spatial nodes have a gizmo from this "
+"plugin. Whenever a [Spatial] node is added to a scene this method is called, "
+"if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] "
+"assigned and is added to this plugin's list of active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:124
+msgid ""
+"Gets whether a handle is highlighted or not. Called for this plugin's active "
+"gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:130
+msgid ""
+"Override this method to define whether a Spatial with this gizmo should be "
+"selectable even when the gizmo is hidden."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:137
+msgid ""
+"Callback to redraw the provided gizmo. Called for this plugin's active "
+"gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpatialGizmoPlugin.xml:147
+msgid ""
+"Update the value of a handle after it has been updated. Called for this "
+"plugin's active gizmos."
+msgstr ""
+
+#: doc/classes/EditorSpinSlider.xml:4
+msgid "Godot editor's control for editing numeric values."
+msgstr ""
+
+#: doc/classes/EditorSpinSlider.xml:7
+msgid ""
+"This [Control] node is used in the editor's Inspector dock to allow editing "
+"of numeric values. Can be used with [EditorInspectorPlugin] to recreate the "
+"same behavior."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:4
+msgid ""
+"Version Control System (VCS) interface which reads and writes to the local "
+"VCS in use."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:7
+msgid ""
+"Used by the editor to display VCS extracted information in the editor. The "
+"implementation of this API is included in VCS addons, which are essentially "
+"GDNative plugins that need to be put into the project folder. These VCS "
+"addons are scripts which are attached (on demand) to the object instance of "
+"[code]EditorVCSInterface[/code]. All the functions listed below, instead of "
+"performing the task themselves, they call the internally defined functions "
+"in the VCS addons to provide a plug-n-play experience."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:16
+msgid ""
+"Creates a version commit if the addon is initialized, else returns without "
+"doing anything. Uses the files which have been staged previously, with the "
+"commit message set to a value as provided as in the argument."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:23
+msgid ""
+"Returns an [Array] of [Dictionary] objects containing the diff output from "
+"the VCS in use, if a VCS addon is initialized, else returns an empty [Array] "
+"object. The diff contents also consist of some contextual lines which "
+"provide context to the observed line change in the file.\n"
+"Each [Dictionary] object has the line diff contents under the keys:\n"
+"- [code]\"content\"[/code] to store a [String] containing the line contents\n"
+"- [code]\"status\"[/code] to store a [String] which contains [code]\"+\"[/"
+"code] in case the content is a line addition but it stores a [code]\"-\"[/"
+"code] in case of deletion and an empty string in the case the line content "
+"is neither an addition nor a deletion.\n"
+"- [code]\"new_line_number\"[/code] to store an integer containing the new "
+"line number of the line content.\n"
+"- [code]\"line_count\"[/code] to store an integer containing the number of "
+"lines in the line content.\n"
+"- [code]\"old_line_number\"[/code] to store an integer containing the old "
+"line number of the line content.\n"
+"- [code]\"offset\"[/code] to store the offset of the line change since the "
+"first contextual line content."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:36
+msgid ""
+"Returns a [Dictionary] containing the path of the detected file change "
+"mapped to an integer signifying what kind of change the corresponding file "
+"has experienced.\n"
+"The following integer values are being used to signify that the detected "
+"file is:\n"
+"- [code]0[/code]: New to the VCS working directory\n"
+"- [code]1[/code]: Modified\n"
+"- [code]2[/code]: Renamed\n"
+"- [code]3[/code]: Deleted\n"
+"- [code]4[/code]: Typechanged"
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:48
+msgid "Returns the project name of the VCS working directory."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:54
+msgid ""
+"Returns the name of the VCS if the VCS has been initialized, else return an "
+"empty string."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:61
+msgid ""
+"Initializes the VCS addon if not already. Uses the argument value as the "
+"path to the working directory of the project. Creates the initial commit if "
+"required. Returns [code]true[/code] if no failure occurs, else returns "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:67
+msgid ""
+"Returns [code]true[/code] if the addon is ready to respond to function "
+"calls, else returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:73
+msgid ""
+"Returns [code]true[/code] if the VCS addon has been initialized, else "
+"returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:79
+msgid ""
+"Shuts down the VCS addon to allow cleanup code to run on call. Returns "
+"[code]true[/code] is no failure occurs, else returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:86
+msgid ""
+"Stages the file which should be committed when [method EditorVCSInterface."
+"commit] is called. Argument should contain the absolute path."
+msgstr ""
+
+#: doc/classes/EditorVCSInterface.xml:93
+msgid ""
+"Unstages the file which was staged previously to be committed, so that it is "
+"no longer committed when [method EditorVCSInterface.commit] is called. "
+"Argument should contain the absolute path."
+msgstr ""
+
+#: doc/classes/EncodedObjectAsID.xml:4
+msgid "Holds a reference to an [Object]'s instance ID."
+msgstr ""
+
+#: doc/classes/EncodedObjectAsID.xml:7
+msgid ""
+"Utility class which holds a reference to the internal identifier of an "
+"[Object] instance, as given by [method Object.get_instance_id]. This ID can "
+"then be used to retrieve the object instance with [method @GDScript."
+"instance_from_id].\n"
+"This class is used internally by the editor inspector and script debugger, "
+"but can also be used in plugins to pass and display objects as their IDs."
+msgstr ""
+
+#: doc/classes/EncodedObjectAsID.xml:16
+msgid ""
+"The [Object] identifier stored in this [EncodedObjectAsID] instance. The "
+"object instance can be retrieved with [method @GDScript.instance_from_id]."
+msgstr ""
+
+#: doc/classes/Engine.xml:4
+msgid "Access to engine properties."
+msgstr ""
+
+#: doc/classes/Engine.xml:7
+msgid ""
+"The [Engine] singleton allows you to query and modify the project's run-time "
+"parameters, such as frames per second, time scale, and others."
+msgstr ""
+
+#: doc/classes/Engine.xml:15
+msgid ""
+"Returns engine author information in a Dictionary.\n"
+"[code]lead_developers[/code] - Array of Strings, lead developer names\n"
+"[code]founders[/code] - Array of Strings, founder names\n"
+"[code]project_managers[/code] - Array of Strings, project manager names\n"
+"[code]developers[/code] - Array of Strings, developer names"
+msgstr ""
+
+#: doc/classes/Engine.xml:25
+msgid ""
+"Returns an Array of copyright information Dictionaries.\n"
+"[code]name[/code] - String, component name\n"
+"[code]parts[/code] - Array of Dictionaries {[code]files[/code], "
+"[code]copyright[/code], [code]license[/code]} describing subsections of the "
+"component"
+msgstr ""
+
+#: doc/classes/Engine.xml:33
+msgid ""
+"Returns a Dictionary of Arrays of donor names.\n"
+"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
+"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
+"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
+"code], [code]bronze_donors[/code]}"
+msgstr ""
+
+#: doc/classes/Engine.xml:40
+msgid ""
+"Returns the total number of frames drawn. On headless platforms, or if the "
+"render loop is disabled with [code]--disable-render-loop[/code] via command "
+"line, [method get_frames_drawn] always returns [code]0[/code]. See [method "
+"get_idle_frames]."
+msgstr ""
+
+#: doc/classes/Engine.xml:46
+msgid "Returns the frames per second of the running game."
+msgstr ""
+
+#: doc/classes/Engine.xml:52
+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] and [method "
+"get_physics_frames].\n"
+"[method get_idle_frames] can be used to run expensive logic less often "
+"without relying on a [Timer]:\n"
+"[codeblock]\n"
+"func _process(_delta):\n"
+" if Engine.get_idle_frames() % 2 == 0:\n"
+" pass # Run expensive logic only once every 2 idle (render) frames "
+"here.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Engine.xml:64
+msgid ""
+"Returns Dictionary of licenses used by Godot and included third party "
+"components."
+msgstr ""
+
+#: doc/classes/Engine.xml:70
+msgid "Returns Godot license text."
+msgstr ""
+
+#: doc/classes/Engine.xml:76
+msgid "Returns the main loop object (see [MainLoop] and [SceneTree])."
+msgstr ""
+
+#: doc/classes/Engine.xml:82
+msgid ""
+"Returns the total number of frames passed since engine initialization which "
+"is advanced on each [b]physics frame[/b]. See also [method "
+"get_idle_frames].\n"
+"[method get_physics_frames] can be used to run expensive logic less often "
+"without relying on a [Timer]:\n"
+"[codeblock]\n"
+"func _physics_process(_delta):\n"
+" if Engine.get_physics_frames() % 2 == 0:\n"
+" pass # Run expensive logic only once every 2 physics frames here.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Engine.xml:94
+msgid ""
+"Returns the fraction through the current physics tick we are at the time of "
+"rendering the frame. This can be used to implement fixed timestep "
+"interpolation."
+msgstr ""
+
+#: doc/classes/Engine.xml:101
+msgid ""
+"Returns a global singleton with given [code]name[/code]. Often used for "
+"plugins, e.g. [code]GodotPayment[/code] on Android."
+msgstr ""
+
+#: doc/classes/Engine.xml:107
+msgid ""
+"Returns the current engine version information in a Dictionary.\n"
+"[code]major[/code] - Holds the major version number as an int\n"
+"[code]minor[/code] - Holds the minor version number as an int\n"
+"[code]patch[/code] - Holds the patch version number as an int\n"
+"[code]hex[/code] - Holds the full version number encoded as a "
+"hexadecimal int with one byte (2 places) per number (see example below)\n"
+"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", "
+"\"rc2\", ... \"stable\") as a String\n"
+"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a "
+"String\n"
+"[code]hash[/code] - Holds the full Git commit hash as a String\n"
+"[code]year[/code] - Holds the year the version was released in as an "
+"int\n"
+"[code]string[/code] - [code]major[/code] + [code]minor[/code] + "
+"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single "
+"String\n"
+"The [code]hex[/code] value is encoded as follows, from left to right: one "
+"byte for the major, one byte for the minor, one byte for the patch version. "
+"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's "
+"still an int internally, and printing it will give you its decimal "
+"representation, which is not particularly meaningful. Use hexadecimal "
+"literals for easy version comparisons from code:\n"
+"[codeblock]\n"
+"if Engine.get_version_info().hex >= 0x030200:\n"
+" # Do things specific to version 3.2 or later\n"
+"else:\n"
+" # Do things specific to versions before 3.2\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Engine.xml:130
+msgid ""
+"Returns [code]true[/code] if a singleton with given [code]name[/code] exists "
+"in global scope."
+msgstr ""
+
+#: doc/classes/Engine.xml:136
+msgid ""
+"Returns [code]true[/code] if the game is inside the fixed process and "
+"physics phase of the game loop."
+msgstr ""
+
+#: doc/classes/Engine.xml:142
+msgid ""
+"If [code]true[/code], the script is currently running inside the editor. "
+"This is useful for [code]tool[/code] scripts to conditionally draw editor "
+"helpers, or prevent accidentally running \"game\" code that would affect the "
+"scene state while in the editor:\n"
+"[codeblock]\n"
+"if Engine.editor_hint:\n"
+" draw_gizmos()\n"
+"else:\n"
+" simulate_physics()\n"
+"[/codeblock]\n"
+"See [url=https://docs.godotengine.org/en/3.4/tutorials/misc/"
+"running_code_in_the_editor.html]Running code in the editor[/url] in the "
+"documentation for more information.\n"
+"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
+"(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
+"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/"
+"code] will evaluate to [code]true[/code] both when the code is running in "
+"the editor and when running the project from the editor, but it will "
+"evaluate to [code]false[/code] when the code is run from an exported project."
+msgstr ""
+
+#: doc/classes/Engine.xml:153
+msgid ""
+"The number of fixed iterations per second. This controls how often physics "
+"simulation and [method Node._physics_process] methods are run. This value "
+"should generally always be set to [code]60[/code] or above, as Godot doesn't "
+"interpolate the physics step. As a result, values lower than [code]60[/code] "
+"will look stuttery. This value can be increased to make input more reactive "
+"or work around tunneling issues, but keep in mind doing so will increase CPU "
+"usage."
+msgstr ""
+
+#: doc/classes/Engine.xml:156
+msgid ""
+"Controls how much physics ticks are synchronized with real time. For 0 or "
+"less, the ticks are synchronized. Such values are recommended for network "
+"games, where clock synchronization matters. Higher values cause higher "
+"deviation of the in-game clock and real clock but smooth out framerate "
+"jitters. The default value of 0.5 should be fine for most; values above 2 "
+"could cause the game to react to dropped frames with a noticeable delay and "
+"are not recommended.\n"
+"[b]Note:[/b] For best results, when using a custom physics interpolation "
+"solution, the physics jitter fix should be disabled by setting [member "
+"physics_jitter_fix] to [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Engine.xml:160
+msgid ""
+"If [code]false[/code], stops printing error and warning messages to the "
+"console and editor Output log. This can be used to hide error and warning "
+"messages during unit test suite runs. This property is equivalent to the "
+"[member ProjectSettings.application/run/disable_stderr] project setting.\n"
+"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the "
+"project, important error messages may be hidden even if they are emitted "
+"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/"
+"code] script, this will also impact the editor itself. Do [i]not[/i] report "
+"bugs before ensuring error messages are enabled (as they are by default).\n"
+"[b]Note:[/b] This property does not impact the editor's Errors tab when "
+"running a project from the editor."
+msgstr ""
+
+#: doc/classes/Engine.xml:165
+msgid ""
+"The desired frames per second. If the hardware cannot keep up, this setting "
+"may not be respected. A value of 0 means no limit."
+msgstr ""
+
+#: doc/classes/Engine.xml:168
+msgid ""
+"Controls how fast or slow the in-game clock ticks versus the real life one. "
+"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as "
+"real life, whilst a value of 0.5 means the game moves at half the regular "
+"speed."
+msgstr ""
+
+#: doc/classes/Environment.xml:4
+msgid ""
+"Resource for environment nodes (like [WorldEnvironment]) that define "
+"multiple rendering options."
+msgstr ""
+
+#: doc/classes/Environment.xml:7
+msgid ""
+"Resource for environment nodes (like [WorldEnvironment]) that define "
+"multiple environment operations (such as background [Sky] or [Color], "
+"ambient light, fog, depth-of-field...). These parameters affect the final "
+"render of the scene. The order of these operations is:\n"
+"- Depth of Field Blur\n"
+"- Glow\n"
+"- Tonemap (Auto Exposure)\n"
+"- Adjustments\n"
+"These effects will only apply when the [Viewport]'s intended usage is \"3D\" "
+"or \"3D Without Effects\". This can be configured for the root Viewport with "
+"[member ProjectSettings.rendering/quality/intended_usage/"
+"framebuffer_allocation], or for specific Viewports via the [member Viewport."
+"usage] property."
+msgstr ""
+
+#: doc/classes/Environment.xml:15 doc/classes/WorldEnvironment.xml:12
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/3d/"
+"environment_and_post_processing.html"
+msgstr ""
+
+#: doc/classes/Environment.xml:16
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/3d/high_dynamic_range.html"
+msgstr ""
+
+#: doc/classes/Environment.xml:17 doc/classes/Material.xml:10
+#: doc/classes/Mesh.xml:10 doc/classes/MeshInstance.xml:10
+#: doc/classes/WorldEnvironment.xml:13
+msgid "https://godotengine.org/asset-library/asset/123"
+msgstr ""
+
+#: doc/classes/Environment.xml:26
+msgid ""
+"Returns [code]true[/code] if the glow level [code]idx[/code] is specified, "
+"[code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/Environment.xml:34
+msgid ""
+"Enables or disables the glow level at index [code]idx[/code]. Each level "
+"relies on the previous level. This means that enabling higher glow levels "
+"will slow down the glow effect rendering, even if previous levels aren't "
+"enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml:40
+msgid ""
+"The global brightness value of the rendered scene. Effective only if "
+"[code]adjustment_enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml:43
+msgid ""
+"Applies the provided [Texture] resource to affect the global color aspect of "
+"the rendered scene. Effective only if [code]adjustment_enabled[/code] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml:46
+msgid ""
+"The global contrast value of the rendered scene (default value is 1). "
+"Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml:49
+msgid ""
+"If [code]true[/code], enables the [code]adjustment_*[/code] properties "
+"provided by this resource. If [code]false[/code], modifications to the "
+"[code]adjustment_*[/code] properties will have no effect on the rendered "
+"scene."
+msgstr ""
+
+#: doc/classes/Environment.xml:52
+msgid ""
+"The global color saturation value of the rendered scene (default value is "
+"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml:55
+msgid "The ambient light's [Color]."
+msgstr ""
+
+#: doc/classes/Environment.xml:58
+msgid ""
+"The ambient light's energy. The higher the value, the stronger the light."
+msgstr ""
+
+#: doc/classes/Environment.xml:61
+msgid ""
+"Defines the amount of light that the sky brings on the scene. A value of 0 "
+"means that the sky's light emission has no effect on the scene illumination, "
+"thus all ambient illumination is provided by the ambient light. On the "
+"contrary, a value of 1 means that all the light that affects the scene is "
+"provided by the sky, thus the ambient light parameter has no effect on the "
+"scene."
+msgstr ""
+
+#: doc/classes/Environment.xml:64
+msgid ""
+"If [code]true[/code], enables the tonemapping auto exposure mode of the "
+"scene renderer. If [code]true[/code], the renderer will automatically "
+"determine the exposure setting to adapt to the scene's illumination and the "
+"observed light."
+msgstr ""
+
+#: doc/classes/Environment.xml:67
+msgid "The maximum luminance value for the auto exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml:70
+msgid "The minimum luminance value for the auto exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml:73
+msgid ""
+"The scale of the auto exposure effect. Affects the intensity of auto "
+"exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml:76
+msgid ""
+"The speed of the auto exposure effect. Affects the time needed for the "
+"camera to perform auto exposure."
+msgstr ""
+
+#: doc/classes/Environment.xml:79
+msgid "The ID of the camera feed to show in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml:82
+msgid ""
+"The maximum layer ID to display. Only effective when using the [constant "
+"BG_CANVAS] background mode."
+msgstr ""
+
+#: doc/classes/Environment.xml:85
+msgid ""
+"The [Color] displayed for clear areas of the scene. Only effective when "
+"using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)."
+msgstr ""
+
+#: doc/classes/Environment.xml:88
+msgid "The power of the light emitted by the background."
+msgstr ""
+
+#: doc/classes/Environment.xml:91
+msgid "The background mode. See [enum BGMode] for possible values."
+msgstr ""
+
+#: doc/classes/Environment.xml:94
+msgid "The [Sky] resource defined as background."
+msgstr ""
+
+#: doc/classes/Environment.xml:97
+msgid "The [Sky] resource's custom field of view."
+msgstr ""
+
+#: doc/classes/Environment.xml:100
+msgid "The [Sky] resource's rotation expressed as a [Basis]."
+msgstr ""
+
+#: doc/classes/Environment.xml:103
+msgid "The [Sky] resource's rotation expressed as Euler angles in radians."
+msgstr ""
+
+#: doc/classes/Environment.xml:106
+msgid "The [Sky] resource's rotation expressed as Euler angles in degrees."
+msgstr ""
+
+#: doc/classes/Environment.xml:109
+msgid "The amount of far blur for the depth-of-field effect."
+msgstr ""
+
+#: doc/classes/Environment.xml:112
+msgid ""
+"The distance from the camera where the far blur effect affects the rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml:115
+msgid "If [code]true[/code], enables the depth-of-field far blur effect."
+msgstr ""
+
+#: doc/classes/Environment.xml:118
+msgid ""
+"The depth-of-field far blur's quality. Higher values can mitigate the "
+"visible banding effect seen at higher strengths, but are much slower."
+msgstr ""
+
+#: doc/classes/Environment.xml:121
+msgid "The length of the transition between the no-blur area and far blur."
+msgstr ""
+
+#: doc/classes/Environment.xml:124
+msgid "The amount of near blur for the depth-of-field effect."
+msgstr ""
+
+#: doc/classes/Environment.xml:127
+msgid ""
+"Distance from the camera where the near blur effect affects the rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml:130
+msgid "If [code]true[/code], enables the depth-of-field near blur effect."
+msgstr ""
+
+#: doc/classes/Environment.xml:133
+msgid ""
+"The depth-of-field near blur's quality. Higher values can mitigate the "
+"visible banding effect seen at higher strengths, but are much slower."
+msgstr ""
+
+#: doc/classes/Environment.xml:136
+msgid "The length of the transition between the near blur and no-blur area."
+msgstr ""
+
+#: doc/classes/Environment.xml:139
+msgid "The fog's [Color]."
+msgstr ""
+
+#: doc/classes/Environment.xml:142
+msgid "The fog's depth starting distance from the camera."
+msgstr ""
+
+#: doc/classes/Environment.xml:145
+msgid ""
+"The fog depth's intensity curve. A number of presets are available in the "
+"[b]Inspector[/b] by right-clicking the curve."
+msgstr ""
+
+#: doc/classes/Environment.xml:148
+msgid ""
+"If [code]true[/code], the depth fog effect is enabled. When enabled, fog "
+"will appear in the distance (relative to the camera)."
+msgstr ""
+
+#: doc/classes/Environment.xml:151
+msgid ""
+"The fog's depth end distance from the camera. If this value is set to 0, it "
+"will be equal to the current camera's [member Camera.far] value."
+msgstr ""
+
+#: doc/classes/Environment.xml:154
+msgid ""
+"If [code]true[/code], fog effects are enabled. [member fog_height_enabled] "
+"and/or [member fog_depth_enabled] must be set to [code]true[/code] to "
+"actually display fog."
+msgstr ""
+
+#: doc/classes/Environment.xml:157
+msgid ""
+"The height fog's intensity. A number of presets are available in the "
+"[b]Inspector[/b] by right-clicking the curve."
+msgstr ""
+
+#: doc/classes/Environment.xml:160
+msgid ""
+"If [code]true[/code], the height fog effect is enabled. When enabled, fog "
+"will appear in a defined height range, regardless of the distance from the "
+"camera. This can be used to simulate \"deep water\" effects with a lower "
+"performance cost compared to a dedicated shader."
+msgstr ""
+
+#: doc/classes/Environment.xml:163
+msgid ""
+"The Y coordinate where the height fog will be the most intense. If this "
+"value is greater than [member fog_height_min], fog will be displayed from "
+"bottom to top. Otherwise, it will be displayed from top to bottom."
+msgstr ""
+
+#: doc/classes/Environment.xml:166
+msgid ""
+"The Y coordinate where the height fog will be the least intense. If this "
+"value is greater than [member fog_height_max], fog will be displayed from "
+"top to bottom. Otherwise, it will be displayed from bottom to top."
+msgstr ""
+
+#: doc/classes/Environment.xml:169
+msgid ""
+"The intensity of the depth fog color transition when looking towards the "
+"sun. The sun's direction is determined automatically using the "
+"DirectionalLight node in the scene."
+msgstr ""
+
+#: doc/classes/Environment.xml:172
+msgid "The depth fog's [Color] when looking towards the sun."
+msgstr ""
+
+#: doc/classes/Environment.xml:175
+msgid ""
+"The intensity of the fog light transmittance effect. Amount of light that "
+"the fog transmits."
+msgstr ""
+
+#: doc/classes/Environment.xml:178
+msgid ""
+"Enables fog's light transmission effect. If [code]true[/code], light will be "
+"more visible in the fog to simulate light scattering as in real life."
+msgstr ""
+
+#: doc/classes/Environment.xml:181
+msgid ""
+"Smooths out the blockiness created by sampling higher levels, at the cost of "
+"performance.\n"
+"[b]Note:[/b] When using the GLES2 renderer, this is only available if the "
+"GPU supports the [code]GL_EXT_gpu_shader4[/code] extension."
+msgstr ""
+
+#: doc/classes/Environment.xml:185
+msgid "The glow blending mode."
+msgstr ""
+
+#: doc/classes/Environment.xml:188
+msgid ""
+"The bloom's intensity. If set to a value higher than [code]0[/code], this "
+"will make glow visible in areas darker than the [member glow_hdr_threshold]."
+msgstr ""
+
+#: doc/classes/Environment.xml:191
+msgid "If [code]true[/code], the glow effect is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml:194
+msgid ""
+"The higher threshold of the HDR glow. Areas brighter than this threshold "
+"will be clamped for the purposes of the glow effect."
+msgstr ""
+
+#: doc/classes/Environment.xml:197
+msgid "The bleed scale of the HDR glow."
+msgstr ""
+
+#: doc/classes/Environment.xml:200
+msgid ""
+"The lower threshold of the HDR glow. When using the GLES2 renderer (which "
+"doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be "
+"visible. A value of [code]0.9[/code] works well in this case."
+msgstr ""
+
+#: doc/classes/Environment.xml:203
+msgid ""
+"Takes more samples during downsample pass of glow. This ensures that single "
+"pixels are captured by glow which makes the glow look smoother and more "
+"stable during movement. However, it is very expensive and makes the glow "
+"post process take twice as long."
+msgstr ""
+
+#: doc/classes/Environment.xml:206
+msgid ""
+"The glow intensity. When using the GLES2 renderer, this should be increased "
+"to 1.5 to compensate for the lack of HDR rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml:209
+msgid ""
+"If [code]true[/code], the 1st level of glow is enabled. This is the most "
+"\"local\" level (least blurry)."
+msgstr ""
+
+#: doc/classes/Environment.xml:212
+msgid "If [code]true[/code], the 2th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml:215
+msgid "If [code]true[/code], the 3th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml:218
+msgid "If [code]true[/code], the 4th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml:221
+msgid "If [code]true[/code], the 5th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml:224
+msgid "If [code]true[/code], the 6th level of glow is enabled."
+msgstr ""
+
+#: doc/classes/Environment.xml:227
+msgid ""
+"If [code]true[/code], the 7th level of glow is enabled. This is the most "
+"\"global\" level (blurriest)."
+msgstr ""
+
+#: doc/classes/Environment.xml:230
+msgid ""
+"The glow strength. When using the GLES2 renderer, this should be increased "
+"to 1.3 to compensate for the lack of HDR rendering."
+msgstr ""
+
+#: doc/classes/Environment.xml:233
+msgid "The depth tolerance for screen-space reflections."
+msgstr ""
+
+#: doc/classes/Environment.xml:236
+msgid ""
+"If [code]true[/code], screen-space reflections are enabled. Screen-space "
+"reflections are more accurate than reflections from [GIProbe]s or "
+"[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by "
+"others."
+msgstr ""
+
+#: doc/classes/Environment.xml:239
+msgid ""
+"The fade-in distance for screen-space reflections. Affects the area from the "
+"reflected material to the screen-space reflection)."
+msgstr ""
+
+#: doc/classes/Environment.xml:242
+msgid ""
+"The fade-out distance for screen-space reflections. Affects the area from "
+"the screen-space reflection to the \"global\" reflection."
+msgstr ""
+
+#: doc/classes/Environment.xml:245
+msgid ""
+"The maximum number of steps for screen-space reflections. Higher values are "
+"slower."
+msgstr ""
+
+#: doc/classes/Environment.xml:248
+msgid ""
+"If [code]true[/code], screen-space reflections will take the material "
+"roughness into account."
+msgstr ""
+
+#: doc/classes/Environment.xml:251
+msgid ""
+"The screen-space ambient occlusion intensity on materials that have an AO "
+"texture defined. Values higher than [code]0[/code] will make the SSAO effect "
+"visible in areas darkened by AO textures."
+msgstr ""
+
+#: doc/classes/Environment.xml:254
+msgid ""
+"The screen-space ambient occlusion bias. This should be kept high enough to "
+"prevent \"smooth\" curves from being affected by ambient occlusion."
+msgstr ""
+
+#: doc/classes/Environment.xml:257
+msgid ""
+"The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/Environment.xml:260
+msgid "The screen-space ambient occlusion color."
+msgstr ""
+
+#: doc/classes/Environment.xml:263
+msgid "The screen-space ambient occlusion edge sharpness."
+msgstr ""
+
+#: doc/classes/Environment.xml:266
+msgid ""
+"If [code]true[/code], the screen-space ambient occlusion effect is enabled. "
+"This darkens objects' corners and cavities to simulate ambient light not "
+"reaching the entire object as in real life. This works well for small, "
+"dynamic objects, but baked lighting or ambient occlusion textures will do a "
+"better job at displaying ambient occlusion on large static objects. This is "
+"a costly effect and should be disabled first when running into performance "
+"issues."
+msgstr ""
+
+#: doc/classes/Environment.xml:269
+msgid ""
+"The primary screen-space ambient occlusion intensity. See also [member "
+"ssao_radius]."
+msgstr ""
+
+#: doc/classes/Environment.xml:272
+msgid ""
+"The secondary screen-space ambient occlusion intensity. See also [member "
+"ssao_radius2]."
+msgstr ""
+
+#: doc/classes/Environment.xml:275
+msgid ""
+"The screen-space ambient occlusion intensity in direct light. In real life, "
+"ambient occlusion only applies to indirect light, which means its effects "
+"can't be seen in direct light. Values higher than [code]0[/code] will make "
+"the SSAO effect visible in direct light."
+msgstr ""
+
+#: doc/classes/Environment.xml:278
+msgid ""
+"The screen-space ambient occlusion quality. Higher qualities will make "
+"better use of small objects for ambient occlusion, but are slower."
+msgstr ""
+
+#: doc/classes/Environment.xml:281
+msgid "The primary screen-space ambient occlusion radius."
+msgstr ""
+
+#: doc/classes/Environment.xml:284
+msgid ""
+"The secondary screen-space ambient occlusion radius. If set to a value "
+"higher than [code]0[/code], enables the secondary screen-space ambient "
+"occlusion effect which can be used to improve the effect's appearance (at "
+"the cost of performance)."
+msgstr ""
+
+#: doc/classes/Environment.xml:287
+msgid "The default exposure used for tonemapping."
+msgstr ""
+
+#: doc/classes/Environment.xml:290
+msgid ""
+"The tonemapping mode to use. Tonemapping is the process that \"converts\" "
+"HDR values to be suitable for rendering on a LDR display. (Godot doesn't "
+"support rendering on HDR displays yet.)"
+msgstr ""
+
+#: doc/classes/Environment.xml:293
+msgid ""
+"The white reference value for tonemapping. Only effective if the [member "
+"tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]."
+msgstr ""
+
+#: doc/classes/Environment.xml:298
+msgid ""
+"Keeps on screen every pixel drawn in the background. This is the fastest "
+"background mode, but it can only be safely used in fully-interior scenes (no "
+"visible sky or sky reflections). If enabled in a scene where the background "
+"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
+msgstr ""
+
+#: doc/classes/Environment.xml:301
+msgid ""
+"Clears the background using the clear color defined in [member "
+"ProjectSettings.rendering/environment/default_clear_color]."
+msgstr ""
+
+#: doc/classes/Environment.xml:304
+msgid "Clears the background using a custom clear color."
+msgstr ""
+
+#: doc/classes/Environment.xml:307
+msgid "Displays a user-defined sky in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml:310
+msgid ""
+"Clears the background using a custom clear color and allows defining a sky "
+"for shading and reflection. This mode is slightly faster than [constant "
+"BG_SKY] and should be preferred in scenes where reflections can be visible, "
+"but the sky itself never is (e.g. top-down camera)."
+msgstr ""
+
+#: doc/classes/Environment.xml:313
+msgid "Displays a [CanvasLayer] in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml:316
+msgid "Displays a camera feed in the background."
+msgstr ""
+
+#: doc/classes/Environment.xml:319
+msgid "Represents the size of the [enum BGMode] enum."
+msgstr ""
+
+#: doc/classes/Environment.xml:322
+msgid ""
+"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
+"flare, bright sources."
+msgstr ""
+
+#: doc/classes/Environment.xml:325
+msgid ""
+"Screen glow blending mode. Increases brightness, used frequently with bloom."
+msgstr ""
+
+#: doc/classes/Environment.xml:328
+msgid ""
+"Soft light glow blending mode. Modifies contrast, exposes shadows and "
+"highlights (vivid bloom)."
+msgstr ""
+
+#: doc/classes/Environment.xml:331
+msgid ""
+"Replace glow blending mode. Replaces all pixels' color by the glow value. "
+"This can be used to simulate a full-screen blur effect by tweaking the glow "
+"parameters to match the original image's brightness."
+msgstr ""
+
+#: doc/classes/Environment.xml:334
+msgid ""
+"Linear tonemapper operator. Reads the linear data and passes it on "
+"unmodified."
+msgstr ""
+
+#: doc/classes/Environment.xml:337
+msgid ""
+"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
+"colors by this formula: [code]color = color / (1 + color)[/code]."
+msgstr ""
+
+#: doc/classes/Environment.xml:340
+msgid "Filmic tonemapper operator."
+msgstr ""
+
+#: doc/classes/Environment.xml:343
+msgid ""
+"Academy Color Encoding System tonemapper operator. Performs an aproximation "
+"of the ACES tonemapping curve."
+msgstr ""
+
+#: doc/classes/Environment.xml:346
+msgid ""
+"High quality Academy Color Encoding System tonemapper operator that matches "
+"the industry standard. Performs a more physically accurate curve fit which "
+"better simulates how light works in the real world. The color of lights and "
+"emissive materials will become lighter as the emissive energy increases, and "
+"will eventually become white if the light is bright enough to saturate the "
+"camera sensor."
+msgstr ""
+
+#: doc/classes/Environment.xml:349
+msgid "Low depth-of-field blur quality (fastest)."
+msgstr ""
+
+#: doc/classes/Environment.xml:352
+msgid "Medium depth-of-field blur quality."
+msgstr ""
+
+#: doc/classes/Environment.xml:355
+msgid "High depth-of-field blur quality (slowest)."
+msgstr ""
+
+#: doc/classes/Environment.xml:358
+msgid "No blur for the screen-space ambient occlusion effect (fastest)."
+msgstr ""
+
+#: doc/classes/Environment.xml:361
+msgid "1×1 blur for the screen-space ambient occlusion effect."
+msgstr ""
+
+#: doc/classes/Environment.xml:364
+msgid "2×2 blur for the screen-space ambient occlusion effect."
+msgstr ""
+
+#: doc/classes/Environment.xml:367
+msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)."
+msgstr ""
+
+#: doc/classes/Environment.xml:370
+msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
+msgstr ""
+
+#: doc/classes/Environment.xml:373
+msgid "Low quality for the screen-space ambient occlusion effect."
+msgstr ""
+
+#: doc/classes/Environment.xml:376
+msgid "Low quality for the screen-space ambient occlusion effect (slowest)."
+msgstr ""
+
+#: doc/classes/Expression.xml:4
+msgid "A class that stores an expression you can execute."
+msgstr ""
+
+#: doc/classes/Expression.xml:7
+msgid ""
+"An expression can be made of any arithmetic operation, built-in math "
+"function call, method call of a passed instance, or built-in type "
+"construction call.\n"
+"An example expression text using the built-in math functions could be "
+"[code]sqrt(pow(3,2) + pow(4,2))[/code].\n"
+"In the following example we use a [LineEdit] node to write our expression "
+"and show the result.\n"
+"[codeblock]\n"
+"onready var expression = Expression.new()\n"
+"\n"
+"func _ready():\n"
+" $LineEdit.connect(\"text_entered\", self, \"_on_text_entered\")\n"
+"\n"
+"func _on_text_entered(command):\n"
+" var error = expression.parse(command, [])\n"
+" if error != OK:\n"
+" print(expression.get_error_text())\n"
+" return\n"
+" var result = expression.execute([], null, true)\n"
+" if not expression.has_execute_failed():\n"
+" $LineEdit.text = str(result)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Expression.xml:35
+msgid ""
+"Executes the expression that was previously parsed by [method parse] and "
+"returns the result. Before you use the returned object, you should check if "
+"the method failed by calling [method has_execute_failed].\n"
+"If you defined input variables in [method parse], you can specify their "
+"values in the inputs array, in the same order."
+msgstr ""
+
+#: doc/classes/Expression.xml:42
+msgid "Returns the error text if [method parse] has failed."
+msgstr ""
+
+#: doc/classes/Expression.xml:48
+msgid "Returns [code]true[/code] if [method execute] has failed."
+msgstr ""
+
+#: doc/classes/Expression.xml:56
+msgid ""
+"Parses the expression and returns an [enum Error] code.\n"
+"You can optionally specify names of variables that may appear in the "
+"expression with [code]input_names[/code], so that you can bind them when it "
+"gets executed."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml:4
+msgid "Enable OpenGL ES external texture extension."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml:7
+msgid ""
+"Enable support for the OpenGL ES external texture extension as defined by "
+"[url=https://www.khronos.org/registry/OpenGL/extensions/OES/"
+"OES_EGL_image_external.txt]OES_EGL_image_external[/url].\n"
+"[b]Note:[/b] This is only supported for Android platforms."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml:16
+msgid "Returns the external texture name."
+msgstr ""
+
+#: doc/classes/ExternalTexture.xml:23
+msgid "External texture size."
+msgstr ""
+
+#: doc/classes/File.xml:4
+msgid "Type to handle file reading and writing operations."
+msgstr ""
+
+#: doc/classes/File.xml:7
+msgid ""
+"File type. This is used to permanently store data into the user device's "
+"file system and to read from it. This can be used to store game save data or "
+"player configuration files, for example.\n"
+"Here's a sample on how to write and read from a file:\n"
+"[codeblock]\n"
+"func save(content):\n"
+" var file = File.new()\n"
+" file.open(\"user://save_game.dat\", File.WRITE)\n"
+" file.store_string(content)\n"
+" file.close()\n"
+"\n"
+"func load():\n"
+" var file = File.new()\n"
+" file.open(\"user://save_game.dat\", File.READ)\n"
+" var content = file.get_as_text()\n"
+" file.close()\n"
+" return content\n"
+"[/codeblock]\n"
+"In the example above, the file will be saved in the user data folder as "
+"specified in the [url=https://docs.godotengine.org/en/3.4/tutorials/io/"
+"data_paths.html]Data paths[/url] documentation.\n"
+"[b]Note:[/b] To access project resources once exported, it is recommended to "
+"use [ResourceLoader] instead of the [File] API, as some files are converted "
+"to engine-specific formats and their original source files might not be "
+"present in the exported PCK package.\n"
+"[b]Note:[/b] Files are automatically closed only if the process exits "
+"\"normally\" (such as by clicking the window manager's close button or "
+"pressing [b]Alt + F4[/b]). If you stop the project execution by pressing "
+"[b]F8[/b] while the project is running, the file won't be closed as the game "
+"process will be killed. You can work around this by calling [method flush] "
+"at regular intervals."
+msgstr ""
+
+#: doc/classes/File.xml:35
+msgid ""
+"Closes the currently opened file and prevents subsequent read/write "
+"operations. Use [method flush] to persist the data to disk without closing "
+"the file."
+msgstr ""
+
+#: doc/classes/File.xml:41
+msgid ""
+"Returns [code]true[/code] if the file cursor has already read past the end "
+"of the file.\n"
+"[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check "
+"whether there is more data available. To loop while there is more data "
+"available, use:\n"
+"[codeblock]\n"
+"while file.get_position() < file.get_len():\n"
+" # Read data\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/File.xml:53
+msgid ""
+"Returns [code]true[/code] if the file exists in the given path.\n"
+"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
+"files), and their source asset will not be included in the exported game, as "
+"only the imported version is used. See [method ResourceLoader.exists] for an "
+"alternative approach that takes resource remapping into account."
+msgstr ""
+
+#: doc/classes/File.xml:60
+msgid ""
+"Writes the file's buffer to disk. Flushing is automatically performed when "
+"the file is closed. This means you don't need to call [method flush] "
+"manually before closing a file using [method close]. Still, calling [method "
+"flush] can be used to ensure the data is safe even if the project crashes "
+"instead of being closed gracefully.\n"
+"[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, "
+"it will decrease performance due to constant disk writes."
+msgstr ""
+
+#: doc/classes/File.xml:67
+msgid ""
+"Returns the next 16 bits from the file as an integer. See [method store_16] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml:73
+msgid ""
+"Returns the next 32 bits from the file as an integer. See [method store_32] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml:79
+msgid ""
+"Returns the next 64 bits from the file as an integer. See [method store_64] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml:85
+msgid ""
+"Returns the next 8 bits from the file as an integer. See [method store_8] "
+"for details on what values can be stored and retrieved this way."
+msgstr ""
+
+#: doc/classes/File.xml:91
+msgid ""
+"Returns the whole file as a [String].\n"
+"Text is interpreted as being UTF-8 encoded."
+msgstr ""
+
+#: doc/classes/File.xml:99
+msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/File.xml:106
+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, and cannot be a double quotation mark.\n"
+"Text is interpreted as being UTF-8 encoded. Text values must be enclosed in "
+"double quotes if they include the delimiter character. Double quotes within "
+"a text value can be escaped by doubling their occurrence.\n"
+"For example, the following CSV lines are valid and will be properly parsed "
+"as two strings each:\n"
+"[codeblock]\n"
+"Alice,\"Hello, Bob!\"\n"
+"Bob,Alice! What a surprise!\n"
+"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n"
+"[/codeblock]\n"
+"Note how the second line can omit the enclosing quotes as it does not "
+"include the delimiter. However it [i]could[/i] very well use quotes, it was "
+"only written without for demonstration purposes. The third line must use "
+"[code]\"\"[/code] for each quotation mark that needs to be interpreted as "
+"such instead of the end of a text value."
+msgstr ""
+
+#: doc/classes/File.xml:120
+msgid "Returns the next 64 bits from the file as a floating-point number."
+msgstr ""
+
+#: doc/classes/File.xml:126
+msgid ""
+"Returns the last error that happened when trying to perform operations. "
+"Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]."
+msgstr ""
+
+#: doc/classes/File.xml:132
+msgid "Returns the next 32 bits from the file as a floating-point number."
+msgstr ""
+
+#: doc/classes/File.xml:138
+msgid "Returns the size of the file in bytes."
+msgstr ""
+
+#: doc/classes/File.xml:144
+msgid ""
+"Returns the next line of the file as a [String].\n"
+"Text is interpreted as being UTF-8 encoded."
+msgstr ""
+
+#: doc/classes/File.xml:152
+msgid ""
+"Returns an MD5 String representing the file at the given path or an empty "
+"[String] on failure."
+msgstr ""
+
+#: doc/classes/File.xml:159
+msgid ""
+"Returns the last time the [code]file[/code] was modified in unix timestamp "
+"format or returns a [String] \"ERROR IN [code]file[/code]\". This unix "
+"timestamp can be converted to datetime by using [method OS."
+"get_datetime_from_unix_time]."
+msgstr ""
+
+#: doc/classes/File.xml:165
+msgid ""
+"Returns a [String] saved in Pascal format from the file.\n"
+"Text is interpreted as being UTF-8 encoded."
+msgstr ""
+
+#: doc/classes/File.xml:172
+msgid "Returns the path as a [String] for the current open file."
+msgstr ""
+
+#: doc/classes/File.xml:178
+msgid "Returns the absolute path as a [String] for the current open file."
+msgstr ""
+
+#: doc/classes/File.xml:184
+msgid "Returns the file cursor's position."
+msgstr ""
+
+#: doc/classes/File.xml:190
+msgid "Returns the next bits from the file as a floating-point number."
+msgstr ""
+
+#: doc/classes/File.xml:197
+msgid ""
+"Returns a SHA-256 [String] representing the file at the given path or an "
+"empty [String] on failure."
+msgstr ""
+
+#: doc/classes/File.xml:204
+msgid ""
+"Returns the next [Variant] value from the file. If [code]allow_objects[/"
+"code] is [code]true[/code], decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/File.xml:211
+msgid "Returns [code]true[/code] if the file is currently opened."
+msgstr ""
+
+#: doc/classes/File.xml:219
+msgid "Opens the file for writing or reading, depending on the flags."
+msgstr ""
+
+#: doc/classes/File.xml:228
+msgid ""
+"Opens a compressed file for reading or writing.\n"
+"[b]Note:[/b] [method open_compressed] can only read files that were saved by "
+"Godot, not third-party compression formats. See [url=https://github.com/"
+"godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround."
+msgstr ""
+
+#: doc/classes/File.xml:238
+msgid ""
+"Opens an encrypted file in write or read mode. You need to pass a binary key "
+"to encrypt/decrypt it.\n"
+"[b]Note:[/b] The provided key must be 32 bytes long."
+msgstr ""
+
+#: doc/classes/File.xml:248
+msgid ""
+"Opens an encrypted file in write or read mode. You need to pass a password "
+"to encrypt/decrypt it."
+msgstr ""
+
+#: doc/classes/File.xml:255
+msgid ""
+"Changes the file reading/writing cursor to the specified position (in bytes "
+"from the beginning of the file)."
+msgstr ""
+
+#: doc/classes/File.xml:262
+msgid ""
+"Changes the file reading/writing cursor to the specified position (in bytes "
+"from the end of the file).\n"
+"[b]Note:[/b] This is an offset, so you should use negative numbers or the "
+"cursor will be at the end of the file."
+msgstr ""
+
+#: doc/classes/File.xml:270
+msgid ""
+"Stores an integer as 16 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, "
+"2^16 - 1][/code]. Any other value will overflow and wrap around.\n"
+"To store a signed integer, use [method store_64] or store a signed integer "
+"from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for "
+"the signedness) and compute its sign manually when reading. For example:\n"
+"[codeblock]\n"
+"const MAX_15B = 1 << 15\n"
+"const MAX_16B = 1 << 16\n"
+"\n"
+"func unsigned16_to_signed(unsigned):\n"
+" return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n"
+"\n"
+"func _ready():\n"
+" var f = File.new()\n"
+" f.open(\"user://file.dat\", File.WRITE_READ)\n"
+" f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).\n"
+" f.store_16(121) # In bounds, will store 121.\n"
+" f.seek(0) # Go back to start to read the stored value.\n"
+" var read1 = f.get_16() # 65494\n"
+" var read2 = f.get_16() # 121\n"
+" var converted1 = unsigned16_to_signed(read1) # -42\n"
+" var converted2 = unsigned16_to_signed(read2) # 121\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/File.xml:297
+msgid ""
+"Stores an integer as 32 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, "
+"2^32 - 1][/code]. Any other value will overflow and wrap around.\n"
+"To store a signed integer, use [method store_64], or convert it manually "
+"(see [method store_16] for an example)."
+msgstr ""
+
+#: doc/classes/File.xml:306
+msgid ""
+"Stores an integer as 64 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, "
+"2^63 - 1][/code] (i.e. be a valid [int] value)."
+msgstr ""
+
+#: doc/classes/File.xml:314
+msgid ""
+"Stores an integer as 8 bits in the file.\n"
+"[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255]"
+"[/code]. Any other value will overflow and wrap around.\n"
+"To store a signed integer, use [method store_64], or convert it manually "
+"(see [method store_16] for an example)."
+msgstr ""
+
+#: doc/classes/File.xml:323
+msgid "Stores the given array of bytes in the file."
+msgstr ""
+
+#: doc/classes/File.xml:331
+msgid ""
+"Store the given [PoolStringArray] in the file as a line formatted in the 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 will be encoded as UTF-8."
+msgstr ""
+
+#: doc/classes/File.xml:339
+msgid "Stores a floating-point number as 64 bits in the file."
+msgstr ""
+
+#: doc/classes/File.xml:346
+msgid "Stores a floating-point number as 32 bits in the file."
+msgstr ""
+
+#: doc/classes/File.xml:353
+msgid ""
+"Appends [code]line[/code] to the file followed by a line return character "
+"([code]\\n[/code]), encoding the text as UTF-8."
+msgstr ""
+
+#: doc/classes/File.xml:360
+msgid ""
+"Stores the given [String] as a line in the file in Pascal format (i.e. also "
+"store the length of the string).\n"
+"Text will be encoded as UTF-8."
+msgstr ""
+
+#: doc/classes/File.xml:368
+msgid "Stores a floating-point number in the file."
+msgstr ""
+
+#: doc/classes/File.xml:375
+msgid ""
+"Appends [code]string[/code] to the file without a line return, encoding the "
+"text as UTF-8.\n"
+"[b]Note:[/b] This method is intended to be used to write text files. The "
+"string is stored as a UTF-8 encoded buffer without string length or "
+"terminating zero, which means that it can't be loaded back easily. If you "
+"want to store a retrievable string in a binary file, consider using [method "
+"store_pascal_string] instead. For retrieving strings from a text file, you "
+"can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know "
+"the length) or [method get_as_text]."
+msgstr ""
+
+#: doc/classes/File.xml:384
+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).\n"
+"[b]Note:[/b] Not all properties are included. Only properties that are "
+"configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be "
+"serialized. You can add a new usage flag to a property by overriding the "
+"[method Object._get_property_list] method in your class. You can also check "
+"how property usage is configured by calling [method Object."
+"_get_property_list]. See [enum PropertyUsageFlags] for the possible usage "
+"flags."
+msgstr ""
+
+#: doc/classes/File.xml:391
+msgid ""
+"If [code]true[/code], the file is read with big-endian [url=https://en."
+"wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the "
+"file is read with little-endian endianness. If in doubt, leave this to "
+"[code]false[/code] as most files are written with little-endian endianness.\n"
+"[b]Note:[/b] [member endian_swap] is only about the file format, not the CPU "
+"type. The CPU endianness doesn't affect the default endianness for files "
+"written.\n"
+"[b]Note:[/b] This is always reset to [code]false[/code] whenever you open "
+"the file. Therefore, you must set [member endian_swap] [i]after[/i] opening "
+"the file, not before."
+msgstr ""
+
+#: doc/classes/File.xml:398
+msgid ""
+"Opens the file for read operations. The cursor is positioned at the "
+"beginning of the file."
+msgstr ""
+
+#: doc/classes/File.xml:401
+msgid ""
+"Opens the file for write operations. The file is created if it does not "
+"exist, and truncated if it does."
+msgstr ""
+
+#: doc/classes/File.xml:404
+msgid ""
+"Opens the file for read and write operations. Does not truncate the file. "
+"The cursor is positioned at the beginning of the file."
+msgstr ""
+
+#: doc/classes/File.xml:407
+msgid ""
+"Opens the file for read and write operations. The file is created if it does "
+"not exist, and truncated if it does. The cursor is positioned at the "
+"beginning of the file."
+msgstr ""
+
+#: doc/classes/File.xml:410
+msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method."
+msgstr ""
+
+#: doc/classes/File.xml:413
+msgid ""
+"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] "
+"compression method."
+msgstr ""
+
+#: doc/classes/File.xml:416
+msgid ""
+"Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression "
+"method."
+msgstr ""
+
+#: doc/classes/File.xml:419
+msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:4
+msgid "Dialog for selecting files or directories in the filesystem."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:7
+msgid ""
+"FileDialog is a preset dialog used to choose files and directories in the "
+"filesystem. It supports filter masks. The FileDialog automatically sets its "
+"window title according to the [member mode]. If you want to use a custom "
+"title, disable this by setting [member mode_overrides_title] to [code]false[/"
+"code]."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:16
+msgid ""
+"Adds [code]filter[/code] as a custom filter; [code]filter[/code] should be "
+"of the form [code]\"filename.extension ; Description\"[/code]. For example, "
+"[code]\"*.png ; PNG Images\"[/code]."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:22
+msgid "Clear all the added filters in the dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:28
+msgid "Clear currently selected items in the dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:34
+msgid ""
+"Returns the LineEdit for the selected file.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:41
+msgid ""
+"Returns the vertical box container of the dialog, custom controls can be "
+"added to it.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:48
+msgid "Invalidate and update the current dialog content list."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:54
+msgid ""
+"The file system access scope. See enum [code]Access[/code] constants.\n"
+"[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or "
+"sandboxed macOS apps, FileDialog cannot access the host file system. See "
+"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-"
+"proposals#1123[/url]."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:58
+msgid "The current working directory of the file dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:61
+msgid "The currently selected file of the file dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:64
+msgid "The currently selected file path of the file dialog."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:68
+msgid ""
+"The available file type filters. For example, this shows only [code].png[/"
+"code] and [code].gd[/code] files: [code]set_filters(PoolStringArray([\"*."
+"png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:71
+msgid ""
+"The dialog's open or save mode, which affects the selection behavior. See "
+"enum [code]Mode[/code] constants."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:74
+msgid ""
+"If [code]true[/code], changing the [code]Mode[/code] property will set the "
+"window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] "
+"will change the window title to \"Open a File\")."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:77
+msgid "If [code]true[/code], the dialog will show hidden files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:85
+msgid "Emitted when the user selects a directory."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:91
+msgid ""
+"Emitted when the user selects a file by double-clicking it or pressing the "
+"[b]OK[/b] button."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:97
+msgid "Emitted when the user selects multiple files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:103
+msgid "The dialog allows selecting one, and only one file."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:106
+msgid "The dialog allows selecting multiple files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:109
+msgid ""
+"The dialog only allows selecting a directory, disallowing the selection of "
+"any file."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:112
+msgid "The dialog allows selecting one file or directory."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:115
+msgid "The dialog will warn when a file exists."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:118
+msgid ""
+"The dialog only allows accessing files under the [Resource] path "
+"([code]res://[/code])."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:121
+msgid ""
+"The dialog only allows accessing files under user data path ([code]user://[/"
+"code])."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:124
+msgid "The dialog allows accessing files on the whole file system."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:129
+msgid "The color modulation applied to the file icon."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:132
+msgid ""
+"The color tint for disabled files (when the [FileDialog] is used in open "
+"folder mode)."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:135
+msgid "The color modulation applied to the folder icon."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:138
+msgid "Custom icon for files."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:141
+msgid "Custom icon for folders."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:144
+msgid "Custom icon for the parent folder arrow."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:147
+msgid "Custom icon for the reload button."
+msgstr ""
+
+#: doc/classes/FileDialog.xml:150
+msgid "Custom icon for the toggle hidden button."
+msgstr ""
+
+#: doc/classes/float.xml:4
+msgid "Float built-in type."
+msgstr ""
+
+#: doc/classes/float.xml:7
+msgid ""
+"The [float] built-in type is a 64-bit double-precision floating-point "
+"number, equivalent to [code]double[/code] in C++. This type has 14 reliable "
+"decimal digits of precision. The [float] type can be stored in [Variant], "
+"which is the generic type used by the engine. The maximum value of [float] "
+"is approximately [code]1.79769e308[/code], and the minimum is approximately "
+"[code]-1.79769e308[/code].\n"
+"Most methods and properties in the engine use 32-bit single-precision "
+"floating-point numbers instead, equivalent to [code]float[/code] in C++, "
+"which have 6 reliable decimal digits of precision. For data structures such "
+"as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers.\n"
+"Math done using the [float] type is not guaranteed to be exact or "
+"deterministic, and will often result in small errors. You should usually use "
+"the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] "
+"methods instead of [code]==[/code] to compare [float] values for equality."
+msgstr ""
+
+#: doc/classes/float.xml:12
+msgid "https://en.wikipedia.org/wiki/Double-precision_floating-point_format"
+msgstr ""
+
+#: doc/classes/float.xml:13
+msgid "https://en.wikipedia.org/wiki/Single-precision_floating-point_format"
+msgstr ""
+
+#: doc/classes/float.xml:20
+msgid ""
+"Cast a [bool] value to a floating-point value, [code]float(true)[/code] will "
+"be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0."
+msgstr ""
+
+#: doc/classes/float.xml:27
+msgid ""
+"Cast an [int] value to a floating-point value, [code]float(1)[/code] will be "
+"equal to 1.0."
+msgstr ""
+
+#: doc/classes/float.xml:34
+msgid ""
+"Cast a [String] value to a floating-point value. This method accepts float "
+"value strings like [code]\"1.23\"[/code] and exponential notation strings "
+"for its parameter so calling [code]float(\"1e3\")[/code] will return 1000.0 "
+"and calling [code]float(\"1e-3\")[/code] will return 0.001. Calling this "
+"method with an invalid float string will return 0. This method stops parsing "
+"at the first invalid character and will return the parsed result so far, so "
+"calling [code]float(\"1a3\")[/code] will return 1 while calling "
+"[code]float(\"1e3a2\")[/code] will return 1000.0."
+msgstr ""
+
+#: doc/classes/Font.xml:4
+msgid "Internationalized font and text drawing support."
+msgstr ""
+
+#: doc/classes/Font.xml:7
+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.\n"
+"[b]Note:[/b] If a [DynamicFont] doesn't contain a character used in a "
+"string, the character in question will be replaced with codepoint "
+"[code]0xfffd[/code] if it's available in the [DynamicFont]. If this "
+"replacement character isn't available in the DynamicFont, the character will "
+"be hidden without displaying any replacement character in the string.\n"
+"[b]Note:[/b] If a [BitmapFont] doesn't contain a character used in a string, "
+"the character in question will be hidden without displaying any replacement "
+"character in the string.\n"
+"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
+"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
+"characters instead. This will be resolved in Godot 4.0."
+msgstr ""
+
+#: doc/classes/Font.xml:24
+msgid ""
+"Draw [code]string[/code] into a canvas item using the font at a given "
+"position, with [code]modulate[/code] color, and optionally clipping the "
+"width. [code]position[/code] specifies the baseline, not the top. To draw "
+"from the top, [i]ascent[/i] must be added to the Y axis.\n"
+"See also [method CanvasItem.draw_string]."
+msgstr ""
+
+#: doc/classes/Font.xml:37
+msgid ""
+"Draw character [code]char[/code] into a canvas item using the font at a "
+"given position, with [code]modulate[/code] color, and optionally kerning if "
+"[code]next[/code] is passed. clipping the width. [code]position[/code] "
+"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
+"must be added to the Y axis. The width used by the character is returned, "
+"making this function useful for drawing strings character by character."
+msgstr ""
+
+#: doc/classes/Font.xml:43
+msgid "Returns the font ascent (number of pixels above the baseline)."
+msgstr ""
+
+#: doc/classes/Font.xml:51
+msgid ""
+"Returns the size of a character, optionally taking kerning into account if "
+"the next character is provided. Note that the height returned is the font "
+"height (see [method get_height]) and has no relation to the glyph height."
+msgstr ""
+
+#: doc/classes/Font.xml:57
+msgid "Returns the font descent (number of pixels below the baseline)."
+msgstr ""
+
+#: doc/classes/Font.xml:63
+msgid "Returns the total font height (ascent plus descent) in pixels."
+msgstr ""
+
+#: doc/classes/Font.xml:70
+msgid ""
+"Returns the size of a string, taking kerning and advance into account. Note "
+"that the height returned is the font height (see [method get_height]) and "
+"has no relation to the string."
+msgstr ""
+
+#: doc/classes/Font.xml:78
+msgid ""
+"Returns the size that the string would have with word wrapping enabled with "
+"a fixed [code]width[/code]."
+msgstr ""
+
+#: doc/classes/Font.xml:84
+msgid "Returns [code]true[/code] if the font has an outline."
+msgstr ""
+
+#: doc/classes/Font.xml:95
+msgid ""
+"After editing a font (changing size, ascent, char rects, etc.). Call this "
+"function to propagate changes to controls that might use it."
+msgstr ""
+
+#: doc/classes/FuncRef.xml:4
+msgid "Reference to a function in an object."
+msgstr ""
+
+#: doc/classes/FuncRef.xml:7
+msgid ""
+"In GDScript, functions are not [i]first-class objects[/i]. This means it is "
+"impossible to store them directly as variables, return them from another "
+"function, or pass them as arguments.\n"
+"However, by creating a [FuncRef] using the [method @GDScript.funcref] "
+"function, a reference to a function in a given object can be created, passed "
+"around and called."
+msgstr ""
+
+#: doc/classes/FuncRef.xml:16
+msgid ""
+"Calls the referenced function previously set in [member function] or [method "
+"@GDScript.funcref]."
+msgstr ""
+
+#: doc/classes/FuncRef.xml:23
+msgid ""
+"Calls the referenced function previously set in [member function] or [method "
+"@GDScript.funcref]. Contrarily to [method call_func], this method does not "
+"support a variable number of arguments but expects all parameters to be "
+"passed via a single [Array]."
+msgstr ""
+
+#: doc/classes/FuncRef.xml:29
+msgid "Returns whether the object still exists and has the function assigned."
+msgstr ""
+
+#: doc/classes/FuncRef.xml:36
+msgid ""
+"The object containing the referenced function. This object must be of a type "
+"actually inheriting from [Object], not a built-in type such as [int], "
+"[Vector2] or [Dictionary]."
+msgstr ""
+
+#: doc/classes/FuncRef.xml:42
+msgid "The name of the referenced function."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml:4
+msgid ""
+"An external library containing functions or script classes to use in Godot."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml:7
+msgid ""
+"A GDNative library can implement [NativeScript]s, global functions to call "
+"with the [GDNative] class, or low-level engine extensions through interfaces "
+"such as [ARVRInterfaceGDNative]. The library must be compiled for each "
+"platform and architecture that the project will run on."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-c-"
+"example.html"
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-cpp-"
+"example.html"
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml:17
+msgid ""
+"Returns paths to all dependency libraries for the current platform and "
+"architecture."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml:23
+msgid ""
+"Returns the path to the dynamic library file for the current platform and "
+"architecture."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml:29
+msgid ""
+"This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] "
+"files."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml:32
+msgid ""
+"If [code]true[/code], Godot loads only one copy of the library and each "
+"script that references the library will share static data like static or "
+"global variables.\n"
+"If [code]false[/code], Godot loads a separate copy of the library into "
+"memory for each script that references it."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml:36
+msgid ""
+"If [code]true[/code], the editor will temporarily unload the library "
+"whenever the user switches away from the editor window, allowing the user to "
+"recompile the library without restarting Godot.\n"
+"[b]Note:[/b] If the library defines tool scripts that run inside the editor, "
+"[code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor "
+"will attempt to unload the tool scripts while they're in use and crash."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml:40
+msgid ""
+"If [code]true[/code], Godot loads the library at startup rather than the "
+"first time a script uses the library, calling [code]{prefix}"
+"gdnative_singleton[/code] after initializing the library (where [code]"
+"{prefix}[/code] is the value of [member symbol_prefix]). The library remains "
+"loaded as long as Godot is running.\n"
+"[b]Note:[/b] A singleton library cannot be [member reloadable]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/GDNativeLibrary.xml:44
+msgid ""
+"The prefix this library's entry point functions begin with. For example, a "
+"GDNativeLibrary would declare its [code]gdnative_init[/code] function as "
+"[code]godot_gdnative_init[/code] by default.\n"
+"On platforms that require statically linking libraries (currently only iOS), "
+"each library must have a different [code]symbol_prefix[/code]."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml:4
+msgid "A script implemented in the GDScript programming language."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml:7
+msgid ""
+"A script implemented in the GDScript programming language. The script "
+"extends the functionality of all objects that instance it.\n"
+"[method new] creates a new instance of the script. [method Object."
+"set_script] extends an existing object, if that object's class matches one "
+"of the script's base classes."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/index."
+"html"
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml:17
+msgid "Returns byte code for the script source code."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScript.xml:23
+msgid ""
+"Returns a new instance of the script.\n"
+"For example:\n"
+"[codeblock]\n"
+"var MyClass = load(\"myclass.gd\")\n"
+"var instance = MyClass.new()\n"
+"assert(instance.get_script() == MyClass)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml:4
+msgid "State of a function call after yielding."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml:7
+msgid ""
+"Calling [method @GDScript.yield] within a function will cause that function "
+"to yield and return its current state as an object of this type. The yielded "
+"function call can then be resumed later by calling [method resume] on this "
+"state object."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml:16
+msgid ""
+"Check whether the function call may be resumed. This is not the case if the "
+"function state was already resumed.\n"
+"If [code]extended_check[/code] is enabled, it also checks if the associated "
+"script and object still exist. The extended check is done in debug mode as "
+"part of [method GDScriptFunctionState.resume], but you can use this if you "
+"know you may be trying to resume without knowing for sure the object and/or "
+"script have survived up to that point."
+msgstr ""
+
+#: modules/gdscript/doc_classes/GDScriptFunctionState.xml:24
+msgid ""
+"Resume execution of the yielded function call.\n"
+"If handed an argument, return the argument from the [method @GDScript.yield] "
+"call in the yielded function call. You can pass e.g. an [Array] to hand "
+"multiple arguments.\n"
+"This function returns what the resumed function call returns, possibly "
+"another function state if yielded again."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:4
+msgid ""
+"The generic 6-degrees-of-freedom joint can implement a variety of joint "
+"types by locking certain axes' rotation or translation."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:7
+msgid ""
+"The first 3 DOF axes are linear axes, which represent translation of Bodies, "
+"and the latter 3 DOF axes represent the angular motion. Each axis can be "
+"either locked, or limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:93
+msgid ""
+"The amount of rotational damping across the X axis.\n"
+"The lower, the longer an impulse from one side takes to travel to the other "
+"side."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:97
+msgid "If [code]true[/code], rotation across the X axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:100
+msgid ""
+"When rotating across the X axis, this error tolerance factor defines how "
+"much the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:103
+msgid ""
+"The maximum amount of force that can occur, when rotating around the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:106
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:109
+msgid ""
+"The amount of rotational restitution across the X axis. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:112
+msgid "The speed of all rotations across the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:115
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:118
+msgid ""
+"The amount of rotational damping across the Y axis. The lower, the more "
+"dampening occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:121
+msgid "If [code]true[/code], rotation across the Y axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:124
+msgid ""
+"When rotating across the Y axis, this error tolerance factor defines how "
+"much the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:127
+msgid ""
+"The maximum amount of force that can occur, when rotating around the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:130
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:133
+msgid ""
+"The amount of rotational restitution across the Y axis. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:136
+msgid "The speed of all rotations across the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:139
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:142
+msgid ""
+"The amount of rotational damping across the Z axis. The lower, the more "
+"dampening occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:145
+msgid "If [code]true[/code], rotation across the Z axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:148
+msgid ""
+"When rotating across the Z axis, this error tolerance factor defines how "
+"much the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:151
+msgid ""
+"The maximum amount of force that can occur, when rotating around the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:154
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:157
+msgid ""
+"The amount of rotational restitution across the Z axis. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:160
+msgid "The speed of all rotations across the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:163
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:166
+msgid "If [code]true[/code], a rotating motor at the X axis is enabled."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:169
+msgid "Maximum acceleration for the motor at the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:172
+msgid "Target speed for the motor at the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:175
+msgid "If [code]true[/code], a rotating motor at the Y axis is enabled."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:178
+msgid "Maximum acceleration for the motor at the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:181
+msgid "Target speed for the motor at the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:184
+msgid "If [code]true[/code], a rotating motor at the Z axis is enabled."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:187
+msgid "Maximum acceleration for the motor at the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:190
+msgid "Target speed for the motor at the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:217
+msgid "The amount of damping that happens at the X motion."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:220
+msgid "If [code]true[/code], the linear motion across the X axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:223
+msgid "The minimum difference between the pivot points' X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:226
+msgid ""
+"The amount of restitution on the X axis movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:229
+msgid ""
+"A factor applied to the movement across the X axis. The lower, the slower "
+"the movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:232
+msgid "The maximum difference between the pivot points' X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:235
+msgid "The amount of damping that happens at the Y motion."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:238
+msgid "If [code]true[/code], the linear motion across the Y axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:241
+msgid "The minimum difference between the pivot points' Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:244
+msgid ""
+"The amount of restitution on the Y axis movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:247
+msgid ""
+"A factor applied to the movement across the Y axis. The lower, the slower "
+"the movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:250
+msgid "The maximum difference between the pivot points' Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:253
+msgid "The amount of damping that happens at the Z motion."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:256
+msgid "If [code]true[/code], the linear motion across the Z axis is limited."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:259
+msgid "The minimum difference between the pivot points' Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:262
+msgid ""
+"The amount of restitution on the Z axis movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:265
+msgid ""
+"A factor applied to the movement across the Z axis. The lower, the slower "
+"the movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:268
+msgid "The maximum difference between the pivot points' Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:271
+msgid ""
+"If [code]true[/code], then there is a linear motor on the X axis. It will "
+"attempt to reach the target velocity while staying within the force limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:274
+msgid ""
+"The maximum force the linear motor can apply on the X axis while trying to "
+"reach the target velocity."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:277
+msgid "The speed that the linear motor will attempt to reach on the X axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:280
+msgid ""
+"If [code]true[/code], then there is a linear motor on the Y axis. It will "
+"attempt to reach the target velocity while staying within the force limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:283
+msgid ""
+"The maximum force the linear motor can apply on the Y axis while trying to "
+"reach the target velocity."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:286
+msgid "The speed that the linear motor will attempt to reach on the Y axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:289
+msgid ""
+"If [code]true[/code], then there is a linear motor on the Z axis. It will "
+"attempt to reach the target velocity while staying within the force limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:292
+msgid ""
+"The maximum force the linear motor can apply on the Z axis while trying to "
+"reach the target velocity."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:295
+msgid "The speed that the linear motor will attempt to reach on the Z axis."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:324 doc/classes/PhysicsServer.xml:1086
+msgid "The minimum difference between the pivot points' axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:327 doc/classes/PhysicsServer.xml:1089
+msgid "The maximum difference between the pivot points' axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:330
+msgid ""
+"A factor applied to the movement across the axes. The lower, the slower the "
+"movement."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:333
+msgid ""
+"The amount of restitution on the axes' movement. The lower, the more "
+"momentum gets lost."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:336 doc/classes/PhysicsServer.xml:1098
+msgid ""
+"The amount of damping that happens at the linear motion across the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:339
+msgid "The velocity the linear motor will try to reach."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:342
+msgid ""
+"The maximum force the linear motor will apply while trying to reach the "
+"velocity target."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:351 doc/classes/PhysicsServer.xml:1107
+msgid ""
+"The minimum rotation in negative direction to break loose and rotate around "
+"the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:354 doc/classes/PhysicsServer.xml:1110
+msgid ""
+"The minimum rotation in positive direction to break loose and rotate around "
+"the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:357
+msgid "The speed of all rotations across the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:360 doc/classes/PhysicsServer.xml:1116
+msgid ""
+"The amount of rotational damping across the axes. The lower, the more "
+"dampening occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:363 doc/classes/PhysicsServer.xml:1119
+msgid ""
+"The amount of rotational restitution across the axes. The lower, the more "
+"restitution occurs."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:366 doc/classes/PhysicsServer.xml:1122
+msgid ""
+"The maximum amount of force that can occur, when rotating around the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:369
+msgid ""
+"When rotating across the axes, this error tolerance factor defines how much "
+"the correction gets slowed down. The lower, the slower."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:372 doc/classes/PhysicsServer.xml:1128
+msgid "Target speed for the motor at the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:375 doc/classes/PhysicsServer.xml:1131
+msgid "Maximum acceleration for the motor at the axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:387
+msgid "If enabled, linear motion is possible within the given limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:390
+msgid "If enabled, rotational motion is possible within the given limits."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:397
+msgid "If enabled, there is a rotational motor across these axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:400
+msgid "If enabled, there is a linear motor across these axes."
+msgstr ""
+
+#: doc/classes/Generic6DOFJoint.xml:403 doc/classes/HingeJoint.xml:108
+msgid "Represents the size of the [enum Flag] enum."
+msgstr ""
+
+#: doc/classes/Geometry.xml:4
+msgid "Helper node to calculate generic geometry operations."
+msgstr ""
+
+#: doc/classes/Geometry.xml:7
+msgid ""
+"Geometry provides users with a set of helper functions to create geometric "
+"shapes, compute intersections between shapes, and process various other "
+"geometric operations."
+msgstr ""
+
+#: doc/classes/Geometry.xml:16
+msgid ""
+"Returns an array with 6 [Plane]s that describe the sides of a box centered "
+"at the origin. The box size is defined by [code]extents[/code], which "
+"represents one (positive) corner of the box (i.e. half its actual size)."
+msgstr ""
+
+#: doc/classes/Geometry.xml:27
+msgid ""
+"Returns an array of [Plane]s closely bounding a faceted capsule centered at "
+"the origin with radius [code]radius[/code] and height [code]height[/code]. "
+"The parameter [code]sides[/code] defines how many planes will be generated "
+"for the side part of the capsule, whereas [code]lats[/code] gives the number "
+"of latitudinal steps at the bottom and top of the capsule. The parameter "
+"[code]axis[/code] describes the axis along which the capsule is oriented (0 "
+"for X, 1 for Y, 2 for Z)."
+msgstr ""
+
+#: doc/classes/Geometry.xml:37
+msgid ""
+"Returns an array of [Plane]s closely bounding a faceted cylinder centered at "
+"the origin with radius [code]radius[/code] and height [code]height[/code]. "
+"The parameter [code]sides[/code] defines how many planes will be generated "
+"for the round part of the cylinder. The parameter [code]axis[/code] "
+"describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 "
+"for Z)."
+msgstr ""
+
+#: doc/classes/Geometry.xml:45
+msgid ""
+"Clips the polygon defined by the points in [code]points[/code] against the "
+"[code]plane[/code] and returns the points of the clipped polygon."
+msgstr ""
+
+#: doc/classes/Geometry.xml:53
+msgid ""
+"Clips [code]polygon_a[/code] against [code]polygon_b[/code] and returns an "
+"array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] "
+"between polygons. Returns an empty array if [code]polygon_b[/code] "
+"completely overlaps [code]polygon_a[/code].\n"
+"If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an "
+"outer polygon (boundary) and inner polygon (hole) which could be "
+"distinguished by calling [method is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:62
+msgid ""
+"Clips [code]polyline[/code] against [code]polygon[/code] and returns an "
+"array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] "
+"between the polyline and the polygon. This operation can be thought of as "
+"cutting a line with a closed shape."
+msgstr ""
+
+#: doc/classes/Geometry.xml:69
+msgid ""
+"Given an array of [Vector2]s, returns the convex hull as a list of points in "
+"counterclockwise order. The last point is the same as the first one."
+msgstr ""
+
+#: doc/classes/Geometry.xml:77
+msgid ""
+"Mutually excludes common area defined by intersection of [code]polygon_a[/"
+"code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and "
+"returns an array of excluded polygons. This performs [constant "
+"OPERATION_XOR] between polygons. In other words, returns all but common area "
+"between polygons.\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:87
+msgid ""
+"Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) "
+"that is closest to [code]point[/code]. The returned point will always be "
+"inside the specified segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml:96
+msgid ""
+"Returns the 2D point on the 2D segment ([code]s1[/code], [code]s2[/code]) "
+"that is closest to [code]point[/code]. The returned point will always be "
+"inside the specified segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml:105
+msgid ""
+"Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/"
+"code]) that is closest to [code]point[/code]. The returned point can be "
+"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
+"somewhere on the line extending from the segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml:114
+msgid ""
+"Returns the 2D point on the 2D line defined by ([code]s1[/code], [code]s2[/"
+"code]) that is closest to [code]point[/code]. The returned point can be "
+"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
+"somewhere on the line extending from the segment."
+msgstr ""
+
+#: doc/classes/Geometry.xml:124
+msgid ""
+"Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/"
+"code], [code]q2[/code]), finds those two points on the two segments that are "
+"closest to each other. Returns a [PoolVector3Array] that contains this point "
+"on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on "
+"([code]q1[/code], [code]q2[/code])."
+msgstr ""
+
+#: doc/classes/Geometry.xml:134
+msgid ""
+"Given the two 2D segments ([code]p1[/code], [code]q1[/code]) and ([code]p2[/"
+"code], [code]q2[/code]), finds those two points on the two segments that are "
+"closest to each other. Returns a [PoolVector2Array] that contains this point "
+"on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on "
+"([code]p2[/code], [code]q2[/code])."
+msgstr ""
+
+#: doc/classes/Geometry.xml:141
+msgid "Used internally by the engine."
+msgstr ""
+
+#: doc/classes/Geometry.xml:149
+msgid ""
+"Intersects [code]polygon_a[/code] with [code]polygon_b[/code] and returns an "
+"array of intersected polygons. This performs [constant "
+"OPERATION_INTERSECTION] between polygons. In other words, returns common "
+"area shared by polygons. Returns an empty array if no intersection occurs.\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:158
+msgid ""
+"Intersects [code]polyline[/code] with [code]polygon[/code] and returns an "
+"array of intersected polylines. This performs [constant "
+"OPERATION_INTERSECTION] between the polyline and the polygon. This operation "
+"can be thought of as chopping a line with a closed shape."
+msgstr ""
+
+#: doc/classes/Geometry.xml:167
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is inside the circle or if "
+"it's located exactly [i]on[/i] the circle's boundary, otherwise returns "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:175
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is inside [code]polygon[/"
+"code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise "
+"returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:182
+msgid ""
+"Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in "
+"clockwise order, otherwise returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:192
+msgid ""
+"Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
+"([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
+"point of intersection as [Vector2]. If no intersection takes place, returns "
+"an empty [Variant].\n"
+"[b]Note:[/b] The lines are specified using direction vectors, not end points."
+msgstr ""
+
+#: doc/classes/Geometry.xml:200
+msgid ""
+"Given an array of [Vector2]s representing tiles, builds an atlas. The "
+"returned dictionary has two keys: [code]points[/code] is a vector of "
+"[Vector2] that specifies the positions of each tile, [code]size[/code] "
+"contains the overall size of the whole atlas as [Vector2]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:208
+msgid ""
+"Merges (combines) [code]polygon_a[/code] and [code]polygon_b[/code] and "
+"returns an array of merged polygons. This performs [constant "
+"OPERATION_UNION] between polygons.\n"
+"The operation may result in an outer polygon (boundary) and multiple inner "
+"polygons (holes) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:218
+msgid ""
+"Inflates or deflates [code]polygon[/code] by [code]delta[/code] units "
+"(pixels). If [code]delta[/code] is positive, makes the polygon grow outward. "
+"If [code]delta[/code] is negative, shrinks the polygon inward. Returns an "
+"array of polygons because inflating/deflating may result in multiple "
+"discrete polygons. Returns an empty array if [code]delta[/code] is negative "
+"and the absolute value of it approximately exceeds the minimum bounding "
+"rectangle dimensions of the polygon.\n"
+"Each polygon's vertices will be rounded as determined by [code]join_type[/"
+"code], see [enum PolyJoinType].\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise].\n"
+"[b]Note:[/b] To translate the polygon's vertices specifically, use the "
+"[method Transform2D.xform] method:\n"
+"[codeblock]\n"
+"var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, "
+"100), Vector2(0, 100)])\n"
+"var offset = Vector2(50, 50)\n"
+"polygon = Transform2D(0, offset).xform(polygon)\n"
+"print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, "
+"150), Vector2(50, 150)]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Geometry.xml:237
+msgid ""
+"Inflates or deflates [code]polyline[/code] by [code]delta[/code] units "
+"(pixels), producing polygons. If [code]delta[/code] is positive, makes the "
+"polyline grow outward. Returns an array of polygons because inflating/"
+"deflating may result in multiple discrete polygons. If [code]delta[/code] is "
+"negative, returns an empty array.\n"
+"Each polygon's vertices will be rounded as determined by [code]join_type[/"
+"code], see [enum PolyJoinType].\n"
+"Each polygon's endpoints will be rounded as determined by [code]end_type[/"
+"code], see [enum PolyEndType].\n"
+"The operation may result in an outer polygon (boundary) and inner polygon "
+"(hole) produced which could be distinguished by calling [method "
+"is_polygon_clockwise]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:250
+msgid ""
+"Returns if [code]point[/code] is inside the triangle specified by [code]a[/"
+"code], [code]b[/code] and [code]c[/code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:261
+msgid ""
+"Tests if the 3D ray starting at [code]from[/code] with the direction of "
+"[code]dir[/code] intersects the triangle specified by [code]a[/code], "
+"[code]b[/code] and [code]c[/code]. If yes, returns the point of intersection "
+"as [Vector3]. If no intersection takes place, an empty [Variant] is returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml:271
+msgid ""
+"Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), "
+"returns the position on the segment (as a number between 0 and 1) at which "
+"the segment hits the circle that is located at position "
+"[code]circle_position[/code] and has radius [code]circle_radius[/code]. If "
+"the segment does not intersect the circle, -1 is returned (this is also the "
+"case if the line extending the segment would intersect the circle, but the "
+"segment does not)."
+msgstr ""
+
+#: doc/classes/Geometry.xml:280
+msgid ""
+"Given a convex hull defined though the [Plane]s in the array [code]planes[/"
+"code], tests if the segment ([code]from[/code], [code]to[/code]) intersects "
+"with that hull. If an intersection is found, returns a [PoolVector3Array] "
+"containing the point the intersection and the hull's normal. If no "
+"intersecion is found, an the returned array is empty."
+msgstr ""
+
+#: doc/classes/Geometry.xml:290
+msgid ""
+"Checks if the segment ([code]from[/code], [code]to[/code]) intersects the "
+"cylinder with height [code]height[/code] that is centered at the origin and "
+"has radius [code]radius[/code]. If no, returns an empty [PoolVector3Array]. "
+"If an intersection takes place, the returned array contains the point of "
+"intersection and the cylinder's normal at the point of intersection."
+msgstr ""
+
+#: doc/classes/Geometry.xml:300
+msgid ""
+"Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
+"([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
+"of intersection as [Vector2]. If no intersection takes place, returns an "
+"empty [Variant]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:310
+msgid ""
+"Checks if the segment ([code]from[/code], [code]to[/code]) intersects the "
+"sphere that is located at [code]sphere_position[/code] and has radius "
+"[code]sphere_radius[/code]. If no, returns an empty [PoolVector3Array]. If "
+"yes, returns a [PoolVector3Array] containing the point of intersection and "
+"the sphere's normal at the point of intersection."
+msgstr ""
+
+#: doc/classes/Geometry.xml:321
+msgid ""
+"Tests if the segment ([code]from[/code], [code]to[/code]) intersects the "
+"triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the "
+"point of intersection as [Vector3]. If no intersection takes place, an empty "
+"[Variant] is returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml:328
+msgid ""
+"Triangulates the area specified by discrete set of [code]points[/code] such "
+"that no point is inside the circumcircle of any resulting triangle. Returns "
+"a [PoolIntArray] where each triangle consists of three consecutive point "
+"indices into [code]points[/code] (i.e. the returned array will have [code]n "
+"* 3[/code] elements, with [code]n[/code] being the number of found "
+"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml:335
+msgid ""
+"Triangulates the polygon specified by the points in [code]polygon[/code]. "
+"Returns a [PoolIntArray] where each triangle consists of three consecutive "
+"point indices into [code]polygon[/code] (i.e. the returned array will have "
+"[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
+"triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Geometry.xml:341
+msgid ""
+"Create regions where either subject or clip polygons (or both) are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml:344
+msgid ""
+"Create regions where subject polygons are filled except where clip polygons "
+"are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml:347
+msgid "Create regions where both subject and clip polygons are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml:350
+msgid ""
+"Create regions where either subject or clip polygons are filled but not "
+"where both are filled."
+msgstr ""
+
+#: doc/classes/Geometry.xml:353
+msgid ""
+"Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Geometry.xml:356
+msgid ""
+"While flattened paths can never perfectly trace an arc, they are "
+"approximated by a series of arc chords."
+msgstr ""
+
+#: doc/classes/Geometry.xml:359
+msgid ""
+"There's a necessary limit to mitered joins since offsetting edges that join "
+"at very acute angles will produce excessively long and narrow \"spikes\". "
+"For any given edge join, when miter offsetting would exceed that maximum "
+"distance, \"square\" joining is applied."
+msgstr ""
+
+#: doc/classes/Geometry.xml:362
+msgid ""
+"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
+"as a polygon."
+msgstr ""
+
+#: doc/classes/Geometry.xml:365
+msgid ""
+"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
+"as a polyline."
+msgstr ""
+
+#: doc/classes/Geometry.xml:368
+msgid "Endpoints are squared off with no extension."
+msgstr ""
+
+#: doc/classes/Geometry.xml:371
+msgid "Endpoints are squared off and extended by [code]delta[/code] units."
+msgstr ""
+
+#: doc/classes/Geometry.xml:374
+msgid "Endpoints are rounded off and extended by [code]delta[/code] units."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:4
+msgid "Base node for geometry-based visual instances."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:7
+msgid ""
+"Base node for geometry-based visual instances. Shares some common "
+"functionality like visibility and custom materials."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:16
+msgid ""
+"Returns the [enum GeometryInstance.Flags] that have been set for this object."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:23
+msgid ""
+"Overrides the bounding box of this node with a custom one. To remove it, set "
+"an [AABB] with all fields set to zero."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:31
+msgid ""
+"Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance."
+"Flags] for options."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:37
+msgid ""
+"The selected shadow casting flag. See [enum ShadowCastingSetting] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:40
+msgid ""
+"The extra distance added to the GeometryInstance's bounding box ([AABB]) to "
+"increase its cull box."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:43
+msgid ""
+"When disabled, the mesh will be taken into account when computing indirect "
+"lighting, but the resulting lightmap will not be saved. Useful for emissive "
+"only materials or shadow casters."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:46
+msgid ""
+"Scale factor for the generated baked lightmap. Useful for adding detail to "
+"certain mesh instances."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:49
+msgid ""
+"The GeometryInstance's max LOD distance.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:53
+msgid ""
+"The GeometryInstance's max LOD margin.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:57
+msgid ""
+"The GeometryInstance's min LOD distance.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:61
+msgid ""
+"The GeometryInstance's min LOD margin.\n"
+"[b]Note:[/b] This property currently has no effect."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:65
+msgid ""
+"The material override for the whole geometry.\n"
+"If a material is assigned to this property, it will be used instead of any "
+"material set in any material slot of the mesh."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:69
+msgid ""
+"If [code]true[/code], this GeometryInstance will be used when baking lights "
+"using a [GIProbe] or [BakedLightmap]."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:74
+msgid "The generated lightmap texture will have the original size."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:77
+msgid "The generated lightmap texture will be twice as large, on each axis."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:80
+msgid "The generated lightmap texture will be 4 times as large, on each axis."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:83
+msgid "The generated lightmap texture will be 8 times as large, on each axis."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:88
+msgid "Will not cast any shadows."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:91
+msgid ""
+"Will cast shadows from all visible faces in the GeometryInstance.\n"
+"Will take culling into account, so faces not being rendered will not be "
+"taken into account when shadow casting."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:95
+msgid ""
+"Will cast shadows from all visible faces in the GeometryInstance.\n"
+"Will not take culling into account, so all faces will be taken into account "
+"when shadow casting."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:99
+msgid ""
+"Will only show the shadows casted from this object.\n"
+"In other words, the actual mesh will not be visible, only the shadows casted "
+"from the mesh will be."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:103
+msgid ""
+"Will allow the GeometryInstance to be used when baking lights using a "
+"[GIProbe] or [BakedLightmap]."
+msgstr ""
+
+#: doc/classes/GeometryInstance.xml:106
+msgid ""
+"Unused in this class, exposed for consistency with [enum VisualServer."
+"InstanceFlags]."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:4
+msgid "Real-time global illumination (GI) probe."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:7
+msgid ""
+"[GIProbe]s are used to provide high-quality real-time indirect light to "
+"scenes. They precompute the effect of objects that emit light and the effect "
+"of static geometry to simulate the behavior of complex light in real-time. "
+"[GIProbe]s need to be baked before using, however, once baked, dynamic "
+"objects will receive light from them. Further, lights can be fully dynamic "
+"or baked.\n"
+"Having [GIProbe]s in a scene can be expensive, the quality of the probe can "
+"be turned down in exchange for better performance in the [ProjectSettings] "
+"using [member ProjectSettings.rendering/quality/voxel_cone_tracing/"
+"high_quality].\n"
+"[b]Procedural generation:[/b] [GIProbe] can be baked in an exported project, "
+"which makes it suitable for procedurally generated or user-built levels as "
+"long as all the geometry is generated in advance.\n"
+"[b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not "
+"suited to low-end hardware such as integrated graphics (consider "
+"[BakedLightmap] instead). To provide a fallback for low-end hardware, "
+"consider adding an option to disable [GIProbe] in your project's options "
+"menus. A [GIProbe] node can be disabled by hiding it.\n"
+"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light "
+"leaks (avoid one-sided walls). For interior levels, enclose your level "
+"geometry in a sufficiently large box and bridge the loops to close the mesh. "
+"To further prevent light leaks, you can also strategically place temporary "
+"[MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] "
+"enabled. These temporary nodes can then be hidden after baking the [GIProbe] "
+"node.\n"
+"[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot "
+"emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can "
+"emit light in a [GIProbe]."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:15
+msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/gi_probes.html"
+msgstr ""
+
+#: doc/classes/GIProbe.xml:24
+msgid ""
+"Bakes the effect from all [GeometryInstance]s marked with [member "
+"GeometryInstance.use_in_baked_light] and [Light]s marked with either "
+"[constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If "
+"[code]create_visual_debug[/code] is [code]true[/code], after baking the "
+"light, this will generate a [MultiMesh] that has a cube representing each "
+"solid cell with each cube colored to the cell's albedo color. This can be "
+"used to visualize the [GIProbe]'s data and debug any issues that may be "
+"occurring.\n"
+"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
+"This makes it suitable for procedurally generated or user-built levels. "
+"Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
+"Reducing [member subdiv] can speed up baking."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:31
+msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:37
+msgid ""
+"Offsets the lookup of the light contribution from the [GIProbe]. This can be "
+"used to avoid self-shadowing, but may introduce light leaking at higher "
+"values. This and [member normal_bias] should be played around with to "
+"minimize self-shadowing and light leaking.\n"
+"[b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the "
+"size of the voxels."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:41
+msgid ""
+"[i]Deprecated.[/i] This property has been deprecated due to known bugs and "
+"no longer has any effect when enabled."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:44
+msgid "The [GIProbeData] resource that holds the data for this [GIProbe]."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:47
+msgid ""
+"The maximum brightness that the [GIProbe] will recognize. Brightness will be "
+"scaled within this range."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:50
+msgid ""
+"Energy multiplier. Makes the lighting contribution from the [GIProbe] "
+"brighter."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:53
+msgid ""
+"The size of the area covered by the [GIProbe]. If you make the extents "
+"larger without increasing the subdivisions with [member subdiv], the size of "
+"each cell will increase and result in lower detailed lighting."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:56
+msgid ""
+"If [code]true[/code], ignores the sky contribution when calculating lighting."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:59
+msgid ""
+"Offsets the lookup into the [GIProbe] based on the object's normal "
+"direction. Can be used to reduce some self-shadowing artifacts."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:62
+msgid ""
+"How much light propagates through the probe internally. A higher value "
+"allows light to spread further."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:65
+msgid ""
+"Number of times to subdivide the grid that the [GIProbe] operates on. A "
+"higher number results in finer detail and thus higher visual quality, while "
+"lower numbers result in better performance."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:70
+msgid ""
+"Use 64 subdivisions. This is the lowest quality setting, but the fastest. "
+"Use it if you can, but especially use it on lower-end hardware."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:73
+msgid "Use 128 subdivisions. This is the default quality setting."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:76
+msgid "Use 256 subdivisions."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:79
+msgid ""
+"Use 512 subdivisions. This is the highest quality setting, but the slowest. "
+"On lower-end hardware, this could cause the GPU to stall."
+msgstr ""
+
+#: doc/classes/GIProbe.xml:82
+msgid "Represents the size of the [enum Subdiv] enum."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml:13
+msgid ""
+"The [Color] of the light. Defaults to white. A black color causes the light "
+"to have no effect."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml:16
+msgid ""
+"The inner angle of the cone in a spotlight. Must be less than or equal to "
+"the outer cone angle.\n"
+"Within this angle, the light is at full brightness. Between the inner and "
+"outer cone angles, there is a transition from full brightness to zero "
+"brightness. When creating a Godot [SpotLight], the ratio between the inner "
+"and outer cone angles is used to calculate the attenuation of the light."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml:20
+msgid ""
+"The intensity of the light. This is expressed in candelas (lumens per "
+"steradian) for point and spot lights, and lux (lumens per m²) for "
+"directional lights. When creating a Godot light, this value is converted to "
+"a unitless multiplier."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml:23
+msgid ""
+"The outer angle of the cone in a spotlight. Must be greater than or equal to "
+"the inner angle.\n"
+"At this angle, the light drops off to zero brightness. Between the inner and "
+"outer cone angles, there is a transition from full brightness to zero "
+"brightness. If this angle is a half turn, then the spotlight emits in all "
+"directions. When creating a Godot [SpotLight], the outer cone angle is used "
+"as the angle of the spotlight."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml:27
+msgid ""
+"The range of the light, beyond which the light has no effect. GLTF lights "
+"with no range defined behave like physical lights (which have infinite "
+"range). When creating a Godot light, the range is clamped to 4096."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml:30
+msgid ""
+"The type of the light. The values accepted by Godot are \"point\", \"spot\", "
+"and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], "
+"and [DirectionalLight] respectively."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml:4
+msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml:7
+msgid ""
+"This class is a bridge between Godot and the Mono runtime. It exposes "
+"several low-level operations and is only available in Mono-enabled Godot "
+"builds.\n"
+"See also [CSharpScript]."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml:17
+msgid "Attaches the current thread to the Mono runtime."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml:24
+msgid "Detaches the current thread from the Mono runtime."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml:31
+msgid ""
+"Returns the current MonoDomain ID.\n"
+"[b]Note:[/b] The Mono runtime must be initialized for this method to work "
+"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
+"initialized at the time this method is called, the engine will crash."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml:39
+msgid ""
+"Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as "
+"[method get_domain_id], unless the scripts domain isn't loaded.\n"
+"[b]Note:[/b] The Mono runtime must be initialized for this method to work "
+"(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
+"initialized at the time this method is called, the engine will crash."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml:49
+msgid ""
+"Returns [code]true[/code] if the domain is being finalized, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml:56
+msgid ""
+"Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml:63
+msgid ""
+"Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: modules/mono/doc_classes/GodotSharp.xml:70
+msgid ""
+"Returns [code]true[/code] if the scripts domain is loaded, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/Gradient.xml:4
+msgid ""
+"A color interpolator resource which can be used to generate colors between "
+"user-defined color points."
+msgstr ""
+
+#: doc/classes/Gradient.xml:7
+msgid ""
+"Given a set of colors, this resource will interpolate them in order. This "
+"means that if you have color 1, color 2 and color 3, the ramp will "
+"interpolate from color 1 to color 2 and from color 2 to color 3. The ramp "
+"will initially have 2 colors (black and white), one (black) at ramp lower "
+"offset 0 and the other (white) at the ramp higher offset 1."
+msgstr ""
+
+#: doc/classes/Gradient.xml:17
+msgid ""
+"Adds the specified color to the end of the ramp, with the specified offset."
+msgstr ""
+
+#: doc/classes/Gradient.xml:24
+msgid "Returns the color of the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml:31
+msgid "Returns the offset of the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml:37
+msgid "Returns the number of colors in the ramp."
+msgstr ""
+
+#: doc/classes/Gradient.xml:44
+msgid "Returns the interpolated color specified by [code]offset[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml:51
+msgid "Removes the color at the index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml:59
+msgid "Sets the color of the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml:67
+msgid "Sets the offset for the ramp color at index [code]point[/code]."
+msgstr ""
+
+#: doc/classes/Gradient.xml:73
+msgid "Gradient's colors returned as a [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/Gradient.xml:76
+msgid "Gradient's offsets returned as a [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml:4
+msgid "Gradient-filled texture."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml:7
+msgid ""
+"GradientTexture uses a [Gradient] to fill the texture data. The gradient "
+"will be filled from left to right using colors obtained from the gradient. "
+"This means the texture does not necessarily represent an exact copy of the "
+"gradient, but instead an interpolation of samples obtained from the gradient "
+"at fixed steps (see [member width])."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml:15
+msgid "The [Gradient] that will be used to fill the texture."
+msgstr ""
+
+#: doc/classes/GradientTexture.xml:18
+msgid "The number of color samples that will be obtained from the [Gradient]."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:4
+msgid ""
+"GraphEdit is an area capable of showing various GraphNodes. It manages "
+"connection events between them."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:7
+msgid ""
+"GraphEdit manages the showing of GraphNodes it contains, as well as "
+"connections and disconnections between them. Signals are sent for each of "
+"these two events. Disconnection between GraphNode slots is disabled by "
+"default.\n"
+"It is greatly advised to enable low-processor usage mode (see [member OS."
+"low_processor_usage_mode]) when using GraphEdits."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:18
+msgid ""
+"Makes possible the connection between two different slot types. The type is "
+"defined with the [method GraphNode.set_slot] method."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:25
+msgid ""
+"Makes possible to disconnect nodes when dragging from the slot at the left "
+"if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:32
+msgid ""
+"Makes possible to disconnect nodes when dragging from the slot at the right "
+"if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:38
+msgid "Removes all connections between nodes."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:48
+msgid ""
+"Create a connection between the [code]from_port[/code] slot of the "
+"[code]from[/code] GraphNode and the [code]to_port[/code] slot of the "
+"[code]to[/code] GraphNode. If the connection already exists, no connection "
+"is created."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:58
+msgid ""
+"Removes the connection between the [code]from_port[/code] slot of the "
+"[code]from[/code] GraphNode and the [code]to_port[/code] slot of the "
+"[code]to[/code] GraphNode. If the connection does not exist, no connection "
+"is removed."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:64
+msgid ""
+"Returns an Array containing the list of connections. A connection consists "
+"in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", "
+"to_port: 1, to: \"GraphNode name 1\" }[/code]."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:70
+msgid ""
+"Gets the [HBoxContainer] that contains the zooming and grid snap controls in "
+"the top left of the graph. You can use this method to reposition the toolbar "
+"or to add your own custom controls to it.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:81
+msgid ""
+"Returns [code]true[/code] if the [code]from_port[/code] slot of the "
+"[code]from[/code] GraphNode is connected to the [code]to_port[/code] slot of "
+"the [code]to[/code] GraphNode."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:89
+msgid "Returns whether it's possible to connect slots of the specified types."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:97
+msgid ""
+"Makes it not possible to connect between two different slot types. The type "
+"is defined with the [method GraphNode.set_slot] method."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:104
+msgid ""
+"Removes the possibility to disconnect nodes when dragging from the slot at "
+"the left if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:111
+msgid ""
+"Removes the possibility to disconnect nodes when dragging from the slot at "
+"the right if it has the specified type."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:122
+msgid ""
+"Sets the coloration of the connection between [code]from[/code]'s "
+"[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the "
+"color provided in the [code]activity[/code] theme property."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:129
+msgid "Sets the specified [code]node[/code] as the one selected."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:136
+msgid "If [code]true[/code], the minimap is visible."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:139
+msgid "The opacity of the minimap rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:142
+msgid ""
+"The size of the minimap rectangle. The map itself is based on the size of "
+"the grid area and is scaled to fit this rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:146
+msgid ""
+"If [code]true[/code], enables disconnection of existing connections in the "
+"GraphEdit by dragging the right end."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:149
+msgid "The scroll offset."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:152
+msgid ""
+"If [code]true[/code], makes a label with the current zoom level visible. The "
+"zoom value is displayed in percents."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:155
+msgid "The snapping distance in pixels."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:158
+msgid "If [code]true[/code], enables snapping."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:161
+msgid "The current zoom value."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:164
+msgid "The upper zoom limit."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:167
+msgid "The lower zoom limit."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:170
+msgid "The step of each zoom level."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:176
+msgid "Emitted at the beginning of a GraphNode movement."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:181
+msgid "Emitted at the end of a GraphNode movement."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:189
+msgid ""
+"Emitted when user dragging connection from input port into empty space of "
+"the graph."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:198
+msgid ""
+"Emitted to the GraphEdit when the connection between the [code]from_slot[/"
+"code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] "
+"slot of the [code]to[/code] GraphNode is attempted to be created."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:206
+msgid ""
+"Emitted when user dragging connection from output port into empty space of "
+"the graph."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:211
+msgid "Emitted when the user presses [code]Ctrl + C[/code]."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:216
+msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:225
+msgid ""
+"Emitted to the GraphEdit when the connection between [code]from_slot[/code] "
+"slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of "
+"[code]to[/code] GraphNode is attempted to be removed."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:230
+msgid ""
+"Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:236
+msgid "Emitted when a GraphNode is selected."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:246
+msgid "Emitted when the user presses [code]Ctrl + V[/code]."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:252
+msgid ""
+"Emitted when a popup is requested. Happens on right-clicking in the "
+"GraphEdit. [code]position[/code] is the position of the mouse pointer when "
+"the signal is sent."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:258
+msgid ""
+"Emitted when the scroll offset is changed by the user. It will not be "
+"emitted when changed in code."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:268
+msgid "Color of major grid lines."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:271
+msgid "Color of minor grid lines."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:274
+msgid "The fill color of the selection rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:277
+msgid "The outline color of the selection rectangle."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:284
+msgid ""
+"The horizontal range within which a port can be grabbed (on both sides)."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:287
+msgid "The vertical range within which a port can be grabbed (on both sides)."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:292
+msgid "The icon for the zoom out button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:295
+msgid "The icon for the zoom in button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:298
+msgid "The icon for the zoom reset button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:301
+msgid "The icon for the snap toggle button."
+msgstr ""
+
+#: doc/classes/GraphEdit.xml:304
+msgid "The background drawn under the grid."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:4
+msgid ""
+"A GraphNode is a container with potentially several input and output slots "
+"allowing connections between GraphNodes. Slots can have different, "
+"incompatible types."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:7
+msgid ""
+"A GraphNode is a container. Each GraphNode can have several input and output "
+"slots, sometimes referred to as ports, allowing connections between "
+"GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node "
+"to it.\n"
+"After adding at least one child to GraphNode new sections will be "
+"automatically created in the Inspector called 'Slot'. When 'Slot' is "
+"expanded you will see list with index number for each slot. You can click on "
+"each of them to expand further.\n"
+"In the Inspector you can enable (show) or disable (hide) slots. By default, "
+"all slots are disabled so you may not see any slots on your GraphNode "
+"initially. You can assign a type to each slot. Only slots of the same type "
+"will be able to connect to each other. You can also assign colors to slots. "
+"A tuple of input and output slots is defined for each GUI element included "
+"in the GraphNode. Input connections are on the left and output connections "
+"are on the right side of GraphNode. Only enabled slots are counted as "
+"connections."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:17
+msgid "Disables all input and output slots of the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:24
+msgid "Disables input and output slot whose index is [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:31
+msgid "Returns the [Color] of the input connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:37
+msgid ""
+"Returns the number of enabled input slots (connections) to the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:44
+msgid "Returns the position of the input connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:51
+msgid "Returns the type of the input connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:58
+msgid "Returns the [Color] of the output connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:64
+msgid ""
+"Returns the number of enabled output slots (connections) of the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:71
+msgid "Returns the position of the output connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:78
+msgid "Returns the type of the output connection [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:85
+msgid "Returns the left (input) [Color] of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:92
+msgid "Returns the right (output) [Color] of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:99
+msgid "Returns the left (input) type of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:106
+msgid "Returns the right (output) type of the slot [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:113
+msgid ""
+"Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] "
+"is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:120
+msgid ""
+"Returns [code]true[/code] if right (output) side of the slot [code]idx[/"
+"code] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:135
+msgid ""
+"Sets properties of the slot with ID [code]idx[/code].\n"
+"If [code]enable_left[/code]/[code]right[/code], a port will appear and the "
+"slot will be able to be connected from this side.\n"
+"[code]type_left[/code]/[code]right[/code] is an arbitrary type of the port. "
+"Only ports with the same type values can be connected.\n"
+"[code]color_left[/code]/[code]right[/code] is the tint of the port's icon on "
+"this side.\n"
+"[code]custom_left[/code]/[code]right[/code] is a custom texture for this "
+"side's port.\n"
+"[b]Note:[/b] This method only sets properties of the slot. To create the "
+"slot, add a [Control]-derived child to the GraphNode.\n"
+"Individual properties can be set using one of the [code]set_slot_*[/code] "
+"methods. You must enable at least one side of the slot to do so."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:149
+msgid ""
+"Sets the [Color] of the left (input) side of the slot [code]idx[/code] to "
+"[code]color_left[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:157
+msgid ""
+"Sets the [Color] of the right (output) side of the slot [code]idx[/code] to "
+"[code]color_right[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:165
+msgid ""
+"Toggles the left (input) side of the slot [code]idx[/code]. If "
+"[code]enable_left[/code] is [code]true[/code], a port will appear on the "
+"left side and the slot will be able to be connected from this side."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:173
+msgid ""
+"Toggles the right (output) side of the slot [code]idx[/code]. If "
+"[code]enable_right[/code] is [code]true[/code], a port will appear on the "
+"right side and the slot will be able to be connected from this side."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:181
+msgid ""
+"Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/"
+"code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:189
+msgid ""
+"Sets the right (output) type of the slot [code]idx[/code] to "
+"[code]type_right[/code]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:195
+msgid "If [code]true[/code], the GraphNode is a comment node."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:198
+msgid ""
+"The offset of the GraphNode, relative to the scroll offset of the "
+"[GraphEdit].\n"
+"[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a "
+"[Container]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:202
+msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:205
+msgid ""
+"If [code]true[/code], the user can resize the GraphNode.\n"
+"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
+"signal, the GraphNode needs to be resized manually."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:209
+msgid "If [code]true[/code], the GraphNode is selected."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:212
+msgid ""
+"If [code]true[/code], the close button will be visible.\n"
+"[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, "
+"the GraphNode needs to be removed manually."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:216
+msgid "The text displayed in the GraphNode's title bar."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:222
+msgid ""
+"Emitted when the GraphNode is requested to be closed. Happens on clicking "
+"the close button (see [member show_close])."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:229
+msgid "Emitted when the GraphNode is dragged."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:234
+msgid "Emitted when the GraphNode is moved."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:239
+msgid ""
+"Emitted when the GraphNode is requested to be displayed over other ones. "
+"Happens on focusing (clicking into) the GraphNode."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:245
+msgid ""
+"Emitted when the GraphNode is requested to be resized. Happens on dragging "
+"the resizer handle (see [member resizable])."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:251
+msgid "Emitted when any GraphNode's slot is updated."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:257
+msgid "No overlay is shown."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:260
+msgid "Show overlay set in the [code]breakpoint[/code] theme property."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:263
+msgid "Show overlay set in the [code]position[/code] theme property."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:268
+msgid "The color modulation applied to the close button icon."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:271
+msgid "The color modulation applied to the resizer icon."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:274
+msgid "Color of the title text."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:277 doc/classes/WindowDialog.xml:38
+msgid "The vertical offset of the close button."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:280
+msgid "Horizontal offset for the ports."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:283
+msgid "The vertical distance between ports."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:286
+msgid "Vertical offset of the title text."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:289
+msgid "Font used for the title text."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:292
+msgid ""
+"The icon for the close button, visible when [member show_close] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:295
+msgid "The icon used for representing ports."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:298
+msgid "The icon used for resizer, visible when [member resizable] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:301
+msgid ""
+"The background used when [member overlay] is set to [constant "
+"OVERLAY_BREAKPOINT]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:304
+msgid "The [StyleBox] used when [member comment] is enabled."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:307
+msgid ""
+"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is "
+"focused."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:314
+msgid "The default background for [GraphNode]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:317
+msgid ""
+"The background used when [member overlay] is set to [constant "
+"OVERLAY_POSITION]."
+msgstr ""
+
+#: doc/classes/GraphNode.xml:320
+msgid "The background used when the [GraphNode] is selected."
+msgstr ""
+
+#: doc/classes/GridContainer.xml:4
+msgid ""
+"Grid container used to arrange Control-derived children in a grid like "
+"layout."
+msgstr ""
+
+#: doc/classes/GridContainer.xml:7
+msgid ""
+"GridContainer will arrange its Control-derived children in a grid like "
+"structure, the grid columns are specified using the [member columns] "
+"property and the number of rows will be equal to the number of children in "
+"the container divided by the number of columns. For example, if the "
+"container has 5 children, and 2 columns, there will be 3 rows in the "
+"container.\n"
+"Notice that grid layout will preserve the columns and rows for every size of "
+"the container, and that empty columns will be expanded automatically.\n"
+"[b]Note:[/b] GridContainer only works with child nodes inheriting from "
+"Control. It won't rearrange child nodes inheriting from Node2D."
+msgstr ""
+
+#: doc/classes/GridContainer.xml:18
+msgid ""
+"The number of columns in the [GridContainer]. If modified, [GridContainer] "
+"reorders its Control-derived children to accommodate the new layout."
+msgstr ""
+
+#: doc/classes/GridContainer.xml:26
+msgid "The horizontal separation of children nodes."
+msgstr ""
+
+#: doc/classes/GridContainer.xml:29
+msgid "The vertical separation of children nodes."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:4
+msgid "Node for 3D tile-based maps."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:7
+msgid ""
+"GridMap lets you place meshes on a grid interactively. It works both from "
+"the editor and from scripts, which can help you create in-game level "
+"editors.\n"
+"GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a "
+"mesh with materials plus optional collision and navigation shapes.\n"
+"A GridMap contains a collection of cells. Each grid cell refers to a tile in "
+"the [MeshLibrary]. All cells in the map have the same dimensions.\n"
+"Internally, a GridMap is split into a sparse collection of octants for "
+"efficient rendering and physics processing. Every octant has the same "
+"dimensions and can contain several cells.\n"
+"[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be "
+"hidden or cull masked based on [member VisualInstance.layers]. If you make a "
+"light not affect the first layer, the whole GridMap won't be lit by the "
+"light in question."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:14
+msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/using_gridmaps.html"
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:22
+msgid "Clear all cells."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:39
+msgid ""
+"Returns an array of [ArrayMesh]es and [Transform] references of all bake "
+"meshes that exist within the current GridMap."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:48
+msgid ""
+"The [MeshLibrary] item index located at the grid-based X, Y and Z "
+"coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be "
+"returned."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:57
+msgid ""
+"The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is "
+"returned if the cell is empty."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:64
+msgid "Returns an individual bit on the [member collision_layer]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:71
+msgid "Returns an individual bit on the [member collision_mask]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:77
+msgid ""
+"Returns an array of [Transform] and [Mesh] references corresponding to the "
+"non-empty cells in the grid. The transforms are specified in world space."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:83
+msgid ""
+"Returns an array of [Vector3] with the non-empty cell coordinates in the "
+"grid map."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:99
+msgid ""
+"Returns the position of a grid cell in the GridMap's local coordinate space."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:116
+msgid ""
+"Sets the mesh index for the cell referenced by its grid-based X, Y and Z "
+"coordinates.\n"
+"A negative item index such as [constant INVALID_CELL_ITEM] will clear the "
+"cell.\n"
+"Optionally, the item's orientation can be passed. For valid orientation "
+"values, see [method Basis.get_orthogonal_index]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:135
+msgid "Sets an individual bit on the [member collision_layer]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:143
+msgid "Sets an individual bit on the [member collision_mask]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:150
+msgid ""
+"Returns the coordinates of the grid cell containing the given point.\n"
+"[code]pos[/code] should be in the GridMap's local coordinate space."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:157
+msgid "If [code]true[/code], grid items are centered on the X axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:160
+msgid "If [code]true[/code], grid items are centered on the Y axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:163
+msgid "If [code]true[/code], grid items are centered on the Z axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:166
+msgid ""
+"The size of each octant measured in number of cells. This applies to all "
+"three axis."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:169
+msgid ""
+"The scale of the cell items.\n"
+"This does not affect the size of the grid cells themselves, only the items "
+"in them. This can be used to make cell items overlap their neighbors."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:173
+msgid ""
+"The dimensions of the grid's cells.\n"
+"This does not affect the size of the meshes. See [member cell_scale]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:177
+msgid ""
+"The physics layers this GridMap is in.\n"
+"GridMaps act as static bodies, meaning they aren't affected by gravity or "
+"other forces. They only affect other physics bodies that collide with them."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:181
+msgid ""
+"The physics layers this GridMap detects collisions in. See [url=https://docs."
+"godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-"
+"layers-and-masks]Collision layers and masks[/url] in the documentation for "
+"more information."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:184
+msgid "The assigned [MeshLibrary]."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:187
+msgid ""
+"Controls whether this GridMap will be baked in a [BakedLightmap] or not."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:194
+msgid "Emitted when [member cell_size] changes."
+msgstr ""
+
+#: modules/gridmap/doc_classes/GridMap.xml:200
+msgid ""
+"Invalid cell item that can be used in [method set_cell_item] to clear cells "
+"(or represent an empty cell in [method get_cell_item])."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml:4
+msgid "Groove constraint for 2D physics."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml:7
+msgid ""
+"Groove constraint for 2D physics. This is useful for making a body \"slide\" "
+"through a segment placed in another."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml:15
+msgid ""
+"The body B's initial anchor position defined by the joint's origin and a "
+"local offset [member initial_offset] along the joint's Y axis (along the "
+"groove)."
+msgstr ""
+
+#: doc/classes/GrooveJoint2D.xml:18
+msgid ""
+"The groove's length. The groove is from the joint's origin towards [member "
+"length] along the joint's local Y axis."
+msgstr ""
+
+#: doc/classes/HashingContext.xml:4
+msgid "Context to compute cryptographic hashes over multiple iterations."
+msgstr ""
+
+#: doc/classes/HashingContext.xml:7
+msgid ""
+"The HashingContext class provides an interface for computing cryptographic "
+"hashes over multiple iterations. This is useful for example when computing "
+"hashes of big files (so you don't have to load them all in memory), network "
+"streams, and data streams in general (so you don't have to hold buffers).\n"
+"The [enum HashType] enum shows the supported hashing algorithms.\n"
+"[codeblock]\n"
+"const CHUNK_SIZE = 1024\n"
+"\n"
+"func hash_file(path):\n"
+" var ctx = HashingContext.new()\n"
+" var file = File.new()\n"
+" # Start a SHA-256 context.\n"
+" ctx.start(HashingContext.HASH_SHA256)\n"
+" # Check that file exists.\n"
+" if not file.file_exists(path):\n"
+" return\n"
+" # Open the file to hash.\n"
+" file.open(path, File.READ)\n"
+" # Update the context after reading each chunk.\n"
+" while not file.eof_reached():\n"
+" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
+" # Get the computed hash.\n"
+" var res = ctx.finish()\n"
+" # Print the result as hex string and array.\n"
+" printt(res.hex_encode(), Array(res))\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: doc/classes/HashingContext.xml:38
+msgid "Closes the current context, and return the computed hash."
+msgstr ""
+
+#: doc/classes/HashingContext.xml:45
+msgid ""
+"Starts a new hash computation of the given [code]type[/code] (e.g. [constant "
+"HASH_SHA256] to start computation of a SHA-256)."
+msgstr ""
+
+#: doc/classes/HashingContext.xml:52
+msgid "Updates the computation with the given [code]chunk[/code] of data."
+msgstr ""
+
+#: doc/classes/HashingContext.xml:58
+msgid "Hashing algorithm: MD5."
+msgstr ""
+
+#: doc/classes/HashingContext.xml:61
+msgid "Hashing algorithm: SHA-1."
+msgstr ""
+
+#: doc/classes/HashingContext.xml:64
+msgid "Hashing algorithm: SHA-256."
+msgstr ""
+
+#: doc/classes/HBoxContainer.xml:4
+msgid "Horizontal box container."
+msgstr ""
+
+#: doc/classes/HBoxContainer.xml:7
+msgid "Horizontal box container. See [BoxContainer]."
+msgstr ""
+
+#: doc/classes/HBoxContainer.xml:17
+msgid "The horizontal space between the [HBoxContainer]'s elements."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml:4
+msgid "Height map shape for 3D physics."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml:7
+msgid ""
+"Height map shape resource, which can be added to a [PhysicsBody] or [Area]."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml:15
+msgid ""
+"Height map data, pool array must be of [member map_width] * [member "
+"map_depth] size."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml:18
+msgid ""
+"Depth of the height map data. Changing this will resize the [member "
+"map_data]."
+msgstr ""
+
+#: doc/classes/HeightMapShape.xml:21
+msgid ""
+"Width of the height map data. Changing this will resize the [member "
+"map_data]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:4
+msgid "A hinge between two 3D PhysicsBodies."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:7
+msgid ""
+"A HingeJoint normally uses the Z axis of body A as the hinge axis, another "
+"axis can be specified when adding it manually though. See also "
+"[Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:16 doc/classes/SpriteBase3D.xml:21
+msgid "Returns the value of the specified flag."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:23 doc/classes/ParticlesMaterial.xml:25
+#: doc/classes/PinJoint.xml:16
+msgid "Returns the value of the specified parameter."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:31
+msgid "If [code]true[/code], enables the specified flag."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:39 doc/classes/PinJoint.xml:24
+msgid "Sets the value of the specified parameter."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:45 doc/classes/HingeJoint.xml:85
+#: doc/classes/PhysicsServer.xml:977
+msgid ""
+"The speed with which the rotation across the axis perpendicular to the hinge "
+"gets corrected."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:48 doc/classes/HingeJoint.xml:102
+msgid ""
+"If [code]true[/code], the hinges maximum and minimum rotation, defined by "
+"[member angular_limit/lower] and [member angular_limit/upper] has effects."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:51 doc/classes/HingeJoint.xml:82
+msgid ""
+"The minimum rotation. Only active if [member angular_limit/enable] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:54 doc/classes/HingeJoint.xml:90
+#: doc/classes/PhysicsServer.xml:982
+msgid "The lower this value, the more the rotation gets slowed down."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:59 doc/classes/HingeJoint.xml:79
+msgid ""
+"The maximum rotation. Only active if [member angular_limit/enable] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:62 doc/classes/HingeJoint.xml:105
+msgid "When activated, a motor turns the hinge."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:65 doc/classes/HingeJoint.xml:96
+#: doc/classes/PhysicsServer.xml:988
+msgid "Maximum acceleration for the motor."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:68 doc/classes/HingeJoint.xml:93
+#: doc/classes/PhysicsServer.xml:985
+msgid "Target speed for the motor."
+msgstr ""
+
+#: doc/classes/HingeJoint.xml:71 doc/classes/HingeJoint.xml:76
+#: doc/classes/PhysicsServer.xml:968
+msgid ""
+"The speed with which the two bodies get pulled together when they move in "
+"different directions."
+msgstr ""
+
+#: doc/classes/HMACContext.xml:4
+msgid "Used to create an HMAC for a message using a key."
+msgstr ""
+
+#: doc/classes/HMACContext.xml:7
+msgid ""
+"The HMACContext class is useful for advanced HMAC use cases, such as "
+"streaming the message as it supports creating the message over time rather "
+"than providing it all at once.\n"
+"[codeblock]\n"
+"extends Node\n"
+"var ctx = HMACContext.new()\n"
+"\n"
+"func _ready():\n"
+" var key = \"supersecret\".to_utf8()\n"
+" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
+" assert(err == OK)\n"
+" var msg1 = \"this is \".to_utf8()\n"
+" var msg2 = \"vewy vewy secret\".to_utf8()\n"
+" err = ctx.update(msg1)\n"
+" assert(err == OK)\n"
+" err = ctx.update(msg2)\n"
+" assert(err == OK)\n"
+" var hmac = ctx.finish()\n"
+" print(hmac.hex_encode())\n"
+"[/codeblock]\n"
+"And in C# we can use the following.\n"
+"[codeblock]\n"
+"using Godot;\n"
+"using System;\n"
+"using System.Diagnostics;\n"
+"\n"
+"public class CryptoNode : Node\n"
+"{\n"
+" private HMACContext ctx = new HMACContext();\n"
+" public override void _Ready()\n"
+" {\n"
+" PoolByteArray key = String(\"supersecret\").to_utf8();\n"
+" Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n"
+" GD.Assert(err == OK);\n"
+" PoolByteArray msg1 = String(\"this is \").to_utf8();\n"
+" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n"
+" err = ctx.Update(msg1);\n"
+" GD.Assert(err == OK);\n"
+" err = ctx.Update(msg2);\n"
+" GD.Assert(err == OK);\n"
+" PoolByteArray hmac = ctx.Finish();\n"
+" GD.Print(hmac.HexEncode());\n"
+" }\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: doc/classes/HMACContext.xml:58
+msgid ""
+"Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is "
+"returned."
+msgstr ""
+
+#: doc/classes/HMACContext.xml:66
+msgid ""
+"Initializes the HMACContext. This method cannot be called again on the same "
+"HMACContext until [method finish] has been called."
+msgstr ""
+
+#: doc/classes/HMACContext.xml:73
+msgid ""
+"Updates the message to be HMACed. This can be called multiple times before "
+"[method finish] is called to append [code]data[/code] to the message, but "
+"cannot be called until [method start] has been called."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:4
+msgid "Horizontal scroll bar."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:7
+msgid ""
+"Horizontal version of [ScrollBar], which goes from left (min) to right (max)."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:17
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] left. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:20 doc/classes/VScrollBar.xml:24
+msgid "Displayed when the mouse cursor hovers over the decrement button."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:23 doc/classes/VScrollBar.xml:27
+msgid "Displayed when the decrement button is being pressed."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:26
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] right. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:29 doc/classes/VScrollBar.xml:33
+msgid "Displayed when the mouse cursor hovers over the increment button."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:32 doc/classes/VScrollBar.xml:36
+msgid "Displayed when the increment button is being pressed."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:35 doc/classes/VScrollBar.xml:39
+msgid ""
+"Used as texture for the grabber, the draggable element representing current "
+"scroll."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:38 doc/classes/VScrollBar.xml:42
+msgid "Used when the mouse hovers over the grabber."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:41 doc/classes/VScrollBar.xml:45
+msgid "Used when the grabber is being dragged."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:44 doc/classes/VScrollBar.xml:48
+msgid "Used as background of this [ScrollBar]."
+msgstr ""
+
+#: doc/classes/HScrollBar.xml:47 doc/classes/VScrollBar.xml:51
+msgid "Used as background when the [ScrollBar] has the GUI focus."
+msgstr ""
+
+#: doc/classes/HSeparator.xml:4
+msgid "Horizontal separator."
+msgstr ""
+
+#: doc/classes/HSeparator.xml:7
+msgid ""
+"Horizontal separator. See [Separator]. Even though it looks horizontal, it "
+"is used to separate objects vertically."
+msgstr ""
+
+#: doc/classes/HSeparator.xml:17
+msgid ""
+"The height of the area covered by the separator. Effectively works like a "
+"minimum height."
+msgstr ""
+
+#: doc/classes/HSeparator.xml:20
+msgid "The style for the separator line. Works best with [StyleBoxLine]."
+msgstr ""
+
+#: doc/classes/HSlider.xml:4
+msgid "Horizontal slider."
+msgstr ""
+
+#: doc/classes/HSlider.xml:7
+msgid ""
+"Horizontal slider. See [Slider]. This one goes from left (min) to right "
+"(max).\n"
+"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
+"signals are part of the [Range] class which this class inherits from."
+msgstr ""
+
+#: doc/classes/HSlider.xml:18 doc/classes/VSlider.xml:22
+msgid "The texture for the grabber (the draggable element)."
+msgstr ""
+
+#: doc/classes/HSlider.xml:21 doc/classes/VSlider.xml:25
+msgid "The texture for the grabber when it's disabled."
+msgstr ""
+
+#: doc/classes/HSlider.xml:24 doc/classes/VSlider.xml:28
+msgid "The texture for the grabber when it's focused."
+msgstr ""
+
+#: doc/classes/HSlider.xml:27 doc/classes/VSlider.xml:31
+msgid ""
+"The texture for the ticks, visible when [member Slider.tick_count] is "
+"greater than 0."
+msgstr ""
+
+#: doc/classes/HSlider.xml:30
+msgid "The background of the area to the left of the grabber."
+msgstr ""
+
+#: doc/classes/HSlider.xml:35
+msgid ""
+"The background for the whole slider. Determines the height of the "
+"[code]grabber_area[/code]."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml:4
+msgid "Horizontal split container."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml:7
+msgid ""
+"Horizontal split container. See [SplitContainer]. This goes from left to "
+"right."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml:17 doc/classes/VSplitContainer.xml:17
+msgid ""
+"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically "
+"when it isn't under the cursor. If 0 ([code]false[/code]), it's always "
+"visible."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml:20 doc/classes/VSplitContainer.xml:20
+msgid "The space between sides of the container."
+msgstr ""
+
+#: doc/classes/HSplitContainer.xml:23 doc/classes/VSplitContainer.xml:23
+msgid "The icon used for the grabber drawn in the middle area."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:4
+msgid "Low-level hyper-text transfer protocol client."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:7
+msgid ""
+"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
+"to make HTTP requests to download web content, upload files and other data "
+"or to communicate with various services, among other use cases. [b]See the "
+"[HTTPRequest] node for a higher-level alternative.[/b]\n"
+"[b]Note:[/b] This client only needs to connect to a host once (see [method "
+"connect_to_host]) to send multiple requests. Because of this, methods that "
+"take URLs usually take just the part after the host instead of the full URL, "
+"as the client is already connected to a host. See [method request] for a "
+"full example and to get started.\n"
+"A [HTTPClient] should be reused between multiple requests or to connect to "
+"different hosts instead of creating one client per request. Supports SSL and "
+"SSL server certificate verification. HTTP status codes in the 2xx range "
+"indicate success, 3xx redirection (i.e. \"try again, but over here\"), 4xx "
+"something was wrong with the request, and 5xx something went wrong on the "
+"server's side.\n"
+"For more information on HTTP, see https://developer.mozilla.org/en-US/docs/"
+"Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools."
+"ietf.org/html/rfc2616).\n"
+"[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, "
+"keep in mind the remote server may not allow requests from foreign origins "
+"due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/"
+"url]. If you host the server in question, you should modify its backend to "
+"allow requests from foreign origins by adding the [code]Access-Control-Allow-"
+"Origin: *[/code] HTTP header.\n"
+"[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and "
+"TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an "
+"error.\n"
+"[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
+"currently not supported. Revoked certificates are accepted as long as they "
+"are otherwise valid. If this is a concern, you may want to use automatically "
+"managed certificates with a short validity period."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:16
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/networking/http_client_class."
+"html"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:17 doc/classes/HTTPRequest.xml:71
+#: doc/classes/StreamPeerSSL.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates."
+"html"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:23
+msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:33
+msgid ""
+"Connects to a host. This needs to be done before any requests are sent.\n"
+"The host should not have http:// prepended but will strip the protocol "
+"identifier if provided.\n"
+"If no [code]port[/code] is specified (or [code]-1[/code] is used), it is "
+"automatically set to 80 for HTTP and 443 for HTTPS (if [code]use_ssl[/code] "
+"is enabled).\n"
+"[code]verify_host[/code] will check the SSL identity of the host if set to "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:42
+msgid ""
+"Returns the response's body length.\n"
+"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
+"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
+"the body length will also be [code]-1[/code]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:49
+msgid "Returns the response's HTTP status code."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:55
+msgid "Returns the response headers."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:61
+msgid ""
+"Returns all response headers as a Dictionary of structure [code]{ \"key\": "
+"\"value1; value2\" }[/code] where the case-sensitivity of the keys and "
+"values is kept like the server delivers it. A value is a simple String, this "
+"string can have more than one value where \"; \" is used as separator.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"{\n"
+" \"content-length\": 12,\n"
+" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:74
+msgid ""
+"Returns a [enum Status] constant. Need to call [method poll] in order to get "
+"status updates."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:80
+msgid "If [code]true[/code], this [HTTPClient] has a response available."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:86
+msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:92
+msgid ""
+"This needs to be called in order to have any request processed. Check "
+"results with [method get_status]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:99
+msgid ""
+"Generates a GET/POST application/x-www-form-urlencoded style query string "
+"from a provided dictionary, e.g.:\n"
+"[codeblock]\n"
+"var fields = {\"username\": \"user\", \"password\": \"pass\"}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"# Returns \"username=user&password=pass\"\n"
+"[/codeblock]\n"
+"Furthermore, if a key has a [code]null[/code] value, only the key itself is "
+"added, without equal sign and value. If the value is an array, for each "
+"value in it a pair with the same key is added.\n"
+"[codeblock]\n"
+"var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, "
+"44]}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"# Returns \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:116
+msgid "Reads one chunk from the response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:126
+msgid ""
+"Sends a request to the connected host.\n"
+"The URL parameter is usually just the part after the host, so for "
+"[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
+"When sending requests to an HTTP proxy server, it should be an absolute URL. "
+"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
+"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
+"authority component ([code]host:port[/code]).\n"
+"Headers are HTTP request headers. For available HTTP methods, see [enum "
+"Method].\n"
+"To create a POST request with query strings to push to the server, do:\n"
+"[codeblock]\n"
+"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n"
+"var query_string = http_client.query_string_from_dict(fields)\n"
+"var headers = [\"Content-Type: application/x-www-form-urlencoded\", "
+"\"Content-Length: \" + str(query_string.length())]\n"
+"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", "
+"headers, query_string)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The [code]request_data[/code] parameter is ignored if "
+"[code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET "
+"methods can't contain request data. As a workaround, you can pass request "
+"data as a query string in the URL. See [method String.http_escape] for an "
+"example."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:146
+msgid ""
+"Sends a raw request to the connected host.\n"
+"The URL parameter is usually just the part after the host, so for "
+"[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
+"When sending requests to an HTTP proxy server, it should be an absolute URL. "
+"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
+"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
+"authority component ([code]host:port[/code]).\n"
+"Headers are HTTP request headers. For available HTTP methods, see [enum "
+"Method].\n"
+"Sends the body data raw, as a byte array and does not encode it in any way."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:155
+msgid ""
+"If [code]true[/code], execution will block until all data is read from the "
+"response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:158
+msgid "The connection to use for this client."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:161
+msgid ""
+"The size of the buffer used and maximum bytes to read per iteration. See "
+"[method read_response_body_chunk]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:166
+msgid ""
+"HTTP GET method. The GET method requests a representation of the specified "
+"resource. Requests using GET should only retrieve data."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:169
+msgid ""
+"HTTP HEAD method. The HEAD method asks for a response identical to that of a "
+"GET request, but without the response body. This is useful to request "
+"metadata like HTTP headers or to check if a resource exists."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:172
+msgid ""
+"HTTP POST method. The POST method is used to submit an entity to the "
+"specified resource, often causing a change in state or side effects on the "
+"server. This is often used for forms and submitting data or uploading files."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:175
+msgid ""
+"HTTP PUT method. The PUT method asks to replace all current representations "
+"of the target resource with the request payload. (You can think of POST as "
+"\"create or update\" and PUT as \"update\", although many services tend to "
+"not make a clear distinction or change their meaning)."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:178
+msgid ""
+"HTTP DELETE method. The DELETE method requests to delete the specified "
+"resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:181
+msgid ""
+"HTTP OPTIONS method. The OPTIONS method asks for a description of the "
+"communication options for the target resource. Rarely used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:184
+msgid ""
+"HTTP TRACE method. The TRACE method performs a message loop-back test along "
+"the path to the target resource. Returns the entire HTTP request received in "
+"the response body. Rarely used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:187
+msgid ""
+"HTTP CONNECT method. The CONNECT method establishes a tunnel to the server "
+"identified by the target resource. Rarely used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:190
+msgid ""
+"HTTP PATCH method. The PATCH method is used to apply partial modifications "
+"to a resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:193
+msgid "Represents the size of the [enum Method] enum."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:196
+msgid "Status: Disconnected from the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:199
+msgid "Status: Currently resolving the hostname for the given URL into an IP."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:202
+msgid "Status: DNS failure: Can't resolve the hostname for the given URL."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:205
+msgid "Status: Currently connecting to server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:208
+msgid "Status: Can't connect to the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:211
+msgid "Status: Connection established."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:214
+msgid "Status: Currently sending request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:217
+msgid "Status: HTTP body received."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:220
+msgid "Status: Error in HTTP connection."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:223
+msgid "Status: Error in SSL handshake."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:226
+msgid ""
+"HTTP status code [code]100 Continue[/code]. Interim response that indicates "
+"everything so far is OK and that the client should continue with the request "
+"(or ignore this status if already finished)."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:229
+msgid ""
+"HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an "
+"[code]Upgrade[/code] request header by the client. Indicates the protocol "
+"the server is switching to."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:232
+msgid ""
+"HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the "
+"server has received and is processing the request, but no response is "
+"available yet."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:235
+msgid ""
+"HTTP status code [code]200 OK[/code]. The request has succeeded. Default "
+"response for successful requests. Meaning varies depending on the request. "
+"GET: The resource has been fetched and is transmitted in the message body. "
+"HEAD: The entity headers are in the message body. POST: The resource "
+"describing the result of the action is transmitted in the message body. "
+"TRACE: The message body contains the request message as received by the "
+"server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:238
+msgid ""
+"HTTP status code [code]201 Created[/code]. The request has succeeded and a "
+"new resource has been created as a result of it. This is typically the "
+"response sent after a PUT request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:241
+msgid ""
+"HTTP status code [code]202 Accepted[/code]. The request has been received "
+"but not yet acted upon. It is non-committal, meaning that there is no way in "
+"HTTP to later send an asynchronous response indicating the outcome of "
+"processing the request. It is intended for cases where another process or "
+"server handles the request, or for batch processing."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:244
+msgid ""
+"HTTP status code [code]203 Non-Authoritative Information[/code]. This "
+"response code means returned meta-information set is not exact set as "
+"available from the origin server, but collected from a local or a third "
+"party copy. Except this condition, 200 OK response should be preferred "
+"instead of this response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:247
+msgid ""
+"HTTP status code [code]204 No Content[/code]. There is no content to send "
+"for this request, but the headers may be useful. The user-agent may update "
+"its cached headers for this resource with the new ones."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:250
+msgid ""
+"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled "
+"the request and desires that the client resets the \"document view\" that "
+"caused the request to be sent to its original state as received from the "
+"origin server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:253
+msgid ""
+"HTTP status code [code]206 Partial Content[/code]. This response code is "
+"used because of a range header sent by the client to separate download into "
+"multiple streams."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:256
+msgid ""
+"HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status "
+"response conveys information about multiple resources in situations where "
+"multiple status codes might be appropriate."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:259
+msgid ""
+"HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a "
+"DAV: propstat response element to avoid enumerating the internal members of "
+"multiple bindings to the same collection repeatedly."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:262
+msgid ""
+"HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled "
+"a GET request for the resource, and the response is a representation of the "
+"result of one or more instance-manipulations applied to the current instance."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:265
+msgid ""
+"HTTP status code [code]300 Multiple Choice[/code]. The request has more than "
+"one possible responses and there is no standardized way to choose one of the "
+"responses. User-agent or user should choose one of them."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:268
+msgid ""
+"HTTP status code [code]301 Moved Permanently[/code]. Redirection. This "
+"response code means the URI of requested resource has been changed. The new "
+"URI is usually included in the response."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:271
+msgid ""
+"HTTP status code [code]302 Found[/code]. Temporary redirection. This "
+"response code means the URI of requested resource has been changed "
+"temporarily. New changes in the URI might be made in the future. Therefore, "
+"this same URI should be used by the client in future requests."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:274
+msgid ""
+"HTTP status code [code]303 See Other[/code]. The server is redirecting the "
+"user agent to a different resource, as indicated by a URI in the Location "
+"header field, which is intended to provide an indirect response to the "
+"original request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:277
+msgid ""
+"HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD "
+"request has been received and would have resulted in a 200 OK response if it "
+"were not for the fact that the condition evaluated to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:280
+msgid ""
+"HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:283
+msgid ""
+"HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/"
+"i]"
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:286
+msgid ""
+"HTTP status code [code]307 Temporary Redirect[/code]. The target resource "
+"resides temporarily under a different URI and the user agent MUST NOT change "
+"the request method if it performs an automatic redirection to that URI."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:289
+msgid ""
+"HTTP status code [code]308 Permanent Redirect[/code]. The target resource "
+"has been assigned a new permanent URI and any future references to this "
+"resource ought to use one of the enclosed URIs."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:292
+msgid ""
+"HTTP status code [code]400 Bad Request[/code]. The request was invalid. The "
+"server cannot or will not process the request due to something that is "
+"perceived to be a client error (e.g., malformed request syntax, invalid "
+"request message framing, invalid request contents, or deceptive request "
+"routing)."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:295
+msgid ""
+"HTTP status code [code]401 Unauthorized[/code]. Credentials required. The "
+"request has not been applied because it lacks valid authentication "
+"credentials for the target resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:298
+msgid ""
+"HTTP status code [code]402 Payment Required[/code]. This response code is "
+"reserved for future use. Initial aim for creating this code was using it for "
+"digital payment systems, however this is not currently used."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:301
+msgid ""
+"HTTP status code [code]403 Forbidden[/code]. The client does not have access "
+"rights to the content, i.e. they are unauthorized, so server is rejecting to "
+"give proper response. Unlike [code]401[/code], the client's identity is "
+"known to the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:304
+msgid ""
+"HTTP status code [code]404 Not Found[/code]. The server can not find "
+"requested resource. Either the URL is not recognized or the endpoint is "
+"valid but the resource itself does not exist. May also be sent instead of "
+"403 to hide existence of a resource if the client is not authorized."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:307
+msgid ""
+"HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP "
+"method is known by the server but has been disabled and cannot be used. For "
+"example, an API may forbid DELETE-ing a resource. The two mandatory methods, "
+"GET and HEAD, must never be disabled and should not return this error code."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:310
+msgid ""
+"HTTP status code [code]406 Not Acceptable[/code]. The target resource does "
+"not have a current representation that would be acceptable to the user "
+"agent, according to the proactive negotiation header fields received in the "
+"request. Used when negotiation content."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:313
+msgid ""
+"HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to "
+"401 Unauthorized, but it indicates that the client needs to authenticate "
+"itself in order to use a proxy."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:316
+msgid ""
+"HTTP status code [code]408 Request Timeout[/code]. The server did not "
+"receive a complete request message within the time that it was prepared to "
+"wait."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:319
+msgid ""
+"HTTP status code [code]409 Conflict[/code]. The request could not be "
+"completed due to a conflict with the current state of the target resource. "
+"This code is used in situations where the user might be able to resolve the "
+"conflict and resubmit the request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:322
+msgid ""
+"HTTP status code [code]410 Gone[/code]. The target resource is no longer "
+"available at the origin server and this condition is likely permanent."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:325
+msgid ""
+"HTTP status code [code]411 Length Required[/code]. The server refuses to "
+"accept the request without a defined Content-Length header."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:328
+msgid ""
+"HTTP status code [code]412 Precondition Failed[/code]. One or more "
+"conditions given in the request header fields evaluated to [code]false[/"
+"code] when tested on the server."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:331
+msgid ""
+"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing "
+"to process a request because the request payload is larger than the server "
+"is willing or able to process."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:334
+msgid ""
+"HTTP status code [code]414 Request-URI Too Long[/code]. The server is "
+"refusing to service the request because the request-target is longer than "
+"the server is willing to interpret."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:337
+msgid ""
+"HTTP status code [code]415 Unsupported Media Type[/code]. The origin server "
+"is refusing to service the request because the payload is in a format not "
+"supported by this method on the target resource."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:340
+msgid ""
+"HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of "
+"the ranges in the request's Range header field overlap the current extent of "
+"the selected resource or the set of ranges requested has been rejected due "
+"to invalid ranges or an excessive request of small or overlapping ranges."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:343
+msgid ""
+"HTTP status code [code]417 Expectation Failed[/code]. The expectation given "
+"in the request's Expect header field could not be met by at least one of the "
+"inbound servers."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:346
+msgid ""
+"HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee "
+"with a teapot should result in the error code \"418 I'm a teapot\". The "
+"resulting entity body MAY be short and stout."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:349
+msgid ""
+"HTTP status code [code]421 Misdirected Request[/code]. The request was "
+"directed at a server that is not able to produce a response. This can be "
+"sent by a server that is not configured to produce responses for the "
+"combination of scheme and authority that are included in the request URI."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:352
+msgid ""
+"HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server "
+"understands the content type of the request entity (hence a 415 Unsupported "
+"Media Type status code is inappropriate), and the syntax of the request "
+"entity is correct (thus a 400 Bad Request status code is inappropriate) but "
+"was unable to process the contained instructions."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:355
+msgid ""
+"HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination "
+"resource of a method is locked."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:358
+msgid ""
+"HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method "
+"could not be performed on the resource because the requested action depended "
+"on another action and that action failed."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:361
+msgid ""
+"HTTP status code [code]426 Upgrade Required[/code]. The server refuses to "
+"perform the request using the current protocol but might be willing to do so "
+"after the client upgrades to a different protocol."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:364
+msgid ""
+"HTTP status code [code]428 Precondition Required[/code]. The origin server "
+"requires the request to be conditional."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:367
+msgid ""
+"HTTP status code [code]429 Too Many Requests[/code]. The user has sent too "
+"many requests in a given amount of time (see \"rate limiting\"). Back off "
+"and increase time between requests or try again later."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:370
+msgid ""
+"HTTP status code [code]431 Request Header Fields Too Large[/code]. The "
+"server is unwilling to process the request because its header fields are too "
+"large. The request MAY be resubmitted after reducing the size of the request "
+"header fields."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:373
+msgid ""
+"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. "
+"The server is denying access to the resource as a consequence of a legal "
+"demand."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:376
+msgid ""
+"HTTP status code [code]500 Internal Server Error[/code]. The server "
+"encountered an unexpected condition that prevented it from fulfilling the "
+"request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:379
+msgid ""
+"HTTP status code [code]501 Not Implemented[/code]. The server does not "
+"support the functionality required to fulfill the request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:382
+msgid ""
+"HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a "
+"gateway or proxy, received an invalid response from an inbound server it "
+"accessed while attempting to fulfill the request. Usually returned by load "
+"balancers or proxies."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:385
+msgid ""
+"HTTP status code [code]503 Service Unavailable[/code]. The server is "
+"currently unable to handle the request due to a temporary overload or "
+"scheduled maintenance, which will likely be alleviated after some delay. Try "
+"again later."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:388
+msgid ""
+"HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting "
+"as a gateway or proxy, did not receive a timely response from an upstream "
+"server it needed to access in order to complete the request. Usually "
+"returned by load balancers or proxies."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:391
+msgid ""
+"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server "
+"does not support, or refuses to support, the major version of HTTP that was "
+"used in the request message."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:394
+msgid ""
+"HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an "
+"internal configuration error: the chosen variant resource is configured to "
+"engage in transparent content negotiation itself, and is therefore not a "
+"proper end point in the negotiation process."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:397
+msgid ""
+"HTTP status code [code]507 Insufficient Storage[/code]. The method could not "
+"be performed on the resource because the server is unable to store the "
+"representation needed to successfully complete the request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:400
+msgid ""
+"HTTP status code [code]508 Loop Detected[/code]. The server terminated an "
+"operation because it encountered an infinite loop while processing a request "
+"with \"Depth: infinity\". This status indicates that the entire operation "
+"failed."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:403
+msgid ""
+"HTTP status code [code]510 Not Extended[/code]. The policy for accessing the "
+"resource has not been met in the request. The server should send back all "
+"the information necessary for the client to issue an extended request."
+msgstr ""
+
+#: doc/classes/HTTPClient.xml:406
+msgid ""
+"HTTP status code [code]511 Network Authentication Required[/code]. The "
+"client needs to authenticate to gain network access."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:4
+msgid "A node with the ability to send HTTP(S) requests."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:7
+msgid ""
+"A node with the ability to send HTTP requests. Uses [HTTPClient] "
+"internally.\n"
+"Can be used to make HTTP requests, i.e. download or upload files or web "
+"content via HTTP.\n"
+"[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, "
+"especially regarding SSL security.\n"
+"[b]Example of contacting a REST API and printing one of its returned fields:"
+"[/b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Create an HTTP request node and connect its completion signal.\n"
+" var http_request = HTTPRequest.new()\n"
+" add_child(http_request)\n"
+" http_request.connect(\"request_completed\", self, "
+"\"_http_request_completed\")\n"
+"\n"
+" # Perform a GET request. The URL below returns JSON as of writing.\n"
+" var error = http_request.request(\"https://httpbin.org/get\")\n"
+" if error != OK:\n"
+" push_error(\"An error occurred in the HTTP request.\")\n"
+"\n"
+" # Perform a POST request. The URL below returns JSON as of writing.\n"
+" # Note: Don't make simultaneous requests using a single HTTPRequest "
+"node.\n"
+" # The snippet below is provided for reference only.\n"
+" var body = {\"name\": \"Godette\"}\n"
+" error = http_request.request(\"https://httpbin.org/post\", [], true, "
+"HTTPClient.METHOD_POST, body)\n"
+" if error != OK:\n"
+" push_error(\"An error occurred in the HTTP request.\")\n"
+"\n"
+"\n"
+"# Called when the HTTP request is completed.\n"
+"func _http_request_completed(result, response_code, headers, body):\n"
+" var response = parse_json(body.get_string_from_utf8())\n"
+"\n"
+" # Will print the user agent string used by the HTTPRequest node (as "
+"recognized by httpbin.org).\n"
+" print(response.headers[\"User-Agent\"])\n"
+"[/codeblock]\n"
+"[b]Example of loading and displaying an image using HTTPRequest:[/b]\n"
+"[codeblock]\n"
+"func _ready():\n"
+" # Create an HTTP request node and connect its completion signal.\n"
+" var http_request = HTTPRequest.new()\n"
+" add_child(http_request)\n"
+" http_request.connect(\"request_completed\", self, "
+"\"_http_request_completed\")\n"
+"\n"
+" # Perform the HTTP request. The URL below returns a PNG image as of "
+"writing.\n"
+" var error = http_request.request(\"https://via.placeholder.com/512\")\n"
+" if error != OK:\n"
+" push_error(\"An error occurred in the HTTP request.\")\n"
+"\n"
+"\n"
+"# Called when the HTTP request is completed.\n"
+"func _http_request_completed(result, response_code, headers, body):\n"
+" var image = Image.new()\n"
+" var error = image.load_png_from_buffer(body)\n"
+" if error != OK:\n"
+" push_error(\"Couldn't load the image.\")\n"
+"\n"
+" var texture = ImageTexture.new()\n"
+" texture.create_from_image(image)\n"
+"\n"
+" # Display the image in a TextureRect node.\n"
+" var texture_rect = TextureRect.new()\n"
+" add_child(texture_rect)\n"
+" texture_rect.texture = texture\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:70
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/networking/http_request_class."
+"html"
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:77
+msgid "Cancels the current request."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:83
+msgid ""
+"Returns the response body length.\n"
+"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
+"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
+"the body length will also be [code]-1[/code]."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:90
+msgid "Returns the amount of bytes this HTTPRequest downloaded."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:96
+msgid ""
+"Returns the current status of the underlying [HTTPClient]. See [enum "
+"HTTPClient.Status]."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:107
+msgid ""
+"Creates request on the underlying [HTTPClient]. If there is no configuration "
+"errors, it tries to connect using [method HTTPClient.connect_to_host] and "
+"passes parameters onto [method HTTPClient.request].\n"
+"Returns [constant OK] if request is successfully created. (Does not imply "
+"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
+"tree, [constant ERR_BUSY] if still processing previous request, [constant "
+"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
+"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
+"connect to host.\n"
+"[b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], "
+"the payload sent via [code]request_data[/code] might be ignored by the "
+"server or even cause the server to reject the request (check [url=https://"
+"datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/"
+"url] for more details). As a workaround, you can send data as a query string "
+"in the URL. See [method String.http_escape] for an example."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:120
+msgid ""
+"Creates request on the underlying [HTTPClient] using a raw array of bytes "
+"for the request body. If there is no configuration errors, it tries to "
+"connect using [method HTTPClient.connect_to_host] and passes parameters onto "
+"[method HTTPClient.request].\n"
+"Returns [constant OK] if request is successfully created. (Does not imply "
+"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
+"tree, [constant ERR_BUSY] if still processing previous request, [constant "
+"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
+"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
+"connect to host."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:127
+msgid "Maximum allowed size for response bodies."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:130
+msgid ""
+"The size of the buffer used and maximum bytes to read per iteration. See "
+"[member HTTPClient.read_chunk_size].\n"
+"Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files "
+"to decrease memory usage at the cost of download speeds."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:134
+msgid "The file to download into. Will output any received file into it."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:137
+msgid "Maximum number of allowed redirects."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:142
+msgid "If [code]true[/code], multithreading is used to improve performance."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:152
+msgid "Emitted when a request is completed."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:158
+msgid "Request successful."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:163
+msgid "Request failed while connecting."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:166
+msgid "Request failed while resolving."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:169
+msgid "Request failed due to connection (read/write) error."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:172
+msgid "Request failed on SSL handshake."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:175
+msgid "Request does not have a response (yet)."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:178
+msgid "Request exceeded its maximum size limit, see [member body_size_limit]."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:181
+msgid "Request failed (currently unused)."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:184
+msgid "HTTPRequest couldn't open the download file."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:187
+msgid "HTTPRequest couldn't write to the download file."
+msgstr ""
+
+#: doc/classes/HTTPRequest.xml:190
+msgid "Request reached its maximum redirect limit, see [member max_redirects]."
+msgstr ""
+
+#: doc/classes/Image.xml:4
+msgid "Image datatype."
+msgstr ""
+
+#: doc/classes/Image.xml:7
+msgid ""
+"Native image datatype. Contains image data which can be converted to an "
+"[ImageTexture] and provides commonly used [i]image processing[/i] methods. "
+"The maximum width and height for an [Image] are [constant MAX_WIDTH] and "
+"[constant MAX_HEIGHT].\n"
+"An [Image] cannot be assigned to a [code]texture[/code] property of an "
+"object directly (such as [Sprite]), and has to be converted manually to an "
+"[ImageTexture] first.\n"
+"[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics "
+"hardware limitations. Larger images may fail to import."
+msgstr ""
+
+#: doc/classes/Image.xml:12 doc/classes/ImageTexture.xml:31
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/"
+"importing_images.html"
+msgstr ""
+
+#: doc/classes/Image.xml:21
+msgid ""
+"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
+"at coordinates [code]dest[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml:31
+msgid ""
+"Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
+"using [code]mask[/code] image at coordinates [code]dst[/code]. Alpha "
+"channels are required for both [code]src[/code] and [code]mask[/code]. "
+"[code]dst[/code] pixels and [code]src[/code] pixels will blend if the "
+"corresponding mask pixel's alpha value is not 0. [code]src[/code] image and "
+"[code]mask[/code] image [b]must[/b] have the same size (width and height) "
+"but they can have different formats."
+msgstr ""
+
+#: doc/classes/Image.xml:40
+msgid ""
+"Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
+"coordinates [code]dst[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml:50
+msgid ""
+"Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
+"at the coordinates given by [code]dst[/code]. [code]src[/code] pixel is "
+"copied onto [code]dst[/code] if the corresponding [code]mask[/code] pixel's "
+"alpha value is not 0. [code]src[/code] image and [code]mask[/code] image "
+"[b]must[/b] have the same size (width and height) but they can have "
+"different formats."
+msgstr ""
+
+#: doc/classes/Image.xml:57
+msgid ""
+"Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-"
+"pixel, while a normalmap provides a normal direction per pixel."
+msgstr ""
+
+#: doc/classes/Image.xml:63
+msgid "Removes the image's mipmaps."
+msgstr ""
+
+#: doc/classes/Image.xml:72
+msgid ""
+"Compresses the image to use less memory. Can not directly access pixel data "
+"while the image is compressed. Returns error if the chosen compression mode "
+"is not available. See [enum CompressMode] and [enum CompressSource] "
+"constants."
+msgstr ""
+
+#: doc/classes/Image.xml:79
+msgid "Converts the image's format. See [enum Format] constants."
+msgstr ""
+
+#: doc/classes/Image.xml:86
+msgid "Copies [code]src[/code] image to this image."
+msgstr ""
+
+#: doc/classes/Image.xml:96
+msgid ""
+"Creates an empty image of given size and format. See [enum Format] "
+"constants. If [code]use_mipmaps[/code] is [code]true[/code] then generate "
+"mipmaps for this image. See the [method generate_mipmaps]."
+msgstr ""
+
+#: doc/classes/Image.xml:107
+msgid ""
+"Creates a new image of given size and format. See [enum Format] constants. "
+"Fills the image with the given raw data. If [code]use_mipmaps[/code] is "
+"[code]true[/code] then loads mipmaps for this image from [code]data[/code]. "
+"See [method generate_mipmaps]."
+msgstr ""
+
+#: doc/classes/Image.xml:115
+msgid ""
+"Crops the image to the given [code]width[/code] and [code]height[/code]. If "
+"the specified size is larger than the current size, the extra area is filled "
+"with black pixels."
+msgstr ""
+
+#: doc/classes/Image.xml:121
+msgid ""
+"Decompresses the image if it is compressed. Returns an error if decompress "
+"function is not available."
+msgstr ""
+
+#: doc/classes/Image.xml:127
+msgid ""
+"Returns [constant ALPHA_BLEND] if the image has data for alpha values. "
+"Returns [constant ALPHA_BIT] if all the alpha values are stored in a single "
+"bit. Returns [constant ALPHA_NONE] if no data for alpha values is found."
+msgstr ""
+
+#: doc/classes/Image.xml:133
+msgid ""
+"Stretches the image and enlarges it by a factor of 2. No interpolation is "
+"done."
+msgstr ""
+
+#: doc/classes/Image.xml:140
+msgid "Fills the image with a given [Color]."
+msgstr ""
+
+#: doc/classes/Image.xml:146
+msgid "Blends low-alpha pixels with nearby pixels."
+msgstr ""
+
+#: doc/classes/Image.xml:152
+msgid "Flips the image horizontally."
+msgstr ""
+
+#: doc/classes/Image.xml:158
+msgid "Flips the image vertically."
+msgstr ""
+
+#: doc/classes/Image.xml:165
+msgid ""
+"Generates mipmaps for the image. Mipmaps are precalculated lower-resolution "
+"copies of the image that are automatically used if the image needs to be "
+"scaled down when rendered. They help improve image quality and performance "
+"when rendering. This method returns an error if the image is compressed, in "
+"a custom format, or if the image's width/height is [code]0[/code].\n"
+"[b]Note:[/b] Mipmap generation is done on the CPU, is single-threaded and is "
+"[i]always[/i] done on the main thread. This means generating mipmaps will "
+"result in noticeable stuttering during gameplay, even if [method "
+"generate_mipmaps] is called from a [Thread]."
+msgstr ""
+
+#: doc/classes/Image.xml:172
+msgid "Returns a copy of the image's raw data."
+msgstr ""
+
+#: doc/classes/Image.xml:178
+msgid "Returns the image's format. See [enum Format] constants."
+msgstr ""
+
+#: doc/classes/Image.xml:184
+msgid "Returns the image's height."
+msgstr ""
+
+#: doc/classes/Image.xml:191
+msgid ""
+"Returns the offset where the image's mipmap with index [code]mipmap[/code] "
+"is stored in the [code]data[/code] dictionary."
+msgstr ""
+
+#: doc/classes/Image.xml:199
+msgid ""
+"Returns the color of the pixel at [code](x, y)[/code] if the image is "
+"locked. If the image is unlocked, it always returns a [Color] with the value "
+"[code](0, 0, 0, 1.0)[/code]. This is the same as [method get_pixelv], but "
+"two integer arguments instead of a Vector2 argument."
+msgstr ""
+
+#: doc/classes/Image.xml:206
+msgid ""
+"Returns the color of the pixel at [code]src[/code] if the image is locked. "
+"If the image is unlocked, it always returns a [Color] with the value [code]"
+"(0, 0, 0, 1.0)[/code]. This is the same as [method get_pixel], but with a "
+"Vector2 argument instead of two integer arguments."
+msgstr ""
+
+#: doc/classes/Image.xml:213
+msgid ""
+"Returns a new image that is a copy of the image's area specified with "
+"[code]rect[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml:219
+msgid "Returns the image's size (width and height)."
+msgstr ""
+
+#: doc/classes/Image.xml:225
+msgid ""
+"Returns a [Rect2] enclosing the visible portion of the image, considering "
+"each pixel with a non-zero alpha channel as visible."
+msgstr ""
+
+#: doc/classes/Image.xml:231
+msgid "Returns the image's width."
+msgstr ""
+
+#: doc/classes/Image.xml:237
+msgid "Returns [code]true[/code] if the image has generated mipmaps."
+msgstr ""
+
+#: doc/classes/Image.xml:243
+msgid "Returns [code]true[/code] if the image is compressed."
+msgstr ""
+
+#: doc/classes/Image.xml:249
+msgid "Returns [code]true[/code] if the image has no data."
+msgstr ""
+
+#: doc/classes/Image.xml:255
+msgid ""
+"Returns [code]true[/code] if all the image's pixels have an alpha value of "
+"0. Returns [code]false[/code] if any pixel has an alpha value higher than 0."
+msgstr ""
+
+#: doc/classes/Image.xml:262
+msgid ""
+"Loads an image from file [code]path[/code]. See [url=https://docs."
+"godotengine.org/en/3.4/tutorials/assets_pipeline/importing_images."
+"html#supported-image-formats]Supported image formats[/url] for a list of "
+"supported image formats and limitations.\n"
+"[b]Warning:[/b] This method should only be used in the editor or in cases "
+"when you need to load external images at run-time, such as images located at "
+"the [code]user://[/code] directory, and may not work in exported projects.\n"
+"See also [ImageTexture] description for usage examples."
+msgstr ""
+
+#: doc/classes/Image.xml:271
+msgid ""
+"Loads an image from the binary contents of a BMP file.\n"
+"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. "
+"Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported."
+msgstr ""
+
+#: doc/classes/Image.xml:279
+msgid "Loads an image from the binary contents of a JPEG file."
+msgstr ""
+
+#: doc/classes/Image.xml:286
+msgid "Loads an image from the binary contents of a PNG file."
+msgstr ""
+
+#: doc/classes/Image.xml:293
+msgid "Loads an image from the binary contents of a TGA file."
+msgstr ""
+
+#: doc/classes/Image.xml:300
+msgid "Loads an image from the binary contents of a WebP file."
+msgstr ""
+
+#: doc/classes/Image.xml:306
+msgid ""
+"Locks the data for reading and writing access. Sends an error to the console "
+"if the image is not locked when reading or writing a pixel."
+msgstr ""
+
+#: doc/classes/Image.xml:312
+msgid ""
+"Converts the image's data to represent coordinates on a 3D plane. This is "
+"used when the image represents a normalmap. A normalmap can add lots of "
+"detail to a 3D surface without increasing the polygon count."
+msgstr ""
+
+#: doc/classes/Image.xml:318
+msgid ""
+"Multiplies color values with alpha values. Resulting color values for a "
+"pixel are [code](color * alpha)/256[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml:327
+msgid ""
+"Resizes the image to the given [code]width[/code] and [code]height[/code]. "
+"New pixels are calculated using the [code]interpolation[/code] mode defined "
+"via [enum Interpolation] constants."
+msgstr ""
+
+#: doc/classes/Image.xml:335
+msgid ""
+"Resizes the image to the nearest power of 2 for the width and height. If "
+"[code]square[/code] is [code]true[/code] then set width and height to be the "
+"same. New pixels are calculated using the [code]interpolation[/code] mode "
+"defined via [enum Interpolation] constants."
+msgstr ""
+
+#: doc/classes/Image.xml:341
+msgid ""
+"Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image."
+msgstr ""
+
+#: doc/classes/Image.xml:349
+msgid ""
+"Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/"
+"code] is [code]true[/code] and the image has only one channel, it will be "
+"saved explicitly as monochrome rather than one red channel. This function "
+"will return [constant ERR_UNAVAILABLE] if Godot was compiled without the "
+"TinyEXR module.\n"
+"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which "
+"means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is "
+"called from an exported project."
+msgstr ""
+
+#: doc/classes/Image.xml:357
+msgid "Saves the image as a PNG file to [code]path[/code]."
+msgstr ""
+
+#: doc/classes/Image.xml:371
+msgid ""
+"Sets the [Color] of the pixel at [code](x, y)[/code] if the image is locked. "
+"Example:\n"
+"[codeblock]\n"
+"var img = Image.new()\n"
+"img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
+"img.lock()\n"
+"img.set_pixel(x, y, color) # Works\n"
+"img.unlock()\n"
+"img.set_pixel(x, y, color) # Does not have an effect\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Image.xml:387
+msgid ""
+"Sets the [Color] of the pixel at [code](dst.x, dst.y)[/code] if the image is "
+"locked. Note that the [code]dst[/code] values must be integers. Example:\n"
+"[codeblock]\n"
+"var img = Image.new()\n"
+"img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
+"img.lock()\n"
+"img.set_pixelv(Vector2(x, y), color) # Works\n"
+"img.unlock()\n"
+"img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Image.xml:401
+msgid "Shrinks the image by a factor of 2."
+msgstr ""
+
+#: doc/classes/Image.xml:407
+msgid "Converts the raw data from the sRGB colorspace to a linear scale."
+msgstr ""
+
+#: doc/classes/Image.xml:413
+msgid "Unlocks the data and prevents changes."
+msgstr ""
+
+#: doc/classes/Image.xml:419
+msgid ""
+"Holds all the image's color data in a given format. See [enum Format] "
+"constants."
+msgstr ""
+
+#: doc/classes/Image.xml:424
+msgid "The maximal width allowed for [Image] resources."
+msgstr ""
+
+#: doc/classes/Image.xml:427
+msgid "The maximal height allowed for [Image] resources."
+msgstr ""
+
+#: doc/classes/Image.xml:430
+msgid "Texture format with a single 8-bit depth representing luminance."
+msgstr ""
+
+#: doc/classes/Image.xml:433
+msgid ""
+"OpenGL texture format with two values, luminance and alpha each stored with "
+"8 bits."
+msgstr ""
+
+#: doc/classes/Image.xml:436
+msgid ""
+"OpenGL texture format [code]RED[/code] with a single component and a "
+"bitdepth of 8.\n"
+"[b]Note:[/b] When using the GLES2 backend, this uses the alpha channel "
+"instead of the red channel for storage."
+msgstr ""
+
+#: doc/classes/Image.xml:440
+msgid ""
+"OpenGL texture format [code]RG[/code] with two components and a bitdepth of "
+"8 for each."
+msgstr ""
+
+#: doc/classes/Image.xml:443
+msgid ""
+"OpenGL texture format [code]RGB[/code] with three components, each with a "
+"bitdepth of 8.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml:447
+msgid ""
+"OpenGL texture format [code]RGBA[/code] with four components, each with a "
+"bitdepth of 8.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml:451
+msgid ""
+"OpenGL texture format [code]RGBA[/code] with four components, each with a "
+"bitdepth of 4."
+msgstr ""
+
+#: doc/classes/Image.xml:454
+msgid ""
+"OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each "
+"component of RGB and one bit for alpha."
+msgstr ""
+
+#: doc/classes/Image.xml:457
+msgid ""
+"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-"
+"bit floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml:460
+msgid ""
+"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
+"each a 32-bit floating-point values."
+msgstr ""
+
+#: doc/classes/Image.xml:463
+msgid ""
+"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
+"components, each a 32-bit floating-point values."
+msgstr ""
+
+#: doc/classes/Image.xml:466
+msgid ""
+"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
+"components, each a 32-bit floating-point values."
+msgstr ""
+
+#: doc/classes/Image.xml:469
+msgid ""
+"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-"
+"bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml:472
+msgid ""
+"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
+"each a 16-bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml:475
+msgid ""
+"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
+"components, each a 16-bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml:478
+msgid ""
+"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
+"components, each a 16-bit \"half-precision\" floating-point value."
+msgstr ""
+
+#: doc/classes/Image.xml:481
+msgid ""
+"A special OpenGL texture format where the three color components have 9 bits "
+"of precision and all three share a single 5-bit exponent."
+msgstr ""
+
+#: doc/classes/Image.xml:484
+msgid ""
+"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
+"texture format that uses Block Compression 1, and is the smallest variation "
+"of S3TC, only providing 1 bit of alpha and color data being premultiplied "
+"with alpha.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml:488
+msgid ""
+"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
+"texture format that uses Block Compression 2, and color data is interpreted "
+"as not having been premultiplied by alpha. Well suited for images with sharp "
+"alpha transitions between translucent and opaque areas.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml:492
+msgid ""
+"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
+"texture format also known as Block Compression 3 or BC3 that contains 64 "
+"bits of alpha channel data followed by 64 bits of DXT1-encoded color data. "
+"Color data is not premultiplied by alpha, same as DXT3. DXT5 generally "
+"produces superior results for transparent gradients compared to DXT3.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml:496
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
+"normalizing the red channel data using the same compression algorithm that "
+"DXT5 uses for the alpha channel."
+msgstr ""
+
+#: doc/classes/Image.xml:499
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
+"normalizing the red and green channel data using the same compression "
+"algorithm that DXT5 uses for the alpha channel."
+msgstr ""
+
+#: doc/classes/Image.xml:502
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized "
+"RGBA components.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml:506
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point "
+"RGB components."
+msgstr ""
+
+#: doc/classes/Image.xml:509
+msgid ""
+"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
+"BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point "
+"RGB components."
+msgstr ""
+
+#: doc/classes/Image.xml:512
+msgid ""
+"Texture format used on PowerVR-supported mobile platforms, uses 2-bit color "
+"depth with no alpha. More information can be found [url=https://en.wikipedia."
+"org/wiki/PVRTC]here[/url].\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml:516
+msgid ""
+"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an "
+"alpha component."
+msgstr ""
+
+#: doc/classes/Image.xml:519
+msgid ""
+"Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-"
+"bit color depth and no alpha."
+msgstr ""
+
+#: doc/classes/Image.xml:522
+msgid ""
+"Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an "
+"alpha component."
+msgstr ""
+
+#: doc/classes/Image.xml:525
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/"
+"url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics "
+"standard. This format cannot store an alpha channel."
+msgstr ""
+
+#: doc/classes/Image.xml:528
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of "
+"unsigned data."
+msgstr ""
+
+#: doc/classes/Image.xml:531
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one "
+"channel of signed data."
+msgstr ""
+
+#: doc/classes/Image.xml:534
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels "
+"of unsigned data."
+msgstr ""
+
+#: doc/classes/Image.xml:537
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two "
+"channels of signed data."
+msgstr ""
+
+#: doc/classes/Image.xml:540
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and "
+"compresses RGB888 data.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml:544
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data "
+"with full alpha support.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml:548
+msgid ""
+"[url=https://en.wikipedia.org/wiki/"
+"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
+"format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which "
+"compresses RGBA data to make alpha either fully transparent or fully "
+"opaque.\n"
+"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
+"conversion is performed."
+msgstr ""
+
+#: doc/classes/Image.xml:552
+msgid "Represents the size of the [enum Format] enum."
+msgstr ""
+
+#: doc/classes/Image.xml:555
+msgid ""
+"Performs nearest-neighbor interpolation. If the image is resized, it will be "
+"pixelated."
+msgstr ""
+
+#: doc/classes/Image.xml:558
+msgid ""
+"Performs bilinear interpolation. If the image is resized, it will be blurry. "
+"This mode is faster than [constant INTERPOLATE_CUBIC], but it results in "
+"lower quality."
+msgstr ""
+
+#: doc/classes/Image.xml:561
+msgid ""
+"Performs cubic interpolation. If the image is resized, it will be blurry. "
+"This mode often gives better results compared to [constant "
+"INTERPOLATE_BILINEAR], at the cost of being slower."
+msgstr ""
+
+#: doc/classes/Image.xml:564
+msgid ""
+"Performs bilinear separately on the two most-suited mipmap levels, then "
+"linearly interpolates between them.\n"
+"It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-"
+"quality results with far fewer aliasing artifacts.\n"
+"If the image does not have mipmaps, they will be generated and used "
+"internally, but no mipmaps will be generated on the resulting image.\n"
+"[b]Note:[/b] If you intend to scale multiple copies of the original image, "
+"it's better to call [method generate_mipmaps]] on it in advance, to avoid "
+"wasting processing power in generating them again and again.\n"
+"On the other hand, if the image already has mipmaps, they will be used, and "
+"a new set will be generated for the resulting image."
+msgstr ""
+
+#: doc/classes/Image.xml:571
+msgid ""
+"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
+"it typically gives the best results, especially when downscalng images."
+msgstr ""
+
+#: doc/classes/Image.xml:574
+msgid "Image does not have alpha."
+msgstr ""
+
+#: doc/classes/Image.xml:577
+msgid "Image stores alpha in a single bit."
+msgstr ""
+
+#: doc/classes/Image.xml:580
+msgid "Image uses alpha."
+msgstr ""
+
+#: doc/classes/Image.xml:583
+msgid "Use S3TC compression."
+msgstr ""
+
+#: doc/classes/Image.xml:586
+msgid "Use PVRTC2 compression."
+msgstr ""
+
+#: doc/classes/Image.xml:589
+msgid "Use PVRTC4 compression."
+msgstr ""
+
+#: doc/classes/Image.xml:592
+msgid "Use ETC compression."
+msgstr ""
+
+#: doc/classes/Image.xml:595
+msgid "Use ETC2 compression."
+msgstr ""
+
+#: doc/classes/Image.xml:598
+msgid ""
+"Source texture (before compression) is a regular texture. Default for all "
+"textures."
+msgstr ""
+
+#: doc/classes/Image.xml:601
+msgid "Source texture (before compression) is in sRGB space."
+msgstr ""
+
+#: doc/classes/Image.xml:604
+msgid ""
+"Source texture (before compression) is a normal texture (e.g. it can be "
+"compressed into two channels)."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:4
+msgid "A [Texture] based on an [Image]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:7
+msgid ""
+"A [Texture] based on an [Image]. For an image to be displayed, an "
+"[ImageTexture] has to be created from it using the [method "
+"create_from_image] method:\n"
+"[codeblock]\n"
+"var texture = ImageTexture.new()\n"
+"var image = Image.new()\n"
+"image.load(\"res://icon.png\")\n"
+"texture.create_from_image(image)\n"
+"$Sprite.texture = texture\n"
+"[/codeblock]\n"
+"This way, textures can be created at run-time by loading images both from "
+"within the editor and externally.\n"
+"[b]Warning:[/b] Prefer to load imported textures with [method @GDScript."
+"load] over loading them from within the filesystem dynamically with [method "
+"Image.load], as it may not work in exported projects:\n"
+"[codeblock]\n"
+"var texture = load(\"res://icon.png\")\n"
+"$Sprite.texture = texture\n"
+"[/codeblock]\n"
+"This is because images have to be imported as [StreamTexture] first to be "
+"loaded with [method @GDScript.load]. If you'd still like to load an image "
+"file just like any other [Resource], import it as an [Image] resource "
+"instead, and then load it normally using the [method @GDScript.load] "
+"method.\n"
+"But do note that the image data can still be retrieved from an imported "
+"texture as well using the [method Texture.get_data] method, which returns a "
+"copy of the data:\n"
+"[codeblock]\n"
+"var texture = load(\"res://icon.png\")\n"
+"var image : Image = texture.get_data()\n"
+"[/codeblock]\n"
+"An [ImageTexture] is not meant to be operated from within the editor "
+"interface directly, and is mostly useful for rendering images on screen "
+"dynamically via code. If you need to generate images procedurally from "
+"within the editor, consider saving and importing images as custom texture "
+"resources implementing a new [EditorImportPlugin].\n"
+"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
+"hardware limitations."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:41
+msgid ""
+"Create a new [ImageTexture] with [code]width[/code] and [code]height[/"
+"code].\n"
+"[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] "
+"is any combination of [enum Texture.Flags]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:50
+msgid ""
+"Initializes the texture by allocating and setting the data from an [Image] "
+"with [code]flags[/code] from [enum Texture.Flags]. An sRGB to linear color "
+"space conversion can take place, according to [enum Image.Format]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:56
+msgid "Returns the format of the texture, one of [enum Image.Format]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:63
+msgid ""
+"Loads an image from a file path and creates a texture from it.\n"
+"[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use "
+"[method Image.load] and [method create_from_image] instead."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:71
+msgid ""
+"Replaces the texture's data with a new [Image].\n"
+"[b]Note:[/b] The texture has to be initialized first with the [method "
+"create_from_image] method before it can be updated. The new image "
+"dimensions, format, and mipmaps configuration should match the existing "
+"texture's image configuration, otherwise it has to be re-created with the "
+"[method create_from_image] method.\n"
+"Use this method over [method create_from_image] if you need to update the "
+"texture frequently, which is faster than allocating additional memory for a "
+"new texture each time."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:80 doc/classes/VisualServer.xml:2837
+msgid "Resizes the texture to the specified dimensions."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:87
+msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:90
+msgid "The storage type (raw, lossy, or compressed)."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:95
+msgid "[Image] data is stored raw and unaltered."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:98
+msgid ""
+"[Image] data is compressed with a lossy algorithm. You can set the storage "
+"quality with [member lossy_quality]."
+msgstr ""
+
+#: doc/classes/ImageTexture.xml:101
+msgid "[Image] data is compressed with a lossless algorithm."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:4
+msgid "Draws simple geometry from code."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:7
+msgid ""
+"Draws simple geometry from code. Uses a drawing mode similar to OpenGL 1.x.\n"
+"See also [ArrayMesh], [MeshDataTool] and [SurfaceTool] for procedural "
+"geometry generation.\n"
+"[b]Note:[/b] ImmediateGeometry3D is best suited to small amounts of mesh "
+"data that change every frame. It will be slow when handling large amounts of "
+"mesh data. If mesh data doesn't change often, use [ArrayMesh], "
+"[MeshDataTool] or [SurfaceTool] instead.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes.\n"
+"[b]Note:[/b] In case of missing points when handling large amounts of mesh "
+"data, try increasing its buffer size limit under [member ProjectSettings."
+"rendering/limits/buffers/immediate_buffer_size_kb]."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:23
+msgid ""
+"Simple helper to draw an UV sphere with given latitude, longitude and radius."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:30
+msgid ""
+"Adds a vertex in local coordinate space with the currently set color/uv/etc."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:38
+msgid ""
+"Begin drawing (and optionally pass a texture override). When done call "
+"[method end]. For more information on how this works, search for "
+"[code]glBegin()[/code] and [code]glEnd()[/code] references.\n"
+"For the type of primitive, see the [enum Mesh.PrimitiveType] enum."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:45
+msgid "Clears everything that was drawn using begin/end."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:51
+msgid "Ends a drawing context and displays the results."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:58
+msgid "The current drawing color."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:65
+msgid "The next vertex's normal."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:72
+msgid "The next vertex's tangent (and binormal facing)."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:79
+msgid "The next vertex's UV."
+msgstr ""
+
+#: doc/classes/ImmediateGeometry.xml:86
+msgid "The next vertex's second layer UV."
+msgstr ""
+
+#: doc/classes/Input.xml:4
+msgid "A singleton that deals with inputs."
+msgstr ""
+
+#: doc/classes/Input.xml:7
+msgid ""
+"A singleton that deals with inputs. This includes key presses, mouse buttons "
+"and movement, joypads, and input actions. Actions and their events can be "
+"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or "
+"with the [InputMap] class."
+msgstr ""
+
+#: doc/classes/Input.xml:10
+msgid "https://docs.godotengine.org/en/3.4/tutorials/inputs/index.html"
+msgstr ""
+
+#: doc/classes/Input.xml:20
+msgid ""
+"This will simulate pressing the specified action.\n"
+"The strength can be used for non-boolean actions, it's ranged between 0 and "
+"1 representing the intensity of the given action.\n"
+"[b]Note:[/b] This method will not cause any [method Node._input] calls. It "
+"is intended to be used with [method is_action_pressed] and [method "
+"is_action_just_pressed]. If you want to simulate [code]_input[/code], use "
+"[method parse_input_event] instead."
+msgstr ""
+
+#: doc/classes/Input.xml:29
+msgid "If the specified action is already pressed, this will release it."
+msgstr ""
+
+#: doc/classes/Input.xml:37
+msgid ""
+"Adds a new mapping entry (in SDL2 format) to the mapping database. "
+"Optionally update already connected devices."
+msgstr ""
+
+#: doc/classes/Input.xml:43
+msgid ""
+"Sends all input events which are in the current buffer to the game loop. "
+"These events may have been buffered as a result of accumulated input "
+"([method set_use_accumulated_input]) or agile input flushing ([member "
+"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
+"The engine will already do this itself at key execution points (at least "
+"once per frame). However, this can be useful in advanced cases where you "
+"want precise control over the timing of event handling."
+msgstr ""
+
+#: doc/classes/Input.xml:50
+msgid ""
+"Returns the acceleration of the device's accelerometer sensor, if the device "
+"has one. Otherwise, the method returns [constant Vector3.ZERO].\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.\n"
+"[b]Note:[/b] This method only works on iOS, Android, and UWP. On other "
+"platforms, it always returns [constant Vector3.ZERO]. On Android the unit of "
+"measurement for each axis is m/s² while on iOS and UWP it's a multiple of "
+"the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
+msgstr ""
+
+#: doc/classes/Input.xml:60
+msgid ""
+"Returns a value between 0 and 1 representing the raw intensity of the given "
+"action, ignoring the action's deadzone. In most cases, you should use "
+"[method get_action_strength] instead.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
+"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
+"for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/Input.xml:69
+msgid ""
+"Returns a value between 0 and 1 representing the intensity of the given "
+"action. In a joypad, for example, the further away the axis (analog sticks "
+"or L2, R2 triggers) is from the dead zone, the closer the value will be to "
+"1. If the action is mapped to a control that has no axis as the keyboard, "
+"the value returned will be 0 or 1.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
+"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
+"for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/Input.xml:78
+msgid ""
+"Get axis input by specifying two actions, one negative and one positive.\n"
+"This is a shorthand for writing [code]Input."
+"get_action_strength(\"positive_action\") - Input."
+"get_action_strength(\"negative_action\")[/code]."
+msgstr ""
+
+#: doc/classes/Input.xml:85
+msgid ""
+"Returns an [Array] containing the device IDs of all currently connected "
+"joypads."
+msgstr ""
+
+#: doc/classes/Input.xml:91
+msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
+msgstr ""
+
+#: doc/classes/Input.xml:97
+msgid ""
+"Returns the gravity of the device's accelerometer sensor, if the device has "
+"one. Otherwise, the method returns [constant Vector3.ZERO].\n"
+"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
+"it always returns [constant Vector3.ZERO]. On Android the unit of "
+"measurement for each axis is m/s² while on iOS it's a multiple of the "
+"Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
+msgstr ""
+
+#: doc/classes/Input.xml:104
+msgid ""
+"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
+"gyroscope sensor, if the device has one. Otherwise, the method returns "
+"[constant Vector3.ZERO].\n"
+"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
+"it always returns [constant Vector3.ZERO]."
+msgstr ""
+
+#: doc/classes/Input.xml:113
+msgid ""
+"Returns the current value of the joypad axis at given index (see [enum "
+"JoystickList])."
+msgstr ""
+
+#: doc/classes/Input.xml:120
+msgid "Returns the index of the provided axis name."
+msgstr ""
+
+#: doc/classes/Input.xml:127
+msgid ""
+"Receives a [enum JoystickList] axis and returns its equivalent name as a "
+"string."
+msgstr ""
+
+#: doc/classes/Input.xml:134
+msgid "Returns the index of the provided button name."
+msgstr ""
+
+#: doc/classes/Input.xml:141
+msgid ""
+"Receives a gamepad button from [enum JoystickList] and returns its "
+"equivalent name as a string."
+msgstr ""
+
+#: doc/classes/Input.xml:148
+msgid ""
+"Returns a SDL2-compatible device GUID on platforms that use gamepad "
+"remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
+msgstr ""
+
+#: doc/classes/Input.xml:155
+msgid "Returns the name of the joypad at the specified device index."
+msgstr ""
+
+#: doc/classes/Input.xml:162
+msgid "Returns the duration of the current vibration effect in seconds."
+msgstr ""
+
+#: doc/classes/Input.xml:169
+msgid ""
+"Returns the strength of the joypad vibration: x is the strength of the weak "
+"motor, and y is the strength of the strong motor."
+msgstr ""
+
+#: doc/classes/Input.xml:175
+msgid ""
+"Returns the mouse speed for the last time the cursor was moved, and this "
+"until the next frame where the mouse moves. This means that even if the "
+"mouse is not moving, this function will still return the value of the last "
+"motion."
+msgstr ""
+
+#: doc/classes/Input.xml:181
+msgid ""
+"Returns the magnetic field strength in micro-Tesla for all axes of the "
+"device's magnetometer sensor, if the device has one. Otherwise, the method "
+"returns [constant Vector3.ZERO].\n"
+"[b]Note:[/b] This method only works on Android, iOS and UWP. On other "
+"platforms, it always returns [constant Vector3.ZERO]."
+msgstr ""
+
+#: doc/classes/Input.xml:188
+msgid ""
+"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
+"the same time, the bits are added together."
+msgstr ""
+
+#: doc/classes/Input.xml:194
+msgid "Returns the mouse mode. See the constants for more information."
+msgstr ""
+
+#: doc/classes/Input.xml:205
+msgid ""
+"Gets an input vector by specifying four actions for the positive and "
+"negative X and Y axes.\n"
+"This method is useful when getting vector input, such as from a joystick, "
+"directional pad, arrows, or WASD. The vector has its length limited to 1 and "
+"has a circular deadzone, which is useful for using vector input as "
+"movement.\n"
+"By default, the deadzone is automatically calculated from the average of the "
+"action deadzones. However, you can override the deadzone to be whatever you "
+"want (on the range of 0 to 1)."
+msgstr ""
+
+#: doc/classes/Input.xml:215
+msgid ""
+"Returns [code]true[/code] when the user starts pressing the action event, "
+"meaning it's [code]true[/code] only on the frame that the user pressed down "
+"the button.\n"
+"This is useful for code that needs to run only once when an action is "
+"pressed, instead of every frame while it's pressed.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
+"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
+"for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/Input.xml:225
+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.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
+"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
+"for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/Input.xml:234
+msgid ""
+"Returns [code]true[/code] if you are pressing the action event. Note that if "
+"an action has multiple buttons assigned and more than one of them is "
+"pressed, releasing one button will release the action, even if some other "
+"button assigned to this action is still pressed.\n"
+"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers "
+"for [InputEventKey] and [InputEventMouseButton] events, and the direction "
+"for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/Input.xml:243
+msgid ""
+"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
+"JoystickList])."
+msgstr ""
+
+#: doc/classes/Input.xml:250
+msgid ""
+"Returns [code]true[/code] if the system knows the specified device. This "
+"means that it sets all button and axis indices exactly as defined in [enum "
+"JoystickList]. Unknown joypads are not expected to match these constants, "
+"but you can still retrieve events from them."
+msgstr ""
+
+#: doc/classes/Input.xml:257
+msgid ""
+"Returns [code]true[/code] if you are pressing the key. You can pass a [enum "
+"KeyList] constant."
+msgstr ""
+
+#: doc/classes/Input.xml:264
+msgid ""
+"Returns [code]true[/code] if you are pressing the mouse button specified "
+"with [enum ButtonList]."
+msgstr ""
+
+#: doc/classes/Input.xml:271
+msgid ""
+"Returns [code]true[/code] if you are pressing the key in the physical "
+"location on the 101/102-key US QWERTY keyboard. You can pass a [enum "
+"KeyList] constant."
+msgstr ""
+
+#: doc/classes/Input.xml:281
+msgid ""
+"Notifies the [Input] singleton that a connection has changed, to update the "
+"state for the [code]device[/code] index.\n"
+"This is used internally and should not have to be called from user scripts. "
+"See [signal joy_connection_changed] for the signal emitted when this is "
+"triggered internally."
+msgstr ""
+
+#: doc/classes/Input.xml:289
+msgid ""
+"Feeds an [InputEvent] to the game. Can be used to artificially trigger input "
+"events from code. Also generates [method Node._input] calls.\n"
+"Example:\n"
+"[codeblock]\n"
+"var a = InputEventAction.new()\n"
+"a.action = \"ui_cancel\"\n"
+"a.pressed = true\n"
+"Input.parse_input_event(a)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Input.xml:303
+msgid ""
+"Removes all mappings from the internal database that match the given GUID."
+msgstr ""
+
+#: doc/classes/Input.xml:310
+msgid ""
+"Sets the acceleration value of the accelerometer sensor. Can be used for "
+"debugging on devices without a hardware sensor, for example in an editor on "
+"a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml:320
+msgid ""
+"Sets a custom mouse cursor image, which is only visible inside the game "
+"window. The hotspot can also be specified. Passing [code]null[/code] to the "
+"image parameter resets to the system cursor. See [enum CursorShape] for the "
+"list of shapes.\n"
+"[code]image[/code]'s size must be lower than 256×256.\n"
+"[code]hotspot[/code] must be within [code]image[/code]'s size.\n"
+"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If "
+"using an [AnimatedTexture], only the first frame will be displayed.\n"
+"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
+"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
+"compression mode can't be used for custom cursors."
+msgstr ""
+
+#: doc/classes/Input.xml:331
+msgid ""
+"Sets the default cursor shape to be used in the viewport instead of "
+"[constant CURSOR_ARROW].\n"
+"[b]Note:[/b] If you want to change the default cursor shape for [Control]'s "
+"nodes, use [member Control.mouse_default_cursor_shape] instead.\n"
+"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
+"cursor immediately."
+msgstr ""
+
+#: doc/classes/Input.xml:340
+msgid ""
+"Sets the gravity value of the accelerometer sensor. Can be used for "
+"debugging on devices without a hardware sensor, for example in an editor on "
+"a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml:348
+msgid ""
+"Sets the value of the rotation rate of the gyroscope sensor. Can be used for "
+"debugging on devices without a hardware sensor, for example in an editor on "
+"a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml:356
+msgid ""
+"Sets the value of the magnetic field of the magnetometer sensor. Can be used "
+"for debugging on devices without a hardware sensor, for example in an editor "
+"on a PC.\n"
+"[b]Note:[/b] This value can be immediately overwritten by the hardware "
+"sensor value on Android and iOS."
+msgstr ""
+
+#: doc/classes/Input.xml:364
+msgid "Sets the mouse mode. See the constants for more information."
+msgstr ""
+
+#: doc/classes/Input.xml:371
+msgid ""
+"Enables or disables the accumulation of similar input events sent by the "
+"operating system. When input accumulation is enabled, all input events "
+"generated during a frame will be merged and emitted when the frame is done "
+"rendering. Therefore, this limits the number of input method calls per "
+"second to the rendering FPS.\n"
+"Input accumulation is enabled by default. It can be disabled to get slightly "
+"more precise/reactive input at the cost of increased CPU usage. In "
+"applications where drawing freehand lines is required, input accumulation "
+"should generally be disabled while the user is drawing the line to get "
+"results that closely follow the actual input."
+msgstr ""
+
+#: doc/classes/Input.xml:382
+msgid ""
+"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
+"strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
+"weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the "
+"strength of the strong motor (between 0 and 1). [code]duration[/code] is the "
+"duration of the effect in seconds (a duration of 0 will try to play the "
+"vibration indefinitely).\n"
+"[b]Note:[/b] Not every hardware is compatible with long effect durations; it "
+"is recommended to restart an effect if it has to be played for more than a "
+"few seconds."
+msgstr ""
+
+#: doc/classes/Input.xml:390
+msgid "Stops the vibration of the joypad."
+msgstr ""
+
+#: doc/classes/Input.xml:397
+msgid ""
+"Vibrate Android and iOS devices.\n"
+"[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export "
+"settings. iOS does not support duration."
+msgstr ""
+
+#: doc/classes/Input.xml:405
+msgid "Sets the mouse position to the specified vector."
+msgstr ""
+
+#: doc/classes/Input.xml:414
+msgid "Emitted when a joypad device has been connected or disconnected."
+msgstr ""
+
+#: doc/classes/Input.xml:420
+msgid "Makes the mouse cursor visible if it is hidden."
+msgstr ""
+
+#: doc/classes/Input.xml:423
+msgid "Makes the mouse cursor hidden if it is visible."
+msgstr ""
+
+#: doc/classes/Input.xml:426
+msgid ""
+"Captures the mouse. The mouse will be hidden and its position locked at the "
+"center of the screen.\n"
+"[b]Note:[/b] If you want to process the mouse's movement in this mode, you "
+"need to use [member InputEventMouseMotion.relative]."
+msgstr ""
+
+#: doc/classes/Input.xml:430
+msgid "Makes the mouse cursor visible but confines it to the game window."
+msgstr ""
+
+#: doc/classes/Input.xml:433
+msgid "Arrow cursor. Standard, default pointing cursor."
+msgstr ""
+
+#: doc/classes/Input.xml:436
+msgid ""
+"I-beam cursor. Usually used to show where the text cursor will appear when "
+"the mouse is clicked."
+msgstr ""
+
+#: doc/classes/Input.xml:439
+msgid ""
+"Pointing hand cursor. Usually used to indicate the pointer is over a link or "
+"other interactable item."
+msgstr ""
+
+#: doc/classes/Input.xml:442
+msgid ""
+"Cross cursor. Typically appears over regions in which a drawing operation "
+"can be performed or for selections."
+msgstr ""
+
+#: doc/classes/Input.xml:445
+msgid ""
+"Wait cursor. Indicates that the application is busy performing an operation. "
+"This cursor shape denotes that the application is still usable during the "
+"operation."
+msgstr ""
+
+#: doc/classes/Input.xml:448
+msgid ""
+"Busy cursor. Indicates that the application is busy performing an operation. "
+"This cursor shape denotes that the application isn't usable during the "
+"operation (e.g. something is blocking its main thread)."
+msgstr ""
+
+#: doc/classes/Input.xml:451
+msgid "Drag cursor. Usually displayed when dragging something."
+msgstr ""
+
+#: doc/classes/Input.xml:454
+msgid ""
+"Can drop cursor. Usually displayed when dragging something to indicate that "
+"it can be dropped at the current position."
+msgstr ""
+
+#: doc/classes/Input.xml:457
+msgid ""
+"Forbidden cursor. Indicates that the current action is forbidden (for "
+"example, when dragging something) or that the control at a position is "
+"disabled."
+msgstr ""
+
+#: doc/classes/Input.xml:460
+msgid ""
+"Vertical resize mouse cursor. A double-headed vertical arrow. It tells the "
+"user they can resize the window or the panel vertically."
+msgstr ""
+
+#: doc/classes/Input.xml:463
+msgid ""
+"Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells "
+"the user they can resize the window or the panel horizontally."
+msgstr ""
+
+#: doc/classes/Input.xml:466
+msgid ""
+"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
+"from the bottom left to the top right. It tells the user they can resize the "
+"window or the panel both horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Input.xml:469
+msgid ""
+"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
+"from the top left to the bottom right, the opposite of [constant "
+"CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel "
+"both horizontally and vertically."
+msgstr ""
+
+#: doc/classes/Input.xml:472
+msgid "Move cursor. Indicates that something can be moved."
+msgstr ""
+
+#: doc/classes/Input.xml:475
+msgid ""
+"Vertical split mouse cursor. On Windows, it's the same as [constant "
+"CURSOR_VSIZE]."
+msgstr ""
+
+#: doc/classes/Input.xml:478
+msgid ""
+"Horizontal split mouse cursor. On Windows, it's the same as [constant "
+"CURSOR_HSIZE]."
+msgstr ""
+
+#: doc/classes/Input.xml:481
+msgid "Help cursor. Usually a question mark."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:4
+msgid "Generic input event."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:7
+msgid "Base class of all sort of input event. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:10 doc/classes/InputEventJoypadButton.xml:10
+#: doc/classes/InputEventJoypadMotion.xml:10 doc/classes/InputEventKey.xml:10
+#: doc/classes/InputEventMouse.xml:10 doc/classes/InputEventScreenDrag.xml:10
+#: doc/classes/InputEventScreenTouch.xml:11
+#: doc/classes/InputEventWithModifiers.xml:10
+msgid "https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html"
+msgstr ""
+
+#: doc/classes/InputEvent.xml:20
+msgid ""
+"Returns [code]true[/code] if the given input event and this input event can "
+"be added together (only for events of type [InputEventMouseMotion]).\n"
+"The given input event's position, global position and speed will be copied. "
+"The resulting [code]relative[/code] is a sum of both events. Both events' "
+"modifiers have to be identical."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:27
+msgid "Returns a [String] representation of the event."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:35
+msgid ""
+"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
+"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:44
+msgid ""
+"Returns [code]true[/code] if this input event matches a pre-defined action "
+"of any type.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:54
+msgid ""
+"Returns [code]true[/code] if the given action is being pressed (and is not "
+"an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
+"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
+"or [InputEventScreenDrag].\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:63
+msgid ""
+"Returns [code]true[/code] if the given action is released (i.e. not "
+"pressed). Not relevant for events of type [InputEventMouseMotion] or "
+"[InputEventScreenDrag].\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:70
+msgid ""
+"Returns [code]true[/code] if this input event's type is one that can be "
+"assigned to an input action."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:76
+msgid ""
+"Returns [code]true[/code] if this input event is an echo event (only for "
+"events of type [InputEventKey])."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:82
+msgid ""
+"Returns [code]true[/code] if this input event is pressed. Not relevant for "
+"events of type [InputEventMouseMotion] or [InputEventScreenDrag]."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:90
+msgid ""
+"Returns [code]true[/code] if the specified [code]event[/code] matches this "
+"event. Only valid for action events i.e key ([InputEventKey]), button "
+"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
+"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:99
+msgid ""
+"Returns a copy of the given input event which has been offset by "
+"[code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for "
+"events of type [InputEventMouseButton], [InputEventMouseMotion], "
+"[InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] "
+"and [InputEventPanGesture]."
+msgstr ""
+
+#: doc/classes/InputEvent.xml:105
+msgid ""
+"The event's device ID.\n"
+"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated "
+"mouse input from a touchscreen. This can be used to distinguish emulated "
+"mouse input from physical mouse input."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml:4
+msgid "Input event type for actions."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml:7
+msgid ""
+"Contains a generic action which can be targeted from several types of "
+"inputs. Actions can be created from the [b]Input Map[/b] tab in the "
+"[b]Project > Project Settings[/b] menu. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#actions"
+msgstr ""
+
+#: doc/classes/InputEventAction.xml:18
+msgid "The action's name. Actions are accessed via this [String]."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml:21
+msgid ""
+"If [code]true[/code], the action's state is pressed. If [code]false[/code], "
+"the action's state is released."
+msgstr ""
+
+#: doc/classes/InputEventAction.xml:24
+msgid ""
+"The action's strength between 0 and 1. This value is considered as equal to "
+"0 if pressed is [code]false[/code]. The event strength allows faking analog "
+"joypad motion events, by specifying how strongly the joypad axis is bent or "
+"pressed."
+msgstr ""
+
+#: doc/classes/InputEventGesture.xml:4
+msgid "Base class for touch control gestures."
+msgstr ""
+
+#: doc/classes/InputEventGesture.xml:14
+msgid ""
+"The local gesture position relative to the [Viewport]. If used in [method "
+"Control._gui_input], the position is relative to the current [Control] that "
+"received this gesture."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml:4
+msgid "Input event for gamepad buttons."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml:7
+msgid ""
+"Input event type for gamepad buttons. For gamepad analog sticks and "
+"joysticks, see [InputEventJoypadMotion]."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml:16
+msgid "Button identifier. One of the [enum JoystickList] button constants."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml:19
+msgid ""
+"If [code]true[/code], the button's state is pressed. If [code]false[/code], "
+"the button's state is released."
+msgstr ""
+
+#: doc/classes/InputEventJoypadButton.xml:22
+msgid ""
+"Represents the pressure the user puts on the button with his finger, if the "
+"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml:4
+msgid ""
+"Input event type for gamepad joysticks and other motions. For buttons, see "
+"[code]InputEventJoypadButton[/code]."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml:7
+msgid ""
+"Stores information about joystick motions. One [InputEventJoypadMotion] "
+"represents one axis at a time."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml:16
+msgid "Axis identifier. Use one of the [enum JoystickList] axis constants."
+msgstr ""
+
+#: doc/classes/InputEventJoypadMotion.xml:19
+msgid ""
+"Current position of the joystick on the given axis. The value ranges from "
+"[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the "
+"axis is in its resting position."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml:4
+msgid "Input event type for keyboard events."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml:7
+msgid ""
+"Stores key presses on the keyboard. Supports key presses, key releases and "
+"[member echo] events."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml:16
+msgid ""
+"Returns the physical scancode combined with modifier keys such as "
+"[code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
+"To get a human-readable representation of the [InputEventKey] with "
+"modifiers, use [code]OS.get_scancode_string(event."
+"get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is "
+"the [InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml:23
+msgid ""
+"Returns the scancode combined with modifier keys such as [code]Shift[/code] "
+"or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
+"To get a human-readable representation of the [InputEventKey] with "
+"modifiers, use [code]OS.get_scancode_string(event."
+"get_scancode_with_modifiers())[/code] where [code]event[/code] is the "
+"[InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml:30
+msgid ""
+"If [code]true[/code], the key was already pressed before this event. It "
+"means the user is holding the key down."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml:33
+msgid ""
+"Key physical scancode, which corresponds to one of the [enum KeyList] "
+"constants. Represent the physical location of a key on the 101/102-key US "
+"QWERTY keyboard.\n"
+"To get a human-readable representation of the [InputEventKey], use [code]OS."
+"get_scancode_string(event.physical_scancode)[/code] where [code]event[/code] "
+"is the [InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml:37
+msgid ""
+"If [code]true[/code], the key's state is pressed. If [code]false[/code], the "
+"key's state is released."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml:40
+msgid ""
+"The key scancode, which corresponds to one of the [enum KeyList] constants. "
+"Represent key in the current keyboard layout.\n"
+"To get a human-readable representation of the [InputEventKey], use [code]OS."
+"get_scancode_string(event.scancode)[/code] where [code]event[/code] is the "
+"[InputEventKey]."
+msgstr ""
+
+#: doc/classes/InputEventKey.xml:44
+msgid ""
+"The key Unicode identifier (when relevant). Unicode identifiers for the "
+"composite characters and complex scripts may not be available unless IME "
+"input mode is active. See [method OS.set_ime_active] for more information."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml:4
+msgid "Base input event type for mouse events."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml:7
+msgid "Stores general mouse events information."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml:16
+msgid ""
+"The mouse button mask identifier, one of or a bitwise combination of the "
+"[enum ButtonList] button masks."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml:19
+msgid ""
+"The global mouse position relative to the current [Viewport] when used in "
+"[method Control._gui_input], otherwise is at 0,0."
+msgstr ""
+
+#: doc/classes/InputEventMouse.xml:22
+msgid ""
+"The local mouse position relative to the [Viewport]. If used in [method "
+"Control._gui_input], the position is relative to the current [Control] which "
+"is under the mouse."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml:4
+msgid "Input event type for mouse button events."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml:7
+msgid "Contains mouse click information. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml:10
+#: doc/classes/InputEventMouseMotion.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/inputs/"
+"mouse_and_input_coordinates.html"
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml:16
+msgid ""
+"The mouse button identifier, one of the [enum ButtonList] button or button "
+"wheel constants."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml:19
+msgid "If [code]true[/code], the mouse button's state is a double-click."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml:22
+msgid ""
+"The amount (or delta) of the event. When used for high-precision scroll "
+"events, this indicates the scroll amount (vertical or horizontal). This is "
+"only supported on some platforms; the reported sensitivity varies depending "
+"on the platform. May be [code]0[/code] if not supported."
+msgstr ""
+
+#: doc/classes/InputEventMouseButton.xml:25
+msgid ""
+"If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
+"code], the mouse button's state is released."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml:4
+msgid "Input event type for mouse motion events."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml:7
+msgid ""
+"Contains mouse and pen motion information. Supports relative, absolute "
+"positions and speed. See [method Node._input].\n"
+"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
+"at most. If you need more precise input reporting, call [method Input."
+"set_use_accumulated_input] with [code]false[/code] to make events emitted as "
+"often as possible. If you use InputEventMouseMotion to draw lines, consider "
+"implementing [url=https://en.wikipedia.org/wiki/Bresenham"
+"%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid "
+"visible gaps in lines if the user is moving the mouse quickly."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml:18
+msgid ""
+"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
+"code] to [code]1.0[/code]."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml:21
+msgid ""
+"The mouse position relative to the previous position (position at the last "
+"frame).\n"
+"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse "
+"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/"
+"code] when the user stops moving the mouse."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml:25
+msgid "The mouse speed in pixels per second."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml:28
+msgid ""
+"Represents the angles of tilt of the pen. Positive X-coordinate value "
+"indicates a tilt to the right. Positive Y-coordinate value indicates a tilt "
+"toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both "
+"axes."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml:4
+msgid ""
+"Input event type for screen drag events. Only available on mobile devices."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml:7
+msgid "Contains screen drag information. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml:16
+msgid "The drag event index in the case of a multi-drag event."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml:19
+msgid "The drag position."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml:22
+msgid ""
+"The drag position relative to the previous position (position at the last "
+"frame)."
+msgstr ""
+
+#: doc/classes/InputEventScreenDrag.xml:25
+msgid "The drag speed."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml:4
+msgid ""
+"Input event type for screen touch events.\n"
+"(only available on mobile devices)"
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml:8
+msgid ""
+"Stores multi-touch press/release information. Supports touch press, touch "
+"release and [member index] for multi-touch count and order."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml:17
+msgid ""
+"The touch index in the case of a multi-touch event. One index = one finger."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml:20
+msgid "The touch position."
+msgstr ""
+
+#: doc/classes/InputEventScreenTouch.xml:23
+msgid ""
+"If [code]true[/code], the touch's state is pressed. If [code]false[/code], "
+"the touch's state is released."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml:4
+msgid "Base class for keys events with modifiers."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml:7
+msgid ""
+"Contains keys events information with modifiers support like [code]Shift[/"
+"code] or [code]Alt[/code]. See [method Node._input]."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml:16
+msgid "State of the [code]Alt[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml:19
+msgid "State of the [code]Command[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml:22
+msgid "State of the [code]Ctrl[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml:25
+msgid "State of the [code]Meta[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputEventWithModifiers.xml:28
+msgid "State of the [code]Shift[/code] modifier."
+msgstr ""
+
+#: doc/classes/InputMap.xml:4
+msgid "Singleton that manages [InputEventAction]."
+msgstr ""
+
+#: doc/classes/InputMap.xml:7
+msgid ""
+"Manages all [InputEventAction] which can be created/modified from the "
+"project settings menu [b]Project > Project Settings > Input Map[/b] or in "
+"code with [method add_action] and [method action_add_event]. See [method "
+"Node._input]."
+msgstr ""
+
+#: doc/classes/InputMap.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#inputmap"
+msgstr ""
+
+#: doc/classes/InputMap.xml:18
+msgid ""
+"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
+msgstr ""
+
+#: doc/classes/InputMap.xml:26
+msgid "Removes an [InputEvent] from an action."
+msgstr ""
+
+#: doc/classes/InputMap.xml:33
+msgid "Removes all events from an action."
+msgstr ""
+
+#: doc/classes/InputMap.xml:40
+msgid "Returns a deadzone value for the action."
+msgstr ""
+
+#: doc/classes/InputMap.xml:48
+msgid ""
+"Returns [code]true[/code] if the action has the given [InputEvent] "
+"associated with it."
+msgstr ""
+
+#: doc/classes/InputMap.xml:56
+msgid "Sets a deadzone value for the action."
+msgstr ""
+
+#: doc/classes/InputMap.xml:64
+msgid ""
+"Adds an empty action to the [InputMap] with a configurable [code]deadzone[/"
+"code].\n"
+"An [InputEvent] can then be added to this action with [method "
+"action_add_event]."
+msgstr ""
+
+#: doc/classes/InputMap.xml:72
+msgid "Removes an action from the [InputMap]."
+msgstr ""
+
+#: doc/classes/InputMap.xml:81
+msgid ""
+"Returns [code]true[/code] if the given event is part of an existing action. "
+"This method ignores keyboard modifiers if the given [InputEvent] is not "
+"pressed (for proper release detection). See [method action_has_event] if you "
+"don't want this behavior.\n"
+"If [code]exact_match[/code] is [code]false[/code], it ignores the input "
+"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
+"direction for [InputEventJoypadMotion] events."
+msgstr ""
+
+#: doc/classes/InputMap.xml:89
+msgid "Returns an array of [InputEvent]s associated with a given action."
+msgstr ""
+
+#: doc/classes/InputMap.xml:95
+msgid "Returns an array of all actions in the [InputMap]."
+msgstr ""
+
+#: doc/classes/InputMap.xml:102
+msgid ""
+"Returns [code]true[/code] if the [InputMap] has a registered action with the "
+"given name."
+msgstr ""
+
+#: doc/classes/InputMap.xml:108
+msgid ""
+"Clears all [InputEventAction] in the [InputMap] and load it anew from "
+"[ProjectSettings]."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml:4
+msgid "Placeholder for the root [Node] of a [PackedScene]."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml:7
+msgid ""
+"Turning on the option [b]Load As Placeholder[/b] for an instanced scene in "
+"the editor causes it to be replaced by an InstancePlaceholder when running "
+"the game. This makes it possible to delay actually loading the scene until "
+"calling [method replace_by_instance]. This is useful to avoid loading large "
+"scenes all at once by loading parts of it selectively.\n"
+"The InstancePlaceholder does not have a transform. This causes any child "
+"nodes to be positioned relatively to the Viewport from point (0,0), rather "
+"than their parent as displayed in the editor. Replacing the placeholder with "
+"a scene with a transform will transform children relatively to their parent "
+"again."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml:18
+msgid ""
+"Not thread-safe. Use [method Object.call_deferred] if calling from a thread."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml:24
+msgid ""
+"Gets the path to the [PackedScene] resource file that is loaded by default "
+"when calling [method replace_by_instance]. Not thread-safe. Use [method "
+"Object.call_deferred] if calling from a thread."
+msgstr ""
+
+#: doc/classes/InstancePlaceholder.xml:37
+msgid ""
+"Replaces this placeholder by the scene handed as an argument, or the "
+"original scene if no argument is given. As for all resources, the scene is "
+"loaded only if it's not loaded already. By manually loading the scene "
+"beforehand, delays caused by this function can be avoided."
+msgstr ""
+
+#: doc/classes/int.xml:4
+msgid "Integer built-in type."
+msgstr ""
+
+#: doc/classes/int.xml:7
+msgid ""
+"Signed 64-bit integer type.\n"
+"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.\n"
+"[int] is a [Variant] type, and will thus be used when assigning an integer "
+"value to a [Variant]. It can also be enforced with the [code]: int[/code] "
+"type hint.\n"
+"[codeblock]\n"
+"var my_variant = 0 # int, value 0.\n"
+"my_variant += 4.2 # float, value 4.2.\n"
+"var my_int: int = 1 # int, value 1.\n"
+"my_int = 4.2 # int, value 4, the right value is implicitly cast to int.\n"
+"my_int = int(\"6.7\") # int, value 6, the String is explicitly cast with "
+"int.\n"
+"\n"
+"var max_int = 9223372036854775807\n"
+"print(max_int) # 9223372036854775807, OK.\n"
+"max_int += 1\n"
+"print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/int.xml:30
+msgid ""
+"Cast a [bool] value to an integer value, [code]int(true)[/code] will be "
+"equals to 1 and [code]int(false)[/code] will be equals to 0."
+msgstr ""
+
+#: doc/classes/int.xml:37
+msgid ""
+"Cast a float value to an integer value, this method simply removes the "
+"number fractions (i.e. rounds [code]from[/code] towards zero), so for "
+"example [code]int(2.7)[/code] will be equals to 2, [code]int(0.1)[/code] "
+"will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This "
+"operation is also called truncation."
+msgstr ""
+
+#: doc/classes/int.xml:44
+msgid ""
+"Cast a [String] value to an integer value, this method is an integer parser "
+"from a string, so calling this method with an invalid integer string will "
+"return 0, a valid string will be something like [code]'1.7'[/code]. This "
+"method will ignore all non-number characters, so calling [code]int('1e3')[/"
+"code] will return 13."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml:4
+msgid "[i]Deprecated.[/i] Camera which moves toward another node."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml:7
+msgid ""
+"[i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a "
+"[Camera] which smoothly moves to match a target node's position and "
+"rotation.\n"
+"If it is not [member enabled] or does not have a valid target set, "
+"InterpolatedCamera acts like a normal Camera."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml:17
+msgid "Sets the node to move toward and orient with."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml:23
+msgid ""
+"If [code]true[/code], and a target is set, the camera will move "
+"automatically."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml:26
+msgid ""
+"How quickly the camera moves toward its target. Higher values will result in "
+"tighter camera motion."
+msgstr ""
+
+#: doc/classes/InterpolatedCamera.xml:29
+msgid "The target's [NodePath]."
+msgstr ""
+
+#: doc/classes/IP.xml:4
+msgid "Internet protocol (IP) support functions such as DNS resolution."
+msgstr ""
+
+#: doc/classes/IP.xml:7
+msgid ""
+"IP contains support functions for the Internet Protocol (IP). TCP/IP support "
+"is in different classes (see [StreamPeerTCP] and [TCP_Server]). IP provides "
+"DNS hostname resolution support, both blocking and threaded."
+msgstr ""
+
+#: doc/classes/IP.xml:16
+msgid ""
+"Removes all of a [code]hostname[/code]'s cached references. If no "
+"[code]hostname[/code] is given, all cached IP addresses are removed."
+msgstr ""
+
+#: doc/classes/IP.xml:23
+msgid ""
+"Removes a given item [code]id[/code] from the queue. This should be used to "
+"free a queue after it has completed to enable more queries to happen."
+msgstr ""
+
+#: doc/classes/IP.xml:29
+msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
+msgstr ""
+
+#: doc/classes/IP.xml:35
+msgid ""
+"Returns all network adapters as an array.\n"
+"Each adapter is a dictionary of the form:\n"
+"[codeblock]\n"
+"{\n"
+" \"index\": \"1\", # Interface index.\n"
+" \"name\": \"eth0\", # Interface name.\n"
+" \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n"
+" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses "
+"associated to this interface.\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/IP.xml:51
+msgid ""
+"Returns a queued hostname's IP address, given its queue [code]id[/code]. "
+"Returns an empty string on error or if resolution hasn't happened yet (see "
+"[method get_resolve_item_status])."
+msgstr ""
+
+#: doc/classes/IP.xml:58
+msgid ""
+"Return resolved addresses, or an empty array if an error happened or "
+"resolution didn't happen yet (see [method get_resolve_item_status])."
+msgstr ""
+
+#: doc/classes/IP.xml:65
+msgid ""
+"Returns a queued hostname's status as a [enum ResolverStatus] constant, "
+"given its queue [code]id[/code]."
+msgstr ""
+
+#: doc/classes/IP.xml:73
+msgid ""
+"Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type "
+"method). The address type returned depends on the [enum Type] constant given "
+"as [code]ip_type[/code]."
+msgstr ""
+
+#: doc/classes/IP.xml:81
+msgid ""
+"Resolves a given hostname in a blocking way. Addresses are returned as an "
+"[Array] of IPv4 or IPv6 depending on [code]ip_type[/code]."
+msgstr ""
+
+#: doc/classes/IP.xml:89
+msgid ""
+"Creates a queue item to resolve a hostname to an IPv4 or IPv6 address "
+"depending on the [enum Type] constant given as [code]ip_type[/code]. Returns "
+"the queue ID if successful, or [constant RESOLVER_INVALID_ID] on error."
+msgstr ""
+
+#: doc/classes/IP.xml:95
+msgid "DNS hostname resolver status: No status."
+msgstr ""
+
+#: doc/classes/IP.xml:98
+msgid "DNS hostname resolver status: Waiting."
+msgstr ""
+
+#: doc/classes/IP.xml:101
+msgid "DNS hostname resolver status: Done."
+msgstr ""
+
+#: doc/classes/IP.xml:104
+msgid "DNS hostname resolver status: Error."
+msgstr ""
+
+#: doc/classes/IP.xml:107
+msgid ""
+"Maximum number of concurrent DNS resolver queries allowed, [constant "
+"RESOLVER_INVALID_ID] is returned if exceeded."
+msgstr ""
+
+#: doc/classes/IP.xml:110
+msgid ""
+"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
+msgstr ""
+
+#: doc/classes/IP.xml:113
+msgid "Address type: None."
+msgstr ""
+
+#: doc/classes/IP.xml:116
+msgid "Address type: Internet protocol version 4 (IPv4)."
+msgstr ""
+
+#: doc/classes/IP.xml:119
+msgid "Address type: Internet protocol version 6 (IPv6)."
+msgstr ""
+
+#: doc/classes/IP.xml:122
+msgid "Address type: Any."
+msgstr ""
+
+#: doc/classes/ItemList.xml:4
+msgid ""
+"Control that provides a list of selectable items (and/or icons) in a single "
+"column, or optionally in multiple columns."
+msgstr ""
+
+#: doc/classes/ItemList.xml:7
+msgid ""
+"This control provides a selectable list of items that may be in a single (or "
+"multiple columns) with option of text, icons, or both text and icon. "
+"Tooltips are supported and may be different for every item in the list.\n"
+"Selectable items in the list may be selected or deselected and multiple "
+"selection may be enabled. Selection with right mouse button may also be "
+"enabled to allow use of popup context menus. Items may also be \"activated\" "
+"by double-clicking them or by pressing Enter.\n"
+"Item text only supports single-line strings, newline characters (e.g. "
+"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
+"enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
+"fully fit its content by default. You need to set [member "
+"fixed_column_width] greater than zero to wrap the text."
+msgstr ""
+
+#: doc/classes/ItemList.xml:19
+msgid "Adds an item to the item list with no text, only an icon."
+msgstr ""
+
+#: doc/classes/ItemList.xml:28
+msgid ""
+"Adds an item to the item list with specified text. Specify an [code]icon[/"
+"code], or use [code]null[/code] as the [code]icon[/code] for a list item "
+"with no icon.\n"
+"If selectable is [code]true[/code], the list item will be selectable."
+msgstr ""
+
+#: doc/classes/ItemList.xml:35
+msgid "Removes all items from the list."
+msgstr ""
+
+#: doc/classes/ItemList.xml:41
+msgid ""
+"Ensure current selection is visible, adjusting the scroll position as "
+"necessary."
+msgstr ""
+
+#: doc/classes/ItemList.xml:49
+msgid ""
+"Returns the item index at the given [code]position[/code].\n"
+"When there is no item at that point, -1 will be returned if [code]exact[/"
+"code] is [code]true[/code], and the closest item index will be returned "
+"otherwise."
+msgstr ""
+
+#: doc/classes/ItemList.xml:56
+msgid "Returns the number of items currently in the list."
+msgstr ""
+
+#: doc/classes/ItemList.xml:63
+msgid ""
+"Returns the custom background color of the item specified by [code]idx[/"
+"code] index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:70
+msgid ""
+"Returns the custom foreground color of the item specified by [code]idx[/"
+"code] index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:77
+msgid "Returns the icon associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:84
+msgid "Returns a [Color] modulating item's icon at the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:91
+msgid ""
+"Returns the region of item's icon used. The whole icon will be used if the "
+"region has no area."
+msgstr ""
+
+#: doc/classes/ItemList.xml:98
+msgid "Returns the metadata value of the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:105
+msgid "Returns the text associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:112
+msgid "Returns the tooltip hint associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:118
+msgid "Returns an array with the indexes of the selected items."
+msgstr ""
+
+#: doc/classes/ItemList.xml:124
+msgid ""
+"Returns the [Object] ID associated with the list.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ItemList.xml:131
+msgid "Returns [code]true[/code] if one or more items are selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml:138
+msgid ""
+"Returns [code]true[/code] if the item at the specified index is disabled."
+msgstr ""
+
+#: doc/classes/ItemList.xml:145
+msgid ""
+"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. "
+"the X and Y axes are swapped."
+msgstr ""
+
+#: doc/classes/ItemList.xml:152
+msgid ""
+"Returns [code]true[/code] if the item at the specified index is selectable."
+msgstr ""
+
+#: doc/classes/ItemList.xml:159
+msgid ""
+"Returns [code]true[/code] if the tooltip is enabled for specified item index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:166
+msgid ""
+"Returns [code]true[/code] if the item at the specified index is currently "
+"selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml:174
+msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]."
+msgstr ""
+
+#: doc/classes/ItemList.xml:181
+msgid "Removes the item specified by [code]idx[/code] index from the list."
+msgstr ""
+
+#: doc/classes/ItemList.xml:189
+msgid ""
+"Select the item at the specified index.\n"
+"[b]Note:[/b] This method does not trigger the item selection signal."
+msgstr ""
+
+#: doc/classes/ItemList.xml:198
+msgid ""
+"Sets the background color of the item specified by [code]idx[/code] index to "
+"the specified [Color]."
+msgstr ""
+
+#: doc/classes/ItemList.xml:206
+msgid ""
+"Sets the foreground color of the item specified by [code]idx[/code] index to "
+"the specified [Color]."
+msgstr ""
+
+#: doc/classes/ItemList.xml:214
+msgid ""
+"Disables (or enables) the item at the specified index.\n"
+"Disabled items cannot be selected and do not trigger activation signals "
+"(when double-clicking or pressing Enter)."
+msgstr ""
+
+#: doc/classes/ItemList.xml:223
+msgid ""
+"Sets (or replaces) the icon's [Texture] associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:231
+msgid ""
+"Sets a modulating [Color] of the item associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:239
+msgid ""
+"Sets the region of item's icon used. The whole icon will be used if the "
+"region has no area."
+msgstr ""
+
+#: doc/classes/ItemList.xml:247
+msgid "Sets whether the item icon will be drawn transposed."
+msgstr ""
+
+#: doc/classes/ItemList.xml:255
+msgid ""
+"Sets a value (of any type) to be stored with the item associated with the "
+"specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:263
+msgid ""
+"Allows or disallows selection of the item associated with the specified "
+"index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:271
+msgid "Sets text of the item associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:279
+msgid "Sets the tooltip hint for the item associated with the specified index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:287
+msgid "Sets whether the tooltip hint is enabled for specified item index."
+msgstr ""
+
+#: doc/classes/ItemList.xml:293
+msgid "Sorts items in the list by their text."
+msgstr ""
+
+#: doc/classes/ItemList.xml:300
+msgid "Ensures the item associated with the specified index is not selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml:306
+msgid "Ensures there are no items selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml:312
+msgid ""
+"If [code]true[/code], the currently selected item can be selected again."
+msgstr ""
+
+#: doc/classes/ItemList.xml:315
+msgid "If [code]true[/code], right mouse button click can select items."
+msgstr ""
+
+#: doc/classes/ItemList.xml:318
+msgid ""
+"If [code]true[/code], the control will automatically resize the height to "
+"fit its content."
+msgstr ""
+
+#: doc/classes/ItemList.xml:321
+msgid ""
+"The width all columns will be adjusted to.\n"
+"A value of zero disables the adjustment, each item will have a width equal "
+"to the width of its content and the columns will have an uneven width."
+msgstr ""
+
+#: doc/classes/ItemList.xml:325
+msgid ""
+"The size all icons will be adjusted to.\n"
+"If either X or Y component is not greater than zero, icon size won't be "
+"affected."
+msgstr ""
+
+#: doc/classes/ItemList.xml:330
+msgid ""
+"The icon position, whether above or to the left of the text. See the [enum "
+"IconMode] constants."
+msgstr ""
+
+#: doc/classes/ItemList.xml:333
+msgid ""
+"The scale of icon applied after [member fixed_icon_size] and transposing "
+"takes effect."
+msgstr ""
+
+#: doc/classes/ItemList.xml:336
+msgid ""
+"Maximum columns the list will have.\n"
+"If greater than zero, the content will be split among the specified "
+"columns.\n"
+"A value of zero means unlimited columns, i.e. all items will be put in the "
+"same row."
+msgstr ""
+
+#: doc/classes/ItemList.xml:341
+msgid ""
+"Maximum lines of text allowed in each item. Space will be reserved even when "
+"there is not enough lines of text to display.\n"
+"[b]Note:[/b] This property takes effect only when [member icon_mode] is "
+"[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] "
+"should be greater than zero."
+msgstr ""
+
+#: doc/classes/ItemList.xml:346
+msgid ""
+"Whether all columns will have the same width.\n"
+"If [code]true[/code], the width is equal to the largest column width of all "
+"columns."
+msgstr ""
+
+#: doc/classes/ItemList.xml:350
+msgid ""
+"Allows single or multiple item selection. See the [enum SelectMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/ItemList.xml:357
+msgid ""
+"Triggered when specified list item is activated via double-clicking or by "
+"pressing Enter."
+msgstr ""
+
+#: doc/classes/ItemList.xml:364
+msgid ""
+"Triggered when specified list item has been selected via right mouse "
+"clicking.\n"
+"The click position is also provided to allow appropriate popup of context "
+"menus at the correct location.\n"
+"[member allow_rmb_select] must be enabled."
+msgstr ""
+
+#: doc/classes/ItemList.xml:372
+msgid ""
+"Triggered when specified item has been selected.\n"
+"[member allow_reselect] must be enabled to reselect an item."
+msgstr ""
+
+#: doc/classes/ItemList.xml:380
+msgid ""
+"Triggered when a multiple selection is altered on a list allowing multiple "
+"selection."
+msgstr ""
+
+#: doc/classes/ItemList.xml:385
+msgid ""
+"Triggered when a left mouse click is issued within the rect of the list but "
+"on empty space."
+msgstr ""
+
+#: doc/classes/ItemList.xml:391
+msgid ""
+"Triggered when a right mouse click is issued within the rect of the list but "
+"on empty space.\n"
+"[member allow_rmb_select] must be enabled."
+msgstr ""
+
+#: doc/classes/ItemList.xml:398
+msgid "Icon is drawn above the text."
+msgstr ""
+
+#: doc/classes/ItemList.xml:401
+msgid "Icon is drawn to the left of the text."
+msgstr ""
+
+#: doc/classes/ItemList.xml:404
+msgid "Only allow selecting a single item."
+msgstr ""
+
+#: doc/classes/ItemList.xml:407
+msgid "Allows selecting multiple items by holding Ctrl or Shift."
+msgstr ""
+
+#: doc/classes/ItemList.xml:412 doc/classes/Tree.xml:365
+msgid "Default text [Color] of the item."
+msgstr ""
+
+#: doc/classes/ItemList.xml:415 doc/classes/Tree.xml:368
+msgid "Text [Color] used when the item is selected."
+msgstr ""
+
+#: doc/classes/ItemList.xml:418
+msgid ""
+"[Color] of the guideline. The guideline is a line drawn between each row of "
+"items."
+msgstr ""
+
+#: doc/classes/ItemList.xml:421
+msgid "The horizontal spacing between items."
+msgstr ""
+
+#: doc/classes/ItemList.xml:424
+msgid "The spacing between item's icon and text."
+msgstr ""
+
+#: doc/classes/ItemList.xml:427
+msgid "The vertical spacing between each line of text."
+msgstr ""
+
+#: doc/classes/ItemList.xml:430
+msgid "The vertical spacing between items."
+msgstr ""
+
+#: doc/classes/ItemList.xml:433 doc/classes/Tree.xml:404
+msgid "[Font] of the item's text."
+msgstr ""
+
+#: doc/classes/ItemList.xml:436
+msgid ""
+"Default [StyleBox] for the [ItemList], i.e. used when the control is not "
+"being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml:439
+msgid "[StyleBox] used when the [ItemList] is being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml:442
+msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml:445
+msgid ""
+"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml:448
+msgid ""
+"[StyleBox] for the selected items, used when the [ItemList] is not being "
+"focused."
+msgstr ""
+
+#: doc/classes/ItemList.xml:451
+msgid ""
+"[StyleBox] for the selected items, used when the [ItemList] is being focused."
+msgstr ""
+
+#: doc/classes/JavaScript.xml:4
+msgid ""
+"Singleton that connects the engine with the browser's JavaScript context in "
+"HTML5 export."
+msgstr ""
+
+#: doc/classes/JavaScript.xml:7
+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.\n"
+"[b]Note:[/b] This singleton can be disabled at build-time to improve "
+"security. By default, the JavaScript singleton is enabled. Official export "
+"templates also have the JavaScript singleton enabled. See [url=https://docs."
+"godotengine.org/en/3.4/development/compiling/compiling_for_web."
+"html]Compiling for the Web[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/JavaScript.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/workflow/export/"
+"exporting_for_web.html#calling-javascript-from-script"
+msgstr ""
+
+#: doc/classes/JavaScript.xml:19
+msgid ""
+"Creates a reference to a script function that can be used as a callback by "
+"JavaScript. The reference must be kept until the callback happens, or it "
+"won't be called at all. See [JavaScriptObject] for usage."
+msgstr ""
+
+#: doc/classes/JavaScript.xml:26
+msgid ""
+"Creates a new JavaScript object using the [code]new[/code] constructor. The "
+"[code]object[/code] must a valid property of the JavaScript [code]window[/"
+"code]. See [JavaScriptObject] for usage."
+msgstr ""
+
+#: doc/classes/JavaScript.xml:35
+msgid ""
+"Prompts the user to download a file containing the specified [code]buffer[/"
+"code]. The file will have the given [code]name[/code] and [code]mime[/code] "
+"type.\n"
+"[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/"
+"Media_type]MIME type[/url] provided based on the file [code]name[/code]'s "
+"extension.\n"
+"[b]Note:[/b] Browsers might block the download if [method download_buffer] "
+"is not being called from a user interaction (e.g. button click).\n"
+"[b]Note:[/b] Browsers might ask the user for permission or block the "
+"download if multiple download requests are made in a quick succession."
+msgstr ""
+
+#: doc/classes/JavaScript.xml:46
+msgid ""
+"Execute the string [code]code[/code] as JavaScript code within the browser "
+"window. This is a call to the actual global JavaScript function [code]eval()"
+"[/code].\n"
+"If [code]use_global_execution_context[/code] is [code]true[/code], the code "
+"will be evaluated in the global execution context. Otherwise, it is "
+"evaluated in the execution context of a function within the engine's runtime "
+"environment."
+msgstr ""
+
+#: doc/classes/JavaScript.xml:54
+msgid ""
+"Returns an interface to a JavaScript object that can be used by scripts. The "
+"[code]interface[/code] must be a valid property of the JavaScript "
+"[code]window[/code]. The callback must accept a single [Array] argument, "
+"which will contain the JavaScript [code]arguments[/code]. See "
+"[JavaScriptObject] for usage."
+msgstr ""
+
+#: doc/classes/JavaScriptObject.xml:4
+msgid "A wrapper class for native JavaScript objects."
+msgstr ""
+
+#: doc/classes/JavaScriptObject.xml:7
+msgid ""
+"JavaScriptObject is used to interact with JavaScript objects retrieved or "
+"created via [method JavaScript.get_interface], [method JavaScript."
+"create_object], or [method JavaScript.create_callback].\n"
+"Example:\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # "
+"This reference must be kept\n"
+"var console = JavaScript.get_interface(\"console\")\n"
+"\n"
+"func _init():\n"
+" var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # new "
+"ArrayBuffer(10)\n"
+" print(buf) # prints [JavaScriptObject:OBJECT_ID]\n"
+" var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # new "
+"Uint8Array(buf)\n"
+" uint8arr[1] = 255\n"
+" prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n"
+" console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, "
+"255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n"
+"\n"
+" # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)\n"
+" JavaScript.get_interface(\"Array\").from(uint8arr)."
+"forEach(_my_js_callback)\n"
+"\n"
+"func myCallback(args):\n"
+" # Will be called with the parameters passed to the \"forEach\" callback\n"
+" # [0, 0, [JavaScriptObject:1173]]\n"
+" # [255, 1, [JavaScriptObject:1173]]\n"
+" # ...\n"
+" # [0, 9, [JavaScriptObject:1180]]\n"
+" print(args)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Only available in the HTML5 platform."
+msgstr ""
+
+#: doc/classes/JNISingleton.xml:4
+msgid ""
+"Singleton that connects the engine with Android plugins to interface with "
+"native Android code."
+msgstr ""
+
+#: doc/classes/JNISingleton.xml:7
+msgid ""
+"The JNISingleton is implemented only in the Android export. It's used to "
+"call methods and connect signals from an Android plugin written in Java or "
+"Kotlin. Methods and signals can be called and connected to the JNISingleton "
+"as if it is a Node. See [url=https://en.wikipedia.org/wiki/"
+"Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more "
+"information."
+msgstr ""
+
+#: doc/classes/JNISingleton.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/plugins/android/android_plugin."
+"html"
+msgstr ""
+
+#: doc/classes/Joint.xml:4
+msgid "Base class for all 3D joints."
+msgstr ""
+
+#: doc/classes/Joint.xml:7
+msgid ""
+"Joints are used to bind together two physics bodies. They have a solver "
+"priority and can define if the bodies of the two attached nodes should be "
+"able to collide with each other."
+msgstr ""
+
+#: doc/classes/Joint.xml:10 doc/classes/RigidBody.xml:15
+#: doc/classes/VehicleBody.xml:12 doc/classes/VehicleWheel.xml:11
+msgid "https://godotengine.org/asset-library/asset/524"
+msgstr ""
+
+#: doc/classes/Joint.xml:16
+msgid ""
+"If [code]true[/code], the two bodies of the nodes are not able to collide "
+"with each other."
+msgstr ""
+
+#: doc/classes/Joint.xml:19
+msgid "The node attached to the first side (A) of the joint."
+msgstr ""
+
+#: doc/classes/Joint.xml:22
+msgid "The node attached to the second side (B) of the joint."
+msgstr ""
+
+#: doc/classes/Joint.xml:25
+msgid ""
+"The priority used to define which solver is executed first for multiple "
+"joints. The lower the value, the higher the priority."
+msgstr ""
+
+#: doc/classes/Joint2D.xml:4
+msgid "Base node for all joint constraints in 2D physics."
+msgstr ""
+
+#: doc/classes/Joint2D.xml:7
+msgid ""
+"Base node for all joint constraints in 2D physics. Joints take 2 bodies and "
+"apply a custom constraint."
+msgstr ""
+
+#: doc/classes/Joint2D.xml:15
+msgid ""
+"When [member node_a] and [member node_b] move in different directions the "
+"[code]bias[/code] controls how fast the joint pulls them back to their "
+"original position. The lower the [code]bias[/code] the more the two bodies "
+"can pull on the joint."
+msgstr ""
+
+#: doc/classes/Joint2D.xml:18
+msgid ""
+"If [code]true[/code], [member node_a] and [member node_b] can not collide."
+msgstr ""
+
+#: doc/classes/Joint2D.xml:21
+msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
+msgstr ""
+
+#: doc/classes/Joint2D.xml:24
+msgid ""
+"The second body attached to the joint. Must derive from [PhysicsBody2D]."
+msgstr ""
+
+#: doc/classes/JSON.xml:4
+msgid "Helper class for parsing JSON data."
+msgstr ""
+
+#: doc/classes/JSON.xml:7
+msgid ""
+"Helper class for parsing JSON data. For usage example and other important "
+"hints, see [JSONParseResult]."
+msgstr ""
+
+#: doc/classes/JSON.xml:16
+msgid ""
+"Parses a JSON-encoded string and returns a [JSONParseResult] containing the "
+"result."
+msgstr ""
+
+#: doc/classes/JSON.xml:25
+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.\n"
+"Use [code]indent[/code] parameter to pretty print the output.\n"
+"[b]Example output:[/b]\n"
+"[codeblock]\n"
+"## JSON.print(my_dictionary)\n"
+"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
+"\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":"
+"\"value_1\"}]}\n"
+"\n"
+"## JSON.print(my_dictionary, \"\\t\")\n"
+"{\n"
+" \"name\": \"my_dictionary\",\n"
+" \"version\": \"1.0.0\",\n"
+" \"entities\": [\n"
+" {\n"
+" \"name\": \"entity_0\",\n"
+" \"value\": \"value_0\"\n"
+" },\n"
+" {\n"
+" \"name\": \"entity_1\",\n"
+" \"value\": \"value_1\"\n"
+" }\n"
+" ]\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml:4
+msgid "Data class wrapper for decoded JSON."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml:7
+msgid ""
+"Returned by [method JSON.parse], [JSONParseResult] contains the decoded JSON "
+"or error information if the JSON source wasn't successfully parsed. You can "
+"check if the JSON source was successfully parsed with [code]if json_result."
+"error == OK[/code]."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml:15
+msgid ""
+"The error type if the JSON source was not successfully parsed. See the [enum "
+"Error] constants."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml:18
+msgid ""
+"The line number where the error occurred if the JSON source was not "
+"successfully parsed."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml:21
+msgid ""
+"The error message if the JSON source was not successfully parsed. See the "
+"[enum Error] constants."
+msgstr ""
+
+#: doc/classes/JSONParseResult.xml:24
+msgid ""
+"A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the "
+"[code]is[/code] keyword to check if it is what you expect. For example, if "
+"the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] "
+"will be returned. If the JSON source starts with brackets ([code][][/code]), "
+"an [Array] will be returned.\n"
+"[b]Note:[/b] The JSON specification does not define integer or float types, "
+"but only a [i]number[/i] type. Therefore, parsing a JSON text will convert "
+"all numerical values to [float] types.\n"
+"[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, "
+"thus, you should not rely on keys being in a certain order if a dictionary "
+"is constructed from JSON. In contrast, JSON arrays retain the order of their "
+"elements:\n"
+"[codeblock]\n"
+"var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
+"if typeof(p.result) == TYPE_ARRAY:\n"
+" print(p.result[0]) # Prints \"hello\"\n"
+"else:\n"
+" push_error(\"Unexpected results.\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/JSONRPC.xml:4
+msgid "A helper to handle dictionaries which look like JSONRPC documents."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml:7
+msgid ""
+"[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a "
+"method call in a [JSON] object. The object has a particular structure and "
+"identifies which method is called, the parameters to that function, and "
+"carries an ID to keep track of responses. This class implements that "
+"standard on top of [Dictionary]; you will have to convert between a "
+"[Dictionary] and [JSON] with other functions."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml:17
+msgid ""
+"Returns a dictionary in the form of a JSON-RPC notification. Notifications "
+"are one-shot messages which do not expect a response.\n"
+"- [code]method[/code]: Name of the method being called.\n"
+"- [code]params[/code]: An array or dictionary of parameters being passed to "
+"the method."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml:28
+msgid ""
+"Returns a dictionary in the form of a JSON-RPC request. Requests are sent to "
+"a server with the expectation of a response. The ID field is used for the "
+"server to specify which exact request it is responding to.\n"
+"- [code]method[/code]: Name of the method being called.\n"
+"- [code]params[/code]: An array or dictionary of parameters being passed to "
+"the method.\n"
+"- [code]id[/code]: Uniquely identifies this request. The server is expected "
+"to send a response with the same ID."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml:39
+msgid ""
+"When a server has received and processed a request, it is expected to send a "
+"response. If you did not want a response then you need to have sent a "
+"Notification instead.\n"
+"- [code]result[/code]: The return value of the function which was called.\n"
+"- [code]id[/code]: The ID of the request this response is targeted to."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml:50
+msgid ""
+"Creates a response which indicates a previous reply has failed in some way.\n"
+"- [code]code[/code]: The error code corresponding to what kind of error this "
+"is. See the [enum ErrorCode] constants.\n"
+"- [code]message[/code]: A custom message about this error.\n"
+"- [code]id[/code]: The request this error is a response to."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml:61
+msgid ""
+"Given a Dictionary which takes the form of a JSON-RPC request: unpack the "
+"request and run it. Methods are resolved by looking at the field called "
+"\"method\" and looking for an equivalently named function in the JSONRPC "
+"object. If one is found that method is called.\n"
+"To add new supported methods extend the JSONRPC class and call [method "
+"process_action] on your subclass.\n"
+"[code]action[/code]: The action to be run, as a Dictionary in the form of a "
+"JSON-RPC request or notification."
+msgstr ""
+
+#: doc/classes/JSONRPC.xml:86
+msgid ""
+"A method call was requested but no function of that name existed in the "
+"JSONRPC subclass."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:4
+msgid "Kinematic body 3D node."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:7
+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] KinematicBody 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 don't require advanced physics."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:12 doc/classes/KinematicBody2D.xml:12
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/physics/kinematic_character_2d."
+"html"
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:23
+msgid ""
+"Returns [code]true[/code] if the specified [code]axis[/code] is locked. See "
+"also [member move_lock_x], [member move_lock_y] and [member move_lock_z]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:30
+msgid ""
+"Returns the floor's collision angle at the last collision point according to "
+"[code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This "
+"value is always positive and only valid after calling [method "
+"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:36 doc/classes/KinematicBody2D.xml:28
+msgid ""
+"Returns the surface normal of the floor at the last collision point. Only "
+"valid after calling [method move_and_slide] or [method "
+"move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:42 doc/classes/KinematicBody2D.xml:34
+msgid ""
+"Returns the linear velocity of the floor at the last collision point. Only "
+"valid after calling [method move_and_slide] or [method "
+"move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:48
+msgid ""
+"Returns a [KinematicCollision], which contains information about the latest "
+"collision that occurred during the last call to [method move_and_slide]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:55
+msgid ""
+"Returns a [KinematicCollision], which contains information about a collision "
+"that occurred during the last call to [method move_and_slide] or [method "
+"move_and_slide_with_snap]. Since the body can collide several times in a "
+"single call to [method move_and_slide], you must specify the index of the "
+"collision in the range 0 to ([method get_slide_count] - 1)."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:61 doc/classes/KinematicBody2D.xml:59
+msgid ""
+"Returns the number of times the body collided and changed direction during "
+"the last call to [method move_and_slide] or [method "
+"move_and_slide_with_snap]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:67 doc/classes/KinematicBody2D.xml:65
+msgid ""
+"Returns [code]true[/code] if the body collided with the ceiling on the last "
+"call of [method move_and_slide] or [method move_and_slide_with_snap]. "
+"Otherwise, returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:73 doc/classes/KinematicBody2D.xml:71
+msgid ""
+"Returns [code]true[/code] if the body collided with the floor on the last "
+"call of [method move_and_slide] or [method move_and_slide_with_snap]. "
+"Otherwise, returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:79 doc/classes/KinematicBody2D.xml:77
+msgid ""
+"Returns [code]true[/code] if the body collided with a wall on the last call "
+"of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, "
+"returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:89
+msgid ""
+"Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
+"it collides. Returns a [KinematicCollision], which contains information "
+"about the collision when stopped, or when touching another body along the "
+"motion.\n"
+"If [code]test_only[/code] is [code]true[/code], the body does not move but "
+"the would-be collision information is given."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:102
+msgid ""
+"Moves the body along a vector. If the body collides with another, it will "
+"slide along the other body rather than stop immediately. If the other body "
+"is a [KinematicBody] or [RigidBody], it will also be affected by the motion "
+"of the other body. You can use this to make moving and rotating platforms, "
+"or to make nodes push other nodes.\n"
+"This method should be used in [method Node._physics_process] (or in a method "
+"called by [method Node._physics_process]), as it uses the physics step's "
+"[code]delta[/code] value automatically in calculations. Otherwise, the "
+"simulation will run at an incorrect speed.\n"
+"[code]linear_velocity[/code] is the velocity vector (typically meters per "
+"second). Unlike in [method move_and_collide], you should [i]not[/i] multiply "
+"it by [code]delta[/code] — the physics engine handles applying the "
+"velocity.\n"
+"[code]up_direction[/code] is the up direction, used to determine what is a "
+"wall and what is a floor or a ceiling. If set to the default value of "
+"[code]Vector3(0, 0, 0)[/code], everything is considered a wall.\n"
+"If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
+"slopes when you include gravity in [code]linear_velocity[/code] and the body "
+"is standing still.\n"
+"If the body collides, it will change direction a maximum of "
+"[code]max_slides[/code] times before it stops.\n"
+"[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
+"is still considered a floor (or a ceiling), rather than a wall. The default "
+"value equals 45 degrees.\n"
+"If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
+"push [RigidBody] nodes, but it won't also detect any collisions with them. "
+"If [code]false[/code], it will interact with [RigidBody] nodes like with "
+"[StaticBody].\n"
+"Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
+"slide collision occurred. To get detailed information about collisions that "
+"occurred, use [method get_slide_collision].\n"
+"When the body touches a moving platform, the platform's velocity is "
+"automatically added to the body motion. If a collision occurs due to the "
+"platform's motion, it will always be first in the slide collisions."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:124
+msgid ""
+"Moves the body while keeping it attached to slopes. Similar to [method "
+"move_and_slide].\n"
+"As long as the [code]snap[/code] vector is in contact with the ground, the "
+"body will remain attached to the surface. This means you must disable snap "
+"in order to jump, for example. You can do this by setting [code]snap[/code] "
+"to [code](0, 0, 0)[/code] or by using [method move_and_slide] instead."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:133
+msgid ""
+"Locks or unlocks the specified [code]axis[/code] depending on the value of "
+"[code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and "
+"[member move_lock_z]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:142
+msgid ""
+"Checks for collisions without moving the body. Virtually sets the node's "
+"position, scale and rotation to that of the given [Transform], then tries to "
+"move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
+"code] if a collision would stop the body from moving along the whole path.\n"
+"Use [method move_and_collide] instead for detecting collision with touching "
+"bodies."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:149
+msgid "Lock the body's X axis movement."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:152
+msgid "Lock the body's Y axis movement."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:155
+msgid "Lock the body's Z axis movement."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:158 doc/classes/KinematicBody2D.xml:139
+msgid ""
+"Extra margin used for collision recovery in motion functions (see [method "
+"move_and_collide], [method move_and_slide], [method "
+"move_and_slide_with_snap]).\n"
+"If the body is at least this close to another body, it will consider them to "
+"be colliding and will be pushed away before performing the actual motion.\n"
+"A higher value means it's more flexible for detecting collision, which helps "
+"with consistently detecting walls and floors.\n"
+"A lower value forces the collision algorithm to use more exact detection, so "
+"it can be used in cases that specifically require precision, e.g at very low "
+"scale to avoid visible jittering, or for stability with a stack of kinematic "
+"bodies."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:164 doc/classes/KinematicBody2D.xml:145
+msgid ""
+"If [code]true[/code], the body's movement will be synchronized to the "
+"physics frame. This is useful when animating movement via [AnimationPlayer], "
+"for example on moving platforms. Do [b]not[/b] use together with [method "
+"move_and_slide] or [method move_and_collide] functions."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:167
+msgid ""
+"Lock the body's X axis movement. Deprecated alias for [member "
+"axis_lock_motion_x]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:170
+msgid ""
+"Lock the body's Y axis movement. Deprecated alias for [member "
+"axis_lock_motion_y]."
+msgstr ""
+
+#: doc/classes/KinematicBody.xml:173
+msgid ""
+"Lock the body's Z axis movement. Deprecated alias for [member "
+"axis_lock_motion_z]."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml:4
+msgid "Kinematic body 2D node."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml:7
+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] KinematicBody2D 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 don't require advanced physics."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml:13
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/physics/"
+"using_kinematic_body_2d.html"
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml:22
+msgid ""
+"Returns the floor's collision angle at the last collision point according to "
+"[code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This "
+"value is always positive and only valid after calling [method "
+"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml:40
+msgid ""
+"Returns a [KinematicCollision2D], which contains information about the "
+"latest collision that occurred during the last call to [method "
+"move_and_slide]."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml:47
+msgid ""
+"Returns a [KinematicCollision2D], which contains information about a "
+"collision that occurred during the last call to [method move_and_slide] or "
+"[method move_and_slide_with_snap]. Since the body can collide several times "
+"in a single call to [method move_and_slide], you must specify the index of "
+"the collision in the range 0 to ([method get_slide_count] - 1).\n"
+"[b]Example usage:[/b]\n"
+"[codeblock]\n"
+"for i in get_slide_count():\n"
+" var collision = get_slide_collision(i)\n"
+" print(\"Collided with: \", collision.collider.name)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml:87
+msgid ""
+"Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
+"it collides. Returns a [KinematicCollision2D], which contains information "
+"about the collision when stopped, or when touching another body along the "
+"motion.\n"
+"If [code]test_only[/code] is [code]true[/code], the body does not move but "
+"the would-be collision information is given."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml:100
+msgid ""
+"Moves the body along a vector. If the body collides with another, it will "
+"slide along the other body rather than stop immediately. If the other body "
+"is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the "
+"motion of the other body. You can use this to make moving and rotating "
+"platforms, or to make nodes push other nodes.\n"
+"This method should be used in [method Node._physics_process] (or in a method "
+"called by [method Node._physics_process]), as it uses the physics step's "
+"[code]delta[/code] value automatically in calculations. Otherwise, the "
+"simulation will run at an incorrect speed.\n"
+"[code]linear_velocity[/code] is the velocity vector in pixels per second. "
+"Unlike in [method move_and_collide], you should [i]not[/i] multiply it by "
+"[code]delta[/code] — the physics engine handles applying the velocity.\n"
+"[code]up_direction[/code] is the up direction, used to determine what is a "
+"wall and what is a floor or a ceiling. If set to the default value of "
+"[code]Vector2(0, 0)[/code], everything is considered a wall. This is useful "
+"for topdown games.\n"
+"If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
+"slopes when you include gravity in [code]linear_velocity[/code] and the body "
+"is standing still.\n"
+"If the body collides, it will change direction a maximum of "
+"[code]max_slides[/code] times before it stops.\n"
+"[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
+"is still considered a floor (or a ceiling), rather than a wall. The default "
+"value equals 45 degrees.\n"
+"If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
+"push [RigidBody2D] nodes, but it won't also detect any collisions with them. "
+"If [code]false[/code], it will interact with [RigidBody2D] nodes like with "
+"[StaticBody2D].\n"
+"Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
+"slide collision occurred. To get detailed information about collisions that "
+"occurred, use [method get_slide_collision].\n"
+"When the body touches a moving platform, the platform's velocity is "
+"automatically added to the body motion. If a collision occurs due to the "
+"platform's motion, it will always be first in the slide collisions."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml:122
+msgid ""
+"Moves the body while keeping it attached to slopes. Similar to [method "
+"move_and_slide].\n"
+"As long as the [code]snap[/code] vector is in contact with the ground, the "
+"body will remain attached to the surface. This means you must disable snap "
+"in order to jump, for example. You can do this by setting [code]snap[/code] "
+"to [code](0, 0)[/code] or by using [method move_and_slide] instead."
+msgstr ""
+
+#: doc/classes/KinematicBody2D.xml:132
+msgid ""
+"Checks for collisions without moving the body. Virtually sets the node's "
+"position, scale and rotation to that of the given [Transform2D], then tries "
+"to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
+"code] if a collision would stop the body from moving along the whole path.\n"
+"Use [method move_and_collide] instead for detecting collision with touching "
+"bodies."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:4
+msgid "Collision data for [KinematicBody] collisions."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:7
+msgid ""
+"Contains collision data for [KinematicBody] collisions. When a "
+"[KinematicBody] is moved using [method KinematicBody.move_and_collide], it "
+"stops if it detects a collision with another body. If a collision is "
+"detected, a KinematicCollision 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 ""
+
+#: doc/classes/KinematicCollision.xml:17
+msgid ""
+"The collision angle according to [code]up_direction[/code], which is "
+"[code]Vector3.UP[/code] by default. This value is always positive."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:23
+#: doc/classes/KinematicCollision2D.xml:23
+msgid "The colliding body."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:26
+#: doc/classes/KinematicCollision2D.xml:26
+msgid ""
+"The colliding body's unique instance ID. See [method Object.get_instance_id]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:29
+#: doc/classes/KinematicCollision2D.xml:29
+msgid "The colliding body's metadata. See [Object]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:32
+msgid "The colliding body's [RID] used by the [PhysicsServer]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:35
+#: doc/classes/KinematicCollision2D.xml:35
+msgid "The colliding body's shape."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:38
+msgid "The colliding shape's index. See [CollisionObject]."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:41
+#: doc/classes/KinematicCollision2D.xml:41
+msgid "The colliding object's velocity."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:44
+#: doc/classes/KinematicCollision2D.xml:44
+msgid "The moving object's colliding shape."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:47
+#: doc/classes/KinematicCollision2D.xml:47
+msgid "The colliding body's shape's normal at the point of collision."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:50
+#: doc/classes/KinematicCollision2D.xml:50
+msgid "The point of collision, in global coordinates."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:53
+#: doc/classes/KinematicCollision2D.xml:53
+msgid "The moving object's remaining movement vector."
+msgstr ""
+
+#: doc/classes/KinematicCollision.xml:56
+#: doc/classes/KinematicCollision2D.xml:56
+msgid "The distance the moving object traveled before collision."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml:4
+msgid "Collision data for [KinematicBody2D] collisions."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml:7
+msgid ""
+"Contains collision data for [KinematicBody2D] collisions. When a "
+"[KinematicBody2D] is moved using [method KinematicBody2D.move_and_collide], "
+"it stops if it detects a collision with another body. If a collision is "
+"detected, a KinematicCollision2D 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 ""
+
+#: doc/classes/KinematicCollision2D.xml:17
+msgid ""
+"The collision angle according to [code]up_direction[/code], which is "
+"[code]Vector2.UP[/code] by default. This value is always positive."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml:32
+msgid "The colliding body's [RID] used by the [Physics2DServer]."
+msgstr ""
+
+#: doc/classes/KinematicCollision2D.xml:38
+msgid "The colliding shape's index. See [CollisionObject2D]."
+msgstr ""
+
+#: doc/classes/Label.xml:4
+msgid ""
+"Displays plain text in a line or wrapped inside a rectangle. For formatted "
+"text, use [RichTextLabel]."
+msgstr ""
+
+#: doc/classes/Label.xml:7
+msgid ""
+"Label displays plain text on the screen. It gives you control over the "
+"horizontal and vertical alignment and can wrap the text inside the node's "
+"bounding rectangle. It doesn't support bold, italics, or other formatting. "
+"For that, use [RichTextLabel] instead.\n"
+"[b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control."
+"mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it "
+"doesn't react to mouse input events). This implies that a label won't "
+"display any configured [member Control.hint_tooltip], unless you change its "
+"mouse filter.\n"
+"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
+"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
+"characters instead. This will be resolved in Godot 4.0."
+msgstr ""
+
+#: doc/classes/Label.xml:18
+msgid "Returns the amount of lines of text the Label has."
+msgstr ""
+
+#: doc/classes/Label.xml:24
+msgid "Returns the font size in pixels."
+msgstr ""
+
+#: doc/classes/Label.xml:30
+msgid ""
+"Returns the total number of printable characters in the text (excluding "
+"spaces and newlines)."
+msgstr ""
+
+#: doc/classes/Label.xml:36
+msgid ""
+"Returns the number of lines shown. Useful if the [Label]'s height cannot "
+"currently display all lines."
+msgstr ""
+
+#: doc/classes/Label.xml:42
+msgid ""
+"Controls the text's horizontal align. Supports left, center, right, and "
+"fill, or justify. Set it to one of the [enum Align] constants."
+msgstr ""
+
+#: doc/classes/Label.xml:45
+msgid ""
+"If [code]true[/code], wraps the text inside the node's bounding rectangle. "
+"If you resize the node, it will change its height automatically to show all "
+"the text."
+msgstr ""
+
+#: doc/classes/Label.xml:48
+msgid ""
+"If [code]true[/code], the Label only shows the text that fits inside its "
+"bounding rectangle and will clip text horizontally."
+msgstr ""
+
+#: doc/classes/Label.xml:51
+msgid ""
+"The node ignores the first [code]lines_skipped[/code] lines before it starts "
+"to display text."
+msgstr ""
+
+#: doc/classes/Label.xml:54
+msgid "Limits the lines of text the node shows on screen."
+msgstr ""
+
+#: doc/classes/Label.xml:58
+msgid ""
+"Limits the amount of visible characters. If you set [code]percent_visible[/"
+"code] to 0.5, only up to half of the text's characters will display on "
+"screen. Useful to animate the text in a dialog box."
+msgstr ""
+
+#: doc/classes/Label.xml:62
+msgid "The text to display on screen."
+msgstr ""
+
+#: doc/classes/Label.xml:65
+msgid "If [code]true[/code], all the text displays as UPPERCASE."
+msgstr ""
+
+#: doc/classes/Label.xml:68
+msgid ""
+"Controls the text's vertical align. Supports top, center, bottom, and fill. "
+"Set it to one of the [enum VAlign] constants."
+msgstr ""
+
+#: doc/classes/Label.xml:71
+msgid "Restricts the number of characters to display. Set to -1 to disable."
+msgstr ""
+
+#: doc/classes/Label.xml:76
+msgid "Align rows to the left (default)."
+msgstr ""
+
+#: doc/classes/Label.xml:79
+msgid "Align rows centered."
+msgstr ""
+
+#: doc/classes/Label.xml:82
+msgid "Align rows to the right."
+msgstr ""
+
+#: doc/classes/Label.xml:85
+msgid "Expand row whitespaces to fit the width."
+msgstr ""
+
+#: doc/classes/Label.xml:88
+msgid "Align the whole text to the top."
+msgstr ""
+
+#: doc/classes/Label.xml:91
+msgid "Align the whole text to the center."
+msgstr ""
+
+#: doc/classes/Label.xml:94
+msgid "Align the whole text to the bottom."
+msgstr ""
+
+#: doc/classes/Label.xml:97
+msgid "Align the whole text by spreading the rows."
+msgstr ""
+
+#: doc/classes/Label.xml:102
+msgid "Default text [Color] of the [Label]."
+msgstr ""
+
+#: doc/classes/Label.xml:105
+msgid "[Color] of the text's shadow effect."
+msgstr ""
+
+#: doc/classes/Label.xml:108
+msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]."
+msgstr ""
+
+#: doc/classes/Label.xml:111
+msgid "Vertical space between lines in multiline [Label]."
+msgstr ""
+
+#: doc/classes/Label.xml:114
+msgid ""
+"Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed "
+"around the whole text as an outline."
+msgstr ""
+
+#: doc/classes/Label.xml:117
+msgid "The horizontal offset of the text's shadow."
+msgstr ""
+
+#: doc/classes/Label.xml:120
+msgid "The vertical offset of the text's shadow."
+msgstr ""
+
+#: doc/classes/Label.xml:123
+msgid "[Font] used for the [Label]'s text."
+msgstr ""
+
+#: doc/classes/Label.xml:126
+msgid "Background [StyleBox] for the [Label]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml:4
+msgid ""
+"[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
+"offsets."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml:7
+msgid ""
+"[i]Deprecated (will be removed in Godot 4.0).[/i] A [Texture] capable of "
+"storing many smaller textures with offsets.\n"
+"You can dynamically add pieces ([Texture]s) to this [LargeTexture] using "
+"different offsets."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml:18
+msgid ""
+"Adds [code]texture[/code] to this [LargeTexture], starting on offset "
+"[code]ofs[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml:24
+msgid "Clears the [LargeTexture]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml:30
+msgid "Returns the number of pieces currently in this [LargeTexture]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml:37
+msgid "Returns the offset of the piece with the index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml:44
+msgid "Returns the [Texture] of the piece with the index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml:52
+msgid ""
+"Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/"
+"code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml:60
+msgid ""
+"Sets the [Texture] of the piece with index [code]idx[/code] to "
+"[code]texture[/code]."
+msgstr ""
+
+#: doc/classes/LargeTexture.xml:67
+msgid "Sets the size of this [LargeTexture]."
+msgstr ""
+
+#: doc/classes/Light.xml:4
+msgid "Provides a base class for different kinds of light nodes."
+msgstr ""
+
+#: doc/classes/Light.xml:7
+msgid ""
+"Light is the [i]abstract[/i] base class for light nodes. As it can't be "
+"instanced, it shouldn't be used directly. Other types of light nodes inherit "
+"from it. Light contains the common variables and parameters used for "
+"lighting."
+msgstr ""
+
+#: doc/classes/Light.xml:18
+msgid "Returns the value of the specified [enum Light.Param] parameter."
+msgstr ""
+
+#: doc/classes/Light.xml:26
+msgid "Sets the value of the specified [enum Light.Param] parameter."
+msgstr ""
+
+#: doc/classes/Light.xml:32
+msgid ""
+"If [code]true[/code], the light only appears in the editor and will not be "
+"visible at runtime."
+msgstr ""
+
+#: doc/classes/Light.xml:35
+msgid "The light's bake mode. See [enum BakeMode]."
+msgstr ""
+
+#: doc/classes/Light.xml:38
+msgid ""
+"The light's color. An [i]overbright[/i] color can be used to achieve a "
+"result equivalent to increasing the light's [member light_energy]."
+msgstr ""
+
+#: doc/classes/Light.xml:41
+msgid "The light will affect objects in the selected layers."
+msgstr ""
+
+#: doc/classes/Light.xml:44
+msgid ""
+"The light's strength multiplier (this is not a physical unit). For "
+"[OmniLight] and [SpotLight], changing this value will only change the light "
+"color's intensity, not the light's radius."
+msgstr ""
+
+#: doc/classes/Light.xml:47
+msgid ""
+"Secondary multiplier used with indirect light (light bounces). This works on "
+"both [BakedLightmap] and [GIProbe]."
+msgstr ""
+
+#: doc/classes/Light.xml:50
+msgid ""
+"If [code]true[/code], the light's effect is reversed, darkening areas and "
+"casting bright shadows."
+msgstr ""
+
+#: doc/classes/Light.xml:53
+msgid ""
+"The size of the light in Godot units. Only considered in baked lightmaps and "
+"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
+"this value will make the shadows appear blurrier. This can be used to "
+"simulate area lights to an extent."
+msgstr ""
+
+#: doc/classes/Light.xml:56
+msgid ""
+"The intensity of the specular blob in objects affected by the light. At "
+"[code]0[/code], the light becomes a pure diffuse light. When not baking "
+"emission, this can be used to avoid unrealistic reflections when placing "
+"lights above an emissive surface."
+msgstr ""
+
+#: doc/classes/Light.xml:59
+msgid ""
+"Used to adjust shadow appearance. Too small a value results in self-"
+"shadowing (\"shadow acne\"), while too large a value causes shadows to "
+"separate from casters (\"peter-panning\"). Adjust as needed."
+msgstr ""
+
+#: doc/classes/Light.xml:62
+msgid "The color of shadows cast by this light."
+msgstr ""
+
+#: doc/classes/Light.xml:65
+msgid "Attempts to reduce [member shadow_bias] gap."
+msgstr ""
+
+#: doc/classes/Light.xml:68
+msgid "If [code]true[/code], the light will cast shadows."
+msgstr ""
+
+#: doc/classes/Light.xml:71
+msgid ""
+"If [code]true[/code], reverses the backface culling of the mesh. This can be "
+"useful when you have a flat mesh that has a light behind it. If you need to "
+"cast a shadow on both sides of the mesh, set the mesh to use double-sided "
+"shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]."
+msgstr ""
+
+#: doc/classes/Light.xml:76
+msgid "Constant for accessing [member light_energy]."
+msgstr ""
+
+#: doc/classes/Light.xml:79
+msgid "Constant for accessing [member light_indirect_energy]."
+msgstr ""
+
+#: doc/classes/Light.xml:82
+msgid "Constant for accessing [member light_size]."
+msgstr ""
+
+#: doc/classes/Light.xml:85
+msgid "Constant for accessing [member light_specular]."
+msgstr ""
+
+#: doc/classes/Light.xml:88
+msgid ""
+"Constant for accessing [member OmniLight.omni_range] or [member SpotLight."
+"spot_range]."
+msgstr ""
+
+#: doc/classes/Light.xml:91
+msgid ""
+"Constant for accessing [member OmniLight.omni_attenuation] or [member "
+"SpotLight.spot_attenuation]."
+msgstr ""
+
+#: doc/classes/Light.xml:94
+msgid "Constant for accessing [member SpotLight.spot_angle]."
+msgstr ""
+
+#: doc/classes/Light.xml:97
+msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]."
+msgstr ""
+
+#: doc/classes/Light.xml:100
+msgid "Constant for accessing [member shadow_contact]."
+msgstr ""
+
+#: doc/classes/Light.xml:103
+msgid ""
+"Constant for accessing [member DirectionalLight."
+"directional_shadow_max_distance]."
+msgstr ""
+
+#: doc/classes/Light.xml:106
+msgid ""
+"Constant for accessing [member DirectionalLight.directional_shadow_split_1]."
+msgstr ""
+
+#: doc/classes/Light.xml:109
+msgid ""
+"Constant for accessing [member DirectionalLight.directional_shadow_split_2]."
+msgstr ""
+
+#: doc/classes/Light.xml:112
+msgid ""
+"Constant for accessing [member DirectionalLight.directional_shadow_split_3]."
+msgstr ""
+
+#: doc/classes/Light.xml:115
+msgid ""
+"Constant for accessing [member DirectionalLight."
+"directional_shadow_normal_bias]."
+msgstr ""
+
+#: doc/classes/Light.xml:118
+msgid "Constant for accessing [member shadow_bias]."
+msgstr ""
+
+#: doc/classes/Light.xml:121
+msgid ""
+"Constant for accessing [member DirectionalLight."
+"directional_shadow_bias_split_scale]."
+msgstr ""
+
+#: doc/classes/Light.xml:127
+msgid ""
+"Light is ignored when baking.\n"
+"[b]Note:[/b] Hiding a light does [i]not[/i] affect baking."
+msgstr ""
+
+#: doc/classes/Light.xml:131
+msgid "Only indirect lighting will be baked (default)."
+msgstr ""
+
+#: doc/classes/Light.xml:134
+msgid ""
+"Both direct and indirect light will be baked.\n"
+"[b]Note:[/b] You should hide the light if you don't want it to appear twice "
+"(dynamic and baked)."
+msgstr ""
+
+#: doc/classes/Light2D.xml:4
+msgid "Casts light in a 2D environment."
+msgstr ""
+
+#: doc/classes/Light2D.xml:7
+msgid ""
+"Casts light in a 2D environment. Light is defined by a (usually grayscale) "
+"texture, a color, an energy value, a mode (see constants), and various other "
+"parameters (range and shadows-related).\n"
+"[b]Note:[/b] Light2D can also be used as a mask."
+msgstr ""
+
+#: doc/classes/Light2D.xml:11 doc/classes/LightOccluder2D.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/2d/2d_lights_and_shadows.html"
+msgstr ""
+
+#: doc/classes/Light2D.xml:17
+msgid "The Light2D's [Color]."
+msgstr ""
+
+#: doc/classes/Light2D.xml:20
+msgid "If [code]true[/code], Light2D will only appear when editing the scene."
+msgstr ""
+
+#: doc/classes/Light2D.xml:23
+msgid "If [code]true[/code], Light2D will emit light."
+msgstr ""
+
+#: doc/classes/Light2D.xml:26
+msgid ""
+"The Light2D's energy value. The larger the value, the stronger the light."
+msgstr ""
+
+#: doc/classes/Light2D.xml:29
+msgid "The Light2D's mode. See [enum Mode] constants for values."
+msgstr ""
+
+#: doc/classes/Light2D.xml:32
+msgid "The offset of the Light2D's [code]texture[/code]."
+msgstr ""
+
+#: doc/classes/Light2D.xml:35
+msgid "The height of the Light2D. Used with 2D normal mapping."
+msgstr ""
+
+#: doc/classes/Light2D.xml:38
+msgid ""
+"The layer mask. Only objects with a matching mask will be affected by the "
+"Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml:41
+msgid "Maximum layer value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml:44
+msgid "Minimum layer value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml:47
+msgid ""
+"Maximum [code]z[/code] value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml:50
+msgid ""
+"Minimum [code]z[/code] value of objects that are affected by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml:53
+msgid "Shadow buffer size."
+msgstr ""
+
+#: doc/classes/Light2D.xml:56
+msgid "[Color] of shadows cast by the Light2D."
+msgstr ""
+
+#: doc/classes/Light2D.xml:59
+msgid "If [code]true[/code], the Light2D will cast shadows."
+msgstr ""
+
+#: doc/classes/Light2D.xml:62
+msgid "Shadow filter type. See [enum ShadowFilter] for possible values."
+msgstr ""
+
+#: doc/classes/Light2D.xml:65
+msgid "Smoothing value for shadows."
+msgstr ""
+
+#: doc/classes/Light2D.xml:68
+msgid "Smooth shadow gradient length."
+msgstr ""
+
+#: doc/classes/Light2D.xml:71
+msgid ""
+"The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders "
+"with a matching light mask will cast shadows."
+msgstr ""
+
+#: doc/classes/Light2D.xml:74
+msgid "[Texture] used for the Light2D's appearance."
+msgstr ""
+
+#: doc/classes/Light2D.xml:77
+msgid "The [code]texture[/code]'s scale factor."
+msgstr ""
+
+#: doc/classes/Light2D.xml:82
+msgid ""
+"Adds the value of pixels corresponding to the Light2D to the values of "
+"pixels under it. This is the common behavior of a light."
+msgstr ""
+
+#: doc/classes/Light2D.xml:85
+msgid ""
+"Subtracts the value of pixels corresponding to the Light2D to the values of "
+"pixels under it, resulting in inversed light effect."
+msgstr ""
+
+#: doc/classes/Light2D.xml:88
+msgid ""
+"Mix the value of pixels corresponding to the Light2D to the values of pixels "
+"under it by linear interpolation."
+msgstr ""
+
+#: doc/classes/Light2D.xml:91
+msgid ""
+"The light texture of the Light2D is used as a mask, hiding or revealing "
+"parts of the screen underneath depending on the value of each pixel of the "
+"light (mask) texture."
+msgstr ""
+
+#: doc/classes/Light2D.xml:94
+msgid "No filter applies to the shadow map. See [member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml:97
+msgid ""
+"Percentage closer filtering (3 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml:100
+msgid ""
+"Percentage closer filtering (5 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml:103
+msgid ""
+"Percentage closer filtering (7 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml:106
+msgid ""
+"Percentage closer filtering (9 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/Light2D.xml:109
+msgid ""
+"Percentage closer filtering (13 samples) applies to the shadow map. See "
+"[member shadow_filter]."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml:4
+msgid "Occludes light cast by a Light2D, casting shadows."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml:7
+msgid ""
+"Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must "
+"be provided with an [OccluderPolygon2D] in order for the shadow to be "
+"computed."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml:16
+msgid ""
+"The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only "
+"from Light2D(s) that have the same light mask(s)."
+msgstr ""
+
+#: doc/classes/LightOccluder2D.xml:19
+msgid "The [OccluderPolygon2D] used to compute the shadow."
+msgstr ""
+
+#: doc/classes/Line2D.xml:4
+msgid "A 2D line."
+msgstr ""
+
+#: doc/classes/Line2D.xml:7
+msgid ""
+"A line through several points in 2D space.\n"
+"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
+"time. To increase this limit, open the Project Settings and increase [member "
+"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
+"[member ProjectSettings.rendering/limits/buffers/"
+"canvas_polygon_index_buffer_size_kb]."
+msgstr ""
+
+#: doc/classes/Line2D.xml:20
+msgid ""
+"Adds a point at the [code]position[/code]. Appends the point at the end of "
+"the line.\n"
+"If [code]at_position[/code] is given, the point is inserted before the point "
+"number [code]at_position[/code], moving that point (and every point after) "
+"after the inserted point. If [code]at_position[/code] is not given, or is an "
+"illegal value ([code]at_position < 0[/code] or [code]at_position >= [method "
+"get_point_count][/code]), the point will be appended at the end of the point "
+"list."
+msgstr ""
+
+#: doc/classes/Line2D.xml:27
+msgid "Removes all points from the line."
+msgstr ""
+
+#: doc/classes/Line2D.xml:33
+msgid "Returns the Line2D's amount of points."
+msgstr ""
+
+#: doc/classes/Line2D.xml:40
+msgid "Returns point [code]i[/code]'s position."
+msgstr ""
+
+#: doc/classes/Line2D.xml:47
+msgid "Removes the point at index [code]i[/code] from the line."
+msgstr ""
+
+#: doc/classes/Line2D.xml:55
+msgid ""
+"Overwrites the position in point [code]i[/code] with the supplied "
+"[code]position[/code]."
+msgstr ""
+
+#: doc/classes/Line2D.xml:61
+msgid ""
+"If [code]true[/code], the line's border will be anti-aliased.\n"
+"[b]Note:[/b] Line2D is not accelerated by batching when being anti-aliased."
+msgstr ""
+
+#: doc/classes/Line2D.xml:65
+msgid ""
+"Controls the style of the line's first point. Use [enum LineCapMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/Line2D.xml:68
+msgid "The line's color. Will not be used if a gradient is set."
+msgstr ""
+
+#: doc/classes/Line2D.xml:71
+msgid ""
+"Controls the style of the line's last point. Use [enum LineCapMode] "
+"constants."
+msgstr ""
+
+#: doc/classes/Line2D.xml:74
+msgid ""
+"The gradient is drawn through the whole line from start to finish. The "
+"default color will not be used if a gradient is set."
+msgstr ""
+
+#: doc/classes/Line2D.xml:77
+msgid "The style for the points between the start and the end."
+msgstr ""
+
+#: doc/classes/Line2D.xml:80
+msgid ""
+"The points that form the lines. The line is drawn between every point set in "
+"this array. Points are interpreted as local vectors."
+msgstr ""
+
+#: doc/classes/Line2D.xml:83
+msgid ""
+"The smoothness of the rounded joints and caps. This is only used if a cap or "
+"joint is set as round."
+msgstr ""
+
+#: doc/classes/Line2D.xml:86
+msgid ""
+"The direction difference in radians between vector points. This value is "
+"only used if [code]joint mode[/code] is set to [constant LINE_JOINT_SHARP]."
+msgstr ""
+
+#: doc/classes/Line2D.xml:89
+msgid ""
+"The texture used for the line's texture. Uses [code]texture_mode[/code] for "
+"drawing style."
+msgstr ""
+
+#: doc/classes/Line2D.xml:92
+msgid ""
+"The style to render the [code]texture[/code] on the line. Use [enum "
+"LineTextureMode] constants."
+msgstr ""
+
+#: doc/classes/Line2D.xml:95
+msgid "The line's width."
+msgstr ""
+
+#: doc/classes/Line2D.xml:98
+msgid ""
+"The line's width varies with the curve. The original width is simply "
+"multiply by the value of the Curve."
+msgstr ""
+
+#: doc/classes/Line2D.xml:103
+msgid ""
+"The line's joints will be pointy. If [code]sharp_limit[/code] is greater "
+"than the rotation of a joint, it becomes a bevel joint instead."
+msgstr ""
+
+#: doc/classes/Line2D.xml:106
+msgid "The line's joints will be bevelled/chamfered."
+msgstr ""
+
+#: doc/classes/Line2D.xml:109
+msgid "The line's joints will be rounded."
+msgstr ""
+
+#: doc/classes/Line2D.xml:112
+msgid "Don't draw a line cap."
+msgstr ""
+
+#: doc/classes/Line2D.xml:115
+msgid "Draws the line cap as a box."
+msgstr ""
+
+#: doc/classes/Line2D.xml:118
+msgid "Draws the line cap as a circle."
+msgstr ""
+
+#: doc/classes/Line2D.xml:121
+msgid ""
+"Takes the left pixels of the texture and renders it over the whole line."
+msgstr ""
+
+#: doc/classes/Line2D.xml:124
+msgid ""
+"Tiles the texture over the line. The texture must be imported with "
+"[b]Repeat[/b] enabled for it to work properly."
+msgstr ""
+
+#: doc/classes/Line2D.xml:127
+msgid ""
+"Stretches the texture across the line. Import the texture with [b]Repeat[/b] "
+"disabled for best results."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:4
+msgid "Control that provides single-line string editing."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:7
+msgid ""
+"LineEdit provides a single-line string editor, used for text fields.\n"
+"It features many built-in shortcuts which will always be available "
+"([code]Ctrl[/code] here maps to [code]Command[/code] on macOS):\n"
+"- Ctrl + C: Copy\n"
+"- Ctrl + X: Cut\n"
+"- Ctrl + V or Ctrl + Y: Paste/\"yank\"\n"
+"- Ctrl + Z: Undo\n"
+"- Ctrl + Shift + Z: Redo\n"
+"- Ctrl + U: Delete text from the cursor position to the beginning of the "
+"line\n"
+"- Ctrl + K: Delete text from the cursor position to the end of the line\n"
+"- Ctrl + A: Select all text\n"
+"- Up/Down arrow: Move the cursor to the beginning/end of the line\n"
+"On macOS, some extra keyboard shortcuts are available:\n"
+"- Ctrl + F: Like the right arrow key, move the cursor one character right\n"
+"- Ctrl + B: Like the left arrow key, move the cursor one character left\n"
+"- Ctrl + P: Like the up arrow key, move the cursor to the previous line\n"
+"- Ctrl + N: Like the down arrow key, move the cursor to the next line\n"
+"- Ctrl + D: Like the Delete key, delete the character on the right side of "
+"cursor\n"
+"- Ctrl + H: Like the Backspace key, delete the character on the left side of "
+"the cursor\n"
+"- Command + Left arrow: Like the Home key, move the cursor to the beginning "
+"of the line\n"
+"- Command + Right arrow: Like the End key, move the cursor to the end of the "
+"line"
+msgstr ""
+
+#: doc/classes/LineEdit.xml:35
+msgid ""
+"Adds [code]text[/code] after the cursor. If the resulting value is longer "
+"than [member max_length], nothing happens."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:41
+msgid "Erases the [LineEdit]'s [member text]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:47
+msgid ""
+"Deletes one character at the cursor's current position (equivalent to "
+"pressing the [code]Delete[/code] key)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:55
+msgid ""
+"Deletes a section of the [member text] going from position "
+"[code]from_column[/code] to [code]to_column[/code]. Both parameters should "
+"be within the text's length."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:61
+msgid "Clears the current selection."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:67
+msgid ""
+"Returns the [PopupMenu] of this [LineEdit]. By default, this menu is "
+"displayed when right-clicking on the [LineEdit].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:74
+msgid ""
+"Returns the scroll offset due to [member caret_position], as a number of "
+"characters."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:81
+msgid "Executes a given action as defined in the [enum MenuItems] enum."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:89
+msgid ""
+"Selects characters inside [LineEdit] between [code]from[/code] and [code]to[/"
+"code]. By default, [code]from[/code] is at the beginning and [code]to[/code] "
+"at the end.\n"
+"[codeblock]\n"
+"text = \"Welcome\"\n"
+"select() # Will select \"Welcome\".\n"
+"select(4) # Will select \"ome\".\n"
+"select(2, 5) # Will select \"lco\".\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/LineEdit.xml:101
+msgid "Selects the whole [String]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:107
+msgid "Text alignment as defined in the [enum Align] enum."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:110 doc/classes/TextEdit.xml:460
+msgid "If [code]true[/code], the caret (visual cursor) blinks."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:113 doc/classes/TextEdit.xml:463
+msgid "Duration (in seconds) of a caret's blinking cycle."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:116
+msgid ""
+"The cursor's position inside the [LineEdit]. When set, the text may scroll "
+"to accommodate it."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:119
+msgid ""
+"If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/"
+"code] is not empty, which can be used to clear the text quickly."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:122
+msgid "If [code]true[/code], the context menu will appear when right-clicked."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:125
+msgid ""
+"If [code]false[/code], existing text cannot be modified and new text cannot "
+"be added."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:128
+msgid ""
+"If [code]true[/code], the [LineEdit] width will increase to stay longer than "
+"the [member text]. It will [b]not[/b] compress if the [member text] is "
+"shortened."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:132
+msgid ""
+"Maximum amount of characters that can be entered inside the [LineEdit]. If "
+"[code]0[/code], there is no limit.\n"
+"When a limit is defined, characters that would exceed [member max_length] "
+"are truncated. This happens both for existing [member text] contents when "
+"setting the max length, or for new text inserted in the [LineEdit], "
+"including pasting. If any input text is truncated, the [signal "
+"text_change_rejected] signal is emitted with the truncated substring as "
+"parameter.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"text = \"Hello world\"\n"
+"max_length = 5\n"
+"# `text` becomes \"Hello\".\n"
+"max_length = 10\n"
+"text += \" goodbye\"\n"
+"# `text` becomes \"Hello good\".\n"
+"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/LineEdit.xml:147
+msgid ""
+"Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
+"code]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:150
+msgid ""
+"Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s "
+"default value (see [member text])."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:153
+msgid ""
+"Sets the icon that will appear in the right end of the [LineEdit] if there's "
+"no [member text], or always, if [member clear_button_enabled] is set to "
+"[code]false[/code]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:156
+msgid ""
+"If [code]true[/code], every character is replaced with the secret character "
+"(see [member secret_character])."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:159
+msgid ""
+"The character to use to mask secret input (defaults to \"*\"). Only a single "
+"character can be used as the secret character."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:162
+msgid ""
+"If [code]false[/code], it's impossible to select the text using mouse nor "
+"keyboard."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:165
+msgid "If [code]false[/code], using shortcuts will be disabled."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:168
+msgid ""
+"String value of the [LineEdit].\n"
+"[b]Note:[/b] Changing text using this property won't emit the [signal "
+"text_changed] signal."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:172 doc/classes/TextEdit.xml:537
+msgid ""
+"If [code]true[/code], the native virtual keyboard is shown when focused on "
+"platforms that support it."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:179
+msgid ""
+"Emitted when appending text that overflows the [member max_length]. The "
+"appended text is truncated to fit [member max_length], and the part that "
+"couldn't fit is passed as the [code]rejected_substring[/code] argument."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:185 doc/classes/TextEdit.xml:575
+msgid "Emitted when the text changes."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:191
+msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:197
+msgid "Aligns the text on the left-hand side of the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:200
+msgid "Centers the text in the middle of the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:203
+msgid "Aligns the text on the right-hand side of the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:206
+msgid "Stretches whitespaces to fit the [LineEdit]'s width."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:209 doc/classes/TextEdit.xml:596
+msgid "Cuts (copies and clears) the selected text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:212 doc/classes/TextEdit.xml:599
+msgid "Copies the selected text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:215
+msgid ""
+"Pastes the clipboard text over the selected text (or at the cursor's "
+"position).\n"
+"Non-printable escape characters are automatically stripped from the OS "
+"clipboard via [method String.strip_escapes]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:219
+msgid "Erases the whole [LineEdit] text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:222
+msgid "Selects the whole [LineEdit] text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:225 doc/classes/TextEdit.xml:611
+msgid "Undoes the previous action."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:228
+msgid "Reverse the last undo action."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:231 doc/classes/TextEdit.xml:617
+msgid "Represents the size of the [enum MenuItems] enum."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:236
+msgid "Color used as default tint for the clear button."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:239
+msgid "Color used for the clear button when it's pressed."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:242
+msgid "Color of the [LineEdit]'s visual cursor (caret)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:245
+msgid "Default font color."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:248
+msgid "Font color for selected text (inside the selection rectangle)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:251
+msgid "Font color when editing is disabled."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:254
+msgid "Color of the selection rectangle."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:257
+msgid ""
+"Minimum horizontal space for the text (not counting the clear button and "
+"content margins). This value is measured in count of space characters (i.e. "
+"this amount of space characters can be displayed without scrolling)."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:260
+msgid "Font used for the text."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:263
+msgid "Texture for the clear button. See [member clear_button_enabled]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:266
+msgid "Background used when [LineEdit] has GUI focus."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:269
+msgid "Default background for the [LineEdit]."
+msgstr ""
+
+#: doc/classes/LineEdit.xml:272
+msgid ""
+"Background used when [LineEdit] is in read-only mode ([member editable] is "
+"set to [code]false[/code])."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml:4
+msgid "Line shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml:7
+msgid ""
+"Line shape for 2D collisions. It works like a 2D plane and will not allow "
+"any physics body to go to the negative side. Not recommended for rigid "
+"bodies, and usually not recommended for static bodies either because it "
+"forces checks against it on every frame."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml:15
+msgid "The line's distance from the origin."
+msgstr ""
+
+#: doc/classes/LineShape2D.xml:18
+msgid "The line's normal."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:4
+msgid "Simple button used to represent a link to some resource."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:7
+msgid ""
+"This kind of button is primarily used when the interaction with the button "
+"causes a context change (like linking to a web page).\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:21
+msgid ""
+"Determines when to show the underline. See [enum UnderlineMode] for options."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:26
+msgid "The LinkButton will always show an underline at the bottom of its text."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:29
+msgid ""
+"The LinkButton will show an underline at the bottom of its text when the "
+"mouse cursor is over it."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:32
+msgid "The LinkButton will never show an underline at the bottom of its text."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:37
+msgid "Default text [Color] of the [LinkButton]."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:40
+msgid ""
+"Text [Color] used when the [LinkButton] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:43
+msgid "Text [Color] used when the [LinkButton] is being hovered."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:46
+msgid "Text [Color] used when the [LinkButton] is being pressed."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:49
+msgid "The vertical space between the baseline of text and the underline."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:52
+msgid "[Font] of the [LinkButton]'s text."
+msgstr ""
+
+#: doc/classes/LinkButton.xml:55
+msgid ""
+"[StyleBox] used when the [LinkButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/Listener.xml:4 doc/classes/Listener2D.xml:4
+msgid "Overrides the location sounds are heard from."
+msgstr ""
+
+#: doc/classes/Listener.xml:7
+msgid ""
+"Once added to the scene tree and enabled using [method make_current], this "
+"node will override the location sounds are heard from. This can be used to "
+"listen from a location different from the [Camera]."
+msgstr ""
+
+#: doc/classes/Listener.xml:15
+msgid "Disables the listener to use the current camera's listener instead."
+msgstr ""
+
+#: doc/classes/Listener.xml:21
+msgid "Returns the listener's global orthonormalized [Transform]."
+msgstr ""
+
+#: doc/classes/Listener.xml:27
+msgid ""
+"Returns [code]true[/code] if the listener was made current using [method "
+"make_current], [code]false[/code] otherwise.\n"
+"[b]Note:[/b] There may be more than one Listener marked as \"current\" in "
+"the scene tree, but only the one that was made current last will be used."
+msgstr ""
+
+#: doc/classes/Listener.xml:34
+msgid "Enables the listener. This will override the current camera's listener."
+msgstr ""
+
+#: doc/classes/Listener2D.xml:7
+msgid ""
+"Once added to the scene tree and enabled using [method make_current], this "
+"node will override the location sounds are heard from. Only one [Listener2D] "
+"can be current. Using [method make_current] will disable the previous "
+"[Listener2D].\n"
+"If there is no active [Listener2D] in the current [Viewport], center of the "
+"screen will be used as a hearing point for the audio. [Listener2D] needs to "
+"be inside [SceneTree] to function."
+msgstr ""
+
+#: doc/classes/Listener2D.xml:16
+msgid ""
+"Disables the [Listener2D]. If it's not set as current, this method will have "
+"no effect."
+msgstr ""
+
+#: doc/classes/Listener2D.xml:22
+msgid "Returns [code]true[/code] if this [Listener2D] is currently active."
+msgstr ""
+
+#: doc/classes/Listener2D.xml:28
+msgid ""
+"Makes the [Listener2D] active, setting it as the hearing point for the "
+"sounds. If there is already another active [Listener2D], it will be "
+"disabled.\n"
+"This method will have no effect if the [Listener2D] is not added to "
+"[SceneTree]."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:4
+msgid "Abstract base class for the game's main loop."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:7
+msgid ""
+"[MainLoop] is the abstract base class for a Godot project's game loop. It is "
+"inherited by [SceneTree], which is the default game loop implementation used "
+"in Godot projects, though it is also possible to write and use one's own "
+"[MainLoop] subclass instead of the scene tree.\n"
+"Upon the application start, a [MainLoop] implementation must be provided to "
+"the OS; otherwise, the application will exit. This happens automatically "
+"(and a [SceneTree] is created) unless a main [Script] is provided from the "
+"command line (with e.g. [code]godot -s my_loop.gd[/code], which should then "
+"be a [MainLoop] implementation.\n"
+"Here is an example script implementing a simple [MainLoop]:\n"
+"[codeblock]\n"
+"extends MainLoop\n"
+"\n"
+"var time_elapsed = 0\n"
+"var keys_typed = []\n"
+"var quit = false\n"
+"\n"
+"func _initialize():\n"
+" print(\"Initialized:\")\n"
+" print(\" Starting time: %s\" % str(time_elapsed))\n"
+"\n"
+"func _idle(delta):\n"
+" time_elapsed += delta\n"
+" # Return true to end the main loop.\n"
+" return quit\n"
+"\n"
+"func _input_event(event):\n"
+" # Record keys.\n"
+" if event is InputEventKey and event.pressed and !event.echo:\n"
+" keys_typed.append(OS.get_scancode_string(event.scancode))\n"
+" # Quit on Escape press.\n"
+" if event.scancode == KEY_ESCAPE:\n"
+" quit = true\n"
+" # Quit on any mouse click.\n"
+" if event is InputEventMouseButton:\n"
+" quit = true\n"
+"\n"
+"func _finalize():\n"
+" print(\"Finalized:\")\n"
+" print(\" End time: %s\" % str(time_elapsed))\n"
+" print(\" Keys typed: %s\" % var2str(keys_typed))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/MainLoop.xml:51
+msgid ""
+"Called when files are dragged from the OS file manager and dropped in the "
+"game window. The arguments are a list of file paths and the identifier of "
+"the screen where the drag originated."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:57
+msgid "Called before the program exits."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:65
+msgid ""
+"Called when the user performs an action in the system global menu (e.g. the "
+"Mac OS menu bar)."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:72
+msgid ""
+"Called each idle frame with the time since the last idle frame as argument "
+"(in seconds). Equivalent to [method Node._process].\n"
+"If implemented, the method must return a boolean value. [code]true[/code] "
+"ends the main loop, while [code]false[/code] lets it proceed to the next "
+"frame."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:79
+msgid "Called once during initialization."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:86
+msgid "Called whenever an [InputEvent] is received by the main loop."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:93
+msgid ""
+"Deprecated callback, does not do anything. Use [method _input_event] to "
+"parse text input. Will be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:100
+msgid ""
+"Called each physics frame with the time since the last physics frame as "
+"argument ([code]delta[/code], in seconds). Equivalent to [method Node."
+"_physics_process].\n"
+"If implemented, the method must return a boolean value. [code]true[/code] "
+"ends the main loop, while [code]false[/code] lets it proceed to the next "
+"frame."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:107
+msgid ""
+"Should not be called manually, override [method _finalize] instead. Will be "
+"removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:114
+msgid ""
+"Should not be called manually, override [method _idle] instead. Will be "
+"removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:120
+msgid ""
+"Should not be called manually, override [method _initialize] instead. Will "
+"be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:127
+msgid ""
+"Should not be called manually, override [method _input_event] instead. Will "
+"be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:134
+msgid ""
+"Should not be called manually, override [method _input_text] instead. Will "
+"be removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:141
+msgid ""
+"Should not be called manually, override [method _iteration] instead. Will be "
+"removed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:150
+msgid "Emitted when a user responds to a permission request."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:156 doc/classes/Node.xml:800
+msgid ""
+"Notification received from the OS when the mouse enters the game window.\n"
+"Implemented on desktop and web platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:160 doc/classes/Node.xml:804
+msgid ""
+"Notification received from the OS when the mouse leaves the game window.\n"
+"Implemented on desktop and web platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:164 doc/classes/Node.xml:808
+msgid ""
+"Notification received from the OS when the game window is focused.\n"
+"Implemented on all platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:168 doc/classes/Node.xml:812
+msgid ""
+"Notification received from the OS when the game window is unfocused.\n"
+"Implemented on all platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:172 doc/classes/Node.xml:816
+msgid ""
+"Notification received from the OS when a quit request is sent (e.g. closing "
+"the window with a \"Close\" button or Alt+F4).\n"
+"Implemented on desktop platforms."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:176 doc/classes/Node.xml:820
+msgid ""
+"Notification received from the OS when a go back request is sent (e.g. "
+"pressing the \"Back\" button on Android).\n"
+"Specific to the Android platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:180 doc/classes/Node.xml:824
+msgid ""
+"Notification received from the OS when an unfocus request is sent (e.g. "
+"another OS window wants to take the focus).\n"
+"No supported platforms currently send this notification."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:184 doc/classes/Node.xml:828
+msgid ""
+"Notification received from the OS when the application is exceeding its "
+"allocated memory.\n"
+"Specific to the iOS platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:188 doc/classes/Node.xml:832
+msgid ""
+"Notification received when translations may have changed. Can be triggered "
+"by the user changing the locale. Can be used to respond to language changes, "
+"for example to change the UI strings on the fly. Useful when working with "
+"the built-in translation support, like [method Object.tr]."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:191 doc/classes/Node.xml:835
+msgid ""
+"Notification received from the OS when a request for \"About\" information "
+"is sent.\n"
+"Specific to the macOS platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:195 doc/classes/Node.xml:839
+msgid ""
+"Notification received from Godot's crash handler when the engine is about to "
+"crash.\n"
+"Implemented on desktop platforms if the crash handler is enabled."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:199 doc/classes/Node.xml:843
+msgid ""
+"Notification received from the OS when an update of the Input Method Engine "
+"occurs (e.g. change of IME cursor position or composition string).\n"
+"Specific to the macOS platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:203 doc/classes/Node.xml:847
+msgid ""
+"Notification received from the OS when the app is resumed.\n"
+"Specific to the Android platform."
+msgstr ""
+
+#: doc/classes/MainLoop.xml:207 doc/classes/Node.xml:851
+msgid ""
+"Notification received from the OS when the app is paused.\n"
+"Specific to the Android platform."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml:4
+msgid "Simple margin container."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml:7
+msgid ""
+"Adds a top, left, bottom, and right margin to all [Control] nodes that are "
+"direct children of the container. To control the [MarginContainer]'s margin, "
+"use the [code]margin_*[/code] theme properties listed below.\n"
+"[b]Note:[/b] Be careful, [Control] margin values are different than the "
+"constant margin values. If you want to change the custom margin values of "
+"the [MarginContainer] by code, you should use the following examples:\n"
+"[codeblock]\n"
+"# This code sample assumes the current script is extending MarginContainer.\n"
+"var margin_value = 100\n"
+"add_constant_override(\"margin_top\", margin_value)\n"
+"add_constant_override(\"margin_left\", margin_value)\n"
+"add_constant_override(\"margin_bottom\", margin_value)\n"
+"add_constant_override(\"margin_right\", margin_value)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/MarginContainer.xml:26
+msgid ""
+"All direct children of [MarginContainer] will have a bottom margin of "
+"[code]margin_bottom[/code] pixels."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml:29
+msgid ""
+"All direct children of [MarginContainer] will have a left margin of "
+"[code]margin_left[/code] pixels."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml:32
+msgid ""
+"All direct children of [MarginContainer] will have a right margin of "
+"[code]margin_right[/code] pixels."
+msgstr ""
+
+#: doc/classes/MarginContainer.xml:35
+msgid ""
+"All direct children of [MarginContainer] will have a top margin of "
+"[code]margin_top[/code] pixels."
+msgstr ""
+
+#: doc/classes/Marshalls.xml:4
+msgid "Data transformation (marshalling) and encoding helpers."
+msgstr ""
+
+#: doc/classes/Marshalls.xml:7
+msgid "Provides data transformation and encoding utility functions."
+msgstr ""
+
+#: doc/classes/Marshalls.xml:16
+msgid ""
+"Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string "
+"[code]base64_str[/code]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml:23
+msgid ""
+"Returns a decoded string corresponding to the Base64-encoded string "
+"[code]base64_str[/code]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml:31
+msgid ""
+"Returns a decoded [Variant] corresponding to the Base64-encoded string "
+"[code]base64_str[/code]. If [code]allow_objects[/code] is [code]true[/code], "
+"decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/Marshalls.xml:39
+msgid "Returns a Base64-encoded string of a given [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml:46
+msgid ""
+"Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]."
+msgstr ""
+
+#: doc/classes/Marshalls.xml:54
+msgid ""
+"Returns a Base64-encoded string of the [Variant] [code]variant[/code]. If "
+"[code]full_objects[/code] is [code]true[/code], encoding objects is allowed "
+"(and can potentially include code)."
+msgstr ""
+
+#: doc/classes/Material.xml:4
+msgid "Abstract base [Resource] for coloring and shading geometry."
+msgstr ""
+
+#: doc/classes/Material.xml:7
+msgid ""
+"Material is a base [Resource] used for coloring and shading geometry. All "
+"materials inherit from it and almost all [VisualInstance] derived nodes "
+"carry a Material. A few flags and parameters are shared between all material "
+"types and are configured here."
+msgstr ""
+
+#: doc/classes/Material.xml:17
+msgid ""
+"Sets the [Material] to be used for the next pass. This renders the object "
+"again using a different material.\n"
+"[b]Note:[/b] This only applies to [SpatialMaterial]s and [ShaderMaterial]s "
+"with type \"Spatial\"."
+msgstr ""
+
+#: doc/classes/Material.xml:21
+msgid ""
+"Sets the render priority for transparent objects in 3D scenes. Higher "
+"priority objects will be sorted in front of lower priority objects.\n"
+"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
+"not impact how transparent objects are sorted relative to opaque objects. "
+"This is because opaque objects are not sorted, while transparent objects are "
+"sorted from back to front (subject to priority)."
+msgstr ""
+
+#: doc/classes/Material.xml:27
+msgid "Maximum value for the [member render_priority] parameter."
+msgstr ""
+
+#: doc/classes/Material.xml:30
+msgid "Minimum value for the [member render_priority] parameter."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:4
+msgid "Special button that brings up a [PopupMenu] when clicked."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:7
+msgid ""
+"Special button that brings up a [PopupMenu] when clicked.\n"
+"New items can be created inside this [PopupMenu] using [code]get_popup()."
+"add_item(\"My Item Name\")[/code]. You can also create them directly from "
+"the editor. To do so, select the [MenuButton] node, then in the toolbar at "
+"the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the "
+"popup. You will be able to give each item new properties.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:17 doc/classes/OptionButton.xml:86
+msgid ""
+"Returns the [PopupMenu] contained in this button.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:25
+msgid ""
+"If [code]true[/code], shortcuts are disabled and cannot be used to trigger "
+"the button."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:34
+msgid ""
+"If [code]true[/code], when the cursor hovers above another [MenuButton] "
+"within the same parent which also has [code]switch_on_hover[/code] enabled, "
+"it will close the current [MenuButton] and open the other one."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:41
+msgid "Emitted when [PopupMenu] of this MenuButton is about to show."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:49
+msgid "Default text [Color] of the [MenuButton]."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:52
+msgid "Text [Color] used when the [MenuButton] is disabled."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:55
+msgid ""
+"Text [Color] used when the [MenuButton] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:58
+msgid "Text [Color] used when the [MenuButton] is being hovered."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:61
+msgid "Text [Color] used when the [MenuButton] is being pressed."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:64
+msgid "The horizontal space between [MenuButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:67
+msgid "[Font] of the [MenuButton]'s text."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:70
+msgid "[StyleBox] used when the [MenuButton] is disabled."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:73
+msgid ""
+"[StyleBox] used when the [MenuButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:76
+msgid "[StyleBox] used when the [MenuButton] is being hovered."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:79
+msgid "Default [StyleBox] for the [MenuButton]."
+msgstr ""
+
+#: doc/classes/MenuButton.xml:82
+msgid "[StyleBox] used when the [MenuButton] is being pressed."
+msgstr ""
+
+#: doc/classes/Mesh.xml:4
+msgid "A [Resource] that contains vertex array-based geometry."
+msgstr ""
+
+#: doc/classes/Mesh.xml:7
+msgid ""
+"Mesh is a type of [Resource] that contains vertex array-based geometry, "
+"divided in [i]surfaces[/i]. Each surface contains a completely separate "
+"array and a material used to draw it. Design wise, a mesh with multiple "
+"surfaces is preferred to a single surface, because objects created in 3D "
+"editing software commonly contain multiple materials."
+msgstr ""
+
+#: doc/classes/Mesh.xml:21
+msgid ""
+"Calculate a [ConvexPolygonShape] from the mesh.\n"
+"If [code]clean[/code] is [code]true[/code] (default), duplicate and interior "
+"vertices are removed automatically. You can set it to [code]false[/code] to "
+"make the process faster if not needed.\n"
+"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
+"simplified to reduce the amount of vertices. Disabled by default."
+msgstr ""
+
+#: doc/classes/Mesh.xml:30
+msgid ""
+"Calculate an outline mesh at a defined offset (margin) from the original "
+"mesh.\n"
+"[b]Note:[/b] This method typically returns the vertices in reverse order (e."
+"g. clockwise to counterclockwise)."
+msgstr ""
+
+#: doc/classes/Mesh.xml:37
+msgid "Calculate a [ConcavePolygonShape] from the mesh."
+msgstr ""
+
+#: doc/classes/Mesh.xml:43
+msgid "Generate a [TriangleMesh] from the mesh."
+msgstr ""
+
+#: doc/classes/Mesh.xml:49
+msgid ""
+"Returns the smallest [AABB] enclosing this mesh in local space. Not affected "
+"by [code]custom_aabb[/code]. See also [method VisualInstance."
+"get_transformed_aabb].\n"
+"[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/Mesh.xml:56
+msgid ""
+"Returns all the vertices that make up the faces of the mesh. Each three "
+"vertices represent one triangle."
+msgstr ""
+
+#: doc/classes/Mesh.xml:62
+msgid "Returns the amount of surfaces that the [Mesh] holds."
+msgstr ""
+
+#: doc/classes/Mesh.xml:69
+msgid ""
+"Returns the arrays for the vertices, normals, uvs, etc. that make up the "
+"requested surface (see [method ArrayMesh.add_surface_from_arrays])."
+msgstr ""
+
+#: doc/classes/Mesh.xml:76
+msgid "Returns the blend shape arrays for the requested surface."
+msgstr ""
+
+#: doc/classes/Mesh.xml:83
+msgid ""
+"Returns a [Material] in a given surface. Surface is rendered using this "
+"material."
+msgstr ""
+
+#: doc/classes/Mesh.xml:91
+msgid ""
+"Sets a [Material] for a given surface. Surface will be rendered using this "
+"material."
+msgstr ""
+
+#: doc/classes/Mesh.xml:97
+msgid ""
+"Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides "
+"[member BakedLightmap.default_texels_per_unit]."
+msgstr ""
+
+#: doc/classes/Mesh.xml:102
+msgid "Render array as points (one vertex equals one point)."
+msgstr ""
+
+#: doc/classes/Mesh.xml:105
+msgid "Render array as lines (every two vertices a line is created)."
+msgstr ""
+
+#: doc/classes/Mesh.xml:108
+msgid "Render array as line strip."
+msgstr ""
+
+#: doc/classes/Mesh.xml:111
+msgid "Render array as line loop (like line strip, but closed)."
+msgstr ""
+
+#: doc/classes/Mesh.xml:114
+msgid "Render array as triangles (every three vertices a triangle is created)."
+msgstr ""
+
+#: doc/classes/Mesh.xml:117
+msgid "Render array as triangle strips."
+msgstr ""
+
+#: doc/classes/Mesh.xml:120
+msgid "Render array as triangle fans."
+msgstr ""
+
+#: doc/classes/Mesh.xml:123 doc/classes/VisualServer.xml:3363
+msgid "Blend shapes are normalized."
+msgstr ""
+
+#: doc/classes/Mesh.xml:126 doc/classes/VisualServer.xml:3366
+msgid "Blend shapes are relative to base weight."
+msgstr ""
+
+#: doc/classes/Mesh.xml:129
+msgid ""
+"Mesh array contains vertices. All meshes require a vertex array so this "
+"should always be present."
+msgstr ""
+
+#: doc/classes/Mesh.xml:132
+msgid "Mesh array contains normals."
+msgstr ""
+
+#: doc/classes/Mesh.xml:135
+msgid "Mesh array contains tangents."
+msgstr ""
+
+#: doc/classes/Mesh.xml:138
+msgid "Mesh array contains colors."
+msgstr ""
+
+#: doc/classes/Mesh.xml:141
+msgid "Mesh array contains UVs."
+msgstr ""
+
+#: doc/classes/Mesh.xml:144
+msgid "Mesh array contains second UV."
+msgstr ""
+
+#: doc/classes/Mesh.xml:147
+msgid "Mesh array contains bones."
+msgstr ""
+
+#: doc/classes/Mesh.xml:150
+msgid "Mesh array contains bone weights."
+msgstr ""
+
+#: doc/classes/Mesh.xml:153
+msgid "Mesh array uses indices."
+msgstr ""
+
+#: doc/classes/Mesh.xml:156
+msgid ""
+"Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum "
+"values. Do not use."
+msgstr ""
+
+#: doc/classes/Mesh.xml:159 doc/classes/VisualServer.xml:3300
+msgid "Flag used to mark a compressed (half float) vertex array."
+msgstr ""
+
+#: doc/classes/Mesh.xml:162 doc/classes/VisualServer.xml:3303
+msgid "Flag used to mark a compressed (half float) normal array."
+msgstr ""
+
+#: doc/classes/Mesh.xml:165 doc/classes/VisualServer.xml:3306
+msgid "Flag used to mark a compressed (half float) tangent array."
+msgstr ""
+
+#: doc/classes/Mesh.xml:168 doc/classes/VisualServer.xml:3309
+msgid "Flag used to mark a compressed (half float) color array."
+msgstr ""
+
+#: doc/classes/Mesh.xml:171 doc/classes/VisualServer.xml:3312
+msgid "Flag used to mark a compressed (half float) UV coordinates array."
+msgstr ""
+
+#: doc/classes/Mesh.xml:174 doc/classes/VisualServer.xml:3315
+msgid ""
+"Flag used to mark a compressed (half float) UV coordinates array for the "
+"second UV coordinates."
+msgstr ""
+
+#: doc/classes/Mesh.xml:177 doc/classes/VisualServer.xml:3318
+msgid "Flag used to mark a compressed bone array."
+msgstr ""
+
+#: doc/classes/Mesh.xml:180 doc/classes/VisualServer.xml:3321
+msgid "Flag used to mark a compressed (half float) weight array."
+msgstr ""
+
+#: doc/classes/Mesh.xml:183 doc/classes/VisualServer.xml:3324
+msgid "Flag used to mark a compressed index array."
+msgstr ""
+
+#: doc/classes/Mesh.xml:186 doc/classes/VisualServer.xml:3327
+msgid "Flag used to mark that the array contains 2D vertices."
+msgstr ""
+
+#: doc/classes/Mesh.xml:189 doc/classes/VisualServer.xml:3330
+msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit."
+msgstr ""
+
+#: doc/classes/Mesh.xml:192 doc/classes/VisualServer.xml:3333
+msgid ""
+"Flag used to mark that the array uses an octahedral representation of normal "
+"and tangent vectors rather than cartesian."
+msgstr ""
+
+#: doc/classes/Mesh.xml:195
+msgid ""
+"Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant "
+"ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
+"ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
+"ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+msgstr ""
+
+#: doc/classes/Mesh.xml:198
+msgid "Array of vertices."
+msgstr ""
+
+#: doc/classes/Mesh.xml:201
+msgid "Array of normals."
+msgstr ""
+
+#: doc/classes/Mesh.xml:204
+msgid "Array of tangents as an array of floats, 4 floats per tangent."
+msgstr ""
+
+#: doc/classes/Mesh.xml:207
+msgid "Array of colors."
+msgstr ""
+
+#: doc/classes/Mesh.xml:210
+msgid "Array of UV coordinates."
+msgstr ""
+
+#: doc/classes/Mesh.xml:213
+msgid "Array of second set of UV coordinates."
+msgstr ""
+
+#: doc/classes/Mesh.xml:216
+msgid "Array of bone data."
+msgstr ""
+
+#: doc/classes/Mesh.xml:219
+msgid "Array of weights."
+msgstr ""
+
+#: doc/classes/Mesh.xml:222
+msgid "Array of indices."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:4
+msgid "Helper tool to access and edit [Mesh] data."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:7
+msgid ""
+"MeshDataTool provides access to individual vertices in a [Mesh]. It allows "
+"users to read and edit vertex data of meshes. It also creates an array of "
+"faces and edges.\n"
+"To use MeshDataTool, load a mesh with [method create_from_surface]. When you "
+"are finished editing the data commit the data to a mesh with [method "
+"commit_to_surface].\n"
+"Below is an example of how MeshDataTool may be used.\n"
+"[codeblock]\n"
+"var mesh = ArrayMesh.new()\n"
+"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()."
+"get_mesh_arrays())\n"
+"var mdt = MeshDataTool.new()\n"
+"mdt.create_from_surface(mesh, 0)\n"
+"for i in range(mdt.get_vertex_count()):\n"
+" var vertex = mdt.get_vertex(i)\n"
+" # In this example we extend the mesh by one unit, which results in "
+"separated faces as it is flat shaded.\n"
+" vertex += mdt.get_vertex_normal(i)\n"
+" # Save your change.\n"
+" mdt.set_vertex(i, vertex)\n"
+"mesh.surface_remove(0)\n"
+"mdt.commit_to_surface(mesh)\n"
+"var mi = MeshInstance.new()\n"
+"mi.mesh = mesh\n"
+"add_child(mi)\n"
+"[/codeblock]\n"
+"See also [ArrayMesh], [ImmediateGeometry] and [SurfaceTool] for procedural "
+"geometry generation.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:36
+msgid "Clears all data currently in MeshDataTool."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:43
+msgid "Adds a new surface to specified [Mesh] with edited data."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:51
+msgid ""
+"Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n"
+"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:58
+msgid "Returns the number of edges in this [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:65
+msgid "Returns array of faces that touch given edge."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:72
+msgid "Returns meta information assigned to given edge."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:80
+msgid ""
+"Returns index of specified vertex connected to given edge.\n"
+"Vertex argument can only be 0 or 1 because edges are comprised of two "
+"vertices."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:87
+msgid "Returns the number of faces in this [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:95
+msgid ""
+"Returns specified edge associated with given face.\n"
+"Edge argument must 2 or less because a face only has three edges."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:103
+msgid "Returns the metadata associated with the given face."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:110
+msgid "Calculates and returns the face normal of the given face."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:118
+msgid ""
+"Returns the specified vertex of the given face.\n"
+"Vertex argument must be 2 or less because faces contain three vertices."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:125
+msgid ""
+"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format "
+"flags combined together. For example, a mesh containing both vertices and "
+"normals would return a format of [code]3[/code] because [constant ArrayMesh."
+"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant ArrayMesh."
+"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n"
+"See [enum ArrayMesh.ArrayFormat] for a list of format flags."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:132
+msgid "Returns the material assigned to the [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:139
+msgid "Returns the vertex at given index."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:146
+msgid "Returns the bones of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:153
+msgid "Returns the color of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:159
+msgid "Returns the total number of vertices in [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:166
+msgid "Returns an array of edges that share the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:173
+msgid "Returns an array of faces that share the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:180
+msgid "Returns the metadata associated with the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:187
+msgid "Returns the normal of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:194
+msgid "Returns the tangent of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:201
+msgid "Returns the UV of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:208
+msgid "Returns the UV2 of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:215
+msgid "Returns bone weights of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:223
+msgid "Sets the metadata of the given edge."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:231
+msgid "Sets the metadata of the given face."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:238
+msgid "Sets the material to be used by newly-constructed [Mesh]."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:246
+msgid "Sets the position of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:254
+msgid "Sets the bones of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:262
+msgid "Sets the color of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:270
+msgid "Sets the metadata associated with the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:278
+msgid "Sets the normal of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:286
+msgid "Sets the tangent of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:294
+msgid "Sets the UV of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:302
+msgid "Sets the UV2 of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshDataTool.xml:310
+msgid "Sets the bone weights of the given vertex."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:4
+msgid "Node that instances meshes into a scenario."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:7
+msgid ""
+"MeshInstance is a node that takes a [Mesh] resource and adds it to the "
+"current scenario by creating an instance of it. This is the class most often "
+"used to get 3D geometry rendered and can be used to instance a single [Mesh] "
+"in many places. This allows to reuse geometry and save on resources. When a "
+"[Mesh] has to be instanced more than thousands of times at close proximity, "
+"consider using a [MultiMesh] in a [MultiMeshInstance] instead."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:21
+msgid ""
+"This helper creates a [StaticBody] child node with a [ConvexPolygonShape] "
+"collision shape calculated from the mesh geometry. It's mainly used for "
+"testing.\n"
+"If [code]clean[/code] is [code]true[/code] (default), duplicate and interior "
+"vertices are removed automatically. You can set it to [code]false[/code] to "
+"make the process faster if not needed.\n"
+"If [code]simplify[/code] is [code]true[/code], the geometry can be further "
+"simplified to reduce the amount of vertices. Disabled by default."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:29
+msgid ""
+"This helper creates a [MeshInstance] child node with gizmos at every vertex "
+"calculated from the mesh geometry. It's mainly used for testing."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:35
+msgid ""
+"This helper creates a [StaticBody] child node with multiple "
+"[ConvexPolygonShape] collision shapes calculated from the mesh geometry via "
+"convex decomposition. It's mainly used for testing."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:41
+msgid ""
+"This helper creates a [StaticBody] child node with a [ConcavePolygonShape] "
+"collision shape calculated from the mesh geometry. It's mainly used for "
+"testing."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:48
+msgid ""
+"Returns the [Material] that will be used by the [Mesh] when drawing. This "
+"can return the [member GeometryInstance.material_override], the surface "
+"override [Material] defined in this [MeshInstance], or the surface "
+"[Material] defined in the [Mesh]. For example, if [member GeometryInstance."
+"material_override] is used, all surfaces will return the override material."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:55
+msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:61
+msgid "Returns the number of surface materials."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:69
+msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:75
+msgid "The [Mesh] resource for the instance."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:78
+msgid "[NodePath] to the [Skeleton] associated with the instance."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:81
+msgid "Sets the skin to be used by this instance."
+msgstr ""
+
+#: doc/classes/MeshInstance.xml:84
+msgid ""
+"If [code]true[/code], normals are transformed when software skinning is "
+"used. Set to [code]false[/code] when normals are not needed for better "
+"performance.\n"
+"See [member ProjectSettings.rendering/quality/skinning/"
+"software_skinning_fallback] for details about how software skinning is "
+"enabled."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml:4
+msgid "Node used for displaying a [Mesh] in 2D."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml:7
+msgid ""
+"Node used for displaying a [Mesh] in 2D. Can be constructed from an existing "
+"[Sprite] via a tool in the editor toolbar. Select \"Sprite\" then \"Convert "
+"to Mesh2D\", select settings in popup and press \"Create Mesh2D\"."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml:10
+msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_meshes.html"
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml:16
+msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml:19 doc/classes/MultiMeshInstance2D.xml:19
+msgid ""
+"The normal map that will be used if using the default [CanvasItemMaterial].\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 ""
+
+#: doc/classes/MeshInstance2D.xml:23 doc/classes/MultiMeshInstance2D.xml:23
+msgid ""
+"The [Texture] that will be used if using the default [CanvasItemMaterial]. "
+"Can be accessed as [code]TEXTURE[/code] in CanvasItem shader."
+msgstr ""
+
+#: doc/classes/MeshInstance2D.xml:29 doc/classes/MultiMeshInstance2D.xml:29
+msgid "Emitted when the [member texture] is changed."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:4
+msgid "Library of meshes."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:7
+msgid ""
+"A library of meshes. Contains a list of [Mesh] resources, each with a name "
+"and ID. Each item can also include collision and navigation shapes. This "
+"resource is used in [GridMap]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:17
+msgid "Clears the library."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:24
+msgid ""
+"Creates a new item in the library with the given ID.\n"
+"You can get an unused ID from [method get_last_unused_item_id]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:32
+msgid "Returns the first item with the given name."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:38
+msgid "Returns the list of item IDs in use."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:45
+msgid "Returns the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:52
+msgid "Returns the transform applied to the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:59
+msgid "Returns the item's name."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:66
+msgid "Returns the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:73
+msgid "Returns the transform applied to the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:80
+msgid ""
+"When running in the editor, returns a generated item preview (a 3D rendering "
+"in isometric perspective). When used in a running project, returns the "
+"manually-defined item preview which can be set using [method "
+"set_item_preview]. Returns an empty [Texture] if no preview was manually set "
+"in a running project."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:87
+msgid ""
+"Returns an item's collision shapes.\n"
+"The array consists of each [Shape] followed by its [Transform]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:94
+msgid "Gets an unused ID for a new item."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:101
+msgid "Removes the item."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:109
+msgid "Sets the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:117
+msgid "Sets the transform to apply to the item's mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:125
+msgid ""
+"Sets the item's name.\n"
+"This name is shown in the editor. It can also be used to look up the item "
+"later using [method find_item_by_name]."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:134
+msgid "Sets the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:142
+msgid "Sets the transform to apply to the item's navigation mesh."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:150
+msgid "Sets a texture to use as the item's preview icon in the editor."
+msgstr ""
+
+#: doc/classes/MeshLibrary.xml:158
+msgid ""
+"Sets an item's collision shapes.\n"
+"The array should consist of [Shape] objects, each followed by a [Transform] "
+"that will be applied to it. For shapes that should not have a transform, use "
+"[constant Transform.IDENTITY]."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml:4
+msgid "Simple texture that uses a mesh to draw itself."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml:7
+msgid ""
+"Simple texture that uses a mesh to draw itself. It's limited because flags "
+"can't be changed and region drawing is not supported."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml:15
+msgid "Sets the base texture that the Mesh will use to draw."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml:19
+msgid "Sets the size of the image, needed for reference."
+msgstr ""
+
+#: doc/classes/MeshTexture.xml:22
+msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml:4
+msgid "Generic mobile VR implementation."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml:7
+msgid ""
+"This is a generic mobile VR implementation where you need to provide details "
+"about the phone and HMD used. It does not rely on any existing framework. "
+"This is the most basic interface we have. For the best effect, you need a "
+"mobile phone with a gyroscope and accelerometer.\n"
+"Note that even though there is no positional tracking, the camera will "
+"assume the headset is at a height of 1.85 meters. You can change this by "
+"setting [member eye_height].\n"
+"You can initialise this interface as follows:\n"
+"[codeblock]\n"
+"var interface = ARVRServer.find_interface(\"Native mobile\")\n"
+"if interface and interface.initialize():\n"
+" get_viewport().arvr = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml:22
+msgid ""
+"The distance between the display and the lenses inside of the device in "
+"centimeters."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml:25
+msgid "The width of the display in centimeters."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml:28
+msgid ""
+"The height at which the camera is placed in relation to the ground (i.e. "
+"[ARVROrigin] node)."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml:31
+msgid ""
+"The interocular distance, also known as the interpupillary distance. The "
+"distance between the pupils of the left and right eye."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml:34
+msgid ""
+"The k1 lens factor is one of the two constants that define the strength of "
+"the lens used and directly influences the lens distortion effect."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml:37
+msgid "The k2 lens factor, see k1."
+msgstr ""
+
+#: modules/mobile_vr/doc_classes/MobileVRInterface.xml:40
+msgid ""
+"The oversample setting. Because of the lens distortion we have to render our "
+"buffers at a higher resolution then the screen can natively handle. A value "
+"between 1.5 and 2.0 often provides good results but at the cost of "
+"performance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:4
+msgid "Provides high-performance mesh instancing."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:7
+msgid ""
+"MultiMesh provides low-level mesh instancing. Drawing thousands of "
+"[MeshInstance] nodes can be slow, since each object is submitted to the GPU "
+"then drawn individually.\n"
+"MultiMesh is much faster as it can draw thousands of instances with a single "
+"draw call, resulting in less API overhead.\n"
+"As a drawback, if the instances are too far away from each other, "
+"performance may be reduced as every single instance will always render (they "
+"are spatially indexed as one, for the whole object).\n"
+"Since instances may have any behavior, the AABB used for visibility must be "
+"provided by the user."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:13 doc/classes/MultiMeshInstance.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/"
+"animating_thousands_of_fish.html"
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:14 doc/classes/MultiMeshInstance.xml:13
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/optimization/using_multimesh."
+"html"
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:20
+msgid ""
+"Returns the visibility axis-aligned bounding box in local space. See also "
+"[method VisualInstance.get_transformed_aabb]."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:27
+msgid "Gets a specific instance's color."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:34
+msgid "Returns the custom data that has been set for a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:41
+msgid "Returns the [Transform] of a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:48
+msgid "Returns the [Transform2D] of a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:55
+msgid ""
+"Sets all data related to the instances in one go. This is especially useful "
+"when loading the data from disk or preparing the data from GDNative.\n"
+"All data is packed in one large float array. An array may look like this: "
+"Transform for instance 1, color data for instance 1, custom data for "
+"instance 1, transform for instance 2, color data for instance 2, etc...\n"
+"[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, "
+"[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float "
+"(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
+"code] is stored as 4 floats."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:65
+msgid ""
+"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
+"existing vertex colors.\n"
+"For the color to take effect, ensure that [member color_format] is non-"
+"[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
+"vertex_color_use_as_albedo] is [code]true[/code] on the material."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:74
+msgid ""
+"Sets custom data for a specific instance. Although [Color] is used, it is "
+"just a container for 4 floating point numbers. The format of the number can "
+"change depending on the [enum CustomDataFormat] used."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:82
+msgid "Sets the [Transform] for a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:90
+msgid "Sets the [Transform2D] for a specific instance."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:96
+msgid "Format of colors in color array that gets passed to shader."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:99
+msgid "Format of custom data in custom data array that gets passed to shader."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:102
+msgid ""
+"Number of instances that will get drawn. This clears and (re)sizes the "
+"buffers. By default, all instances are drawn but you can limit this with "
+"[member visible_instance_count]."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:105
+msgid "Mesh to be drawn."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:108
+msgid "Format of transform used to transform mesh, either 2D or 3D."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:111
+msgid ""
+"Limits the number of instances drawn, -1 draws all instances. Changing this "
+"does not change the sizes of the buffers."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:116
+msgid "Use this when using 2D transforms."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:119
+msgid "Use this when using 3D transforms."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:122
+msgid "Use when you are not using per-instance [Color]s."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:125
+msgid ""
+"Compress [Color] data into 8 bits when passing to shader. This uses less "
+"memory and can be faster, but the [Color] loses precision."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:128
+msgid ""
+"The [Color] passed into [method set_instance_color] will use 4 floats. Use "
+"this for highest precision [Color]."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:131
+msgid "Use when you are not using per-instance custom data."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:134
+msgid ""
+"Compress custom_data into 8 bits when passing to shader. This uses less "
+"memory and can be faster, but loses precision and range. Floats packed into "
+"8 bits can only represent values between 0 and 1, numbers outside that range "
+"will be clamped."
+msgstr ""
+
+#: doc/classes/MultiMesh.xml:137
+msgid ""
+"The [Color] passed into [method set_instance_custom_data] will use 4 floats. "
+"Use this for highest precision."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance.xml:4
+msgid "Node that instances a [MultiMesh]."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance.xml:7
+msgid ""
+"[MultiMeshInstance] is a specialized node to instance [GeometryInstance]s "
+"based on a [MultiMesh] resource.\n"
+"This is useful to optimize the rendering of a high amount of instances of a "
+"given mesh (for example trees in a forest or grass strands)."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance.xml:12
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/3d/using_multi_mesh_instance."
+"html"
+msgstr ""
+
+#: doc/classes/MultiMeshInstance.xml:19
+msgid ""
+"The [MultiMesh] resource that will be used and shared among all instances of "
+"the [MultiMeshInstance]."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance2D.xml:4
+msgid "Node that instances a [MultiMesh] in 2D."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance2D.xml:7
+msgid ""
+"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] "
+"resource in 2D.\n"
+"Usage is the same as [MultiMeshInstance]."
+msgstr ""
+
+#: doc/classes/MultiMeshInstance2D.xml:16
+msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:4
+msgid "High-level multiplayer API."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:7
+msgid ""
+"This class implements most of the logic behind the high-level multiplayer "
+"API. See also [NetworkedMultiplayerPeer].\n"
+"By default, [SceneTree] has a reference to this class that is used to "
+"provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.\n"
+"It is possible to override the MultiplayerAPI instance used by specific "
+"Nodes by setting the [member Node.custom_multiplayer] property, effectively "
+"allowing to run both client and server in the same scene.\n"
+"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
+"detail and isn't meant to be used by non-Godot servers. It may change "
+"without notice."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:18
+msgid ""
+"Clears the current MultiplayerAPI network state (you shouldn't call this "
+"unless you know what you are doing)."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:24
+msgid ""
+"Returns the peer IDs of all connected peers of this MultiplayerAPI's [member "
+"network_peer]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:30
+msgid ""
+"Returns the unique peer ID of this MultiplayerAPI's [member network_peer]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:36
+msgid ""
+"Returns the sender's peer ID for the RPC currently being executed.\n"
+"[b]Note:[/b] If not inside an RPC this method will return 0."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:43 doc/classes/SceneTree.xml:123
+msgid "Returns [code]true[/code] if there is a [member network_peer] set."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:49
+msgid ""
+"Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is "
+"in server mode (listening for connections)."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:55
+msgid ""
+"Method used for polling the MultiplayerAPI. You only need to worry about "
+"this if you are using [member Node.custom_multiplayer] override or you set "
+"[member SceneTree.multiplayer_poll] to [code]false[/code]. By default, "
+"[SceneTree] will poll its MultiplayerAPI for you.\n"
+"[b]Note:[/b] This method results in RPCs and RSETs being called, so they "
+"will be executed in the same context of this function (e.g. [code]_process[/"
+"code], [code]physics[/code], [Thread])."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:65
+msgid ""
+"Sends the given raw [code]bytes[/code] to a specific peer identified by "
+"[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). "
+"Default ID is [code]0[/code], i.e. broadcast to all peers."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:71
+msgid ""
+"If [code]true[/code] (or if the [member network_peer] has [member PacketPeer."
+"allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will "
+"allow encoding and decoding of object during RPCs/RSETs.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:75
+msgid ""
+"The peer object to handle the RPC system (effectively enabling networking "
+"when set). Depending on the peer itself, the MultiplayerAPI will become a "
+"network server (check with [method is_network_server]) and will set root "
+"node's network mode to master, or it will become a regular peer with root "
+"node set to puppet. All child nodes are set to inherit the network mode by "
+"default. Handling of networking-related events (connection, disconnection, "
+"new clients) is done by connecting to MultiplayerAPI's signals."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:78
+msgid ""
+"If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new "
+"incoming connections."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:81
+msgid ""
+"The root node to use for RPCs. Instead of an absolute path, a relative path "
+"will be used to find the node upon which the RPC should be executed.\n"
+"This effectively allows to have different branches of the scene tree to be "
+"managed by different MultiplayerAPI, allowing for example to run both client "
+"and server in the same scene."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:88
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] successfully "
+"connected to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:93
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] fails to establish "
+"a connection to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:99
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] connects with a new "
+"peer. ID is the peer ID of the new peer. Clients get notified when other "
+"clients connect to the same server. Upon connecting to a server, a client "
+"also receives this signal for the server (with ID being 1)."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:105
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] disconnects from a "
+"peer. Clients get notified when other clients disconnect from the same "
+"server."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:112
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] receive a "
+"[code]packet[/code] with custom data (see [method send_bytes]). ID is the "
+"peer ID of the peer that sent the packet."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:117
+msgid ""
+"Emitted when this MultiplayerAPI's [member network_peer] disconnects from "
+"server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:123
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to disable a "
+"method or property for all RPC calls, making it unavailable. Default for all "
+"methods."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:126
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
+"method to be called or a property to be changed only on the remote end, not "
+"locally. Analogous to the [code]remote[/code] keyword. Calls and property "
+"changes are accepted from all remote peers, no matter if they are node's "
+"master or puppets."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:129
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
+"method to be called or a property to be changed only on the network master "
+"for this node. Analogous to the [code]master[/code] keyword. Only accepts "
+"calls or property changes from the node's network puppets, see [method Node."
+"set_network_master]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:132
+msgid ""
+"Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
+"method to be called or a property to be changed only on puppets for this "
+"node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or "
+"property changes from the node's network master, see [method Node."
+"set_network_master]."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:135
+msgid ""
+"[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the "
+"[code]slave[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:138
+msgid ""
+"Behave like [constant RPC_MODE_REMOTE] but also make the call or property "
+"change locally. Analogous to the [code]remotesync[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:141
+msgid ""
+"[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to "
+"the [code]sync[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:144
+msgid ""
+"Behave like [constant RPC_MODE_MASTER] but also make the call or property "
+"change locally. Analogous to the [code]mastersync[/code] keyword."
+msgstr ""
+
+#: doc/classes/MultiplayerAPI.xml:147
+msgid ""
+"Behave like [constant RPC_MODE_PUPPET] but also make the call or property "
+"change locally. Analogous to the [code]puppetsync[/code] keyword."
+msgstr ""
+
+#: doc/classes/Mutex.xml:4
+msgid "A synchronization mutex (mutual exclusion)."
+msgstr ""
+
+#: doc/classes/Mutex.xml:7
+msgid ""
+"A synchronization mutex (mutual exclusion). This is used to synchronize "
+"multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees "
+"that only one thread can ever acquire the lock at a time. A mutex can be "
+"used to protect a critical section; however, be careful to avoid deadlocks."
+msgstr ""
+
+#: doc/classes/Mutex.xml:10 doc/classes/Semaphore.xml:10
+#: doc/classes/Thread.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/threads/using_multiple_threads."
+"html"
+msgstr ""
+
+#: doc/classes/Mutex.xml:16
+msgid ""
+"Locks this [Mutex], blocks until it is unlocked by the current owner.\n"
+"[b]Note:[/b] This function returns without blocking if the thread already "
+"has ownership of the mutex."
+msgstr ""
+
+#: doc/classes/Mutex.xml:23
+msgid ""
+"Tries locking this [Mutex], but does not block. Returns [constant OK] on "
+"success, [constant ERR_BUSY] otherwise.\n"
+"[b]Note:[/b] This function returns [constant OK] if the thread already has "
+"ownership of the mutex."
+msgstr ""
+
+#: doc/classes/Mutex.xml:30
+msgid ""
+"Unlocks this [Mutex], leaving it to other threads.\n"
+"[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple "
+"times while already having ownership of the mutex, it must also call [method "
+"unlock] the same number of times in order to unlock it correctly."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml:13
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_class_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml:20
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_method_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml:27
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_property_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml:34
+msgid ""
+"Returns the documentation string that was previously set with "
+"[code]godot_nativescript_set_signal_documentation[/code]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/NativeScript.xml:40
+msgid ""
+"Constructs a new object of the base type with a script of this type already "
+"attached.\n"
+"[b]Note:[/b] Any arguments passed to this function will be ignored and not "
+"passed to the native constructor function. This will change with in a future "
+"API extension."
+msgstr ""
+
+#: doc/classes/Navigation.xml:4
+msgid "Mesh-based navigation and pathfinding node."
+msgstr ""
+
+#: doc/classes/Navigation.xml:7
+msgid ""
+"Provides navigation and pathfinding within a collection of "
+"[NavigationMesh]es. By default, these will be automatically collected from "
+"child [NavigationMeshInstance] nodes, but they can also be added on the fly "
+"with [method navmesh_add]. In addition to basic pathfinding, this class also "
+"assists with aligning navigation agents with the meshes they are navigating "
+"on.\n"
+"[b]Note:[/b] The current navigation system has many known issues and will "
+"not always return optimal paths as expected. These issues will be fixed in "
+"Godot 4.0."
+msgstr ""
+
+#: doc/classes/Navigation.xml:11 doc/classes/NavigationMesh.xml:10
+msgid "https://godotengine.org/asset-library/asset/124"
+msgstr ""
+
+#: doc/classes/Navigation.xml:18 doc/classes/Navigation2D.xml:18
+msgid ""
+"Returns the navigation point closest to the point given. Points are in local "
+"coordinate space."
+msgstr ""
+
+#: doc/classes/Navigation.xml:25
+msgid ""
+"Returns the surface normal at the navigation point closest to the point "
+"given. Useful for rotating a navigation agent according to the navigation "
+"mesh it moves on."
+msgstr ""
+
+#: doc/classes/Navigation.xml:32
+msgid ""
+"Returns the owner of the [NavigationMesh] which contains the navigation "
+"point closest to the point given. This is usually a "
+"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns "
+"the owner that was given (or [code]null[/code] if the [code]owner[/code] "
+"parameter was omitted)."
+msgstr ""
+
+#: doc/classes/Navigation.xml:41
+msgid ""
+"Returns the navigation point closest to the given line segment. When "
+"enabling [code]use_collision[/code], only considers intersection points "
+"between segment and navigation meshes. If multiple intersection points are "
+"found, the one closest to the segment start point is returned."
+msgstr ""
+
+#: doc/classes/Navigation.xml:50
+msgid ""
+"Returns the path between two given points. Points are in local coordinate "
+"space. If [code]optimize[/code] is [code]true[/code] (the default), the "
+"agent properties associated with each [NavigationMesh] (radius, height, "
+"etc.) are considered in the path calculation, otherwise they are ignored.\n"
+"[b]Note:[/b] This method has known issues and will often return non-optimal "
+"paths. These issues will be fixed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/Navigation.xml:60
+msgid ""
+"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] "
+"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to "
+"the polygon. The optional [code]owner[/code] is used as return value for "
+"[method get_closest_point_owner]."
+msgstr ""
+
+#: doc/classes/Navigation.xml:67
+msgid "Removes the [NavigationMesh] with the given ID."
+msgstr ""
+
+#: doc/classes/Navigation.xml:75
+msgid "Sets the transform applied to the [NavigationMesh] with the given ID."
+msgstr ""
+
+#: doc/classes/Navigation.xml:81
+msgid ""
+"Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
+"which is the world's \"up\" direction."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml:4
+msgid "2D navigation and pathfinding node."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml:7
+msgid ""
+"Navigation2D provides navigation and pathfinding within a 2D area, specified "
+"as a collection of [NavigationPolygon] resources. By default, these are "
+"automatically collected from child [NavigationPolygonInstance] nodes, but "
+"they can also be added on the fly with [method navpoly_add].\n"
+"[b]Note:[/b] The current navigation system has many known issues and will "
+"not always return optimal paths as expected. These issues will be fixed in "
+"Godot 4.0."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml:11 doc/classes/NavigationPolygon.xml:27
+msgid "https://godotengine.org/asset-library/asset/117"
+msgstr ""
+
+#: doc/classes/Navigation2D.xml:25
+msgid ""
+"Returns the owner of the [NavigationPolygon] which contains the navigation "
+"point closest to the point given. This is usually a "
+"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], "
+"returns the owner that was given (or [code]null[/code] if the [code]owner[/"
+"code] parameter was omitted)."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml:34
+msgid ""
+"Returns the path between two given points. Points are in local coordinate "
+"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
+"is smoothed by merging path segments where possible.\n"
+"[b]Note:[/b] This method has known issues and will often return non-optimal "
+"paths. These issues will be fixed in Godot 4.0."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml:44
+msgid ""
+"Adds a [NavigationPolygon]. Returns an ID for use with [method "
+"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] "
+"is applied to the polygon. The optional [code]owner[/code] is used as return "
+"value for [method get_closest_point_owner]."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml:51
+msgid "Removes the [NavigationPolygon] with the given ID."
+msgstr ""
+
+#: doc/classes/Navigation2D.xml:59
+msgid ""
+"Sets the transform applied to the [NavigationPolygon] with the given ID."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:4
+msgid "A mesh to approximate the walkable areas and obstacles."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:7
+msgid ""
+"A navigation mesh is a collection of polygons that define which areas of an "
+"environment are traversable to aid agents in pathfinding through complicated "
+"spaces."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:17 doc/classes/NavigationPolygon.xml:49
+msgid ""
+"Adds a polygon using the indices of the vertices you get when calling "
+"[method get_vertices]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:23
+msgid ""
+"Clears the array of polygons, but it doesn't clear the array of vertices."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:30
+msgid ""
+"Initializes the navigation mesh by setting the vertices and indices "
+"according to a [Mesh]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:37
+msgid ""
+"Returns whether the specified [code]bit[/code] of the [member geometry/"
+"collision_mask] is set."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:44 doc/classes/NavigationPolygon.xml:81
+msgid ""
+"Returns a [PoolIntArray] containing the indices of the vertices of a created "
+"polygon."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:50
+msgid "Returns the number of polygons in the navigation mesh."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:56
+msgid ""
+"Returns a [PoolVector3Array] containing all the vertices being used to "
+"create the polygons."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:64
+msgid ""
+"If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
+"code] in the [member geometry/collision_mask].\n"
+"If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
+"code] in the [member geometry/collision_mask]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:72 doc/classes/NavigationPolygon.xml:121
+msgid ""
+"Sets the vertices that can be then indexed to create polygons with the "
+"[method add_polygon] method."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:78
+msgid ""
+"The minimum floor to ceiling height that will still allow the floor area to "
+"be considered walkable.\n"
+"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
+"multiple of [member cell/height]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:82
+msgid ""
+"The minimum ledge height that is considered to still be traversable.\n"
+"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
+"multiple of [member cell/height]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:86
+msgid "The maximum slope that is considered walkable, in degrees."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:89
+msgid ""
+"The distance to erode/shrink the walkable area of the heightfield away from "
+"obstructions.\n"
+"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
+"multiple of [member cell/size]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:93
+msgid "The Y axis cell size to use for fields."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:96
+msgid "The XZ plane cell size to use for fields."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:99
+msgid ""
+"The sampling distance to use when generating the detail mesh, in cell unit."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:102
+msgid ""
+"The maximum distance the detail mesh surface should deviate from "
+"heightfield, in cell unit."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:105
+msgid ""
+"The maximum distance a simplfied contour's border edges should deviate the "
+"original raw contour."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:108
+msgid ""
+"The maximum allowed length for contour edges along the border of the mesh.\n"
+"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
+"multiple of [member cell/size]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:112
+msgid ""
+"If [code]true[/code], marks walkable spans as not walkable if the clearance "
+"above the span is less than [member agent/height]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:115
+msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:118
+msgid ""
+"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
+"is within [member agent/max_climb] of a walkable neighbor."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:121
+msgid ""
+"The physics layers to scan for static colliders.\n"
+"Only used when [member geometry/parsed_geometry_type] is [constant "
+"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:125
+msgid ""
+"Determines which type of nodes will be parsed as geometry. See [enum "
+"ParsedGeometryType] for possible values."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:128
+msgid ""
+"The source of the geometry used when baking. See [enum SourceGeometryMode] "
+"for possible values."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:131
+msgid ""
+"The name of the group to scan for geometry.\n"
+"Only used when [member geometry/source_geometry_mode] is [constant "
+"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
+"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:135
+msgid ""
+"The maximum number of vertices allowed for polygons generated during the "
+"contour to polygon conversion process."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:138
+msgid ""
+"Any regions with a size smaller than this will be merged with larger regions "
+"if possible.\n"
+"[b]Note:[/b] This value will be squared to calculate the number of cells. "
+"For example, a value of 20 will set the number of cells to 400."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:142
+msgid ""
+"The minimum size of a region for it to be created.\n"
+"[b]Note:[/b] This value will be squared to calculate the minimum number of "
+"cells allowed to form isolated island areas. For example, a value of 8 will "
+"set the number of cells to 64."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:146
+msgid ""
+"Partitioning algorithm for creating the navigation mesh polys. See [enum "
+"SamplePartitionType] for possible values."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:151
+msgid ""
+"Watershed partitioning. Generally the best choice if you precompute the "
+"navigation mesh, use this if you have large open areas."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:154
+msgid ""
+"Monotone partitioning. Use this if you want fast navigation mesh generation."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:157
+msgid ""
+"Layer partitioning. Good choice to use for tiled navigation mesh with medium "
+"and small sized tiles."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:160
+msgid "Represents the size of the [enum SamplePartitionType] enum."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:163
+msgid ""
+"Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], "
+"and [GridMap] nodes."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:166
+msgid ""
+"Parses [StaticBody] colliders as geometry. The collider should be in any of "
+"the layers specified by [member geometry/collision_mask]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:169
+msgid ""
+"Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant "
+"PARSED_GEOMETRY_STATIC_COLLIDERS]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:172
+msgid "Represents the size of the [enum ParsedGeometryType] enum."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:175
+msgid ""
+"Scans the child nodes of [NavigationMeshInstance] recursively for geometry."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:178
+msgid ""
+"Scans nodes in a group and their child nodes recursively for geometry. The "
+"group is specified by [member geometry/source_group_name]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:181
+msgid ""
+"Uses nodes in a group for geometry. The group is specified by [member "
+"geometry/source_group_name]."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml:184
+msgid "Represents the size of the [enum SourceGeometryMode] enum."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml:4
+msgid "Node that instances navigation meshes into a scenario."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml:7
+msgid ""
+"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and "
+"adds it to the current scenario by creating an instance of it."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml:15
+msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]."
+msgstr ""
+
+#: doc/classes/NavigationMeshInstance.xml:18
+msgid "The [NavigationMesh] resource for the instance."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:4
+msgid ""
+"A node that has methods to draw outlines or use indices of vertices to "
+"create navigation polygons."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:7
+msgid ""
+"There are two ways to create polygons. Either by using the [method "
+"add_outline] method, or using the [method add_polygon] method.\n"
+"Using [method add_outline]:\n"
+"[codeblock]\n"
+"var polygon = NavigationPolygon.new()\n"
+"var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
+"50), Vector2(50, 0)])\n"
+"polygon.add_outline(outline)\n"
+"polygon.make_polygons_from_outlines()\n"
+"$NavigationPolygonInstance.navpoly = polygon\n"
+"[/codeblock]\n"
+"Using [method add_polygon] and indices of the vertices array.\n"
+"[codeblock]\n"
+"var polygon = NavigationPolygon.new()\n"
+"var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
+"50), Vector2(50, 0)])\n"
+"polygon.set_vertices(vertices)\n"
+"var indices = PoolIntArray([0, 1, 2, 3])\n"
+"polygon.add_polygon(indices)\n"
+"$NavigationPolygonInstance.navpoly = polygon\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:34
+msgid ""
+"Appends a [PoolVector2Array] that contains the vertices of an outline to the "
+"internal array that contains all the outlines. You have to call [method "
+"make_polygons_from_outlines] in order for this array to be converted to "
+"polygons that the engine will use."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:42
+msgid ""
+"Adds a [PoolVector2Array] that contains the vertices of an outline to the "
+"internal array that contains all the outlines at a fixed position. You have "
+"to call [method make_polygons_from_outlines] in order for this array to be "
+"converted to polygons that the engine will use."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:55
+msgid ""
+"Clears the array of the outlines, but it doesn't clear the vertices and the "
+"polygons that were created by them."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:61
+msgid ""
+"Clears the array of polygons, but it doesn't clear the array of outlines and "
+"vertices."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:68
+msgid ""
+"Returns a [PoolVector2Array] containing the vertices of an outline that was "
+"created in the editor or by script."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:74
+msgid ""
+"Returns the number of outlines that were created in the editor or by script."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:87
+msgid "Returns the count of all polygons."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:93
+msgid ""
+"Returns a [PoolVector2Array] containing all the vertices being used to "
+"create the polygons."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:99
+msgid "Creates polygons from the outlines added in the editor or by script."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:106
+msgid ""
+"Removes an outline created in the editor or by script. You have to call "
+"[method make_polygons_from_outlines] for the polygons to update."
+msgstr ""
+
+#: doc/classes/NavigationPolygon.xml:114
+msgid ""
+"Changes an outline created in the editor or by script. You have to call "
+"[method make_polygons_from_outlines] for the polygons to update."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:4
+msgid ""
+"PacketPeer implementation using the [url=http://enet.bespin.org/index."
+"html]ENet[/url] library."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:7
+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.\n"
+"ENet's purpose is to provide a relatively thin, simple and robust network "
+"communication layer on top of UDP (User Datagram Protocol).\n"
+"[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to "
+"make your server accessible on the public Internet, you only need to forward "
+"the server port in UDP. You can use the [UPNP] class to try to forward the "
+"server port automatically when starting the server."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:12
+#: doc/classes/NetworkedMultiplayerPeer.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/networking/"
+"high_level_multiplayer.html"
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:13
+msgid "http://enet.bespin.org/usergroup0.html"
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:20
+msgid ""
+"Closes the connection. Ignored if no connection is currently established. If "
+"this is a server it tries to notify all clients before forcibly "
+"disconnecting them. If this is a client it simply closes the connection to "
+"the server."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:31
+msgid ""
+"Create client that connects to a server at [code]address[/code] using "
+"specified [code]port[/code]. The given address needs to be either a fully "
+"qualified domain name (e.g. [code]\"www.example.com\"[/code]) or an IP "
+"address in IPv4 or IPv6 format (e.g. [code]\"192.168.1.1\"[/code]). The "
+"[code]port[/code] is the port the server is listening on. The "
+"[code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be "
+"used to limit the incoming and outgoing bandwidth to the given number of "
+"bytes per second. The default of 0 means unlimited bandwidth. Note that ENet "
+"will strategically drop packets on specific sides of a connection between "
+"peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth "
+"parameters also determine the window size of a connection which limits the "
+"amount of reliable packets that may be in transit at any given time. Returns "
+"[constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this "
+"NetworkedMultiplayerENet instance already has an open connection (in which "
+"case you need to call [method close_connection] first) or [constant "
+"ERR_CANT_CREATE] if the client could not be created. If [code]client_port[/"
+"code] is specified, the client will also listen to the given port; this is "
+"useful for some NAT traversal techniques."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:41
+msgid ""
+"Create server that listens to connections via [code]port[/code]. The port "
+"needs to be an available, unused port between 0 and 65535. Note that ports "
+"below 1024 are privileged and may require elevated permissions depending on "
+"the platform. To change the interface the server listens on, use [method "
+"set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which "
+"listens on all available interfaces. [code]max_clients[/code] is the maximum "
+"number of clients that are allowed at once, any number up to 4095 may be "
+"used, although the achievable number of simultaneous clients may be far "
+"lower and depends on the application. For additional details on the "
+"bandwidth parameters, see [method create_client]. Returns [constant OK] if a "
+"server was created, [constant ERR_ALREADY_IN_USE] if this "
+"NetworkedMultiplayerENet instance already has an open connection (in which "
+"case you need to call [method close_connection] first) or [constant "
+"ERR_CANT_CREATE] if the server could not be created."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:49
+msgid ""
+"Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
+"connection will be closed immediately without flushing queued messages."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:55
+msgid ""
+"Returns the channel of the last packet fetched via [method PacketPeer."
+"get_packet]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:61
+msgid ""
+"Returns the channel of the next packet that will be retrieved via [method "
+"PacketPeer.get_packet]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:68
+#: modules/websocket/doc_classes/WebSocketServer.xml:27
+msgid "Returns the IP address of the given peer."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:75
+#: modules/websocket/doc_classes/WebSocketServer.xml:34
+msgid "Returns the remote port of the given peer."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:82
+msgid ""
+"The IP used when creating a server. This is set to the wildcard [code]\"*\"[/"
+"code] by default, which binds to all available interfaces. The given IP "
+"needs to be in IPv4 or IPv6 address format, for example: "
+"[code]\"192.168.1.1\"[/code]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:89
+msgid ""
+"Configure the [X509Certificate] to use when [member use_dtls] is [code]true[/"
+"code]. For servers, you must also setup the [CryptoKey] via [method "
+"set_dtls_key]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:96
+msgid ""
+"Configure the [CryptoKey] to use when [member use_dtls] is [code]true[/"
+"code]. Remember to also call [method set_dtls_certificate] to setup your "
+"[X509Certificate]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:106
+msgid ""
+"Sets the timeout parameters for a peer.The timeout parameters control how "
+"and when a peer will timeout from a failure to acknowledge reliable traffic. "
+"Timeout values are expressed in milliseconds.\n"
+"The [code]timeout_limit[/code] is a factor that, multiplied by a value based "
+"on the average round trip time, will determine the timeout limit for a "
+"reliable packet. When that limit is reached, the timeout will be doubled, "
+"and the peer will be disconnected if that limit has reached "
+"[code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the "
+"other hand, defines a fixed timeout for which any packet must be "
+"acknowledged or the peer will be dropped."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:113
+msgid ""
+"Enforce ordered packets when using [constant NetworkedMultiplayerPeer."
+"TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant "
+"NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the "
+"only way to use ordering with the RPC system."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:116
+msgid ""
+"The number of channels to be used by ENet. Channels are used to separate "
+"different kinds of data. In reliable or ordered mode, for example, the "
+"packet delivery order is ensured on a per-channel basis. This is done to "
+"combat latency and reduces ordering restrictions on packets. The delivery "
+"status of a packet in one channel won't stall the delivery of other packets "
+"in another channel."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:119
+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.\n"
+"[b]Note:[/b] Most games' network design involve sending many small packets "
+"frequently (smaller than 4 KB each). If in doubt, it is recommended to keep "
+"the default compression algorithm as it works best on these small packets.\n"
+"[b]Note:[/b] [member compression_mode] must be set to the same value on both "
+"the server and all its clients. Clients will fail to connect if the [member "
+"compression_mode] set on the client differs from the one set on the server. "
+"Prior to Godot 3.4, the default [member compression_mode] was [constant "
+"COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and "
+"server is not recommended and not officially supported."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:124
+msgid ""
+"The hostname used for DTLS verification, to be compared against the \"CN\" "
+"value in the certificate provided by the server.\n"
+"When set to an empty string, the [code]address[/code] parameter passed to "
+"[method create_client] is used instead."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:128
+msgid ""
+"Enable or disable certificate verification when [member use_dtls] "
+"[code]true[/code]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:132
+msgid ""
+"Enable or disable the server feature that notifies clients of other peers' "
+"connection/disconnection, and relays messages between them. When this option "
+"is [code]false[/code], clients won't be automatically notified of other "
+"peers and won't be able to send them packets through the server."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:135
+msgid ""
+"Set the default channel to be used to transfer data. By default, this value "
+"is [code]-1[/code] which means that ENet will only use 2 channels: one for "
+"reliable packets, and one for unreliable packets. The channel [code]0[/code] "
+"is reserved and cannot be used. Setting this member to any value between "
+"[code]0[/code] and [member channel_count] (excluded) will force ENet to use "
+"that channel for sending data. See [member channel_count] for more "
+"information about ENet channels."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:139
+msgid ""
+"When enabled, the client or server created by this peer, will use "
+"[PacketPeerDTLS] instead of raw UDP sockets for communicating with the "
+"remote peer. This will make the communication encrypted with DTLS at the "
+"cost of higher resource usage and potentially larger packet size.\n"
+"[b]Note:[/b] When creating a DTLS server, make sure you setup the key/"
+"certificate pair via [method set_dtls_key] and [method "
+"set_dtls_certificate]. For DTLS clients, have a look at the [member "
+"dtls_verify] option, and configure the certificate accordingly via [method "
+"set_dtls_certificate]."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:145
+msgid ""
+"No compression. This uses the most bandwidth, but has the upside of "
+"requiring the fewest CPU resources. This option may also be used to make "
+"network debugging using tools like Wireshark easier."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:148
+msgid ""
+"ENet's built-in range encoding. Works well on small packets, but is not the "
+"most efficient algorithm on packets larger than 4 KB."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:151
+msgid ""
+"[url=http://fastlz.org/]FastLZ[/url] compression. This option uses less CPU "
+"resources compared to [constant COMPRESS_ZLIB], at the expense of using more "
+"bandwidth."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:154
+msgid ""
+"[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less "
+"bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using "
+"more CPU resources. Note that this algorithm is not very efficient on "
+"packets smaller than 4 KB. Therefore, it's recommended to use other "
+"compression algorithms in most cases."
+msgstr ""
+
+#: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:157
+msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:4
+msgid "A high-level network interface to simplify multiplayer interactions."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:7
+msgid ""
+"Manages the connection to network peers. Assigns unique IDs to each client "
+"connected to the server. See also [MultiplayerAPI].\n"
+"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
+"detail and isn't meant to be used by non-Godot servers. It may change "
+"without notice."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:12
+msgid "https://godotengine.org/asset-library/asset/537"
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:18
+msgid ""
+"Returns the current state of the connection. See [enum ConnectionStatus]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:24
+msgid ""
+"Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent "
+"packet."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:30
+msgid "Returns the ID of this [NetworkedMultiplayerPeer]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:36
+msgid "Waits up to 1 second to receive a new network event."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:43
+msgid ""
+"Sets the peer to which packets will be sent.\n"
+"The [code]id[/code] can be one of: [constant TARGET_PEER_BROADCAST] to send "
+"to all connected peers, [constant TARGET_PEER_SERVER] to send to the peer "
+"acting as server, a valid peer ID to send to that specific peer, a negative "
+"peer ID to send to all peers except that one. By default, the target peer is "
+"[constant TARGET_PEER_BROADCAST]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:50
+msgid ""
+"If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new "
+"connections."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:53
+msgid ""
+"The manner in which to send packets to the [code]target_peer[/code]. See "
+"[enum TransferMode]."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:59
+msgid "Emitted when a connection attempt fails."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:64
+msgid "Emitted when a connection attempt succeeds."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:70
+msgid "Emitted by the server when a client connects."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:76
+msgid "Emitted by the server when a client disconnects."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:81
+msgid "Emitted by clients when the server disconnects."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:87
+msgid ""
+"Packets are not acknowledged, no resend attempts are made for lost packets. "
+"Packets may arrive in any order. Potentially faster than [constant "
+"TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always "
+"consider whether the order matters."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:90
+msgid ""
+"Packets are not acknowledged, no resend attempts are made for lost packets. "
+"Packets are received in the order they were sent in. Potentially faster than "
+"[constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that "
+"would be outdated if received late due to resend attempt(s) anyway, for "
+"example movement and positional data."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:93
+msgid ""
+"Packets must be received and resend attempts should be made until the "
+"packets are acknowledged. Packets must be received in the order they were "
+"sent in. Most reliable transfer mode, but potentially the slowest due to the "
+"overhead. Use for critical data that must be transmitted and arrive in "
+"order, for example an ability being triggered or a chat message. Consider "
+"carefully if the information really is critical, and use sparingly."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:96
+msgid "The ongoing connection disconnected."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:99
+msgid "A connection attempt is ongoing."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:102
+msgid "The connection attempt succeeded."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:105
+msgid "Packets are sent to the server and then redistributed to other peers."
+msgstr ""
+
+#: doc/classes/NetworkedMultiplayerPeer.xml:108
+msgid "Packets are sent to the server alone."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:4
+msgid ""
+"Scalable texture-based frame that tiles the texture's centers and sides, but "
+"keeps the corners' original size. Perfect for panels and dialog boxes."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:7
+msgid ""
+"Also known as 9-slice panels, NinePatchRect produces clean panels of any "
+"size, based on a small texture. To do so, it splits the texture in a 3×3 "
+"grid. When you scale the node, it tiles the texture's sides horizontally or "
+"vertically, the center on both axes but it doesn't scale or tile the corners."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:16
+msgid ""
+"Returns the size of the margin identified by the given [enum Margin] "
+"constant."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:24
+msgid ""
+"Sets the size of the margin identified by the given [enum Margin] constant "
+"to [code]value[/code] in pixels."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:30
+msgid ""
+"The stretch mode to use for horizontal stretching/tiling. See [enum "
+"NinePatchRect.AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:33
+msgid ""
+"The stretch mode to use for vertical stretching/tiling. See [enum "
+"NinePatchRect.AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:36
+msgid ""
+"If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's "
+"borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:40
+msgid ""
+"The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's "
+"bottom corners and side will have a height of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:43
+msgid ""
+"The width of the 9-slice's left column. A margin of 16 means the 9-slice's "
+"left corners and side will have a width of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:46
+msgid ""
+"The width of the 9-slice's right column. A margin of 16 means the 9-slice's "
+"right corners and side will have a width of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:49
+msgid ""
+"The height of the 9-slice's top row. A margin of 16 means the 9-slice's top "
+"corners and side will have a height of 16 pixels. You can set all 4 margin "
+"values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:52
+msgid ""
+"Rectangular region of the texture to sample from. If you're working with an "
+"atlas, use this property to define the area the 9-slice should use. All "
+"other properties are relative to this one. If the rect is empty, "
+"NinePatchRect will use the whole texture."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:55
+msgid "The node's texture resource."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:61
+msgid "Emitted when the node's texture changes."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:67
+msgid ""
+"Stretches the center texture across the NinePatchRect. This may cause the "
+"texture to be distorted."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:70
+msgid ""
+"Repeats the center texture across the NinePatchRect. This won't cause any "
+"visible distortion. The texture must be seamless for this to work without "
+"displaying artifacts between edges.\n"
+"[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
+"GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
+msgstr ""
+
+#: doc/classes/NinePatchRect.xml:74
+msgid ""
+"Repeats the center texture across the NinePatchRect, but will also stretch "
+"the texture to make sure each tile is visible in full. This may cause the "
+"texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. "
+"The texture must be seamless for this to work without displaying artifacts "
+"between edges.\n"
+"[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
+"GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
+msgstr ""
+
+#: doc/classes/Node.xml:4
+msgid "Base class for all [i]scene[/i] objects."
+msgstr ""
+
+#: doc/classes/Node.xml:7
+msgid ""
+"Nodes are Godot's building blocks. They can be assigned as the child of "
+"another node, resulting in a tree arrangement. A given node can contain any "
+"number of nodes as children with the requirement that all siblings (direct "
+"children of a node) should have unique names.\n"
+"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk "
+"and then instanced into other scenes. This allows for very high flexibility "
+"in the architecture and data model of Godot projects.\n"
+"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a "
+"node is added to the scene tree, it receives the [constant "
+"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback "
+"is triggered. Child nodes are always added [i]after[/i] their parent node, i."
+"e. the [method _enter_tree] callback of a parent node will be triggered "
+"before its child's.\n"
+"Once all nodes have been added in the scene tree, they receive the [constant "
+"NOTIFICATION_READY] notification and their respective [method _ready] "
+"callbacks are triggered. For groups of nodes, the [method _ready] callback "
+"is called in reverse order, starting with the children and moving up to the "
+"parent nodes.\n"
+"This means that when adding a node to the scene tree, the following order "
+"will be used for the callbacks: [method _enter_tree] of the parent, [method "
+"_enter_tree] of the children, [method _ready] of the children and finally "
+"[method _ready] of the parent (recursively for the entire scene tree).\n"
+"[b]Processing:[/b] Nodes can override the \"process\" state, so that they "
+"receive a callback on each frame requesting them to process (do something). "
+"Normal processing (callback [method _process], toggled with [method "
+"set_process]) happens as fast as possible and is dependent on the frame "
+"rate, so the processing time [i]delta[/i] (in seconds) is passed as an "
+"argument. Physics processing (callback [method _physics_process], toggled "
+"with [method set_physics_process]) happens a fixed number of times per "
+"second (60 by default) and is useful for code related to the physics "
+"engine.\n"
+"Nodes can also process input events. When present, the [method _input] "
+"function will be called for each input that the program receives. In many "
+"cases, this can be overkill (unless used for simple projects), and the "
+"[method _unhandled_input] function might be preferred; it is called when the "
+"input event was not handled by anyone else (typically, GUI [Control] nodes), "
+"ensuring that the node only receives the events that were meant for it.\n"
+"To keep track of the scene hierarchy (especially when instancing scenes into "
+"other scenes), an \"owner\" can be set for the node with the [member owner] "
+"property. This keeps track of who instanced what. This is mostly useful when "
+"writing editors and tools, though.\n"
+"Finally, when a node is freed with [method Object.free] or [method "
+"queue_free], it will also free all its children.\n"
+"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy "
+"to manage, you could create groups like \"enemies\" or \"collectables\" for "
+"example, depending on your game. See [method add_to_group], [method "
+"is_in_group] and [method remove_from_group]. You can then retrieve all nodes "
+"in these groups, iterate them and even call methods on groups via the "
+"methods on [SceneTree].\n"
+"[b]Networking with nodes:[/b] After connecting to a server (or making one, "
+"see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC "
+"(remote procedure call) system to communicate over the network. By calling "
+"[method rpc] with a method name, it will be called locally and in all "
+"connected peers (peers = clients and the server that accepts connections). "
+"To identify which node receives the RPC call, Godot will use its [NodePath] "
+"(make sure node names are the same on all peers). Also, take a look at the "
+"high-level networking tutorial and corresponding demos."
+msgstr ""
+
+#: doc/classes/Node.xml:20
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/step_by_step/"
+"scenes_and_nodes.html"
+msgstr ""
+
+#: doc/classes/Node.xml:21
+msgid "https://github.com/godotengine/godot-demo-projects/"
+msgstr ""
+
+#: doc/classes/Node.xml:27
+msgid ""
+"Called when the node enters the [SceneTree] (e.g. upon instancing, scene "
+"changing, or after calling [method add_child] in a script). If the node has "
+"children, its [method _enter_tree] callback will be called first, and then "
+"that of the children.\n"
+"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in "
+"[method Object._notification]."
+msgstr ""
+
+#: doc/classes/Node.xml:34
+msgid ""
+"Called when the node is about to leave the [SceneTree] (e.g. upon freeing, "
+"scene changing, or after calling [method remove_child] in a script). If the "
+"node has children, its [method _exit_tree] callback will be called last, "
+"after all its children have left the tree.\n"
+"Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method "
+"Object._notification] and signal [signal tree_exiting]. To get notified when "
+"the node has already left the active tree, connect to the [signal "
+"tree_exited]."
+msgstr ""
+
+#: doc/classes/Node.xml:41
+msgid ""
+"The string returned from this method is displayed as a warning in the Scene "
+"Dock if the script that overrides it is a [code]tool[/code] script.\n"
+"Returning an empty string produces no warning.\n"
+"Call [method update_configuration_warning] when the warning needs to be "
+"updated for this node."
+msgstr ""
+
+#: doc/classes/Node.xml:50
+msgid ""
+"Called when there is an input event. The input event propagates up through "
+"the node tree until a node consumes it.\n"
+"It is only called if input processing is enabled, which is done "
+"automatically if this method is overridden, and can be toggled with [method "
+"set_process_input].\n"
+"To consume the input event and stop it propagating further to other nodes, "
+"[method SceneTree.set_input_as_handled] can be called.\n"
+"For gameplay input, [method _unhandled_input] and [method "
+"_unhandled_key_input] are usually a better fit as they allow the GUI to "
+"intercept the events first.\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml:61
+msgid ""
+"Called during the physics processing step of the main loop. Physics "
+"processing means that the frame rate is synced to the physics, i.e. the "
+"[code]delta[/code] variable should be constant. [code]delta[/code] is in "
+"seconds.\n"
+"It is only called if physics processing is enabled, which is done "
+"automatically if this method is overridden, and can be toggled with [method "
+"set_physics_process].\n"
+"Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in "
+"[method Object._notification].\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml:71
+msgid ""
+"Called during the processing step of the main loop. Processing happens at "
+"every frame and as fast as possible, so the [code]delta[/code] time since "
+"the previous frame is not constant. [code]delta[/code] is in seconds.\n"
+"It is only called if processing is enabled, which is done automatically if "
+"this method is overridden, and can be toggled with [method set_process].\n"
+"Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method "
+"Object._notification].\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml:80
+msgid ""
+"Called when the node is \"ready\", i.e. when both the node and its children "
+"have entered the scene tree. If the node has children, their [method _ready] "
+"callbacks get triggered first, and the parent node will receive the ready "
+"notification afterwards.\n"
+"Corresponds to the [constant NOTIFICATION_READY] notification in [method "
+"Object._notification]. See also the [code]onready[/code] keyword for "
+"variables.\n"
+"Usually used for initialization. For even earlier initialization, [method "
+"Object._init] may be used. See also [method _enter_tree].\n"
+"[b]Note:[/b] [method _ready] may be called only once for each node. After "
+"removing a node from the scene tree and adding again, [code]_ready[/code] "
+"will not be called for the second time. This can be bypassed with requesting "
+"another call with [method request_ready], which may be called anywhere "
+"before adding the node again."
+msgstr ""
+
+#: doc/classes/Node.xml:90
+msgid ""
+"Called when an [InputEvent] hasn't been consumed by [method _input] or any "
+"GUI. The input event propagates up through the node tree until a node "
+"consumes it.\n"
+"It is only called if unhandled input processing is enabled, which is done "
+"automatically if this method is overridden, and can be toggled with [method "
+"set_process_unhandled_input].\n"
+"To consume the input event and stop it propagating further to other nodes, "
+"[method SceneTree.set_input_as_handled] can be called.\n"
+"For gameplay input, this and [method _unhandled_key_input] are usually a "
+"better fit than [method _input] as they allow the GUI to intercept the "
+"events first.\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml:101
+msgid ""
+"Called when an [InputEventKey] hasn't been consumed by [method _input] or "
+"any GUI. The input event propagates up through the node tree until a node "
+"consumes it.\n"
+"It is only called if unhandled key input processing is enabled, which is "
+"done automatically if this method is overridden, and can be toggled with "
+"[method set_process_unhandled_key_input].\n"
+"To consume the input event and stop it propagating further to other nodes, "
+"[method SceneTree.set_input_as_handled] can be called.\n"
+"For gameplay input, this and [method _unhandled_input] are usually a better "
+"fit than [method _input] as they allow the GUI to intercept the events "
+"first.\n"
+"[b]Note:[/b] This method is only called if the node is present in the scene "
+"tree (i.e. if it's not orphan)."
+msgstr ""
+
+#: doc/classes/Node.xml:113
+msgid ""
+"Adds a child node. Nodes can have any number of children, but every child "
+"must have a unique name. Child nodes are automatically deleted when the "
+"parent node is deleted, so an entire scene can be removed by deleting its "
+"topmost node.\n"
+"If [code]legible_unique_name[/code] is [code]true[/code], the child node "
+"will have a human-readable name based on the name of the node being "
+"instanced instead of its type.\n"
+"[b]Note:[/b] If the child node already has a parent, the function will fail. "
+"Use [method remove_child] first to remove the node from its current parent. "
+"For example:\n"
+"[codeblock]\n"
+"if child_node.get_parent():\n"
+" child_node.get_parent().remove_child(child_node)\n"
+"add_child(child_node)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
+"must set [member owner] in addition to calling [method add_child]. This is "
+"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/"
+"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://"
+"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor "
+"plugins[/url]. If [method add_child] is called without setting [member "
+"owner], the newly added [Node] will not be visible in the scene tree, though "
+"it will be visible in the 2D/3D view."
+msgstr ""
+
+#: doc/classes/Node.xml:130
+msgid ""
+"Adds [code]child_node[/code] as a child. The child is placed below the given "
+"[code]node[/code] in the list of children.\n"
+"If [code]legible_unique_name[/code] is [code]true[/code], the child node "
+"will have a human-readable name based on the name of the node being "
+"instanced instead of its type."
+msgstr ""
+
+#: doc/classes/Node.xml:139
+msgid ""
+"Adds the node to a group. Groups are helpers to name and organize a subset "
+"of nodes, for example \"enemies\" or \"collectables\". A node can be in any "
+"number of groups. Nodes can be assigned a group at any time, but will not be "
+"added until they are inside the scene tree (see [method is_inside_tree]). "
+"See notes in the description, and the group methods in [SceneTree].\n"
+"The [code]persistent[/code] option is used when packing node to "
+"[PackedScene] and saving to file. Non-persistent groups aren't stored.\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 ""
+
+#: doc/classes/Node.xml:147
+msgid ""
+"Returns [code]true[/code] if the node can process while the scene tree is "
+"paused (see [member pause_mode]). Always returns [code]true[/code] if the "
+"scene tree is not paused, and [code]false[/code] if the node is not in the "
+"tree."
+msgstr ""
+
+#: doc/classes/Node.xml:154
+msgid ""
+"Duplicates the node, returning a new node.\n"
+"You can fine-tune the behavior using the [code]flags[/code] (see [enum "
+"DuplicateFlags]).\n"
+"[b]Note:[/b] It will not work properly if the node contains a script with "
+"constructor arguments (i.e. needs to supply arguments to [method Object."
+"_init] method). In that case, the node will be duplicated without a script."
+msgstr ""
+
+#: doc/classes/Node.xml:165
+msgid ""
+"Finds a descendant of this 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.\n"
+"If [code]owned[/code] is [code]true[/code], this method only finds nodes "
+"whose owner is this node. This is especially important for scenes "
+"instantiated through a script, because those scenes don't have an owner.\n"
+"[b]Note:[/b] As this method walks through all the descendants of the node, "
+"it is the slowest way to get a reference to another node. Whenever possible, "
+"consider using [method get_node] instead. To avoid using [method find_node] "
+"too often, consider caching the node reference into a variable."
+msgstr ""
+
+#: doc/classes/Node.xml:175
+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.\n"
+"[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow "
+"in large, deeply nested scene trees. Whenever possible, consider using "
+"[method get_node] instead. To avoid using [method find_parent] too often, "
+"consider caching the node reference into a variable."
+msgstr ""
+
+#: doc/classes/Node.xml:184
+msgid ""
+"Returns a child node by its index (see [method get_child_count]). This "
+"method is often used for iterating all children of a node.\n"
+"To access a child node via its name, use [method get_node]."
+msgstr ""
+
+#: doc/classes/Node.xml:191
+msgid "Returns the number of child nodes."
+msgstr ""
+
+#: doc/classes/Node.xml:197
+msgid "Returns an array of references to node's children."
+msgstr ""
+
+#: doc/classes/Node.xml:203
+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.\n"
+"[b]Note:[/b] The engine uses some group names internally (all starting with "
+"an underscore). To avoid conflicts with internal groups, do not add custom "
+"groups whose name starts with an underscore. To exclude internal groups "
+"while looping over [method get_groups], use the following snippet:\n"
+"[codeblock]\n"
+"# Stores the node's non-internal groups only (as an array of Strings).\n"
+"var non_internal_groups = []\n"
+"for group in get_groups():\n"
+" if not group.begins_with(\"_\"):\n"
+" non_internal_groups.push_back(group)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml:218
+msgid ""
+"Returns the node's index, i.e. its position among the siblings of its parent."
+msgstr ""
+
+#: doc/classes/Node.xml:224
+msgid ""
+"Returns the peer ID of the network master for this node. See [method "
+"set_network_master]."
+msgstr ""
+
+#: doc/classes/Node.xml:231
+msgid ""
+"Fetches a node. The [NodePath] can be either a relative path (from the "
+"current node) or an absolute path (in the scene tree) to a node. If the path "
+"does not exist, a [code]null instance[/code] is returned and an error is "
+"logged. Attempts to access methods on the return value will result in an "
+"\"Attempt to call <method> on a null instance.\" error.\n"
+"[b]Note:[/b] Fetching absolute paths only works when the node is inside the "
+"scene tree (see [method is_inside_tree]).\n"
+"[b]Example:[/b] Assume your current node is Character and the following "
+"tree:\n"
+"[codeblock]\n"
+"/root\n"
+"/root/Character\n"
+"/root/Character/Sword\n"
+"/root/Character/Backpack/Dagger\n"
+"/root/MyGame\n"
+"/root/Swamp/Alligator\n"
+"/root/Swamp/Mosquito\n"
+"/root/Swamp/Goblin\n"
+"[/codeblock]\n"
+"Possible paths are:\n"
+"[codeblock]\n"
+"get_node(\"Sword\")\n"
+"get_node(\"Backpack/Dagger\")\n"
+"get_node(\"../Swamp/Alligator\")\n"
+"get_node(\"/root/MyGame\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml:257
+msgid ""
+"Fetches a node and one of its resources as specified by the [NodePath]'s "
+"subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested "
+"resources are specified in the [NodePath], the last one will be fetched.\n"
+"The return value is an array of size 3: the first index points to the [Node] "
+"(or [code]null[/code] if not found), the second index points to the "
+"[Resource] (or [code]null[/code] if not found), and the third index is the "
+"remaining [NodePath], if any.\n"
+"For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid "
+"node and that its [code]shape[/code] property has been assigned a "
+"[RectangleShape2D] resource, one could have this kind of output:\n"
+"[codeblock]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
+"[[CollisionShape2D:1161], Null, ]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # "
+"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
+"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # "
+"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml:271
+msgid ""
+"Similar to [method get_node], but does not log an error if [code]path[/code] "
+"does not point to a valid [Node]."
+msgstr ""
+
+#: doc/classes/Node.xml:277
+msgid ""
+"Returns the parent node of the current node, or a [code]null instance[/code] "
+"if the node lacks a parent."
+msgstr ""
+
+#: doc/classes/Node.xml:283
+msgid ""
+"Returns the absolute path of the current node. This only works if the "
+"current node is inside the scene tree (see [method is_inside_tree])."
+msgstr ""
+
+#: doc/classes/Node.xml:290
+msgid ""
+"Returns the relative [NodePath] from this node to the specified [code]node[/"
+"code]. Both nodes must be in the same scene or the function will fail."
+msgstr ""
+
+#: doc/classes/Node.xml:296
+msgid ""
+"Returns the time elapsed (in seconds) since the last physics-bound frame "
+"(see [method _physics_process]). This is always a constant value in physics "
+"processing unless the frames per second is changed via [member Engine."
+"iterations_per_second]."
+msgstr ""
+
+#: doc/classes/Node.xml:302
+msgid ""
+"Returns the node's order in the scene tree branch. For example, if called on "
+"the first child node the position is [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Node.xml:308
+msgid ""
+"Returns the time elapsed (in seconds) since the last process callback. This "
+"value may vary from frame to frame."
+msgstr ""
+
+#: doc/classes/Node.xml:314
+msgid ""
+"Returns [code]true[/code] if this is an instance load placeholder. See "
+"[InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/Node.xml:320
+msgid "Returns the [SceneTree] that contains this node."
+msgstr ""
+
+#: doc/classes/Node.xml:326
+msgid "Returns the node's [Viewport]."
+msgstr ""
+
+#: doc/classes/Node.xml:333
+msgid ""
+"Returns [code]true[/code] if the node that the [NodePath] points to exists."
+msgstr ""
+
+#: doc/classes/Node.xml:340
+msgid ""
+"Returns [code]true[/code] if the [NodePath] points to a valid node and its "
+"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:"
+"shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive "
+"math types) are not considered resources."
+msgstr ""
+
+#: doc/classes/Node.xml:347
+msgid ""
+"Returns [code]true[/code] if the given node is a direct or indirect child of "
+"the current node."
+msgstr ""
+
+#: doc/classes/Node.xml:353
+msgid ""
+"Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
+"dock."
+msgstr ""
+
+#: doc/classes/Node.xml:360
+msgid ""
+"Returns [code]true[/code] if the given node occurs later in the scene "
+"hierarchy than the current node."
+msgstr ""
+
+#: doc/classes/Node.xml:367
+msgid ""
+"Returns [code]true[/code] if this node is in the specified group. See notes "
+"in the description, and the group methods in [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml:373
+msgid ""
+"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml:379
+msgid ""
+"Returns [code]true[/code] if the local system is the master of this node."
+msgstr ""
+
+#: doc/classes/Node.xml:385
+msgid ""
+"Returns [code]true[/code] if physics processing is enabled (see [method "
+"set_physics_process])."
+msgstr ""
+
+#: doc/classes/Node.xml:391
+msgid ""
+"Returns [code]true[/code] if internal physics processing is enabled (see "
+"[method set_physics_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml:397
+msgid ""
+"Returns [code]true[/code] if processing is enabled (see [method "
+"set_process])."
+msgstr ""
+
+#: doc/classes/Node.xml:403
+msgid ""
+"Returns [code]true[/code] if the node is processing input (see [method "
+"set_process_input])."
+msgstr ""
+
+#: doc/classes/Node.xml:409
+msgid ""
+"Returns [code]true[/code] if internal processing is enabled (see [method "
+"set_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml:415
+msgid ""
+"Returns [code]true[/code] if the node is processing unhandled input (see "
+"[method set_process_unhandled_input])."
+msgstr ""
+
+#: doc/classes/Node.xml:421
+msgid ""
+"Returns [code]true[/code] if the node is processing unhandled key input (see "
+"[method set_process_unhandled_key_input])."
+msgstr ""
+
+#: doc/classes/Node.xml:429
+msgid ""
+"Moves a child node to a different position (order) among the other children. "
+"Since calls, signals, etc are performed by tree order, changing the order of "
+"children nodes may be useful."
+msgstr ""
+
+#: doc/classes/Node.xml:435
+msgid ""
+"Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. "
+"Works only in debug builds."
+msgstr ""
+
+#: doc/classes/Node.xml:441
+msgid ""
+"Prints the tree to stdout. Used mainly for debugging purposes. This version "
+"displays the path relative to the current node, and is good for copy/pasting "
+"into the [method get_node] function.\n"
+"[b]Example output:[/b]\n"
+"[codeblock]\n"
+"TheGame\n"
+"TheGame/Menu\n"
+"TheGame/Menu/Label\n"
+"TheGame/Menu/Camera2D\n"
+"TheGame/SplashScreen\n"
+"TheGame/SplashScreen/Camera2D\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml:456
+msgid ""
+"Similar to [method print_tree], this prints the tree to stdout. This version "
+"displays a more graphical representation similar to what is displayed in the "
+"scene inspector. It is useful for inspecting larger trees.\n"
+"[b]Example output:[/b]\n"
+"[codeblock]\n"
+" ┖╴TheGame\n"
+" ┠╴Menu\n"
+" ┃ ┠╴Label\n"
+" ┃ ┖╴Camera2D\n"
+" ┖╴SplashScreen\n"
+" ┖╴Camera2D\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Node.xml:474
+msgid ""
+"Calls the given method (if present) with the arguments given in [code]args[/"
+"code] on this node and recursively on all its children. If the "
+"[code]parent_first[/code] argument is [code]true[/code], the method will be "
+"called on the current node first, then on all its children. If "
+"[code]parent_first[/code] is [code]false[/code], the children will be called "
+"first."
+msgstr ""
+
+#: doc/classes/Node.xml:481
+msgid ""
+"Notifies the current node and all its children recursively by calling "
+"[method Object.notification] on all of them."
+msgstr ""
+
+#: doc/classes/Node.xml:487
+msgid ""
+"Queues a node for deletion at the end of the current frame. When deleted, "
+"all of its child nodes will be deleted as well. This method ensures it's "
+"safe to delete the node, contrary to [method Object.free]. Use [method "
+"Object.is_queued_for_deletion] to check whether a node will be deleted at "
+"the end of the frame.\n"
+"[b]Important:[/b] If you have a variable pointing to a node, it will [i]not[/"
+"i] be assigned to [code]null[/code] once the node is freed. Instead, it will "
+"point to a [i]previously freed instance[/i] and you should validate it with "
+"[method @GDScript.is_instance_valid] before attempting to call its methods "
+"or access its properties."
+msgstr ""
+
+#: doc/classes/Node.xml:494
+msgid ""
+"Moves this node to the bottom of parent node's children hierarchy. This is "
+"often useful in GUIs ([Control] nodes), because their order of drawing "
+"depends on their order in the tree. The top Node is drawn first, then any "
+"siblings below the top Node in the hierarchy are successively drawn on top "
+"of it. After using [code]raise[/code], a Control will be drawn on top of its "
+"siblings."
+msgstr ""
+
+#: doc/classes/Node.xml:500
+msgid ""
+"Removes a node and sets all its children as children of the parent node (if "
+"it exists). All event subscriptions that pass by the removed node will be "
+"unsubscribed."
+msgstr ""
+
+#: doc/classes/Node.xml:507
+msgid ""
+"Removes a child node. The node is NOT deleted and must be deleted manually.\n"
+"[b]Note:[/b] This function may set the [member owner] of the removed Node "
+"(or its descendants) to be [code]null[/code], if that [member owner] is no "
+"longer a parent or ancestor."
+msgstr ""
+
+#: doc/classes/Node.xml:515
+msgid ""
+"Removes a node from a group. See notes in the description, and the group "
+"methods in [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml:523
+msgid ""
+"Replaces a node in a scene by the given one. Subscriptions that pass through "
+"this node will be lost.\n"
+"Note that the replaced node is not automatically freed, so you either need "
+"to keep it in a variable for later use or free it using [method Object.free]."
+msgstr ""
+
+#: doc/classes/Node.xml:530
+msgid ""
+"Requests that [code]_ready[/code] be called again. Note that the method "
+"won't be called immediately, but is scheduled for when the node is added to "
+"the scene tree again (see [method _ready]). [code]_ready[/code] is called "
+"only for the node which requested it, which means that you need to request "
+"ready for each child if you want them to call [code]_ready[/code] too (in "
+"which case, [code]_ready[/code] will be called in the same order as it would "
+"normally)."
+msgstr ""
+
+#: doc/classes/Node.xml:537
+msgid ""
+"Sends a remote procedure call request for the given [code]method[/code] to "
+"peers on the network (and locally), optionally sending all additional "
+"arguments as arguments to the method called by the RPC. The call request "
+"will only be received by nodes with the same [NodePath], including the exact "
+"same node name. Behaviour depends on the RPC configuration for the given "
+"method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
+"See also [method rset] and [method rset_config] for properties. Returns an "
+"empty [Variant].\n"
+"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
+"[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
+"to keep track of the connection state, either by the [SceneTree] signals "
+"like [code]server_disconnected[/code] or by checking [code]SceneTree."
+"network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]."
+msgstr ""
+
+#: doc/classes/Node.xml:546
+msgid ""
+"Changes the RPC mode for the given [code]method[/code] to the given "
+"[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is "
+"annotating methods and properties with the corresponding keywords "
+"([code]remote[/code], [code]master[/code], [code]puppet[/code], "
+"[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). "
+"By default, methods are not exposed to networking (and RPCs). See also "
+"[method rset] and [method rset_config] for properties."
+msgstr ""
+
+#: doc/classes/Node.xml:554
+msgid ""
+"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
+"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty "
+"[Variant]."
+msgstr ""
+
+#: doc/classes/Node.xml:561
+msgid ""
+"Sends a [method rpc] using an unreliable protocol. Returns an empty "
+"[Variant]."
+msgstr ""
+
+#: doc/classes/Node.xml:569
+msgid ""
+"Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
+"using an unreliable protocol (see [method NetworkedMultiplayerPeer."
+"set_target_peer]). Returns an empty [Variant]."
+msgstr ""
+
+#: doc/classes/Node.xml:577
+msgid ""
+"Remotely changes a property's value on other peers (and locally). Behaviour "
+"depends on the RPC configuration for the given property, see [method "
+"rset_config]. See also [method rpc] for RPCs for methods, most information "
+"applies to this method as well."
+msgstr ""
+
+#: doc/classes/Node.xml:585
+msgid ""
+"Changes the RPC mode for the given [code]property[/code] to the given "
+"[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is "
+"annotating methods and properties with the corresponding keywords "
+"([code]remote[/code], [code]master[/code], [code]puppet[/code], "
+"[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). "
+"By default, properties are not exposed to networking (and RPCs). See also "
+"[method rpc] and [method rpc_config] for methods."
+msgstr ""
+
+#: doc/classes/Node.xml:594
+msgid ""
+"Remotely changes the property's value on a specific peer identified by "
+"[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])."
+msgstr ""
+
+#: doc/classes/Node.xml:602
+msgid ""
+"Remotely changes the property's value on other peers (and locally) using an "
+"unreliable protocol."
+msgstr ""
+
+#: doc/classes/Node.xml:611
+msgid ""
+"Remotely changes property's value on a specific peer identified by "
+"[code]peer_id[/code] using an unreliable protocol (see [method "
+"NetworkedMultiplayerPeer.set_target_peer])."
+msgstr ""
+
+#: doc/classes/Node.xml:618
+msgid "Sets the folded state of the node in the Scene dock."
+msgstr ""
+
+#: doc/classes/Node.xml:626
+msgid ""
+"Sets the node's network master to the peer with the given peer ID. The "
+"network master is the peer that has authority over the node on the network. "
+"Useful in conjunction with the [code]master[/code] and [code]puppet[/code] "
+"keywords. Inherited from the parent node by default, which ultimately "
+"defaults to peer ID 1 (the server). If [code]recursive[/code], the given "
+"peer is recursively set as the master for all children of this node."
+msgstr ""
+
+#: doc/classes/Node.xml:633
+msgid ""
+"Enables or disables physics (i.e. fixed framerate) processing. When a node "
+"is being processed, it will receive a [constant "
+"NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine."
+"iterations_per_second] to change) interval (and the [method "
+"_physics_process] callback will be called if exists). Enabled automatically "
+"if [method _physics_process] is overridden. Any calls to this before [method "
+"_ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml:640
+msgid ""
+"Enables or disables internal physics for this node. Internal physics "
+"processing happens in isolation from the normal [method _physics_process] "
+"calls and is used by some nodes internally to guarantee proper functioning "
+"even if the node is paused or physics processing is disabled for scripting "
+"([method set_physics_process]). Only useful for advanced uses to manipulate "
+"built-in nodes' behavior.\n"
+"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
+"logic, so changing this value from your code may lead to unexpected "
+"behavior. Script access to this internal logic is provided for specific "
+"advanced uses, but is unsafe and not supported."
+msgstr ""
+
+#: doc/classes/Node.xml:648
+msgid ""
+"Enables or disables processing. When a node is being processed, it will "
+"receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the "
+"[method _process] callback will be called if exists). Enabled automatically "
+"if [method _process] is overridden. Any calls to this before [method _ready] "
+"will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml:655
+msgid ""
+"Enables or disables input processing. This is not required for GUI controls! "
+"Enabled automatically if [method _input] is overridden. Any calls to this "
+"before [method _ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml:662
+msgid ""
+"Enables or disabled internal processing for this node. Internal processing "
+"happens in isolation from the normal [method _process] calls and is used by "
+"some nodes internally to guarantee proper functioning even if the node is "
+"paused or processing is disabled for scripting ([method set_process]). Only "
+"useful for advanced uses to manipulate built-in nodes' behavior.\n"
+"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
+"logic, so changing this value from your code may lead to unexpected "
+"behavior. Script access to this internal logic is provided for specific "
+"advanced uses, but is unsafe and not supported."
+msgstr ""
+
+#: doc/classes/Node.xml:670
+msgid ""
+"Enables unhandled input processing. This is not required for GUI controls! "
+"It enables the node to receive all input that was not previously handled "
+"(usually by a [Control]). Enabled automatically if [method _unhandled_input] "
+"is overridden. Any calls to this before [method _ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml:677
+msgid ""
+"Enables unhandled key input processing. Enabled automatically if [method "
+"_unhandled_key_input] is overridden. Any calls to this before [method "
+"_ready] will be ignored."
+msgstr ""
+
+#: doc/classes/Node.xml:684
+msgid ""
+"Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/Node.xml:690
+msgid ""
+"Updates the warning displayed for this node in the Scene Dock.\n"
+"Use [method _get_configuration_warning] to setup the warning message to "
+"display."
+msgstr ""
+
+#: doc/classes/Node.xml:697
+msgid ""
+"The override to the default [MultiplayerAPI]. Set to [code]null[/code] to "
+"use the default [SceneTree] one."
+msgstr ""
+
+#: doc/classes/Node.xml:700
+msgid ""
+"If a scene is instantiated from a file, its topmost node contains the "
+"absolute file path from which it was loaded in [member filename] (e.g. "
+"[code]res://levels/1.tscn[/code]). Otherwise, [member filename] is set to an "
+"empty string."
+msgstr ""
+
+#: doc/classes/Node.xml:703
+msgid ""
+"The [MultiplayerAPI] instance associated with this node. Either the [member "
+"custom_multiplayer], or the default SceneTree one (if inside tree)."
+msgstr ""
+
+#: doc/classes/Node.xml:706
+msgid ""
+"The name of the node. This name is unique among the siblings (other child "
+"nodes from the same parent). When set to an existing name, the node will be "
+"automatically renamed.\n"
+"[b]Note:[/b] Auto-generated names might include the [code]@[/code] "
+"character, which is reserved for unique names when using [method add_child]. "
+"When setting the name manually, any [code]@[/code] will be removed."
+msgstr ""
+
+#: doc/classes/Node.xml:710
+msgid ""
+"The node owner. A node can have any other node as owner (as long as it is a "
+"valid parent, grandparent, etc. ascending in the tree). When saving a node "
+"(using [PackedScene]), all the nodes it owns will be saved with it. This "
+"allows for the creation of complex [SceneTree]s, with instancing and "
+"subinstancing."
+msgstr ""
+
+#: doc/classes/Node.xml:713
+msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
+msgstr ""
+
+#: doc/classes/Node.xml:716
+msgid ""
+"The node's priority in the execution order of the enabled processing "
+"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
+"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
+"process priority value is [i]lower[/i] will have their processing callbacks "
+"executed first."
+msgstr ""
+
+#: doc/classes/Node.xml:722
+msgid "Emitted when the node is ready."
+msgstr ""
+
+#: doc/classes/Node.xml:727
+msgid "Emitted when the node is renamed."
+msgstr ""
+
+#: doc/classes/Node.xml:732
+msgid "Emitted when the node enters the tree."
+msgstr ""
+
+#: doc/classes/Node.xml:737
+msgid "Emitted after the node exits the tree and is no longer active."
+msgstr ""
+
+#: doc/classes/Node.xml:742
+msgid ""
+"Emitted when the node is still active but about to exit the tree. This is "
+"the right place for de-initialization (or a \"destructor\", if you will)."
+msgstr ""
+
+#: doc/classes/Node.xml:748
+msgid "Notification received when the node enters a [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml:751
+msgid "Notification received when the node is about to exit a [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml:754
+msgid "Notification received when the node is moved in the parent."
+msgstr ""
+
+#: doc/classes/Node.xml:757
+msgid "Notification received when the node is ready. See [method _ready]."
+msgstr ""
+
+#: doc/classes/Node.xml:760
+msgid "Notification received when the node is paused."
+msgstr ""
+
+#: doc/classes/Node.xml:763
+msgid "Notification received when the node is unpaused."
+msgstr ""
+
+#: doc/classes/Node.xml:766
+msgid ""
+"Notification received every frame when the physics process flag is set (see "
+"[method set_physics_process])."
+msgstr ""
+
+#: doc/classes/Node.xml:769
+msgid ""
+"Notification received every frame when the process flag is set (see [method "
+"set_process])."
+msgstr ""
+
+#: doc/classes/Node.xml:772
+msgid ""
+"Notification received when a node is set as a child of another node.\n"
+"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
+msgstr ""
+
+#: doc/classes/Node.xml:776
+msgid ""
+"Notification received when a node is unparented (parent removed it from the "
+"list of children)."
+msgstr ""
+
+#: doc/classes/Node.xml:779
+msgid "Notification received when the node is instanced."
+msgstr ""
+
+#: doc/classes/Node.xml:782
+msgid "Notification received when a drag begins."
+msgstr ""
+
+#: doc/classes/Node.xml:785
+msgid "Notification received when a drag ends."
+msgstr ""
+
+#: doc/classes/Node.xml:788
+msgid "Notification received when the node's [NodePath] changed."
+msgstr ""
+
+#: doc/classes/Node.xml:791
+msgid ""
+"Notification received every frame when the internal process flag is set (see "
+"[method set_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml:794
+msgid ""
+"Notification received every frame when the internal physics process flag is "
+"set (see [method set_physics_process_internal])."
+msgstr ""
+
+#: doc/classes/Node.xml:797
+msgid ""
+"Notification received when the node is ready, just before [constant "
+"NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the "
+"node enters tree, instead of only once."
+msgstr ""
+
+#: doc/classes/Node.xml:855
+msgid ""
+"Inherits pause mode from the node's parent. For the root node, it is "
+"equivalent to [constant PAUSE_MODE_STOP]. Default."
+msgstr ""
+
+#: doc/classes/Node.xml:858
+msgid "Stops processing when the [SceneTree] is paused."
+msgstr ""
+
+#: doc/classes/Node.xml:861
+msgid "Continue to process regardless of the [SceneTree] pause state."
+msgstr ""
+
+#: doc/classes/Node.xml:864
+msgid "Duplicate the node's signals."
+msgstr ""
+
+#: doc/classes/Node.xml:867
+msgid "Duplicate the node's groups."
+msgstr ""
+
+#: doc/classes/Node.xml:870
+msgid "Duplicate the node's scripts."
+msgstr ""
+
+#: doc/classes/Node.xml:873
+msgid ""
+"Duplicate using instancing.\n"
+"An instance stays linked to the original so when the original changes, the "
+"instance changes too."
+msgstr ""
+
+#: doc/classes/Node2D.xml:4
+msgid ""
+"A 2D game object, inherited by all 2D-related nodes. Has a position, "
+"rotation, scale, and Z index."
+msgstr ""
+
+#: doc/classes/Node2D.xml:7
+msgid ""
+"A 2D game object, with a transform (position, rotation, and scale). All 2D "
+"nodes, including physics objects and sprites, inherit from Node2D. Use "
+"Node2D as a parent node to move, scale and rotate children in a 2D project. "
+"Also gives control of the node's render order."
+msgstr ""
+
+#: doc/classes/Node2D.xml:11 doc/classes/Vector2.xml:16
+msgid "https://github.com/godotengine/godot-demo-projects/tree/master/2d"
+msgstr ""
+
+#: doc/classes/Node2D.xml:18
+msgid "Multiplies the current scale by the [code]ratio[/code] vector."
+msgstr ""
+
+#: doc/classes/Node2D.xml:25
+msgid ""
+"Returns the angle between the node and the [code]point[/code] in radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"node2d_get_angle_to.png]Illustration of the returned angle.[/url]"
+msgstr ""
+
+#: doc/classes/Node2D.xml:33
+msgid "Returns the [Transform2D] relative to this node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml:40
+msgid "Adds the [code]offset[/code] vector to the node's global position."
+msgstr ""
+
+#: doc/classes/Node2D.xml:47
+msgid ""
+"Rotates the node so it points towards the [code]point[/code], which is "
+"expected to use global coordinates."
+msgstr ""
+
+#: doc/classes/Node2D.xml:55
+msgid ""
+"Applies a local translation on the node's X axis based on the [method Node."
+"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
+"code], normalizes the movement."
+msgstr ""
+
+#: doc/classes/Node2D.xml:63
+msgid ""
+"Applies a local translation on the node's Y axis based on the [method Node."
+"_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
+"code], normalizes the movement."
+msgstr ""
+
+#: doc/classes/Node2D.xml:70
+msgid ""
+"Applies a rotation to the node, in radians, starting from its current "
+"rotation."
+msgstr ""
+
+#: doc/classes/Node2D.xml:77
+msgid ""
+"Transforms the provided local position into a position in global coordinate "
+"space. The input is expected to be local relative to the [Node2D] it is "
+"called on. e.g. Applying this method to the positions of child nodes will "
+"correctly transform their positions into the global coordinate space, but "
+"applying it to a node's own position will give an incorrect result, as it "
+"will incorporate the node's own transformation into its global position."
+msgstr ""
+
+#: doc/classes/Node2D.xml:84
+msgid ""
+"Transforms the provided global position into a position in local coordinate "
+"space. The output will be local relative to the [Node2D] it is called on. e."
+"g. It is appropriate for determining the positions of child nodes, but it is "
+"not appropriate for determining its own position relative to its parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml:91
+msgid ""
+"Translates the node by the given [code]offset[/code] in local coordinates."
+msgstr ""
+
+#: doc/classes/Node2D.xml:97
+msgid "Global position."
+msgstr ""
+
+#: doc/classes/Node2D.xml:100
+msgid "Global rotation in radians."
+msgstr ""
+
+#: doc/classes/Node2D.xml:103
+msgid "Global rotation in degrees."
+msgstr ""
+
+#: doc/classes/Node2D.xml:106
+msgid "Global scale."
+msgstr ""
+
+#: doc/classes/Node2D.xml:109
+msgid "Global [Transform2D]."
+msgstr ""
+
+#: doc/classes/Node2D.xml:112
+msgid "Position, relative to the node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml:115
+msgid "Rotation in radians, relative to the node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml:118
+msgid "Rotation in degrees, relative to the node's parent."
+msgstr ""
+
+#: doc/classes/Node2D.xml:121
+msgid "The node's scale. Unscaled value: [code](1, 1)[/code]."
+msgstr ""
+
+#: doc/classes/Node2D.xml:124
+msgid "Local [Transform2D]."
+msgstr ""
+
+#: doc/classes/Node2D.xml:127
+msgid ""
+"If [code]true[/code], the node's Z index is relative to its parent's Z "
+"index. If this node's Z index is 2 and its parent's effective Z index is 3, "
+"then this node's effective Z index will be 2 + 3 = 5."
+msgstr ""
+
+#: doc/classes/Node2D.xml:130
+msgid ""
+"Z index. Controls the order in which the nodes render. A node with a higher "
+"Z index will display in front of others. Must be between [constant "
+"VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer."
+"CANVAS_ITEM_Z_MAX] (inclusive)."
+msgstr ""
+
+#: doc/classes/NodePath.xml:4
+msgid "Pre-parsed scene tree path."
+msgstr ""
+
+#: doc/classes/NodePath.xml:7
+msgid ""
+"A pre-parsed relative or absolute path in a scene tree, for use with [method "
+"Node.get_node] and similar functions. It can reference a node, a resource "
+"within a node, or a property of a node or resource. For instance, "
+"[code]\"Path2D/PathFollow2D/Sprite:texture:size\"[/code] would refer to the "
+"[code]size[/code] property of the [code]texture[/code] resource on the node "
+"named [code]\"Sprite\"[/code] which is a child of the other named nodes in "
+"the path.\n"
+"You will usually just pass a string to [method Node.get_node] and it will be "
+"automatically converted, but you may occasionally want to parse a path ahead "
+"of time with [NodePath] or the literal syntax [code]@\"path\"[/code]. "
+"Exporting a [NodePath] variable will give you a node selection widget in the "
+"properties panel of the editor, which can often be useful.\n"
+"A [NodePath] is composed of a list of slash-separated node names (like a "
+"filesystem path) and an optional colon-separated list of \"subnames\" which "
+"can be resources or properties.\n"
+"Some examples of NodePaths include the following:\n"
+"[codeblock]\n"
+"# No leading slash means it is relative to the current node.\n"
+"@\"A\" # Immediate child A\n"
+"@\"A/B\" # A's child B\n"
+"@\".\" # The current node.\n"
+"@\"..\" # The parent node.\n"
+"@\"../C\" # A sibling node C.\n"
+"# A leading slash means it is absolute from the SceneTree.\n"
+"@\"/root\" # Equivalent to get_tree().get_root().\n"
+"@\"/root/Main\" # If your main scene's root node were named \"Main\".\n"
+"@\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In the editor, [NodePath] properties are automatically updated "
+"when moving, renaming or deleting a node in the scene tree, but they are "
+"never updated at runtime."
+msgstr ""
+
+#: doc/classes/NodePath.xml:26 doc/classes/PackedScene.xml:41
+#: doc/classes/Panel.xml:10 doc/classes/PanelContainer.xml:10
+#: doc/classes/TileMap.xml:16 doc/classes/TileSet.xml:16
+msgid "https://godotengine.org/asset-library/asset/520"
+msgstr ""
+
+#: doc/classes/NodePath.xml:33
+msgid ""
+"Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite:"
+"texture:size\"[/code]. A path is absolute if it starts with a slash. "
+"Absolute paths are only valid in the global scene tree, not within "
+"individual scenes. In a relative path, [code]\".\"[/code] and [code]\"..\"[/"
+"code] indicate the current node and its parent.\n"
+"The \"subnames\" optionally included after the path to the target node can "
+"point to resources or properties, and can also be nested.\n"
+"Examples of valid NodePaths (assuming that those nodes exist and have the "
+"referenced resources or properties):\n"
+"[codeblock]\n"
+"# Points to the Sprite node\n"
+"\"Path2D/PathFollow2D/Sprite\"\n"
+"# Points to the Sprite node and its \"texture\" resource.\n"
+"# get_node() would retrieve \"Sprite\", while get_node_and_resource()\n"
+"# would retrieve both the Sprite node and the \"texture\" resource.\n"
+"\"Path2D/PathFollow2D/Sprite:texture\"\n"
+"# Points to the Sprite node and its \"position\" property.\n"
+"\"Path2D/PathFollow2D/Sprite:position\"\n"
+"# Points to the Sprite node and the \"x\" component of its \"position\" "
+"property.\n"
+"\"Path2D/PathFollow2D/Sprite:position:x\"\n"
+"# Absolute path (from \"root\")\n"
+"\"/root/Level/Path2D\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml:55
+msgid ""
+"Returns a node path with a colon character ([code]:[/code]) prepended, "
+"transforming it to a pure property path with no node name (defaults to "
+"resolving from the current node).\n"
+"[codeblock]\n"
+"# This will be parsed as a node path to the \"x\" property in the \"position"
+"\" node\n"
+"var node_path = NodePath(\"position:x\")\n"
+"# This will be parsed as a node path to the \"x\" component of the \"position"
+"\" property in the current node\n"
+"var property_path = node_path.get_as_property_path()\n"
+"print(property_path) # :position:x\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml:68
+msgid ""
+"Returns all subnames concatenated with a colon character ([code]:[/code]) as "
+"separator, i.e. the right side of the first colon in a node path.\n"
+"[codeblock]\n"
+"var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
+"print(nodepath.get_concatenated_subnames()) # texture:load_path\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml:79
+msgid ""
+"Gets the node name indicated by [code]idx[/code] (0 to [method "
+"get_name_count]).\n"
+"[codeblock]\n"
+"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
+"print(node_path.get_name(0)) # Path2D\n"
+"print(node_path.get_name(1)) # PathFollow2D\n"
+"print(node_path.get_name(2)) # Sprite\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml:91
+msgid ""
+"Gets the number of node names which make up the path. Subnames (see [method "
+"get_subname_count]) are not included.\n"
+"For example, [code]\"Path2D/PathFollow2D/Sprite\"[/code] has 3 names."
+msgstr ""
+
+#: doc/classes/NodePath.xml:99
+msgid ""
+"Gets the resource or property name indicated by [code]idx[/code] (0 to "
+"[method get_subname_count]).\n"
+"[codeblock]\n"
+"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
+"print(node_path.get_subname(0)) # texture\n"
+"print(node_path.get_subname(1)) # load_path\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/NodePath.xml:110
+msgid ""
+"Gets the number of resource or property names (\"subnames\") in the path. "
+"Each subname is listed after a colon character ([code]:[/code]) in the node "
+"path.\n"
+"For example, [code]\"Path2D/PathFollow2D/Sprite:texture:load_path\"[/code] "
+"has 2 subnames."
+msgstr ""
+
+#: doc/classes/NodePath.xml:117
+msgid ""
+"Returns [code]true[/code] if the node path is absolute (as opposed to "
+"relative), which means that it starts with a slash character ([code]/[/"
+"code]). Absolute node paths can be used to access the root node ([code]\"/"
+"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" "
+"autoload was registered)."
+msgstr ""
+
+#: doc/classes/NodePath.xml:123
+msgid "Returns [code]true[/code] if the node path is empty."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml:4
+msgid "[OpenSimplexNoise] filled texture."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml:7
+msgid ""
+"Uses an [OpenSimplexNoise] to fill the texture data. You can specify the "
+"texture size but keep in mind that larger textures will take longer to "
+"generate and seamless noise only works with square sized textures.\n"
+"NoiseTexture can also generate normalmap textures.\n"
+"The class uses [Thread]s to generate the texture data internally, so [method "
+"Texture.get_data] may return [code]null[/code] if the generation process has "
+"not completed yet. In that case, you need to wait for the texture to be "
+"generated before accessing the data:\n"
+"[codeblock]\n"
+"var texture = preload(\"res://noise.tres\")\n"
+"yield(texture, \"changed\")\n"
+"var image = texture.get_data()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml:22
+msgid ""
+"If [code]true[/code], the resulting texture contains a normal map created "
+"from the original noise interpreted as a bump map."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml:25
+msgid ""
+"Strength of the bump maps used in this texture. A higher value will make the "
+"bump maps appear larger while a lower value will make them appear softer."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml:29
+msgid "Height of the generated texture."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml:32
+msgid "The [OpenSimplexNoise] instance used to generate the noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml:35
+msgid ""
+"An offset used to specify the noise space coordinate of the top left corner "
+"of the generated noise. This value is ignored if [member seamless] is "
+"enabled."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml:38
+msgid ""
+"Whether the texture can be tiled without visible seams or not. Seamless "
+"textures take longer to generate.\n"
+"[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless "
+"noise. This is due to the way noise uses higher dimensions for generating "
+"seamless noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/NoiseTexture.xml:42
+msgid "Width of the generated texture."
+msgstr ""
+
+#: doc/classes/Object.xml:4
+msgid "Base class for all non-built-in types."
+msgstr ""
+
+#: doc/classes/Object.xml:7
+msgid ""
+"Every class which is not a built-in type inherits from this class.\n"
+"You can construct Objects from scripting languages, using [code]Object.new()"
+"[/code] in GDScript, [code]new Object[/code] in C#, or the \"Construct Object"
+"\" node in VisualScript.\n"
+"Objects do not manage memory. If a class inherits from Object, you will have "
+"to delete instances of it manually. To do so, call the [method free] method "
+"from your script or delete the instance from C++.\n"
+"Some classes that extend Object add memory management. This is the case of "
+"[Reference], which counts references and deletes itself automatically when "
+"no longer referenced. [Node], another fundamental type, deletes all its "
+"children when freed from memory.\n"
+"Objects export properties, which are mainly useful for storage and editing, "
+"but not really so much in programming. Properties are exported in [method "
+"_get_property_list] and handled in [method _get] and [method _set]. However, "
+"scripting languages and C++ have simpler means to export them.\n"
+"Property membership can be tested directly in GDScript using [code]in[/"
+"code]:\n"
+"[codeblock]\n"
+"var n = Node2D.new()\n"
+"print(\"position\" in n) # Prints \"True\".\n"
+"print(\"other_property\" in n) # Prints \"False\".\n"
+"[/codeblock]\n"
+"The [code]in[/code] operator will evaluate to [code]true[/code] as long as "
+"the key exists, even if the value is [code]null[/code].\n"
+"Objects also receive notifications. Notifications are a simple way to notify "
+"the object about different events, so they can all be handled together. See "
+"[method _notification].\n"
+"[b]Note:[/b] Unlike references to a [Reference], references to an Object "
+"stored in a variable can become invalid without warning. Therefore, it's "
+"recommended to use [Reference] for data classes instead of [Object].\n"
+"[b]Note:[/b] Due to a bug, you can't create a \"plain\" Object using "
+"[code]Object.new()[/code]. Instead, use [code]ClassDB.instance(\"Object\")[/"
+"code]. This bug only applies to Object itself, not any of its descendents "
+"like [Reference]."
+msgstr ""
+
+#: doc/classes/Object.xml:24 doc/classes/Reference.xml:13
+#: doc/classes/Resource.xml:12
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/workflow/best_practices/"
+"node_alternatives.html"
+msgstr ""
+
+#: doc/classes/Object.xml:25
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/"
+"gdscript_exports.html#advanced-exports"
+msgstr ""
+
+#: doc/classes/Object.xml:32
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method get].\n"
+"Returns the given property. Returns [code]null[/code] if the [code]property[/"
+"code] does not exist."
+msgstr ""
+
+#: doc/classes/Object.xml:39
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method get_property_list].\n"
+"Returns the object's property list as an [Array] of dictionaries.\n"
+"Each property's [Dictionary] must contain at least [code]name: String[/code] "
+"and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it "
+"can also include [code]hint: int[/code] (see [enum PropertyHint]), "
+"[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
+"PropertyUsageFlags])."
+msgstr ""
+
+#: doc/classes/Object.xml:47
+msgid "Called when the object is initialized."
+msgstr ""
+
+#: doc/classes/Object.xml:54
+msgid ""
+"Called whenever the object receives a notification, which is identified in "
+"[code]what[/code] by a constant. The base [Object] has two constants "
+"[constant NOTIFICATION_POSTINITIALIZE] and [constant "
+"NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more "
+"notifications which are also received by this method."
+msgstr ""
+
+#: doc/classes/Object.xml:62
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method set].\n"
+"Sets a property. Returns [code]true[/code] if the [code]property[/code] "
+"exists."
+msgstr ""
+
+#: doc/classes/Object.xml:69
+msgid ""
+"Virtual method which can be overridden to customize the return value of "
+"[method to_string], and thus the object's representation where it is "
+"converted to a string, e.g. with [code]print(obj)[/code].\n"
+"Returns a [String] representing the object. If not overridden, defaults to "
+"[code]\"[ClassName:RID]\"[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml:78
+msgid ""
+"Adds a user-defined [code]signal[/code]. Arguments are optional, but can be "
+"added as an [Array] of dictionaries, each containing [code]name: String[/"
+"code] and [code]type: int[/code] (see [enum Variant.Type]) entries."
+msgstr ""
+
+#: doc/classes/Object.xml:85
+msgid ""
+"Calls the [code]method[/code] on the object and returns the result. This "
+"method supports a variable number of arguments, so parameters are passed as "
+"a comma separated list. Example:\n"
+"[codeblock]\n"
+"call(\"set\", \"position\", Vector2(42.0, 0.0))\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In C#, the method name must be specified as snake_case if it is "
+"defined by a built-in Godot node. This doesn't apply to user-defined methods "
+"where you should use the same convention as in the C# source (typically "
+"PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml:96
+msgid ""
+"Calls the [code]method[/code] on the object during idle time. This method "
+"supports a variable number of arguments, so parameters are passed as a comma "
+"separated list. Example:\n"
+"[codeblock]\n"
+"call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n"
+"[/codeblock]\n"
+"[b]Note:[/b] In C#, the method name must be specified as snake_case if it is "
+"defined by a built-in Godot node. This doesn't apply to user-defined methods "
+"where you should use the same convention as in the C# source (typically "
+"PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml:108
+msgid ""
+"Calls the [code]method[/code] on the object and returns the result. "
+"Contrarily to [method call], this method does not support a variable number "
+"of arguments but expects all parameters to be via a single [Array].\n"
+"[codeblock]\n"
+"callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml:117
+msgid ""
+"Returns [code]true[/code] if the object can translate strings. See [method "
+"set_message_translation] and [method tr]."
+msgstr ""
+
+#: doc/classes/Object.xml:128
+msgid ""
+"Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/"
+"code] object. Pass optional [code]binds[/code] to the call as an [Array] of "
+"parameters. These parameters will be passed to the method after any "
+"parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
+"to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
+"A [code]signal[/code] can only be connected once to a [code]method[/code]. "
+"It will throw an error if already connected, unless the signal was connected "
+"with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
+"is_connected] to check for existing connections.\n"
+"If the [code]target[/code] is destroyed in the game's lifecycle, the "
+"connection will be lost.\n"
+"Examples:\n"
+"[codeblock]\n"
+"connect(\"pressed\", self, \"_on_Button_pressed\") # BaseButton signal\n"
+"connect(\"text_entered\", self, \"_on_LineEdit_text_entered\") # LineEdit "
+"signal\n"
+"connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # User-"
+"defined signal\n"
+"[/codeblock]\n"
+"An example of the relationship between [code]binds[/code] passed to [method "
+"connect] and parameters used when calling [method emit_signal]:\n"
+"[codeblock]\n"
+"connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # "
+"weapon_type and damage are passed last\n"
+"emit_signal(\"hit\", \"Dark lord\", 5) # \"Dark lord\" and 5 are passed "
+"first\n"
+"func _on_Player_hit(hit_by, level, weapon_type, damage):\n"
+" print(\"Hit by %s (lvl %d) with weapon %s for %d damage\" % [hit_by, "
+"level, weapon_type, damage])\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml:152
+msgid ""
+"Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
+"[code]target[/code].\n"
+"If you try to disconnect a connection that does not exist, the method will "
+"throw an error. Use [method is_connected] to ensure that the connection "
+"exists."
+msgstr ""
+
+#: doc/classes/Object.xml:160
+msgid ""
+"Emits the given [code]signal[/code]. The signal must exist, so it should be "
+"a built-in signal of this class or one of its parent classes, or a user-"
+"defined signal. This method supports a variable number of arguments, so "
+"parameters are passed as a comma separated list. Example:\n"
+"[codeblock]\n"
+"emit_signal(\"hit\", weapon_type, damage)\n"
+"emit_signal(\"game_over\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml:170
+msgid ""
+"Deletes the object from memory immediately. For [Node]s, you may want to use "
+"[method Node.queue_free] to queue the node for safe deletion at the end of "
+"the current frame.\n"
+"[b]Important:[/b] If you have a variable pointing to an object, it will "
+"[i]not[/i] be assigned to [code]null[/code] once the object is freed. "
+"Instead, it will point to a [i]previously freed instance[/i] and you should "
+"validate it with [method @GDScript.is_instance_valid] before attempting to "
+"call its methods or access its properties."
+msgstr ""
+
+#: doc/classes/Object.xml:178
+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].\n"
+"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
+"is defined by a built-in Godot node. This doesn't apply to user-defined "
+"properties where you should use the same convention as in the C# source "
+"(typically PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml:185
+msgid ""
+"Returns the object's class as a [String]. See also [method is_class].\n"
+"[b]Note:[/b] [method get_class] does not take [code]class_name[/code] "
+"declarations into account. If the object has a [code]class_name[/code] "
+"defined, the base class name will be returned instead."
+msgstr ""
+
+#: doc/classes/Object.xml:192
+msgid ""
+"Returns an [Array] of dictionaries with information about signals that are "
+"connected to the object.\n"
+"Each [Dictionary] contains three String entries:\n"
+"- [code]source[/code] is a reference to the signal emitter.\n"
+"- [code]signal_name[/code] is the name of the connected signal.\n"
+"- [code]method_name[/code] is the name of the method to which the signal is "
+"connected."
+msgstr ""
+
+#: doc/classes/Object.xml:203
+msgid ""
+"Gets the object's property indexed by the given [NodePath]. The node path "
+"should be relative to the current object and can use the colon character "
+"([code]:[/code]) to access nested properties. Examples: [code]\"position:x"
+"\"[/code] or [code]\"material:next_pass:blend_mode\"[/code].\n"
+"[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't "
+"support actual paths to [Node]s in the scene tree, only colon-separated sub-"
+"property paths. For the purpose of nodes, use [method Node."
+"get_node_and_resource] instead."
+msgstr ""
+
+#: doc/classes/Object.xml:210
+msgid ""
+"Returns the object's unique instance ID.\n"
+"This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the "
+"object instance with [method @GDScript.instance_from_id]."
+msgstr ""
+
+#: doc/classes/Object.xml:218
+msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml:224
+msgid "Returns the object's metadata as a [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/Object.xml:230
+msgid "Returns the object's methods and their signatures as an [Array]."
+msgstr ""
+
+#: doc/classes/Object.xml:236
+msgid ""
+"Returns the object's property list as an [Array] of dictionaries.\n"
+"Each property's [Dictionary] contain at least [code]name: String[/code] and "
+"[code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can "
+"also include [code]hint: int[/code] (see [enum PropertyHint]), "
+"[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
+"PropertyUsageFlags])."
+msgstr ""
+
+#: doc/classes/Object.xml:243
+msgid ""
+"Returns the object's [Script] instance, or [code]null[/code] if none is "
+"assigned."
+msgstr ""
+
+#: doc/classes/Object.xml:250
+msgid "Returns an [Array] of connections for the given [code]signal[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml:256
+msgid "Returns the list of signals as an [Array] of dictionaries."
+msgstr ""
+
+#: doc/classes/Object.xml:263
+msgid ""
+"Returns [code]true[/code] if a metadata entry is found with the given "
+"[code]name[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml:270
+msgid ""
+"Returns [code]true[/code] if the object contains the given [code]method[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Object.xml:277
+msgid "Returns [code]true[/code] if the given [code]signal[/code] exists."
+msgstr ""
+
+#: doc/classes/Object.xml:284
+msgid ""
+"Returns [code]true[/code] if the given user-defined [code]signal[/code] "
+"exists. Only signals added using [method add_user_signal] are taken into "
+"account."
+msgstr ""
+
+#: doc/classes/Object.xml:290
+msgid "Returns [code]true[/code] if signal emission blocking is enabled."
+msgstr ""
+
+#: doc/classes/Object.xml:297
+msgid ""
+"Returns [code]true[/code] if the object inherits from the given [code]class[/"
+"code]. See also [method get_class].\n"
+"[b]Note:[/b] [method is_class] does not take [code]class_name[/code] "
+"declarations into account. If the object has a [code]class_name[/code] "
+"defined, [method is_class] will return [code]false[/code] for that name."
+msgstr ""
+
+#: doc/classes/Object.xml:307
+msgid ""
+"Returns [code]true[/code] if a connection exists for a given [code]signal[/"
+"code], [code]target[/code], and [code]method[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml:313
+msgid ""
+"Returns [code]true[/code] if the [method Node.queue_free] method was called "
+"for the object."
+msgstr ""
+
+#: doc/classes/Object.xml:321
+msgid ""
+"Send a given notification to the object, which will also trigger a call to "
+"the [method _notification] method of all classes that the object inherits "
+"from.\n"
+"If [code]reversed[/code] is [code]true[/code], [method _notification] is "
+"called first on the object's own class, and then up to its successive parent "
+"classes. If [code]reversed[/code] is [code]false[/code], [method "
+"_notification] is called first on the highest ancestor ([Object] itself), "
+"and then down to its successive inheriting classes."
+msgstr ""
+
+#: doc/classes/Object.xml:328
+msgid ""
+"Notify the editor that the property list has changed, so that editor plugins "
+"can take the new values into account. Does nothing on export builds."
+msgstr ""
+
+#: doc/classes/Object.xml:335
+msgid ""
+"Removes a given entry from the object's metadata. See also [method set_meta]."
+msgstr ""
+
+#: doc/classes/Object.xml:343
+msgid ""
+"Assigns a new value to the given property. If the [code]property[/code] does "
+"not exist, nothing will happen.\n"
+"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
+"is defined by a built-in Godot node. This doesn't apply to user-defined "
+"properties where you should use the same convention as in the C# source "
+"(typically PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml:351
+msgid "If set to [code]true[/code], signal emission is blocked."
+msgstr ""
+
+#: doc/classes/Object.xml:359
+msgid ""
+"Assigns a new value to the given property, after the current frame's physics "
+"step. This is equivalent to calling [method set] via [method call_deferred], "
+"i.e. [code]call_deferred(\"set\", property, value)[/code].\n"
+"[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
+"is defined by a built-in Godot node. This doesn't apply to user-defined "
+"properties where you should use the same convention as in the C# source "
+"(typically PascalCase)."
+msgstr ""
+
+#: doc/classes/Object.xml:368
+msgid ""
+"Assigns a new value to the property identified by the [NodePath]. The node "
+"path should be relative to the current object and can use the colon "
+"character ([code]:[/code]) to access nested properties. Example:\n"
+"[codeblock]\n"
+"set_indexed(\"position\", Vector2(42, 0))\n"
+"set_indexed(\"position:y\", -10)\n"
+"print(position) # (42, -10)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Object.xml:380
+msgid ""
+"Defines whether the object can translate strings (with calls to [method "
+"tr]). Enabled by default."
+msgstr ""
+
+#: doc/classes/Object.xml:388
+msgid ""
+"Adds, changes or removes a given entry in the object's metadata. Metadata "
+"are serialized and can take any [Variant] value.\n"
+"To remove a given entry from the object's metadata, use [method "
+"remove_meta]. Metadata is also removed if its value is set to [code]null[/"
+"code]. This means you can also use [code]set_meta(\"name\", null)[/code] to "
+"remove metadata for [code]\"name\"[/code]."
+msgstr ""
+
+#: doc/classes/Object.xml:396
+msgid ""
+"Assigns a script to the object. Each object can have a single script "
+"assigned to it, which are used to extend its functionality.\n"
+"If the object already had a script, the previous script instance will be "
+"freed and its variables and state will be lost. The new script's [method "
+"_init] method will be called."
+msgstr ""
+
+#: doc/classes/Object.xml:403
+msgid ""
+"Returns a [String] representing the object. If not overridden, defaults to "
+"[code]\"[ClassName:RID]\"[/code].\n"
+"Override the method [method _to_string] to customize the [String] "
+"representation."
+msgstr ""
+
+#: doc/classes/Object.xml:411
+msgid ""
+"Translates a message using translation catalogs configured in the Project "
+"Settings.\n"
+"Only works if message translation is enabled (which it is by default), "
+"otherwise it returns the [code]message[/code] unchanged. See [method "
+"set_message_translation]."
+msgstr ""
+
+#: doc/classes/Object.xml:419
+msgid "Emitted whenever the object's script is changed."
+msgstr ""
+
+#: doc/classes/Object.xml:425
+msgid "Called right when the object is initialized. Not available in script."
+msgstr ""
+
+#: doc/classes/Object.xml:428
+msgid "Called before the object is about to be deleted."
+msgstr ""
+
+#: doc/classes/Object.xml:431
+msgid ""
+"Connects a signal in deferred mode. This way, signal emissions are stored in "
+"a queue, then set on idle time."
+msgstr ""
+
+#: doc/classes/Object.xml:434
+msgid "Persisting connections are saved when the object is serialized to file."
+msgstr ""
+
+#: doc/classes/Object.xml:437
+msgid "One-shot connections disconnect themselves after emission."
+msgstr ""
+
+#: doc/classes/Object.xml:440
+msgid ""
+"Connect a signal as reference-counted. This means that a given signal can be "
+"connected several times to the same target, and will only be fully "
+"disconnected once no references are left."
+msgstr ""
+
+#: doc/classes/Occluder.xml:4
+msgid "Allows [OccluderShape]s to be used for occlusion culling."
+msgstr ""
+
+#: doc/classes/Occluder.xml:7
+msgid ""
+"[Occluder]s that are placed within your scene will automatically cull "
+"objects that are hidden from view by the occluder. This can increase "
+"performance by decreasing the amount of objects drawn.\n"
+"[Occluder]s are totally dynamic, you can move them as you wish. This means "
+"you can for example, place occluders on a moving spaceship, and have it "
+"occlude objects as it flies past.\n"
+"You can place a large number of [Occluder]s within a scene. As it would be "
+"counterproductive to cull against hundreds of occluders, the system will "
+"automatically choose a selection of these for active use during any given "
+"frame, based a screen space metric. Larger occluders are favored, as well as "
+"those close to the camera. Note that a small occluder close to the camera "
+"may be a better occluder in terms of screen space than a large occluder far "
+"in the distance.\n"
+"The type of occlusion primitive is determined by the [OccluderShape] that "
+"you add to the [Occluder]. Some [OccluderShape]s may allow more than one "
+"primitive in a single, node, for greater efficiency.\n"
+"Although [Occluder]s work in general use, they also become even more "
+"powerful when used in conjunction with the portal system. Occluders are "
+"placed in rooms (based on their origin), and can block portals (and thus "
+"entire rooms) as well as objects from rendering."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml:4
+msgid "Defines a 2D polygon for LightOccluder2D."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml:7
+msgid ""
+"Editor facility that helps you draw a 2D polygon used as resource for "
+"[LightOccluder2D]."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml:15
+msgid ""
+"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D "
+"occludes the light coming from any direction. An opened OccluderPolygon2D "
+"occludes the light only at its outline's direction."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml:18
+msgid "The culling mode to use."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml:21
+msgid ""
+"A [Vector2] array with the index for polygon's vertices positions.\n"
+"[b]Note:[/b] The returned value is a copy of the underlying array, rather "
+"than a reference."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml:27
+msgid "Culling is disabled. See [member cull_mode]."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml:30
+msgid ""
+"Culling is performed in the clockwise direction. See [member cull_mode]."
+msgstr ""
+
+#: doc/classes/OccluderPolygon2D.xml:33
+msgid ""
+"Culling is performed in the counterclockwise direction. See [member "
+"cull_mode]."
+msgstr ""
+
+#: doc/classes/OccluderShape.xml:4
+msgid ""
+"Base class for shapes used for occlusion culling by the [Occluder] node."
+msgstr ""
+
+#: doc/classes/OccluderShape.xml:7
+msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml:4
+msgid "Spherical occlusion primitive for use with the [Occluder] node."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml:7
+msgid ""
+"[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric "
+"occlusion culling.\n"
+"This shape can include multiple spheres. These can be created and deleted "
+"either in the Editor inspector or by calling [code]set_spheres[/code]. The "
+"sphere positions can be set by dragging the handle in the Editor viewport. "
+"The radius can be set with the smaller handle."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml:18
+msgid "Sets an individual sphere's position."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml:26
+msgid "Sets an individual sphere's radius."
+msgstr ""
+
+#: doc/classes/OccluderShapeSphere.xml:32
+msgid ""
+"The sphere data can be accessed as an array of [Plane]s. The position of "
+"each sphere is stored in the [code]normal[/code], and the radius is stored "
+"in the [code]d[/code] value of the plane."
+msgstr ""
+
+#: doc/classes/OmniLight.xml:4
+msgid "Omnidirectional light, such as a light bulb or a candle."
+msgstr ""
+
+#: doc/classes/OmniLight.xml:7
+msgid ""
+"An Omnidirectional light is a type of [Light] 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.\n"
+"[b]Note:[/b] By default, only 32 OmniLights may affect a single mesh "
+"[i]resource[/i] at once. Consider splitting your level into several meshes "
+"to decrease the likelihood that more than 32 lights will affect the same "
+"mesh resource. Splitting the level mesh will also improve frustum culling "
+"effectiveness, leading to greater performance. If you need to use more "
+"lights per mesh, you can increase [member ProjectSettings.rendering/limits/"
+"rendering/max_lights_per_object] at the cost of shader compilation times."
+msgstr ""
+
+#: doc/classes/OmniLight.xml:17
+msgid ""
+"The light's attenuation (drop-off) curve. A number of presets are available "
+"in the [b]Inspector[/b] by right-clicking the curve."
+msgstr ""
+
+#: doc/classes/OmniLight.xml:20
+msgid ""
+"The light's radius. Note that the effectively lit area may appear to be "
+"smaller depending on the [member omni_attenuation] in use. No matter the "
+"[member omni_attenuation] in use, the light will never reach anything "
+"outside this radius."
+msgstr ""
+
+#: doc/classes/OmniLight.xml:23
+msgid "See [enum ShadowDetail]."
+msgstr ""
+
+#: doc/classes/OmniLight.xml:26
+msgid "See [enum ShadowMode]."
+msgstr ""
+
+#: doc/classes/OmniLight.xml:31
+msgid ""
+"Shadows are rendered to a dual-paraboloid texture. Faster than [constant "
+"SHADOW_CUBE], but lower-quality."
+msgstr ""
+
+#: doc/classes/OmniLight.xml:34
+msgid ""
+"Shadows are rendered to a cubemap. Slower than [constant "
+"SHADOW_DUAL_PARABOLOID], but higher-quality."
+msgstr ""
+
+#: doc/classes/OmniLight.xml:37
+msgid "Use more detail vertically when computing the shadow."
+msgstr ""
+
+#: doc/classes/OmniLight.xml:40
+msgid "Use more detail horizontally when computing the shadow."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:4
+msgid "Noise generator based on Open Simplex."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:7
+msgid ""
+"This resource allows you to configure and sample a fractal noise space. Here "
+"is a brief usage example that configures an OpenSimplexNoise and gets "
+"samples at various positions and dimensions:\n"
+"[codeblock]\n"
+"var noise = OpenSimplexNoise.new()\n"
+"\n"
+"# Configure\n"
+"noise.seed = randi()\n"
+"noise.octaves = 4\n"
+"noise.period = 20.0\n"
+"noise.persistence = 0.8\n"
+"\n"
+"# Sample\n"
+"print(\"Values:\")\n"
+"print(noise.get_noise_2d(1.0, 1.0))\n"
+"print(noise.get_noise_3d(0.5, 3.0, 15.0))\n"
+"print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:33
+msgid ""
+"Generate a noise image in [constant Image.FORMAT_L8] format with the "
+"requested [code]width[/code] and [code]height[/code], based on the current "
+"noise parameters. If [code]noise_offset[/code] is specified, then the offset "
+"value is used as the coordinates of the top-left corner of the generated "
+"noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:40
+msgid ""
+"Returns the 1D noise value [code][-1,1][/code] at the given x-coordinate.\n"
+"[b]Note:[/b] This method actually returns the 2D noise value [code][-1,1][/"
+"code] with fixed y-coordinate value 0.0."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:49
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:56
+msgid "Returns the 2D noise value [code][-1,1][/code] at the given position."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:65
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:72
+msgid "Returns the 3D noise value [code][-1,1][/code] at the given position."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:82
+msgid "Returns the 4D noise value [code][-1,1][/code] at the given position."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:89
+msgid ""
+"Generate a tileable noise image in [constant Image.FORMAT_L8] format, based "
+"on the current noise parameters. Generated seamless images are always square "
+"([code]size[/code] × [code]size[/code]).\n"
+"[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless "
+"noise. This is due to the way noise uses higher dimensions for generating "
+"seamless noise."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:96
+msgid "Difference in period between [member octaves]."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:99
+msgid ""
+"Number of OpenSimplex noise layers that are sampled to get the fractal "
+"noise. Higher values result in more detailed noise but take more time to "
+"generate.\n"
+"[b]Note:[/b] The maximum allowed value is 9."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:103
+msgid ""
+"Period of the base octave. A lower period results in a higher-frequency "
+"noise (more value changes across the same distance)."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:106
+msgid ""
+"Contribution factor of the different octaves. A [code]persistence[/code] "
+"value of 1 means all the octaves have the same contribution, a value of 0.5 "
+"means each octave contributes half as much as the previous one."
+msgstr ""
+
+#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:109
+msgid ""
+"Seed used to generate random values, different seeds will generate different "
+"noise maps."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:4
+msgid "Button control that provides selectable options when pressed."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:7
+msgid ""
+"OptionButton is a type button that provides a selectable list of items when "
+"pressed. The item selected becomes the \"current\" item and is displayed as "
+"the button text.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:19
+msgid ""
+"Adds an item, with a [code]texture[/code] icon, text [code]label[/code] and "
+"(optionally) [code]id[/code]. If no [code]id[/code] is passed, the item "
+"index will be used as the item's ID. New items are appended at the end."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:27
+msgid ""
+"Adds an item, with text [code]label[/code] and (optionally) [code]id[/code]. "
+"If no [code]id[/code] is passed, the item index will be used as the item's "
+"ID. New items are appended at the end."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:33
+msgid ""
+"Adds a separator to the list of items. Separators help to group items. "
+"Separator also takes up an index and is appended at the end."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:39
+msgid "Clears all the items in the [OptionButton]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:45
+msgid "Returns the amount of items in the OptionButton, including separators."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:52 doc/classes/PopupMenu.xml:203
+msgid "Returns the icon of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:59
+msgid "Returns the ID of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:66
+msgid "Returns the index of the item with the given [code]id[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:73
+msgid ""
+"Retrieves the metadata of an item. Metadata may be any type and can be used "
+"to store extra information about an item, such as an external string ID."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:80 doc/classes/PopupMenu.xml:245
+msgid "Returns the text of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:93
+msgid ""
+"Returns the ID of the selected item, or [code]0[/code] if no item is "
+"selected."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:99
+msgid ""
+"Gets the metadata of the selected item. Metadata for items can be set using "
+"[method set_item_metadata]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:106
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:113
+msgid "Removes the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:120
+msgid ""
+"Selects an item by index and makes it the current item. This will work even "
+"if the item is disabled."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:128
+msgid ""
+"Sets whether the item at index [code]idx[/code] is disabled.\n"
+"Disabled items are drawn differently in the dropdown and are not selectable "
+"by the user. If the current selected item is set as disabled, it will remain "
+"selected."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:137
+msgid "Sets the icon of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:145
+msgid "Sets the ID of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:153
+msgid ""
+"Sets the metadata of an item. Metadata may be of any type and can be used to "
+"store extra information about an item, such as an external string ID."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:161 doc/classes/PopupMenu.xml:432
+msgid "Sets the text of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:169
+msgid ""
+"The index of the currently selected item, or [code]-1[/code] if no item is "
+"selected."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:177
+msgid ""
+"Emitted when the user navigates to an item using the [code]ui_up[/code] or "
+"[code]ui_down[/code] actions. The index of the item selected is passed as "
+"argument."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:183
+msgid ""
+"Emitted when the current item has been changed by the user. The index of the "
+"item selected is passed as argument."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:191
+msgid "Default text [Color] of the [OptionButton]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:194
+msgid "Text [Color] used when the [OptionButton] is disabled."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:197
+msgid ""
+"Text [Color] used when the [OptionButton] is focused. Only replaces the "
+"normal text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:200
+msgid "Text [Color] used when the [OptionButton] is being hovered."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:203
+msgid "Text [Color] used when the [OptionButton] is being pressed."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:206
+msgid ""
+"The horizontal space between the arrow icon and the right edge of the button."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:209
+msgid "The horizontal space between [OptionButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:212
+msgid "[Font] of the [OptionButton]'s text."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:215
+msgid "The arrow icon to be drawn on the right end of the button."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:218
+msgid "[StyleBox] used when the [OptionButton] is disabled."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:221
+msgid ""
+"[StyleBox] used when the [OptionButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:224
+msgid "[StyleBox] used when the [OptionButton] is being hovered."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:227
+msgid "Default [StyleBox] for the [OptionButton]."
+msgstr ""
+
+#: doc/classes/OptionButton.xml:230
+msgid "[StyleBox] used when the [OptionButton] is being pressed."
+msgstr ""
+
+#: doc/classes/OS.xml:4
+msgid "Operating System functions."
+msgstr ""
+
+#: doc/classes/OS.xml:7
+msgid ""
+"Operating System functions. OS wraps the most common functionality to "
+"communicate with the host operating system, such as the clipboard, video "
+"driver, date and time, timers, environment variables, execution of binaries, "
+"command line, etc."
+msgstr ""
+
+#: doc/classes/OS.xml:18
+msgid ""
+"Displays a modal dialog box using the host OS' facilities. Execution is "
+"blocked until the dialog is closed."
+msgstr ""
+
+#: doc/classes/OS.xml:24
+msgid "Returns [code]true[/code] if the host OS allows drawing."
+msgstr ""
+
+#: doc/classes/OS.xml:30
+msgid ""
+"Returns [code]true[/code] if the current host platform is using multiple "
+"threads."
+msgstr ""
+
+#: doc/classes/OS.xml:36
+msgid "Centers the window on the screen if in windowed mode."
+msgstr ""
+
+#: doc/classes/OS.xml:42
+msgid ""
+"Shuts down system MIDI driver.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:50
+msgid ""
+"Delays execution of the current thread by [code]msec[/code] milliseconds. "
+"[code]msec[/code] must be greater than or equal to [code]0[/code]. "
+"Otherwise, [method delay_msec] will do nothing and will print an error "
+"message.\n"
+"[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code "
+"execution. To delay code execution in a non-blocking way, see [method "
+"SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
+"delay the execution of code placed below the [code]yield[/code] without "
+"affecting the rest of the project (or editor, for [EditorPlugin]s and "
+"[EditorScript]s).\n"
+"[b]Note:[/b] When [method delay_msec] is called on the main thread, it will "
+"freeze the project and will prevent it from redrawing and registering input "
+"until the delay has passed. When using [method delay_msec] as part of an "
+"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
+"the project if it is currently running (since the project is an independent "
+"child process)."
+msgstr ""
+
+#: doc/classes/OS.xml:59
+msgid ""
+"Delays execution of the current thread by [code]usec[/code] microseconds. "
+"[code]usec[/code] must be greater than or equal to [code]0[/code]. "
+"Otherwise, [method delay_usec] will do nothing and will print an error "
+"message.\n"
+"[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code "
+"execution. To delay code execution in a non-blocking way, see [method "
+"SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
+"delay the execution of code placed below the [code]yield[/code] without "
+"affecting the rest of the project (or editor, for [EditorPlugin]s and "
+"[EditorScript]s).\n"
+"[b]Note:[/b] When [method delay_usec] is called on the main thread, it will "
+"freeze the project and will prevent it from redrawing and registering input "
+"until the delay has passed. When using [method delay_usec] as part of an "
+"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
+"the project if it is currently running (since the project is an independent "
+"child process)."
+msgstr ""
+
+#: doc/classes/OS.xml:68
+msgid ""
+"Dumps the memory allocation ringlist to a file (only works in debug).\n"
+"Entry format per line: \"Address - Size - Description\"."
+msgstr ""
+
+#: doc/classes/OS.xml:76
+msgid ""
+"Dumps all used resources to file (only works in debug).\n"
+"Entry format per line: \"Resource Type : Resource Location\".\n"
+"At the end of the file is a statistic of all used Resource Types."
+msgstr ""
+
+#: doc/classes/OS.xml:89
+msgid ""
+"Execute the file at the given path with the arguments passed as an array of "
+"strings. Platform path resolution will take place. The resolved file must "
+"exist and be executable.\n"
+"The arguments are used in the given order and separated by a space, so "
+"[code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/"
+"code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's "
+"shell.\n"
+"This method has slightly different behavior based on whether the "
+"[code]blocking[/code] mode is enabled.\n"
+"If [code]blocking[/code] is [code]true[/code], the Godot thread will pause "
+"its execution while waiting for the process to terminate. The shell output "
+"of the process will be written to the [code]output[/code] array as a single "
+"string. When the process terminates, the Godot thread will resume "
+"execution.\n"
+"If [code]blocking[/code] is [code]false[/code], the Godot thread will "
+"continue while the new process runs. It is not possible to retrieve the "
+"shell output in non-blocking mode, so [code]output[/code] will be empty.\n"
+"The return value also depends on the blocking mode. When blocking, the "
+"method will return an exit code of the process. When non-blocking, the "
+"method returns a process ID, which you can use to monitor the process (and "
+"potentially terminate it with [method kill]). If the process forking (non-"
+"blocking) or opening (blocking) fails, the method will return [code]-1[/"
+"code] or another exit code.\n"
+"Example of blocking mode and retrieving the shell output:\n"
+"[codeblock]\n"
+"var output = []\n"
+"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n"
+"[/codeblock]\n"
+"Example of non-blocking mode, running another instance of the project and "
+"storing its process ID:\n"
+"[codeblock]\n"
+"var pid = OS.execute(OS.get_executable_path(), [], false)\n"
+"[/codeblock]\n"
+"If you wish to access a shell built-in or perform a composite command, a "
+"platform-specific shell can be invoked. For example:\n"
+"[codeblock]\n"
+"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:115
+msgid "Returns the scancode of the given string (e.g. \"Escape\")."
+msgstr ""
+
+#: doc/classes/OS.xml:121
+msgid "Returns the total number of available audio drivers."
+msgstr ""
+
+#: doc/classes/OS.xml:128
+msgid "Returns the audio driver name for the given index."
+msgstr ""
+
+#: doc/classes/OS.xml:134
+msgid ""
+"Returns the [i]global[/i] cache data directory according to the operating "
+"system's standards. On desktop platforms, this path can be overridden by "
+"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
+"the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/"
+"data_paths.html]File paths in Godot projects[/url] in the documentation for "
+"more information. See also [method get_config_dir] and [method "
+"get_data_dir].\n"
+"Not to be confused with [method get_user_data_dir], which returns the "
+"[i]project-specific[/i] user data path."
+msgstr ""
+
+#: doc/classes/OS.xml:141
+msgid ""
+"Returns the command-line arguments passed to the engine.\n"
+"Command-line arguments can be written in any form, including both [code]--"
+"key value[/code] and [code]--key=value[/code] forms so they can be properly "
+"parsed, as long as custom command-line arguments do not conflict with engine "
+"arguments.\n"
+"You can also incorporate environment variables using the [method "
+"get_environment] method.\n"
+"You can set [member ProjectSettings.editor/main_run_args] to define command-"
+"line arguments to be passed by the editor when running the project.\n"
+"Here's a minimal example on how to parse command-line arguments into a "
+"dictionary using the [code]--key=value[/code] form for arguments:\n"
+"[codeblock]\n"
+"var arguments = {}\n"
+"for argument in OS.get_cmdline_args():\n"
+" if argument.find(\"=\") > -1:\n"
+" var key_value = argument.split(\"=\")\n"
+" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/OS.xml:158
+msgid ""
+"Returns the [i]global[/i] user configuration directory according to the "
+"operating system's standards. On desktop platforms, this path can be "
+"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
+"before starting the project. See [url=https://docs.godotengine.org/en/latest/"
+"tutorials/io/data_paths.html]File paths in Godot projects[/url] in the "
+"documentation for more information. See also [method get_cache_dir] and "
+"[method get_data_dir].\n"
+"Not to be confused with [method get_user_data_dir], which returns the "
+"[i]project-specific[/i] user data path."
+msgstr ""
+
+#: doc/classes/OS.xml:165
+msgid ""
+"Returns an array of MIDI device names.\n"
+"The returned array will be empty if the system MIDI driver has not "
+"previously been initialised with [method open_midi_inputs].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:173
+msgid ""
+"Returns the currently used video driver, using one of the values from [enum "
+"VideoDriver]."
+msgstr ""
+
+#: doc/classes/OS.xml:179
+msgid ""
+"Returns the [i]global[/i] user data directory according to the operating "
+"system's standards. On desktop platforms, this path can be overridden by "
+"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
+"the project. See [url=https://docs.godotengine.org/en/latest/tutorials/io/"
+"data_paths.html]File paths in Godot projects[/url] in the documentation for "
+"more information. See also [method get_cache_dir] and [method "
+"get_config_dir].\n"
+"Not to be confused with [method get_user_data_dir], which returns the "
+"[i]project-specific[/i] user data path."
+msgstr ""
+
+#: doc/classes/OS.xml:187
+msgid ""
+"Returns current date as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
+"(Daylight Savings Time)."
+msgstr ""
+
+#: doc/classes/OS.xml:194
+msgid ""
+"Returns current datetime as a dictionary of keys: [code]year[/code], "
+"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
+"(Daylight Savings Time), [code]hour[/code], [code]minute[/code], "
+"[code]second[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml:201
+msgid ""
+"Gets a dictionary of time values corresponding to the given UNIX epoch time "
+"(in seconds).\n"
+"The returned Dictionary's values will be the same as [method get_datetime], "
+"with the exception of Daylight Savings Time as it cannot be determined from "
+"the epoch."
+msgstr ""
+
+#: doc/classes/OS.xml:208
+msgid "Returns the total amount of dynamic memory used (only works in debug)."
+msgstr ""
+
+#: doc/classes/OS.xml:215
+msgid ""
+"Returns the value of an environment variable. Returns an empty string if the "
+"environment variable doesn't exist.\n"
+"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
+"variable names are case-sensitive on all platforms except Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:222
+msgid "Returns the path to the current engine executable."
+msgstr ""
+
+#: doc/classes/OS.xml:228
+msgid ""
+"With this function, you can get the list of dangerous permissions that have "
+"been granted to the Android application.\n"
+"[b]Note:[/b] This method is implemented on Android."
+msgstr ""
+
+#: doc/classes/OS.xml:235
+msgid ""
+"Returns the IME cursor position (the currently-edited portion of the string) "
+"relative to the characters in the composition string.\n"
+"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
+"notify it of changes to the IME cursor position.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml:243
+msgid ""
+"Returns the IME intermediate composition string.\n"
+"[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
+"notify it of changes to the IME composition string.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml:251
+msgid ""
+"Returns the current latin keyboard variant as a String.\n"
+"Possible return values are: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/"
+"code], [code]\"QZERTY\"[/code], [code]\"DVORAK\"[/code], [code]\"NEO\"[/"
+"code], [code]\"COLEMAK\"[/code] or [code]\"ERROR\"[/code].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows. Returns "
+"[code]\"QWERTY\"[/code] on unsupported platforms."
+msgstr ""
+
+#: doc/classes/OS.xml:259
+msgid ""
+"Returns the host OS locale as a string of the form "
+"[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the "
+"language code and not the fully specified locale from the OS, you can use "
+"[method get_locale_language].\n"
+"[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/"
+"List_of_ISO_639-1_codes]language code[/url], in lower case.\n"
+"[code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/"
+"ISO_15924]script code[/url], in title case.\n"
+"[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/"
+"wiki/ISO_3166-1]country code[/url], in upper case.\n"
+"[code]VARIANT[/code] - optional, language variant, region and sort order. "
+"Variant can have any number of underscored keywords.\n"
+"[code]extra[/code] - optional, semicolon separated list of additional key "
+"words. Currency, calendar, sort order and numbering system information."
+msgstr ""
+
+#: doc/classes/OS.xml:270
+msgid ""
+"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/"
+"wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be "
+"consistent on all platforms. This is equivalent to extracting the "
+"[code]language[/code] part of the [method get_locale] string.\n"
+"This can be used to narrow down fully specified locale strings to only the "
+"\"common\" language code, when you don't need the additional information "
+"about country code or variants. For example, for a French Canadian user with "
+"[code]fr_CA[/code] locale, this would return [code]fr[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml:277
+msgid ""
+"Returns the model name of the current device.\n"
+"[b]Note:[/b] This method is implemented on Android and iOS. Returns "
+"[code]\"GenericDevice\"[/code] on unsupported platforms."
+msgstr ""
+
+#: doc/classes/OS.xml:284
+msgid ""
+"Returns the name of the host OS. Possible values are: [code]\"Android\"[/"
+"code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], "
+"[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], "
+"[code]\"X11\"[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml:291
+msgid ""
+"Returns internal structure pointers for use in GDNative plugins.\n"
+"[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will "
+"soon be supported)."
+msgstr ""
+
+#: doc/classes/OS.xml:298
+msgid ""
+"Returns the amount of battery left in the device as a percentage. Returns "
+"[code]-1[/code] if power state is unknown.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:305
+msgid ""
+"Returns an estimate of the time left in seconds before the device runs out "
+"of battery. Returns [code]-1[/code] if power state is unknown.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:312
+msgid ""
+"Returns the current state of the device regarding battery and power. See "
+"[enum PowerState] constants.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:319
+msgid ""
+"Returns the project's process ID.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:326
+msgid "Returns the number of threads available on the host machine."
+msgstr ""
+
+#: doc/classes/OS.xml:332
+msgid "Returns the window size including decorations like window borders."
+msgstr ""
+
+#: doc/classes/OS.xml:339
+msgid ""
+"Returns the given scancode as a string (e.g. Return values: [code]\"Escape"
+"\"[/code], [code]\"Shift+Escape\"[/code]).\n"
+"See also [member InputEventKey.scancode] and [method InputEventKey."
+"get_scancode_with_modifiers]."
+msgstr ""
+
+#: doc/classes/OS.xml:346
+msgid "Returns the number of displays attached to the host machine."
+msgstr ""
+
+#: doc/classes/OS.xml:353
+msgid ""
+"Returns the dots per inch density of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] On macOS, returned value is inaccurate if fractional display "
+"scaling mode is used.\n"
+"[b]Note:[/b] On Android devices, the actual screen densities are grouped "
+"into six generalized densities:\n"
+"[codeblock]\n"
+" ldpi - 120 dpi\n"
+" mdpi - 160 dpi\n"
+" hdpi - 240 dpi\n"
+" xhdpi - 320 dpi\n"
+" xxhdpi - 480 dpi\n"
+"xxxhdpi - 640 dpi\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
+"Windows. Returns [code]72[/code] on unsupported platforms."
+msgstr ""
+
+#: doc/classes/OS.xml:370
+msgid ""
+"Return the greatest scale factor of all screens.\n"
+"[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at "
+"least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all "
+"other cases.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml:379
+msgid ""
+"Returns the position of the specified screen by index. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used."
+msgstr ""
+
+#: doc/classes/OS.xml:386
+msgid ""
+"Return the scale factor of the specified screen by index. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used.\n"
+"[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) "
+"screen, and [code]1.0[/code] for all other cases.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml:395
+msgid ""
+"Returns the dimensions in pixels of the specified screen. If [code]screen[/"
+"code] is [code]-1[/code] (the default value), the current screen will be "
+"used."
+msgstr ""
+
+#: doc/classes/OS.xml:401
+msgid ""
+"Returns the amount of time in milliseconds it took for the boot logo to "
+"appear."
+msgstr ""
+
+#: doc/classes/OS.xml:407
+msgid "Returns the maximum amount of static memory used (only works in debug)."
+msgstr ""
+
+#: doc/classes/OS.xml:413
+msgid "Returns the amount of static memory being used by the program in bytes."
+msgstr ""
+
+#: doc/classes/OS.xml:421
+msgid ""
+"Returns the actual path to commonly used folders across different platforms. "
+"Available locations are specified in [enum SystemDir].\n"
+"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
+"Windows.\n"
+"[b]Note:[/b] Shared storage is implemented on Android and allows to "
+"differentiate between app specific and shared directories. Shared "
+"directories have additional restrictions on Android."
+msgstr ""
+
+#: doc/classes/OS.xml:429
+msgid "Returns the epoch time of the operating system in milliseconds."
+msgstr ""
+
+#: doc/classes/OS.xml:435
+msgid "Returns the epoch time of the operating system in seconds."
+msgstr ""
+
+#: doc/classes/OS.xml:441
+msgid ""
+"Returns the total number of available tablet drivers.\n"
+"[b]Note:[/b] This method is implemented on Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:449
+msgid ""
+"Returns the tablet driver name for the given index.\n"
+"[b]Note:[/b] This method is implemented on Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:456
+msgid ""
+"Returns the ID of the current thread. This can be used in logs to ease "
+"debugging of multi-threaded applications.\n"
+"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
+"application restarts."
+msgstr ""
+
+#: doc/classes/OS.xml:463
+msgid ""
+"Returns the amount of time passed in milliseconds since the engine started."
+msgstr ""
+
+#: doc/classes/OS.xml:469
+msgid ""
+"Returns the amount of time passed in microseconds since the engine started."
+msgstr ""
+
+#: doc/classes/OS.xml:476
+msgid "Returns current time as a dictionary of keys: hour, minute, second."
+msgstr ""
+
+#: doc/classes/OS.xml:482
+msgid ""
+"Returns the current time zone as a dictionary with the keys: bias and name."
+msgstr ""
+
+#: doc/classes/OS.xml:488
+msgid ""
+"Returns a string that is unique to the device.\n"
+"[b]Note:[/b] This string may change without notice if the user reinstalls/"
+"upgrades their operating system or changes their hardware. This means it "
+"should generally not be used to encrypt persistent data as the data saved "
+"before an unexpected ID change would become inaccessible. The returned "
+"string may also be falsified using external programs, so do not rely on the "
+"string returned by [method get_unique_id] for security purposes.\n"
+"[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't "
+"implemented on those platforms yet."
+msgstr ""
+
+#: doc/classes/OS.xml:496
+msgid ""
+"Returns the current UNIX epoch timestamp in seconds.\n"
+"[b]Important:[/b] This is the system clock that the user can manually set. "
+"[b]Never use[/b] this method for precise time calculation since its results "
+"are also subject to automatic adjustments by the operating system. [b]Always "
+"use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
+"calculation instead, since they are guaranteed to be monotonic (i.e. never "
+"decrease)."
+msgstr ""
+
+#: doc/classes/OS.xml:504
+msgid ""
+"Gets an epoch time value from a dictionary of time values.\n"
+"[code]datetime[/code] must be populated with the following keys: [code]year[/"
+"code], [code]month[/code], [code]day[/code], [code]hour[/code], "
+"[code]minute[/code], [code]second[/code].\n"
+"If the dictionary is empty [code]0[/code] is returned. If some keys are "
+"omitted, they default to the equivalent values for the UNIX epoch timestamp "
+"0 (1970-01-01 at 00:00:00 UTC).\n"
+"You can pass the output from [method get_datetime_from_unix_time] directly "
+"into this function. Daylight Savings Time ([code]dst[/code]), if present, is "
+"ignored."
+msgstr ""
+
+#: doc/classes/OS.xml:513
+msgid ""
+"Returns the absolute directory path where user data is written ([code]user://"
+"[/code]).\n"
+"On Linux, this is [code]~/.local/share/godot/app_userdata/[project_name][/"
+"code], or [code]~/.local/share/[custom_name][/code] if "
+"[code]use_custom_user_dir[/code] is set.\n"
+"On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/"
+"[project_name][/code], or [code]~/Library/Application Support/[custom_name][/"
+"code] if [code]use_custom_user_dir[/code] is set.\n"
+"On Windows, this is [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/"
+"code], or [code]%APPDATA%\\[custom_name][/code] if "
+"[code]use_custom_user_dir[/code] is set. [code]%APPDATA%[/code] expands to "
+"[code]%USERPROFILE%\\AppData\\Roaming[/code].\n"
+"If the project name is empty, [code]user://[/code] falls back to [code]res://"
+"[/code].\n"
+"Not to be confused with [method get_data_dir], which returns the [i]global[/"
+"i] (non-project-specific) user data directory."
+msgstr ""
+
+#: doc/classes/OS.xml:524
+msgid "Returns the number of video drivers supported on the current platform."
+msgstr ""
+
+#: doc/classes/OS.xml:531
+msgid ""
+"Returns the name of the video driver matching the given [code]driver[/code] "
+"index. This index is a value from [enum VideoDriver], and you can use "
+"[method get_current_video_driver] to get the current backend's index."
+msgstr ""
+
+#: doc/classes/OS.xml:537
+msgid ""
+"Returns the on-screen keyboard's height in pixels. Returns 0 if there is no "
+"keyboard or if it is currently hidden."
+msgstr ""
+
+#: doc/classes/OS.xml:543
+msgid ""
+"Returns unobscured area of the window where interactive controls should be "
+"rendered."
+msgstr ""
+
+#: doc/classes/OS.xml:553
+msgid ""
+"Add a new item with text \"label\" to global menu. Use \"_dock\" menu to add "
+"item to the macOS dock icon menu.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml:561
+msgid ""
+"Add a separator between items. Separators also occupy an index.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml:569
+msgid ""
+"Clear the global menu, in effect removing all items.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml:578
+msgid ""
+"Removes the item at index \"idx\" from the global menu. Note that the "
+"indexes of items after the removed item are going to be shifted by one.\n"
+"[b]Note:[/b] This method is implemented on macOS."
+msgstr ""
+
+#: doc/classes/OS.xml:586
+msgid ""
+"Returns [code]true[/code] if the environment variable with the name "
+"[code]variable[/code] exists.\n"
+"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
+"variable names are case-sensitive on all platforms except Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:594
+msgid ""
+"Returns [code]true[/code] if the feature for the given feature tag is "
+"supported in the currently running instance, depending on the platform, "
+"build etc. Can be used to check whether you're currently running a debug "
+"build, on a certain platform or arch, etc. Refer to the [url=https://docs."
+"godotengine.org/en/3.4/getting_started/workflow/export/feature_tags."
+"html]Feature Tags[/url] documentation for more details.\n"
+"[b]Note:[/b] Tag names are case-sensitive."
+msgstr ""
+
+#: doc/classes/OS.xml:601
+msgid ""
+"Returns [code]true[/code] if the device has a touchscreen or emulates one."
+msgstr ""
+
+#: doc/classes/OS.xml:607
+msgid ""
+"Returns [code]true[/code] if the platform has a virtual keyboard, "
+"[code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/OS.xml:613
+msgid "Hides the virtual keyboard if it is shown, does nothing otherwise."
+msgstr ""
+
+#: doc/classes/OS.xml:619
+msgid ""
+"Returns [code]true[/code] if the Godot binary used to run the project is a "
+"[i]debug[/i] export template, or when running in the editor.\n"
+"Returns [code]false[/code] if the Godot binary used to run the project is a "
+"[i]release[/i] export template.\n"
+"To check whether the Godot binary used to run the project is an export "
+"template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] "
+"instead."
+msgstr ""
+
+#: doc/classes/OS.xml:627
+msgid ""
+"Returns [code]true[/code] if the [b]OK[/b] button should appear on the left "
+"and [b]Cancel[/b] on the right."
+msgstr ""
+
+#: doc/classes/OS.xml:634
+msgid ""
+"Returns [code]true[/code] if the input scancode corresponds to a Unicode "
+"character."
+msgstr ""
+
+#: doc/classes/OS.xml:640
+msgid ""
+"Returns [code]true[/code] if the engine was executed with [code]-v[/code] "
+"(verbose stdout)."
+msgstr ""
+
+#: doc/classes/OS.xml:646
+msgid ""
+"If [code]true[/code], the [code]user://[/code] file system is persistent, so "
+"that its state is the same after a player quits and starts the game again. "
+"Relevant to the HTML5 platform, where this persistence may be unavailable."
+msgstr ""
+
+#: doc/classes/OS.xml:652
+msgid ""
+"Returns [code]true[/code] if the window should always be on top of other "
+"windows."
+msgstr ""
+
+#: doc/classes/OS.xml:658
+msgid ""
+"Returns [code]true[/code] if the window is currently focused.\n"
+"[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it "
+"will always return [code]true[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml:665
+msgid ""
+"Returns active keyboard layout index.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:672
+msgid ""
+"Returns the number of keyboard layouts.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:680
+msgid ""
+"Returns the ISO-639/BCP-47 language code of the keyboard layout at position "
+"[code]index[/code].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:688
+msgid ""
+"Returns the localized name of the keyboard layout at position [code]index[/"
+"code].\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:696
+msgid ""
+"Sets active keyboard layout.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:704
+msgid ""
+"Kill (terminate) the process identified by the given process ID ([code]pid[/"
+"code]), e.g. the one returned by [method execute] in non-blocking mode.\n"
+"[b]Note:[/b] This method can also be used to kill processes that were not "
+"spawned by the game.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
+"Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:712
+msgid ""
+"Moves the window to the front.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:719
+msgid ""
+"Returns [code]true[/code] if native video is playing.\n"
+"[b]Note:[/b] This method is only implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml:726
+msgid ""
+"Pauses native video playback.\n"
+"[b]Note:[/b] This method is only implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml:737
+msgid ""
+"Plays native video from the specified path, at the given volume and with "
+"audio and subtitle tracks.\n"
+"[b]Note:[/b] This method is only implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml:744
+msgid ""
+"Stops native video playback.\n"
+"[b]Note:[/b] This method is implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml:751
+msgid ""
+"Resumes native video playback.\n"
+"[b]Note:[/b] This method is implemented on iOS."
+msgstr ""
+
+#: doc/classes/OS.xml:758
+msgid ""
+"Initialises the singleton for the system MIDI driver.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:766
+msgid ""
+"Shows all resources in the game. Optionally, the list can be written to a "
+"file by specifying a file path in [code]tofile[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml:772
+msgid "Shows the list of loaded textures sorted by size in memory."
+msgstr ""
+
+#: doc/classes/OS.xml:779
+msgid "Shows the number of resources loaded by the game of the given types."
+msgstr ""
+
+#: doc/classes/OS.xml:786
+msgid "Shows all resources currently used by the game."
+msgstr ""
+
+#: doc/classes/OS.xml:792
+msgid ""
+"Request the user attention to the window. It'll flash the taskbar button on "
+"Windows or bounce the dock icon on OSX.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:800
+msgid ""
+"At the moment this function is only used by [code]AudioDriverOpenSL[/code] "
+"to request permission for [code]RECORD_AUDIO[/code] on Android."
+msgstr ""
+
+#: doc/classes/OS.xml:806
+msgid ""
+"With this function, you can request dangerous permissions since normal "
+"permissions are automatically granted at install time in Android "
+"applications.\n"
+"[b]Note:[/b] This method is implemented on Android."
+msgstr ""
+
+#: doc/classes/OS.xml:815
+msgid ""
+"Sets the value of the environment variable [code]variable[/code] to "
+"[code]value[/code]. The environment variable will be set for the Godot "
+"process and any process executed with [method execute] after running [method "
+"set_environment]. The environment variable will [i]not[/i] persist to "
+"processes run after the Godot process was terminated.\n"
+"[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
+"variable names are case-sensitive on all platforms except Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:823
+msgid ""
+"Sets the game's icon using an [Image] resource.\n"
+"The same image is used for window caption, taskbar/dock and window selection "
+"dialog. Image is scaled as needed.\n"
+"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:832
+msgid ""
+"Sets whether IME input mode should be enabled.\n"
+"If active IME handles key events before the application and creates an "
+"composition string and suggestion list.\n"
+"Application can retrieve the composition status by using [method "
+"get_ime_selection] and [method get_ime_text] functions.\n"
+"Completed composition string is committed when input is finished.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:843
+msgid ""
+"Sets position of IME suggestion list popup (in window coordinates).\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:851
+msgid ""
+"Sets the game's icon using a multi-size platform-specific icon file ([code]*."
+"ico[/code] on Windows and [code]*.icns[/code] on macOS).\n"
+"Appropriate size sub-icons are used for window caption, taskbar/dock and "
+"window selection dialog.\n"
+"[b]Note:[/b] This method is implemented on macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:860
+msgid "Sets the name of the current thread."
+msgstr ""
+
+#: doc/classes/OS.xml:867
+msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/OS.xml:874
+msgid ""
+"Sets whether the window should always be on top.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:882
+msgid ""
+"Sets a polygonal region of the window which accepts mouse events. Mouse "
+"events outside the region will be passed through.\n"
+"Passing an empty array will disable passthrough support (all mouse events "
+"will be intercepted by the window, which is the default behavior).\n"
+"[codeblock]\n"
+"# Set region, using Path2D node.\n"
+"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n"
+"\n"
+"# Set region, using Polygon2D node.\n"
+"OS.set_window_mouse_passthrough($Polygon2D.polygon)\n"
+"\n"
+"# Reset region to default.\n"
+"OS.set_window_mouse_passthrough([])\n"
+"[/codeblock]\n"
+"[b]Note:[/b] On Windows, the portion of a window that lies outside the "
+"region is not drawn, while on Linux and macOS it is.\n"
+"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:902
+msgid ""
+"Sets the window title to the specified string.\n"
+"[b]Note:[/b] This should be used sporadically. Don't set this every frame, "
+"as that will negatively affect performance on some window managers.\n"
+"[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:911
+msgid ""
+"Requests the OS to open a resource with the most appropriate program. For "
+"example:\n"
+"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows "
+"opens the file explorer at the user's Downloads folder.\n"
+"- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default "
+"web browser on the official Godot website.\n"
+"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
+"default email client with the \"To\" field set to [code]example@example.com[/"
+"code]. See [url=https://blog.escapecreative.com/customizing-mailto-"
+"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields "
+"that can be added.\n"
+"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
+"or [code]user://[/code] path into a system path for use with this method.\n"
+"[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS "
+"and Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:924
+msgid ""
+"Shows the virtual keyboard if the platform has one.\n"
+"The [code]existing_text[/code] parameter is useful for implementing your own "
+"[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has "
+"already been typed (the virtual keyboard uses it for auto-correct and "
+"predictions).\n"
+"The [code]multiline[/code] parameter needs to be set to [code]true[/code] to "
+"be able to enter multiple lines of text, as in [TextEdit].\n"
+"[b]Note:[/b] This method is implemented on Android, iOS and UWP."
+msgstr ""
+
+#: doc/classes/OS.xml:933
+msgid "The clipboard from the host OS. Might be unavailable on some platforms."
+msgstr ""
+
+#: doc/classes/OS.xml:936
+msgid "The current screen index (starting from 0)."
+msgstr ""
+
+#: doc/classes/OS.xml:939
+msgid ""
+"If [code]true[/code], the engine filters the time delta measured between "
+"each frame, and attempts to compensate for random variation. This will only "
+"operate on systems where V-Sync is active."
+msgstr ""
+
+#: doc/classes/OS.xml:942
+msgid ""
+"The exit code passed to the OS when the main loop exits. By convention, an "
+"exit code of [code]0[/code] indicates success whereas a non-zero exit code "
+"indicates an error. For portability reasons, the exit code should be set "
+"between 0 and 125 (inclusive).\n"
+"[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] "
+"with an [code]exit_code[/code] argument passed."
+msgstr ""
+
+#: doc/classes/OS.xml:946
+msgid ""
+"If [code]true[/code], the engine tries to keep the screen on while the game "
+"is running. Useful on mobile."
+msgstr ""
+
+#: doc/classes/OS.xml:949
+msgid ""
+"If [code]true[/code], the engine optimizes for low processor usage by only "
+"refreshing the screen if needed. Can improve battery consumption on mobile."
+msgstr ""
+
+#: doc/classes/OS.xml:952
+msgid ""
+"The amount of sleeping between frames when the low-processor usage mode is "
+"enabled (in microseconds). Higher values will result in lower CPU usage."
+msgstr ""
+
+#: doc/classes/OS.xml:955
+msgid ""
+"The maximum size of the window (without counting window manager "
+"decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
+"reset to the system default value."
+msgstr ""
+
+#: doc/classes/OS.xml:958
+msgid ""
+"The minimum size of the window in pixels (without counting window manager "
+"decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
+"reset to the system's default value.\n"
+"[b]Note:[/b] By default, the project window has a minimum size of "
+"[code]Vector2(64, 64)[/code]. This prevents issues that can arise when the "
+"window is resized to a near-zero size."
+msgstr ""
+
+#: doc/classes/OS.xml:962
+msgid "The current screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml:965
+msgid "The current tablet driver in use."
+msgstr ""
+
+#: doc/classes/OS.xml:968
+msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled."
+msgstr ""
+
+#: doc/classes/OS.xml:971
+msgid ""
+"If [code]true[/code] and [code]vsync_enabled[/code] is true, the operating "
+"system's window compositor will be used for vsync when the compositor is "
+"enabled and the game is in windowed mode.\n"
+"[b]Note:[/b] This option is experimental and meant to alleviate stutter "
+"experienced by some users. However, some users have experienced a Vsync "
+"framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n"
+"[b]Note:[/b] This property is only implemented on Windows."
+msgstr ""
+
+#: doc/classes/OS.xml:976
+msgid ""
+"If [code]true[/code], removes the window frame.\n"
+"[b]Note:[/b] Setting [code]window_borderless[/code] to [code]false[/code] "
+"disables per-pixel transparency."
+msgstr ""
+
+#: doc/classes/OS.xml:980
+msgid "If [code]true[/code], the window is fullscreen."
+msgstr ""
+
+#: doc/classes/OS.xml:983
+msgid "If [code]true[/code], the window is maximized."
+msgstr ""
+
+#: doc/classes/OS.xml:986
+msgid "If [code]true[/code], the window is minimized."
+msgstr ""
+
+#: doc/classes/OS.xml:989
+msgid ""
+"If [code]true[/code], the window background is transparent and the window "
+"frame is removed.\n"
+"Use [code]get_tree().get_root().set_transparent_background(true)[/code] to "
+"disable main viewport background rendering.\n"
+"[b]Note:[/b] This property has no effect if [member ProjectSettings.display/"
+"window/per_pixel_transparency/allowed] setting is disabled.\n"
+"[b]Note:[/b] This property is implemented on HTML5, Linux, macOS, Windows, "
+"and Android. It can't be changed at runtime for Android. Use [member "
+"ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at "
+"startup instead."
+msgstr ""
+
+#: doc/classes/OS.xml:995
+msgid ""
+"The window position relative to the screen, the origin is the top left "
+"corner, +Y axis goes to the bottom and +X axis goes to the right."
+msgstr ""
+
+#: doc/classes/OS.xml:998
+msgid "If [code]true[/code], the window is resizable by the user."
+msgstr ""
+
+#: doc/classes/OS.xml:1001
+msgid "The size of the window (without counting window manager decorations)."
+msgstr ""
+
+#: doc/classes/OS.xml:1006
+msgid ""
+"The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL "
+"2.1 on desktop platforms and WebGL 1.0 on the web."
+msgstr ""
+
+#: doc/classes/OS.xml:1009
+msgid ""
+"The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL "
+"3.3 on desktop platforms and WebGL 2.0 on the web."
+msgstr ""
+
+#: doc/classes/OS.xml:1012
+msgid "Sunday."
+msgstr ""
+
+#: doc/classes/OS.xml:1015
+msgid "Monday."
+msgstr ""
+
+#: doc/classes/OS.xml:1018
+msgid "Tuesday."
+msgstr ""
+
+#: doc/classes/OS.xml:1021
+msgid "Wednesday."
+msgstr ""
+
+#: doc/classes/OS.xml:1024
+msgid "Thursday."
+msgstr ""
+
+#: doc/classes/OS.xml:1027
+msgid "Friday."
+msgstr ""
+
+#: doc/classes/OS.xml:1030
+msgid "Saturday."
+msgstr ""
+
+#: doc/classes/OS.xml:1033
+msgid "January."
+msgstr ""
+
+#: doc/classes/OS.xml:1036
+msgid "February."
+msgstr ""
+
+#: doc/classes/OS.xml:1039
+msgid "March."
+msgstr ""
+
+#: doc/classes/OS.xml:1042
+msgid "April."
+msgstr ""
+
+#: doc/classes/OS.xml:1045
+msgid "May."
+msgstr ""
+
+#: doc/classes/OS.xml:1048
+msgid "June."
+msgstr ""
+
+#: doc/classes/OS.xml:1051
+msgid "July."
+msgstr ""
+
+#: doc/classes/OS.xml:1054
+msgid "August."
+msgstr ""
+
+#: doc/classes/OS.xml:1057
+msgid "September."
+msgstr ""
+
+#: doc/classes/OS.xml:1060
+msgid "October."
+msgstr ""
+
+#: doc/classes/OS.xml:1063
+msgid "November."
+msgstr ""
+
+#: doc/classes/OS.xml:1066
+msgid "December."
+msgstr ""
+
+#: doc/classes/OS.xml:1069
+msgid ""
+"Application handle:\n"
+"- Windows: [code]HINSTANCE[/code] of the application\n"
+"- MacOS: [code]NSApplication*[/code] of the application (not yet "
+"implemented)\n"
+"- Android: [code]JNIEnv*[/code] of the application (not yet implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml:1075
+msgid ""
+"Display handle:\n"
+"- Linux: [code]X11::Display*[/code] for the display"
+msgstr ""
+
+#: doc/classes/OS.xml:1079
+msgid ""
+"Window handle:\n"
+"- Windows: [code]HWND[/code] of the main window\n"
+"- Linux: [code]X11::Window*[/code] of the main window\n"
+"- MacOS: [code]NSWindow*[/code] of the main window (not yet implemented)\n"
+"- Android: [code]jObject[/code] the main android activity (not yet "
+"implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml:1086
+msgid ""
+"Window view:\n"
+"- Windows: [code]HDC[/code] of the main window drawing context\n"
+"- MacOS: [code]NSView*[/code] of the main windows view (not yet implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml:1091
+msgid ""
+"OpenGL Context:\n"
+"- Windows: [code]HGLRC[/code]\n"
+"- Linux: [code]X11::GLXContext[/code]\n"
+"- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)"
+msgstr ""
+
+#: doc/classes/OS.xml:1097
+msgid "Landscape screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml:1100
+msgid "Portrait screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml:1103
+msgid "Reverse landscape screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml:1106
+msgid "Reverse portrait screen orientation."
+msgstr ""
+
+#: doc/classes/OS.xml:1109
+msgid "Uses landscape or reverse landscape based on the hardware sensor."
+msgstr ""
+
+#: doc/classes/OS.xml:1112
+msgid "Uses portrait or reverse portrait based on the hardware sensor."
+msgstr ""
+
+#: doc/classes/OS.xml:1115
+msgid "Uses most suitable orientation based on the hardware sensor."
+msgstr ""
+
+#: doc/classes/OS.xml:1118
+msgid "Desktop directory path."
+msgstr ""
+
+#: doc/classes/OS.xml:1121
+msgid "DCIM (Digital Camera Images) directory path."
+msgstr ""
+
+#: doc/classes/OS.xml:1124
+msgid "Documents directory path."
+msgstr ""
+
+#: doc/classes/OS.xml:1127
+msgid "Downloads directory path."
+msgstr ""
+
+#: doc/classes/OS.xml:1130
+msgid "Movies directory path."
+msgstr ""
+
+#: doc/classes/OS.xml:1133
+msgid "Music directory path."
+msgstr ""
+
+#: doc/classes/OS.xml:1136
+msgid "Pictures directory path."
+msgstr ""
+
+#: doc/classes/OS.xml:1139
+msgid "Ringtones directory path."
+msgstr ""
+
+#: doc/classes/OS.xml:1142
+msgid "Unknown powerstate."
+msgstr ""
+
+#: doc/classes/OS.xml:1145
+msgid "Unplugged, running on battery."
+msgstr ""
+
+#: doc/classes/OS.xml:1148
+msgid "Plugged in, no battery available."
+msgstr ""
+
+#: doc/classes/OS.xml:1151
+msgid "Plugged in, battery charging."
+msgstr ""
+
+#: doc/classes/OS.xml:1154
+msgid "Plugged in, battery fully charged."
+msgstr ""
+
+#: doc/classes/PackedDataContainerRef.xml:4
+msgid "Reference version of [PackedDataContainer]."
+msgstr ""
+
+#: doc/classes/PackedScene.xml:4
+msgid "An abstraction of a serialized scene."
+msgstr ""
+
+#: doc/classes/PackedScene.xml:7
+msgid ""
+"A simplified interface to a scene file. Provides access to operations and "
+"checks that can be performed on the scene resource itself.\n"
+"Can be used to save a node to a file. When saving, the node as well as all "
+"the nodes it owns get saved (see [code]owner[/code] property on [Node]).\n"
+"[b]Note:[/b] The node doesn't need to own itself.\n"
+"[b]Example of loading a saved scene:[/b]\n"
+"[codeblock]\n"
+"# Use `load()` instead of `preload()` if the path isn't known at compile-"
+"time.\n"
+"var scene = preload(\"res://scene.tscn\").instance()\n"
+"# Add the node as a child of the node the script is attached to.\n"
+"add_child(scene)\n"
+"[/codeblock]\n"
+"[b]Example of saving a node with different owners:[/b] The following example "
+"creates 3 objects: [code]Node2D[/code] ([code]node[/code]), "
+"[code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/"
+"code] ([code]collision[/code]). [code]collision[/code] is a child of "
+"[code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/"
+"code] is owned by [code]node[/code] and [code]pack[/code] will therefore "
+"only save those two nodes, but not [code]collision[/code].\n"
+"[codeblock]\n"
+"# Create the objects.\n"
+"var node = Node2D.new()\n"
+"var rigid = RigidBody2D.new()\n"
+"var collision = CollisionShape2D.new()\n"
+"\n"
+"# Create the object hierarchy.\n"
+"rigid.add_child(collision)\n"
+"node.add_child(rigid)\n"
+"\n"
+"# Change owner of `rigid`, but not of `collision`.\n"
+"rigid.owner = node\n"
+"\n"
+"var scene = PackedScene.new()\n"
+"# Only `node` and `rigid` are now packed.\n"
+"var result = scene.pack(node)\n"
+"if result == OK:\n"
+" var error = ResourceSaver.save(\"res://path/name.scn\", scene) # Or "
+"\"user://...\"\n"
+" if error != OK:\n"
+" push_error(\"An error occurred while saving the scene to disk.\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PackedScene.xml:47
+msgid "Returns [code]true[/code] if the scene file has nodes."
+msgstr ""
+
+#: doc/classes/PackedScene.xml:53
+msgid ""
+"Returns the [code]SceneState[/code] representing the scene file contents."
+msgstr ""
+
+#: doc/classes/PackedScene.xml:60
+msgid ""
+"Instantiates the scene's node hierarchy. Triggers child scene "
+"instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] "
+"notification on the root node."
+msgstr ""
+
+#: doc/classes/PackedScene.xml:67
+msgid ""
+"Pack will ignore any sub-nodes not owned by given node. See [member Node."
+"owner]."
+msgstr ""
+
+#: doc/classes/PackedScene.xml:73
+msgid ""
+"A dictionary representation of the scene contents.\n"
+"Available keys include \"rnames\" and \"variants\" for resources, "
+"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" "
+"for base scene children overrides, \"conn_count\" and \"conns\" for signal "
+"connections, and \"version\" for the format style of the PackedScene."
+msgstr ""
+
+#: doc/classes/PackedScene.xml:79
+msgid "If passed to [method instance], blocks edits to the scene state."
+msgstr ""
+
+#: doc/classes/PackedScene.xml:82
+msgid ""
+"If passed to [method instance], provides local scene resources to the local "
+"scene.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/PackedScene.xml:86
+msgid ""
+"If passed to [method instance], provides local scene resources to the local "
+"scene. Only the main scene should receive the main edit state.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml:4
+msgid "Abstraction and base class for packet-based protocols."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml:7
+msgid ""
+"PacketPeer is an abstraction and base class for packet-based protocols (such "
+"as UDP). It provides an API for sending and receiving packets both as raw "
+"data or variables. This makes it easy to transfer data over a protocol, "
+"without having to encode data as low-level bytes or having to worry about "
+"network ordering."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml:15
+msgid "Returns the number of packets currently available in the ring-buffer."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml:21
+msgid "Gets a raw packet."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml:27
+msgid ""
+"Returns the error state of the last packet received (via [method get_packet] "
+"and [method get_var])."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml:34
+msgid ""
+"Gets a Variant. If [code]allow_objects[/code] (or [member "
+"allow_object_decoding]) is [code]true[/code], decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml:42
+msgid "Sends a raw packet."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml:50
+msgid ""
+"Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member "
+"allow_object_decoding]) is [code]true[/code], encoding objects is allowed "
+"(and can potentially include code)."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml:56
+msgid ""
+"[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] "
+"parameters instead.\n"
+"If [code]true[/code], the PacketPeer will allow encoding and decoding of "
+"object via [method get_var] and [method put_var].\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/PacketPeer.xml:61
+msgid ""
+"Maximum buffer size allowed when encoding [Variant]s. Raise this value to "
+"support heavier memory allocations.\n"
+"The [method put_var] method allocates memory on the stack, and the buffer "
+"used will grow automatically to the closest power of two to match the size "
+"of the [Variant]. If the [Variant] is bigger than "
+"[code]encode_buffer_max_size[/code], the method will error out with "
+"[constant ERR_OUT_OF_MEMORY]."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml:4
+msgid "DTLS packet peer."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml:7
+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].\n"
+"[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
+"currently not supported. Revoked certificates are accepted as long as they "
+"are otherwise valid. If this is a concern, you may want to use automatically "
+"managed certificates with a short validity period."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml:20
+msgid ""
+"Connects a [code]peer[/code] beginning the DTLS handshake using the "
+"underlying [PacketPeerUDP] which must be connected (see [method "
+"PacketPeerUDP.connect_to_host]). If [code]validate_certs[/code] is "
+"[code]true[/code], [PacketPeerDTLS] will validate that the certificate "
+"presented by the remote peer and match it with the [code]for_hostname[/code] "
+"argument. You can specify a custom [X509Certificate] to use for validation "
+"via the [code]valid_certificate[/code] argument."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml:26
+msgid "Disconnects this peer, terminating the DTLS session."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml:32 doc/classes/StreamPeerSSL.xml:43
+msgid "Returns the status of the connection. See [enum Status] for values."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml:38
+msgid ""
+"Poll the connection to check for incoming packets. Call this frequently to "
+"update the status and keep the connection working."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml:44
+msgid "A status representing a [PacketPeerDTLS] that is disconnected."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml:47
+msgid ""
+"A status representing a [PacketPeerDTLS] that is currently performing the "
+"handshake with a remote peer."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml:50
+msgid ""
+"A status representing a [PacketPeerDTLS] that is connected to a remote peer."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml:53
+msgid "A status representing a [PacketPeerDTLS] in a generic error state."
+msgstr ""
+
+#: doc/classes/PacketPeerDTLS.xml:56
+msgid ""
+"An error status that shows a mismatch in the DTLS certificate domain "
+"presented by the host and the domain requested for validation."
+msgstr ""
+
+#: doc/classes/PacketPeerStream.xml:4
+msgid "Wrapper to use a PacketPeer over a StreamPeer."
+msgstr ""
+
+#: doc/classes/PacketPeerStream.xml:7
+msgid ""
+"PacketStreamPeer provides a wrapper for working using packets over a stream. "
+"This allows for using packet based code with StreamPeers. PacketPeerStream "
+"implements a custom protocol over the StreamPeer, so the user should not "
+"read or write to the wrapped StreamPeer directly."
+msgstr ""
+
+#: doc/classes/PacketPeerStream.xml:19
+msgid "The wrapped [StreamPeer] object."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:4
+msgid "UDP packet peer."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:7
+msgid ""
+"UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:15
+msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:23
+msgid ""
+"Calling this method connects this UDP peer to the given [code]host[/code]/"
+"[code]port[/code] pair. UDP is in reality connectionless, so this option "
+"only means that incoming packets from different addresses are automatically "
+"discarded, and that outgoing packets are always sent to the connected "
+"address (future calls to [method set_dest_address] are not allowed). This "
+"method does not send any data to the remote peer, to do that, use [method "
+"PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also "
+"[UDPServer].\n"
+"[b]Note:[/b] Connecting to the remote peer does not help to protect from "
+"malicious attacks like IP spoofing, etc. Think about using an encryption "
+"technique like SSL or DTLS if you feel like your application is transferring "
+"sensitive information."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:30
+msgid ""
+"Returns the IP of the remote peer that sent the last packet(that was "
+"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:36
+msgid ""
+"Returns the port of the remote peer that sent the last packet(that was "
+"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:42
+msgid ""
+"Returns [code]true[/code] if the UDP socket is open and has been connected "
+"to a remote address. See [method connect_to_host]."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:48
+msgid "Returns whether this [PacketPeerUDP] is listening."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:56
+msgid ""
+"Joins the multicast group specified by [code]multicast_address[/code] using "
+"the interface identified by [code]interface_name[/code].\n"
+"You can join the same multicast group with multiple interfaces. Use [method "
+"IP.get_local_interfaces] to know which are available.\n"
+"[b]Note:[/b] Some Android devices might require the "
+"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:66
+msgid ""
+"Removes the interface identified by [code]interface_name[/code] from the "
+"multicast group specified by [code]multicast_address[/code]."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:75
+msgid ""
+"Makes this [PacketPeerUDP] listen on the [code]port[/code] binding to "
+"[code]bind_address[/code] with a buffer size [code]recv_buf_size[/code].\n"
+"If [code]bind_address[/code] is set to [code]\"*\"[/code] (default), the "
+"peer will listen on all available addresses (both IPv4 and IPv6).\n"
+"If [code]bind_address[/code] is set to [code]\"0.0.0.0\"[/code] (for IPv4) "
+"or [code]\"::\"[/code] (for IPv6), the peer will listen on all available "
+"addresses matching that IP type.\n"
+"If [code]bind_address[/code] is set to any valid address (e.g. "
+"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will "
+"only listen on the interface with that addresses (or fail if no interface "
+"with the given address exists)."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:85
+msgid ""
+"Enable or disable sending of broadcast packets (e.g. "
+"[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is "
+"disabled by default.\n"
+"[b]Note:[/b] Some Android devices might require the "
+"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be "
+"enabled to receive broadcast packets too."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:94
+msgid ""
+"Sets the destination address and port for sending packets and variables. A "
+"hostname will be resolved using DNS if needed.\n"
+"[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending "
+"packets to a broadcast address (e.g. [code]255.255.255.255[/code])."
+msgstr ""
+
+#: doc/classes/PacketPeerUDP.xml:101
+msgid ""
+"Waits for a packet to arrive on the listening port. See [method listen].\n"
+"[b]Note:[/b] [method wait] can't be interrupted once it has been called. "
+"This can be worked around by allowing the other party to send a specific "
+"\"death pill\" packet like this:\n"
+"[codeblock]\n"
+"# Server\n"
+"socket.set_dest_address(\"127.0.0.1\", 789)\n"
+"socket.put_packet(\"Time to stop\".to_ascii())\n"
+"\n"
+"# Client\n"
+"while socket.wait() == OK:\n"
+" var data = socket.get_packet().get_string_from_ascii()\n"
+" if data == \"Time to stop\":\n"
+" return\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Panel.xml:4
+msgid "Provides an opaque background for [Control] children."
+msgstr ""
+
+#: doc/classes/Panel.xml:7
+msgid ""
+"Panel is a [Control] that displays an opaque background. It's commonly used "
+"as a parent and container for other types of [Control] nodes."
+msgstr ""
+
+#: doc/classes/Panel.xml:11
+msgid "https://godotengine.org/asset-library/asset/516"
+msgstr ""
+
+#: doc/classes/Panel.xml:12 doc/classes/Skeleton.xml:12
+#: doc/classes/SkeletonIK.xml:29
+msgid "https://godotengine.org/asset-library/asset/523"
+msgstr ""
+
+#: doc/classes/Panel.xml:20
+msgid "The style of this [Panel]."
+msgstr ""
+
+#: doc/classes/PanelContainer.xml:4
+msgid "Panel container type."
+msgstr ""
+
+#: doc/classes/PanelContainer.xml:7
+msgid ""
+"Panel container type. This container fits controls inside of the delimited "
+"area of a stylebox. It's useful for giving controls an outline."
+msgstr ""
+
+#: doc/classes/PanelContainer.xml:18
+msgid "The style of [PanelContainer]'s background."
+msgstr ""
+
+#: doc/classes/PanoramaSky.xml:4
+msgid "A type of [Sky] used to draw a background texture."
+msgstr ""
+
+#: doc/classes/PanoramaSky.xml:7
+msgid ""
+"A resource referenced in an [Environment] that is used to draw a background. "
+"The Panorama sky functions similar to skyboxes in other engines, except it "
+"uses an equirectangular sky map instead of a cube map.\n"
+"Using an HDR panorama is strongly recommended for accurate, high-quality "
+"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR "
+"([code].exr[/code]) image formats for this purpose.\n"
+"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
+"cubemap_to_panorama.html]this tool[/url] to convert a cube map to an "
+"equirectangular sky map."
+msgstr ""
+
+#: doc/classes/PanoramaSky.xml:17
+msgid "[Texture] to be applied to the PanoramaSky."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml:4
+msgid "A node used to create a parallax scrolling background."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml:7
+msgid ""
+"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create "
+"a parallax effect. Each [ParallaxLayer] can move at a different speed using "
+"[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a "
+"2D game. If not used with a [Camera2D], you must manually calculate the "
+"[member scroll_offset]."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml:16
+msgid "The base position offset for all [ParallaxLayer] children."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml:19
+msgid "The base motion scale for all [ParallaxLayer] children."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml:22
+msgid ""
+"If [code]true[/code], elements in [ParallaxLayer] child aren't affected by "
+"the zoom level of the camera."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml:25
+msgid ""
+"Top-left limits for scrolling to begin. If the camera is outside of this "
+"limit, the background will stop scrolling. Must be lower than [member "
+"scroll_limit_end] to work."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml:28
+msgid ""
+"Bottom-right limits for scrolling to end. If the camera is outside of this "
+"limit, the background will stop scrolling. Must be higher than [member "
+"scroll_limit_begin] to work."
+msgstr ""
+
+#: doc/classes/ParallaxBackground.xml:31
+msgid ""
+"The ParallaxBackground's scroll value. Calculated automatically when using a "
+"[Camera2D], but can be used to manually manage scrolling when no camera is "
+"present."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml:4
+msgid "A parallax scrolling layer to be used with [ParallaxBackground]."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml:7
+msgid ""
+"A ParallaxLayer must be the child of a [ParallaxBackground] node. Each "
+"ParallaxLayer can be set to move at different speeds relative to the camera "
+"movement or the [member ParallaxBackground.scroll_offset] value.\n"
+"This node's children will be affected by its scroll offset.\n"
+"[b]Note:[/b] Any changes to this node's position and scale made after it "
+"enters the scene will be ignored."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml:17
+msgid ""
+"The ParallaxLayer's [Texture] mirroring. Useful for creating an infinite "
+"scrolling background. If an axis is set to [code]0[/code], the [Texture] "
+"will not be mirrored."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml:20
+msgid ""
+"The ParallaxLayer's offset relative to the parent ParallaxBackground's "
+"[member ParallaxBackground.scroll_offset]."
+msgstr ""
+
+#: doc/classes/ParallaxLayer.xml:23
+msgid ""
+"Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], "
+"it will not scroll."
+msgstr ""
+
+#: doc/classes/Particles.xml:4
+msgid "GPU-based 3D particle emitter."
+msgstr ""
+
+#: doc/classes/Particles.xml:7
+msgid ""
+"3D particle node used to create a variety of particle systems and effects. "
+"[Particles] 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.\n"
+"[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using "
+"the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] "
+"to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu "
+"at the top of the 3D editor viewport then choosing [b]Convert to "
+"CPUParticles[/b].\n"
+"[b]Note:[/b] After working on a Particles node, remember to update its "
+"[member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu "
+"at the top of the 3D editor viewport then choose [b]Generate Visibility "
+"AABB[/b]. Otherwise, particles may suddenly disappear depending on the "
+"camera position and angle."
+msgstr ""
+
+#: doc/classes/Particles.xml:13
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/"
+"controlling_thousands_of_fish.html"
+msgstr ""
+
+#: doc/classes/Particles.xml:20
+msgid ""
+"Returns the axis-aligned bounding box that contains all the particles that "
+"are active in the current frame."
+msgstr ""
+
+#: doc/classes/Particles.xml:27
+msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]."
+msgstr ""
+
+#: doc/classes/Particles.xml:33
+msgid "Restarts the particle emission, clearing existing particles."
+msgstr ""
+
+#: doc/classes/Particles.xml:41
+msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]."
+msgstr ""
+
+#: doc/classes/Particles.xml:54
+msgid "[Mesh] that is drawn for the first draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml:57
+msgid "[Mesh] that is drawn for the second draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml:60
+msgid "[Mesh] that is drawn for the third draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml:63
+msgid "[Mesh] that is drawn for the fourth draw pass."
+msgstr ""
+
+#: doc/classes/Particles.xml:66
+msgid "The number of draw passes when rendering particles."
+msgstr ""
+
+#: doc/classes/Particles.xml:72
+msgid ""
+"Time ratio between each emission. If [code]0[/code], particles are emitted "
+"continuously. If [code]1[/code], all particles are emitted simultaneously."
+msgstr ""
+
+#: doc/classes/Particles.xml:87
+msgid ""
+"If [code]true[/code], only [code]amount[/code] particles will be emitted."
+msgstr ""
+
+#: doc/classes/Particles.xml:90
+msgid ""
+"Amount of time to preprocess the particles before animation starts. Lets you "
+"start the animation some time after particles have started emitting."
+msgstr ""
+
+#: doc/classes/Particles.xml:93 doc/classes/Particles2D.xml:68
+msgid ""
+"[Material] for processing particles. Can be a [ParticlesMaterial] or a "
+"[ShaderMaterial]."
+msgstr ""
+
+#: doc/classes/Particles.xml:96
+msgid "Emission randomness ratio."
+msgstr ""
+
+#: doc/classes/Particles.xml:99
+msgid ""
+"Speed scaling ratio. A value of [code]0[/code] can be used to pause the "
+"particles."
+msgstr ""
+
+#: doc/classes/Particles.xml:102
+msgid ""
+"The [AABB] that determines the node's region which needs to be visible on "
+"screen for the particle system to be active.\n"
+"Grow the box if particles suddenly appear/disappear when the node enters/"
+"exits the screen. The [AABB] can be grown via code or with the [b]Particles "
+"→ Generate AABB[/b] editor tool.\n"
+"[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast "
+"shadows, you may want to enlarge this AABB to ensure the shadow is updated "
+"when particles are off-screen."
+msgstr ""
+
+#: doc/classes/Particles.xml:118
+msgid "Maximum number of draw passes supported."
+msgstr ""
+
+#: doc/classes/Particles2D.xml:4
+msgid "GPU-based 2D particle emitter."
+msgstr ""
+
+#: doc/classes/Particles2D.xml:7
+msgid ""
+"2D particle node used to create a variety of particle systems and effects. "
+"[Particles2D] 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.\n"
+"[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using "
+"the GLES2 renderer, use [CPUParticles2D] instead. You can convert "
+"[Particles2D] to [CPUParticles2D] by selecting the node, clicking the "
+"[b]Particles[/b] menu at the top of the 2D editor viewport then choosing "
+"[b]Convert to CPUParticles2D[/b].\n"
+"[b]Note:[/b] After working on a Particles node, remember to update its "
+"[member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu "
+"at the top of the 2D editor viewport then choose [b]Generate Visibility "
+"Rect[/b]. Otherwise, particles may suddenly disappear depending on the "
+"camera position and angle.\n"
+"[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the "
+"texture region defined in [AtlasTexture]s."
+msgstr ""
+
+#: doc/classes/Particles2D.xml:21
+msgid "Returns a rectangle containing the positions of all existing particles."
+msgstr ""
+
+#: doc/classes/Particles2D.xml:27
+msgid "Restarts all the existing particles."
+msgstr ""
+
+#: doc/classes/Particles2D.xml:80
+msgid ""
+"The [Rect2] that determines the node's region which needs to be visible on "
+"screen for the particle system to be active.\n"
+"Grow the rect if particles suddenly appear/disappear when the node enters/"
+"exits the screen. The [Rect2] can be grown via code or with the [b]Particles "
+"→ Generate Visibility Rect[/b] editor tool."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:4
+msgid "Particle properties for [Particles] and [Particles2D] nodes."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:7
+msgid ""
+"ParticlesMaterial defines particle properties and behavior. It is used in "
+"the [code]process_material[/code] of [Particles] and [Particles2D] emitter "
+"nodes.\n"
+"Some of this material's properties are applied to each particle when "
+"emitted, while others can have a [CurveTexture] applied to vary values over "
+"the lifetime of the particle.\n"
+"When a randomness ratio is applied to a property it is used to scale that "
+"property by a random amount. The random ratio is used to interpolate between "
+"[code]1.0[/code] and a random number less than one, the result is multiplied "
+"by the property to obtain the randomized property. For example a random "
+"ratio of [code]0.4[/code] would scale the original property between "
+"[code]0.4-1.0[/code] of its original value."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:18
+msgid "Returns [code]true[/code] if the specified flag is enabled."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:32
+msgid "Returns the randomness ratio associated with the specified parameter."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:39
+msgid "Returns the [Texture] used by the specified parameter."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:47
+msgid ""
+"If [code]true[/code], enables the specified flag. See [enum Flags] for "
+"options."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:55
+msgid "Sets the specified [enum Parameter]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:63
+msgid "Sets the randomness ratio for the specified [enum Parameter]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:71
+msgid "Sets the [Texture] for the specified [enum Parameter]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:77
+msgid ""
+"Initial rotation applied to each particle, in degrees.\n"
+"[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
+"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
+"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:81
+msgid "Each particle's rotation will be animated along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:87
+msgid ""
+"Initial angular velocity applied to each particle in [i]degrees[/i] per "
+"second. Sets the speed of rotation of the particle.\n"
+"[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
+"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
+"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:91
+msgid "Each particle's angular velocity will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:100
+msgid "Each particle's animation offset will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:109
+msgid "Each particle's animation speed will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:115
+msgid ""
+"Each particle's initial color. If the [Particles2D]'s [code]texture[/code] "
+"is defined, it will be multiplied by this color. To have particle display "
+"color in a [SpatialMaterial] make sure to set [member SpatialMaterial."
+"vertex_color_use_as_albedo] to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:124
+msgid "Damping will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:133
+msgid ""
+"The box's extents if [code]emission_shape[/code] is set to [constant "
+"EMISSION_SHAPE_BOX]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:136
+msgid ""
+"Particle color will be modulated by color determined by sampling this "
+"texture at the same point as the [member emission_point_texture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:139
+msgid ""
+"Particle velocity and rotation will be set by sampling this texture at the "
+"same point as the [member emission_point_texture]. Used only in [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
+"node by selecting \"Create Emission Points from Mesh/Node\" under the "
+"\"Particles\" tool in the toolbar."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:142
+msgid ""
+"The number of emission points if [code]emission_shape[/code] is set to "
+"[constant EMISSION_SHAPE_POINTS] or [constant "
+"EMISSION_SHAPE_DIRECTED_POINTS]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:145
+msgid ""
+"Particles will be emitted at positions determined by sampling this texture "
+"at a random position. Used with [constant EMISSION_SHAPE_POINTS] and "
+"[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from "
+"mesh or node by selecting \"Create Emission Points from Mesh/Node\" under "
+"the \"Particles\" tool in the toolbar."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:148
+msgid ""
+"The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:151
+msgid ""
+"The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:154
+msgid ""
+"The inner radius of the ring when using the emitter [constant "
+"EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:157
+msgid ""
+"The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:160
+msgid ""
+"Particles will be emitted inside this region. Use [enum EmissionShape] "
+"constants for values."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:163
+msgid ""
+"The sphere's radius if [code]emission_shape[/code] is set to [constant "
+"EMISSION_SHAPE_SPHERE]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:175
+msgid "Amount of [member spread] along the Y axis."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:184
+msgid "Each particle's hue will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:202
+msgid ""
+"Each particle's linear acceleration will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:208
+msgid ""
+"Orbital velocity applied to each particle. Makes the particles circle around "
+"origin. Specified in number of full rotations around origin per second.\n"
+"[b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:212
+msgid "Each particle's orbital velocity will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:221
+msgid ""
+"Each particle's radial acceleration will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:230
+msgid "Each particle's scale will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:242
+msgid ""
+"Each particle's tangential acceleration will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:248
+msgid "Trail particles' color will vary along this [GradientTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:251
+msgid ""
+"Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] "
+"particles. The remaining particles will be used as trail(s)."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:254
+msgid "Trail particles' size will vary along this [CurveTexture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:259
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set initial velocity properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:262
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set angular velocity properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:265
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set orbital velocity properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:268
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set linear acceleration properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:271
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set radial acceleration properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:274
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set tangential acceleration properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:277
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set damping properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:280
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set angle properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:283
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set scale properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:286
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set hue variation properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:289
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set animation speed properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:292
+msgid ""
+"Use with [method set_param], [method set_param_randomness], and [method "
+"set_param_texture] to set animation offset properties."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:298
+msgid "Use with [method set_flag] to set [member flag_align_y]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:301
+msgid "Use with [method set_flag] to set [member flag_rotate_y]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:304
+msgid "Use with [method set_flag] to set [member flag_disable_z]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:319
+msgid ""
+"Particles will be emitted at a position determined by sampling a random "
+"point on the [member emission_point_texture]. Particle color will be "
+"modulated by [member emission_color_texture]."
+msgstr ""
+
+#: doc/classes/ParticlesMaterial.xml:322
+msgid ""
+"Particles will be emitted at a position determined by sampling a random "
+"point on the [member emission_point_texture]. Particle velocity and rotation "
+"will be set based on [member emission_normal_texture]. Particle color will "
+"be modulated by [member emission_color_texture]."
+msgstr ""
+
+#: doc/classes/Path.xml:4
+msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow."
+msgstr ""
+
+#: doc/classes/Path.xml:7
+msgid ""
+"Can have [PathFollow] child nodes moving along the [Curve3D]. See "
+"[PathFollow] for more information on the usage.\n"
+"Note that the path is considered as relative to the moved nodes (children of "
+"[PathFollow]). As such, the curve should usually start with a zero vector "
+"[code](0, 0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Path.xml:16
+msgid "A [Curve3D] describing the path."
+msgstr ""
+
+#: doc/classes/Path.xml:22
+msgid "Emitted when the [member curve] changes."
+msgstr ""
+
+#: doc/classes/Path2D.xml:4
+msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
+msgstr ""
+
+#: doc/classes/Path2D.xml:7
+msgid ""
+"Can have [PathFollow2D] child nodes moving along the [Curve2D]. See "
+"[PathFollow2D] for more information on usage.\n"
+"[b]Note:[/b] The path is considered as relative to the moved nodes (children "
+"of [PathFollow2D]). As such, the curve should usually start with a zero "
+"vector ([code](0, 0)[/code])."
+msgstr ""
+
+#: doc/classes/Path2D.xml:16
+msgid "A [Curve2D] describing the path."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:4
+msgid "Point sampler for a [Path]."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:7
+msgid ""
+"This node takes its parent [Path], 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 ""
+
+#: doc/classes/PathFollow.xml:16
+msgid ""
+"If [code]true[/code], the position between two cached points is interpolated "
+"cubically, and linearly otherwise.\n"
+"The points along the [Curve3D] of the [Path] are precomputed before use, for "
+"faster calculations. The point at the requested offset is then calculated "
+"interpolating between two adjacent cached points. This may present a problem "
+"if the curve makes sharp turns, as the cached points may not follow the "
+"curve closely enough.\n"
+"There are two answers to this problem: either increase the number of cached "
+"points and increase memory consumption, or make a cubic interpolation "
+"between two points at the cost of (slightly) slower calculations."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:21 doc/classes/PathFollow2D.xml:21
+msgid "The node's offset along the curve."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:24 doc/classes/PathFollow2D.xml:27
+msgid ""
+"If [code]true[/code], any offset outside the path's length will wrap around, "
+"instead of stopping at the ends. Use it for cyclic paths."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:27
+msgid ""
+"The distance from the first vertex, measured in 3D units along the path. "
+"This sets this node's position to a point within the path."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:30
+msgid ""
+"Allows or forbids rotation on one or more axes, depending on the [enum "
+"RotationMode] constants being used."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:33
+msgid ""
+"The distance from the first vertex, considering 0.0 as the first vertex and "
+"1.0 as the last. This is just another way of expressing the offset within "
+"the path, as the offset supplied is multiplied internally by the path's "
+"length."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:36 doc/classes/PathFollow2D.xml:39
+msgid "The node's offset perpendicular to the curve."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:41
+msgid "Forbids the PathFollow to rotate."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:44
+msgid "Allows the PathFollow to rotate in the Y axis only."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:47
+msgid "Allows the PathFollow to rotate in both the X, and Y axes."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:50
+msgid "Allows the PathFollow to rotate in any axis."
+msgstr ""
+
+#: doc/classes/PathFollow.xml:53
+msgid ""
+"Uses the up vector information in a [Curve3D] to enforce orientation. This "
+"rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] "
+"property to be set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml:4
+msgid "Point sampler for a [Path2D]."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml:7
+msgid ""
+"This node takes its parent [Path2D], 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 ""
+
+#: doc/classes/PathFollow2D.xml:16
+msgid ""
+"If [code]true[/code], the position between two cached points is interpolated "
+"cubically, and linearly otherwise.\n"
+"The points along the [Curve2D] of the [Path2D] are precomputed before use, "
+"for faster calculations. The point at the requested offset is then "
+"calculated interpolating between two adjacent cached points. This may "
+"present a problem if the curve makes sharp turns, as the cached points may "
+"not follow the curve closely enough.\n"
+"There are two answers to this problem: either increase the number of cached "
+"points and increase memory consumption, or make a cubic interpolation "
+"between two points at the cost of (slightly) slower calculations."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml:24
+msgid ""
+"How far to look ahead of the curve to calculate the tangent if the node is "
+"rotating. E.g. shorter lookaheads will lead to faster rotations."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml:30
+msgid "The distance along the path in pixels."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml:33
+msgid ""
+"If [code]true[/code], this node rotates to follow the path, making its "
+"descendants rotate."
+msgstr ""
+
+#: doc/classes/PathFollow2D.xml:36
+msgid ""
+"The distance along the path as a number in the range 0.0 (for the first "
+"vertex) to 1.0 (for the last). This is just another way of expressing the "
+"offset within the path, as the offset supplied is multiplied internally by "
+"the path's length."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml:4
+msgid "Creates packages that can be loaded into a running project."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml:7
+msgid ""
+"The [PCKPacker] is used to create packages that can be loaded into a running "
+"project using [method ProjectSettings.load_resource_pack].\n"
+"[codeblock]\n"
+"var packer = PCKPacker.new()\n"
+"packer.pck_start(\"test.pck\")\n"
+"packer.add_file(\"res://text.txt\", \"text.txt\")\n"
+"packer.flush()\n"
+"[/codeblock]\n"
+"The above [PCKPacker] creates package [code]test.pck[/code], then adds a "
+"file named [code]text.txt[/code] at the root of the package."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml:24
+msgid ""
+"Adds the [code]source_path[/code] file to the current PCK package at the "
+"[code]pck_path[/code] internal path (should start with [code]res://[/code])."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml:31
+msgid ""
+"Writes the files specified using all [method add_file] calls since the last "
+"flush. If [code]verbose[/code] is [code]true[/code], a list of files added "
+"will be printed to the console for easier debugging."
+msgstr ""
+
+#: doc/classes/PCKPacker.xml:39
+msgid ""
+"Creates a new PCK file with the name [code]pck_name[/code]. The [code].pck[/"
+"code] file extension isn't added automatically, so it should be part of "
+"[code]pck_name[/code] (even though it's not required)."
+msgstr ""
+
+#: doc/classes/Performance.xml:4
+msgid "Exposes performance-related data."
+msgstr ""
+
+#: doc/classes/Performance.xml:7
+msgid ""
+"This class provides access to a number of different monitors related to "
+"performance, such as memory usage, draw calls, and FPS. These are the same "
+"as the values displayed in the [b]Monitor[/b] tab in the editor's "
+"[b]Debugger[/b] panel. By using the [method get_monitor] method of this "
+"class, you can access this data from your code.\n"
+"[b]Note:[/b] A few of these monitors are only available in debug mode and "
+"will always return 0 when used in a release build.\n"
+"[b]Note:[/b] Many of these monitors are not updated in real-time, so there "
+"may be a short delay between changes."
+msgstr ""
+
+#: doc/classes/Performance.xml:18
+msgid ""
+"Returns the value of one of the available monitors. You should provide one "
+"of the [enum Monitor] constants as the argument, like this:\n"
+"[codeblock]\n"
+"print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the "
+"console\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Performance.xml:27
+msgid "Number of frames per second."
+msgstr ""
+
+#: doc/classes/Performance.xml:30
+msgid "Time it took to complete one frame, in seconds."
+msgstr ""
+
+#: doc/classes/Performance.xml:33
+msgid "Time it took to complete one physics frame, in seconds."
+msgstr ""
+
+#: doc/classes/Performance.xml:36
+msgid ""
+"Static memory currently used, in bytes. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml:39
+msgid ""
+"Dynamic memory currently used, in bytes. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml:42
+msgid "Available static memory. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml:45
+msgid "Available dynamic memory. Not available in release builds."
+msgstr ""
+
+#: doc/classes/Performance.xml:48
+msgid ""
+"Largest amount of memory the message queue buffer has used, in bytes. The "
+"message queue is used for deferred functions calls and notifications."
+msgstr ""
+
+#: doc/classes/Performance.xml:51
+msgid "Number of objects currently instanced (including nodes)."
+msgstr ""
+
+#: doc/classes/Performance.xml:54
+msgid "Number of resources currently used."
+msgstr ""
+
+#: doc/classes/Performance.xml:57
+msgid ""
+"Number of nodes currently instanced in the scene tree. This also includes "
+"the root node."
+msgstr ""
+
+#: doc/classes/Performance.xml:60
+msgid ""
+"Number of orphan nodes, i.e. nodes which are not parented to a node of the "
+"scene tree."
+msgstr ""
+
+#: doc/classes/Performance.xml:63
+msgid "3D objects drawn per frame."
+msgstr ""
+
+#: doc/classes/Performance.xml:66
+msgid "Vertices drawn per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml:69
+msgid "Material changes per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml:72
+msgid "Shader changes per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml:75
+msgid "Render surface changes per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml:78
+msgid "Draw calls per frame. 3D only."
+msgstr ""
+
+#: doc/classes/Performance.xml:81
+msgid "Items or joined items drawn per frame."
+msgstr ""
+
+#: doc/classes/Performance.xml:84
+msgid "Draw calls per frame."
+msgstr ""
+
+#: doc/classes/Performance.xml:87 doc/classes/VisualServer.xml:3696
+msgid ""
+"The amount of video memory used, i.e. texture and vertex memory combined."
+msgstr ""
+
+#: doc/classes/Performance.xml:90 doc/classes/VisualServer.xml:3699
+msgid "The amount of texture memory used."
+msgstr ""
+
+#: doc/classes/Performance.xml:93 doc/classes/VisualServer.xml:3702
+msgid "The amount of vertex memory used."
+msgstr ""
+
+#: doc/classes/Performance.xml:96 doc/classes/VisualServer.xml:3693
+msgid ""
+"Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0."
+msgstr ""
+
+#: doc/classes/Performance.xml:99
+msgid "Number of active [RigidBody2D] nodes in the game."
+msgstr ""
+
+#: doc/classes/Performance.xml:102
+msgid "Number of collision pairs in the 2D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml:105
+msgid "Number of islands in the 2D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml:108
+msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game."
+msgstr ""
+
+#: doc/classes/Performance.xml:111
+msgid "Number of collision pairs in the 3D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml:114
+msgid "Number of islands in the 3D physics engine."
+msgstr ""
+
+#: doc/classes/Performance.xml:117
+msgid "Output latency of the [AudioServer]."
+msgstr ""
+
+#: doc/classes/Performance.xml:120
+msgid "Represents the size of the [enum Monitor] enum."
+msgstr ""
+
+#: doc/classes/PHashTranslation.xml:4
+msgid "Optimized translation."
+msgstr ""
+
+#: doc/classes/PHashTranslation.xml:7
+msgid ""
+"Optimized translation. Uses real-time compressed translations, which results "
+"in very small dictionaries."
+msgstr ""
+
+#: doc/classes/PHashTranslation.xml:16
+msgid ""
+"Generates and sets an optimized translation from the given [Translation] "
+"resource."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:4
+msgid "Direct access object to a physics body in the [Physics2DServer]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:7
+msgid ""
+"Provides direct access to a physics body in the [Physics2DServer], 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 RigidBody2D._integrate_forces]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:11
+#: doc/classes/Physics2DDirectSpaceState.xml:11
+#: doc/classes/PhysicsDirectBodyState.xml:11
+#: doc/classes/PhysicsDirectSpaceState.xml:11 doc/classes/RayCast.xml:14
+#: doc/classes/RayCast2D.xml:14 doc/classes/World.xml:10
+#: doc/classes/World2D.xml:10
+msgid "https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html"
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:18 doc/classes/RigidBody2D.xml:30
+msgid "Adds a constant directional force without affecting rotation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:26
+#: doc/classes/PhysicsDirectBodyState.xml:27 doc/classes/RigidBody2D.xml:38
+msgid ""
+"Adds a positioned force to the body. Both the force and the offset from the "
+"body origin are in global coordinates."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:33 doc/classes/RigidBody2D.xml:45
+msgid "Adds a constant rotational force."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:40 doc/classes/RigidBody2D.xml:52
+msgid "Applies a directional impulse without affecting rotation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:48
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time-independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason, it should only be used when simulating one-time impacts "
+"(use the \"_force\" functions otherwise). The offset uses the rotation of "
+"the global coordinate system, but is centered at the object's origin."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:55 doc/classes/RigidBody2D.xml:67
+msgid "Applies a rotational impulse to the body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:62
+#: doc/classes/PhysicsDirectBodyState.xml:64
+msgid "Returns the collider's [RID]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:69
+#: doc/classes/PhysicsDirectBodyState.xml:71
+msgid "Returns the collider's object id."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:76
+msgid ""
+"Returns the collider object. This depends on how it was created (will return "
+"a scene node if such was used to create it)."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:83
+#: doc/classes/PhysicsDirectBodyState.xml:85
+msgid "Returns the contact position in the collider."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:90
+#: doc/classes/PhysicsDirectBodyState.xml:92
+msgid "Returns the collider's shape index."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:97
+msgid ""
+"Returns the collided shape's metadata. This metadata is different from "
+"[method Object.get_meta], and is set with [method Physics2DServer."
+"shape_set_data]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:104
+#: doc/classes/PhysicsDirectBodyState.xml:99
+msgid "Returns the linear velocity vector at the collider's contact point."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:110
+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 RigidBody2D.contact_monitor]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:118
+#: doc/classes/PhysicsDirectBodyState.xml:120
+msgid "Returns the local normal at the contact point."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:125
+#: doc/classes/PhysicsDirectBodyState.xml:127
+msgid "Returns the local position of the contact point."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:132
+#: doc/classes/PhysicsDirectBodyState.xml:134
+msgid "Returns the local shape index of the collision."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:138
+#: doc/classes/PhysicsDirectBodyState.xml:140
+msgid "Returns the current state of the space, useful for queries."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:145
+#: doc/classes/PhysicsDirectBodyState.xml:147
+msgid ""
+"Returns the body's velocity at the given relative position, including both "
+"translation and rotation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:151
+#: doc/classes/PhysicsDirectBodyState.xml:153
+msgid "Calls the built-in force integration code."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:157 doc/classes/RigidBody2D.xml:101
+msgid "The body's rotational velocity in [i]radians[/i] per second."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:160
+#: doc/classes/PhysicsDirectBodyState.xml:164
+msgid "The inverse of the inertia of the body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:163
+#: doc/classes/PhysicsDirectBodyState.xml:167
+msgid "The inverse of the mass of the body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:166
+msgid "The body's linear velocity in pixels per second."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:169
+#: doc/classes/PhysicsDirectBodyState.xml:175
+msgid "If [code]true[/code], this body is currently sleeping (not active)."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:172
+#: doc/classes/PhysicsDirectBodyState.xml:178
+msgid "The timestep (delta) used for the simulation."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:175
+#: doc/classes/PhysicsDirectBodyState.xml:181
+msgid ""
+"The rate at which the body stops rotating, if there are not any other forces "
+"moving it."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:178
+#: doc/classes/PhysicsDirectBodyState.xml:184
+msgid "The total gravity vector being currently applied to this body."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:181
+#: doc/classes/PhysicsDirectBodyState.xml:187
+msgid ""
+"The rate at which the body stops moving, if there are not any other forces "
+"moving it."
+msgstr ""
+
+#: doc/classes/Physics2DDirectBodyState.xml:184
+#: doc/classes/PhysicsDirectBodyState.xml:190
+msgid "The body's transformation matrix."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml:4
+msgid "Direct access object to a space in the [Physics2DServer]."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml:7
+msgid ""
+"Direct access object to a space in the [Physics2DServer]. It's used mainly "
+"to do queries against objects and areas residing in a given space."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml:18
+msgid ""
+"Checks how far a [Shape2D] can move without colliding. All the parameters "
+"for the query, including the shape and the motion, are supplied through a "
+"[Physics2DShapeQueryParameters] object.\n"
+"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
+"the motion. The safe proportion is the maximum fraction of the motion that "
+"can be made without a collision. The unsafe proportion is the minimum "
+"fraction of the distance that must be moved for a collision. If no collision "
+"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
+"[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. "
+"inside of, will be ignored. Use [method collide_shape] to determine the "
+"[Shape2D]s that the shape is already colliding with."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml:28
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[Physics2DShapeQueryParameters] 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 ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml:35
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[Physics2DShapeQueryParameters] object, against the space. If it collides "
+"with more than one shape, the nearest one is selected. If the shape did not "
+"intersect anything, then an empty dictionary is returned instead.\n"
+"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
+"property of the object. The returned object is a dictionary containing the "
+"following fields:\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If "
+"the object is an [Area2D], the result is [code](0, 0)[/code].\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]point[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml:55
+msgid ""
+"Checks whether a point is inside any solid shape. The shapes the point is "
+"inside of are returned in an array containing dictionaries with the "
+"following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
+"respectively.\n"
+"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
+"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
+"not be detected."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml:76
+msgid ""
+"Checks whether a point is inside any solid shape, in a specific canvas layer "
+"given by [code]canvas_instance_id[/code]. The shapes the point is inside of "
+"are returned in an array containing dictionaries with the following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
+"respectively.\n"
+"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
+"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
+"not be detected."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml:96
+msgid ""
+"Intersects a ray in a given space. The returned object is a dictionary with "
+"the following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]position[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"If the ray did not intersect anything, then an empty dictionary is returned "
+"instead.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
+"respectively."
+msgstr ""
+
+#: doc/classes/Physics2DDirectSpaceState.xml:113
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[Physics2DShapeQueryParameters] object, against the space.\n"
+"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
+"property of the object. The intersected shapes are returned in an array "
+"containing dictionaries with the following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
+"different from [method Object.get_meta], and is set with [method "
+"Physics2DServer.shape_set_data].\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:4
+msgid "Server interface for low-level 2D physics access."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:7
+msgid ""
+"Physics2DServer is the server responsible for all 2D physics. It can create "
+"many kinds of physics objects, but does not insert them on the node tree."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:19 doc/classes/PhysicsServer.xml:19
+msgid ""
+"Adds a shape to the area, along with a transform matrix. Shapes are usually "
+"referenced by their index, so you should track which shape has a given index."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:34 doc/classes/Physics2DServer.xml:304
+#: doc/classes/PhysicsServer.xml:27 doc/classes/PhysicsServer.xml:298
+msgid ""
+"Assigns the area to a descendant of [Object], so it can exist in the node "
+"tree."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:41 doc/classes/PhysicsServer.xml:34
+msgid ""
+"Removes all shapes from an area. It does not delete the shapes, so they can "
+"be reassigned later."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:47
+msgid ""
+"Creates an [Area2D]. After creating an [Area2D] with this method, assign it "
+"to a space using [method area_set_space] to use the created [Area2D] in the "
+"physics world."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:60 doc/classes/Physics2DServer.xml:372
+#: doc/classes/PhysicsServer.xml:47 doc/classes/PhysicsServer.xml:362
+msgid "Gets the instance ID of the object the area is assigned to."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:68
+msgid ""
+"Returns an area parameter value. See [enum AreaParameter] for a list of "
+"available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:76 doc/classes/PhysicsServer.xml:63
+msgid "Returns the [RID] of the nth shape of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:83 doc/classes/PhysicsServer.xml:70
+msgid "Returns the number of shapes assigned to an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:91 doc/classes/PhysicsServer.xml:78
+msgid "Returns the transform matrix of a shape within an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:98 doc/classes/PhysicsServer.xml:85
+msgid "Returns the space assigned to the area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:105 doc/classes/PhysicsServer.xml:92
+msgid "Returns the space override mode for the area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:112 doc/classes/PhysicsServer.xml:99
+msgid "Returns the transform matrix for an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:120 doc/classes/PhysicsServer.xml:114
+msgid ""
+"Removes a shape from an area. It does not delete the shape, so it can be "
+"reassigned later."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:136 doc/classes/PhysicsServer.xml:130
+msgid "Assigns the area to one or many physics layers."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:144 doc/classes/PhysicsServer.xml:138
+msgid "Sets which physics layers the area will monitor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:153 doc/classes/PhysicsServer.xml:147
+msgid ""
+"Sets the function to call when any body/area enters or exits the area. This "
+"callback will be called for any object interacting with the area, and takes "
+"five parameters:\n"
+"1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on "
+"whether the object entered or exited the area.\n"
+"2: [RID] of the object that entered/exited the area.\n"
+"3: Instance ID of the object that entered/exited the area.\n"
+"4: The shape index of the object that entered/exited the area.\n"
+"5: The shape index of the area where the object entered/exited."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:174
+msgid ""
+"Sets the value for an area parameter. See [enum AreaParameter] for a list of "
+"available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:183 doc/classes/PhysicsServer.xml:185
+msgid ""
+"Substitutes a given area shape by another. The old shape is selected by its "
+"index, the new one by its [RID]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:192
+msgid "Disables a given shape in an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:201 doc/classes/PhysicsServer.xml:202
+msgid "Sets the transform matrix for an area shape."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:209 doc/classes/PhysicsServer.xml:210
+msgid "Assigns a space to the area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:217
+msgid ""
+"Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] "
+"for a list of available modes."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:225 doc/classes/PhysicsServer.xml:226
+msgid "Sets the transform matrix for an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:240 doc/classes/PhysicsServer.xml:241
+msgid "Adds a body to the list of bodies exempt from collisions."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:249
+msgid ""
+"Adds a positioned force to the applied force and torque. As with [method "
+"body_apply_impulse], both the force and the offset from the body origin are "
+"in global coordinates. A force differs from an impulse in that, while the "
+"two are forces, the impulse clears itself after being applied."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:259 doc/classes/PhysicsServer.xml:259
+msgid ""
+"Adds a shape to the body, along with a transform matrix. Shapes are usually "
+"referenced by their index, so you should track which shape has a given index."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:282
+msgid ""
+"Adds a positioned impulse to the applied force and torque. Both the force "
+"and the offset from the body origin are in global coordinates."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:311 doc/classes/PhysicsServer.xml:305
+msgid "Removes all shapes from a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:317
+msgid "Creates a physics body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:330 doc/classes/PhysicsServer.xml:320
+msgid "Returns the physics layer or layers a body belongs to."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:337
+msgid "Returns the physics layer or layers a body can collide with."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:344
+msgid "Returns the continuous collision detection mode."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:351
+msgid ""
+"Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/"
+"code] if the body is destroyed or removed from the physics space."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:358 doc/classes/PhysicsServer.xml:348
+msgid ""
+"Returns the maximum contacts that can be reported. See [method "
+"body_set_max_contacts_reported]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:365 doc/classes/PhysicsServer.xml:355
+msgid "Returns the body mode."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:380
+msgid ""
+"Returns the value of a body parameter. See [enum BodyParameter] for a list "
+"of available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:388 doc/classes/PhysicsServer.xml:378
+msgid "Returns the [RID] of the nth shape of a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:395 doc/classes/PhysicsServer.xml:385
+msgid "Returns the number of shapes assigned to a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:403
+msgid "Returns the metadata of a shape of a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:411 doc/classes/PhysicsServer.xml:393
+msgid "Returns the transform matrix of a body shape."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:418 doc/classes/PhysicsServer.xml:400
+msgid "Returns the [RID] of the space assigned to a body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:426 doc/classes/PhysicsServer.xml:408
+msgid "Returns a body state."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:433 doc/classes/PhysicsServer.xml:429
+msgid ""
+"Returns whether a body uses a callback function to calculate its own physics "
+"(see [method body_set_force_integration_callback])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:441
+msgid "Removes a body from the list of bodies exempt from collisions."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:449 doc/classes/PhysicsServer.xml:453
+msgid ""
+"Removes a shape from a body. The shape is not deleted, so it can be reused "
+"afterwards."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:457 doc/classes/PhysicsServer.xml:469
+#: doc/classes/RigidBody.xml:105
+msgid ""
+"Sets an axis velocity. The velocity in the given vector axis will be set as "
+"the given vector length. This is useful for jumping behavior."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:465 doc/classes/PhysicsServer.xml:477
+msgid "Sets the physics layer or layers a body belongs to."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:473 doc/classes/PhysicsServer.xml:485
+msgid "Sets the physics layer or layers a body can collide with."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:481
+msgid ""
+"Sets the continuous collision detection mode using one of the [enum CCDMode] "
+"constants.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:492 doc/classes/PhysicsServer.xml:504
+msgid ""
+"Sets the function used to calculate physics for an object, if that object "
+"allows it (see [method body_set_omit_force_integration])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:500 doc/classes/PhysicsServer.xml:519
+msgid ""
+"Sets the maximum contacts to report. Bodies can keep a log of the contacts "
+"with other bodies, this is enabled by setting the maximum amount of contacts "
+"reported to a number greater than 0."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:508
+msgid "Sets the body mode using one of the [enum BodyMode] constants."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:516 doc/classes/PhysicsServer.xml:535
+msgid ""
+"Sets whether a body uses a callback function to calculate its own physics "
+"(see [method body_set_force_integration_callback])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:525
+msgid ""
+"Sets a body parameter. See [enum BodyParameter] for a list of available "
+"parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:534 doc/classes/PhysicsServer.xml:561
+msgid ""
+"Substitutes a given body shape by another. The old shape is selected by its "
+"index, the new one by its [RID]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:544
+msgid ""
+"Enables one way collision on body if [code]enable[/code] is [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:553
+msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:562
+msgid ""
+"Sets metadata of a shape within a body. This metadata is different from "
+"[method Object.set_meta], and can be retrieved on shape queries."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:571 doc/classes/PhysicsServer.xml:578
+msgid "Sets the transform matrix for a body shape."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:579 doc/classes/PhysicsServer.xml:586
+msgid "Assigns a space to the body (see [method space_create])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:588
+msgid ""
+"Sets a body state using one of the [enum BodyState] constants.\n"
+"Note that the method doesn't take effect immediately. The state will change "
+"on the next physics frame."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:603
+msgid ""
+"Returns [code]true[/code] if a collision would result from moving in the "
+"given direction from a given point in space. Margin increases the size of "
+"the shapes involved in the collision detection. [Physics2DTestMotionResult] "
+"can be passed to return additional information in."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:633
+msgid ""
+"Creates a damped spring joint between two bodies. If not specified, the "
+"second body is assumed to be the joint itself."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:641
+msgid "Returns the value of a damped spring joint parameter."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:650
+msgid ""
+"Sets a damped spring joint parameter. See [enum DampedStringParam] for a "
+"list of available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:657
+msgid ""
+"Destroys any of the objects created by Physics2DServer. If the [RID] passed "
+"is not one of the objects that can be created by Physics2DServer, an error "
+"will be sent to the console."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:664
+msgid ""
+"Returns information about the current state of the 2D physics engine. See "
+"[enum ProcessInfo] for a list of available states."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:675
+msgid ""
+"Creates a groove joint between two bodies. If not specified, the bodies are "
+"assumed to be the joint itself."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:683
+msgid "Returns the value of a joint parameter."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:690
+msgid "Returns a joint's type (see [enum JointType])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:699
+msgid ""
+"Sets a joint parameter. See [enum JointParam] for a list of available "
+"parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:713
+msgid ""
+"Creates a pin joint between two bodies. If not specified, the second body is "
+"assumed to be the joint itself."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:735
+msgid "Activates or deactivates the 2D physics engine."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:742
+msgid ""
+"Sets the amount of iterations for calculating velocities of colliding "
+"bodies. The greater the amount of iterations, the more accurate the "
+"collisions will be. However, a greater amount of iterations requires more "
+"CPU power, which can decrease performance. The default value is [code]8[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:749 doc/classes/PhysicsServer.xml:859
+msgid "Returns the shape data."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:756
+msgid "Returns a shape's type (see [enum ShapeType])."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:764 doc/classes/PhysicsServer.xml:874
+msgid ""
+"Sets the shape data that defines its shape and size. The data to be passed "
+"depends on the kind of shape created [method shape_get_type]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:770 doc/classes/PhysicsServer.xml:897
+msgid ""
+"Creates a space. A space is a collection of parameters for the physics "
+"engine that can be assigned to an area or a body. It can be assigned to an "
+"area with [method area_set_space], or to a body with [method body_set_space]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:777
+msgid ""
+"Returns the state of a space, a [Physics2DDirectSpaceState]. This object can "
+"be used to make collision/intersection queries."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:785 doc/classes/PhysicsServer.xml:912
+msgid "Returns the value of a space parameter."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:792 doc/classes/PhysicsServer.xml:919
+msgid "Returns whether the space is active."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:800 doc/classes/PhysicsServer.xml:927
+msgid ""
+"Marks a space as active. It will not have an effect, unless it is assigned "
+"to an area or body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:809
+msgid ""
+"Sets the value for a space parameter. See [enum SpaceParameter] for a list "
+"of available parameters."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:815 doc/classes/PhysicsServer.xml:1278
+msgid ""
+"Constant to set/get the maximum distance a pair of bodies has to move before "
+"their collision status has to be recalculated."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:818 doc/classes/PhysicsServer.xml:1281
+msgid ""
+"Constant to set/get the maximum distance a shape can be from another before "
+"they are considered separated."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:821 doc/classes/PhysicsServer.xml:1284
+msgid ""
+"Constant to set/get the maximum distance a shape can penetrate another shape "
+"before it is considered a collision."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:824 doc/classes/PhysicsServer.xml:1287
+msgid ""
+"Constant to set/get the threshold linear velocity of activity. A body marked "
+"as potentially inactive for both linear and angular velocity will be put to "
+"sleep after the time given."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:827 doc/classes/PhysicsServer.xml:1290
+msgid ""
+"Constant to set/get the threshold angular velocity of activity. A body "
+"marked as potentially inactive for both linear and angular velocity will be "
+"put to sleep after the time given."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:830 doc/classes/PhysicsServer.xml:1293
+msgid ""
+"Constant to set/get the maximum time of activity. A body marked as "
+"potentially inactive for both linear and angular velocity will be put to "
+"sleep after this time."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:833 doc/classes/PhysicsServer.xml:1298
+msgid ""
+"Constant to set/get the default solver bias for all physics constraints. A "
+"solver bias is a factor controlling how much two objects \"rebound\", after "
+"violating a constraint, to avoid leaving them in that state because of "
+"numerical imprecision."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:836
+msgid ""
+"This is the constant for creating line shapes. A line shape is an infinite "
+"line with an origin point, and a normal. Thus, it can be used for front/"
+"behind checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:841
+msgid ""
+"This is the constant for creating segment shapes. A segment shape is a line "
+"from a point A to a point B. It can be checked for intersections."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:844
+msgid ""
+"This is the constant for creating circle shapes. A circle shape only has a "
+"radius. It can be used for intersections and inside/outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:847
+msgid ""
+"This is the constant for creating rectangle shapes. A rectangle shape is "
+"defined by a width and a height. It can be used for intersections and inside/"
+"outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:850
+msgid ""
+"This is the constant for creating capsule shapes. A capsule shape is defined "
+"by a radius and a length. It can be used for intersections and inside/"
+"outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:853
+msgid ""
+"This is the constant for creating convex polygon shapes. A polygon is "
+"defined by a list of points. It can be used for intersections and inside/"
+"outside checks. Unlike the [member CollisionPolygon2D.polygon] property, "
+"polygons modified with [method shape_set_data] do not verify that the points "
+"supplied form is a convex polygon."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:856
+msgid ""
+"This is the constant for creating concave polygon shapes. A polygon is "
+"defined by a list of points. It can be used for intersections checks, but "
+"not for inside/outside checks."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:859 doc/classes/PhysicsServer.xml:1173
+msgid ""
+"This constant is used internally by the engine. Any attempt to create this "
+"kind of shape results in an error."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:862 doc/classes/PhysicsServer.xml:1176
+msgid "Constant to set/get gravity strength in an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:865 doc/classes/PhysicsServer.xml:1179
+msgid "Constant to set/get gravity vector/center in an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:868 doc/classes/PhysicsServer.xml:1182
+msgid ""
+"Constant to set/get whether the gravity vector of an area is a direction, or "
+"a center point."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:871 doc/classes/PhysicsServer.xml:1185
+msgid ""
+"Constant to set/get the falloff factor for point gravity of an area. The "
+"greater this value is, the faster the strength of gravity decreases with the "
+"square of distance."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:874 doc/classes/PhysicsServer.xml:1188
+msgid ""
+"This constant was used to set/get the falloff factor for point gravity. It "
+"has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:877 doc/classes/PhysicsServer.xml:1191
+msgid "Constant to set/get the linear dampening factor of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:880 doc/classes/PhysicsServer.xml:1194
+msgid "Constant to set/get the angular dampening factor of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:883 doc/classes/PhysicsServer.xml:1197
+msgid "Constant to set/get the priority (order of processing) of an area."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:886 doc/classes/PhysicsServer.xml:1200
+msgid ""
+"This area does not affect gravity/damp. These are generally areas that exist "
+"only to detect collisions, and objects entering or exiting them."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:889 doc/classes/PhysicsServer.xml:1203
+msgid ""
+"This area adds its gravity/damp values to whatever has been calculated so "
+"far. This way, many overlapping areas can combine their physics to make "
+"interesting effects."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:892 doc/classes/PhysicsServer.xml:1206
+msgid ""
+"This area adds its gravity/damp values to whatever has been calculated so "
+"far. Then stops taking into account the rest of the areas, even the default "
+"one."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:895 doc/classes/PhysicsServer.xml:1209
+msgid ""
+"This area replaces any gravity/damp, even the default one, and stops taking "
+"into account the rest of the areas."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:898 doc/classes/PhysicsServer.xml:1212
+msgid ""
+"This area replaces any gravity/damp calculated so far, but keeps calculating "
+"the rest of the areas, down to the default one."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:901 doc/classes/PhysicsServer.xml:1215
+msgid "Constant for static bodies."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:904 doc/classes/PhysicsServer.xml:1218
+msgid "Constant for kinematic bodies."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:907 doc/classes/PhysicsServer.xml:1221
+msgid "Constant for rigid bodies."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:910 doc/classes/PhysicsServer.xml:1224
+msgid ""
+"Constant for rigid bodies in character mode. In this mode, a body can not "
+"rotate, and only its linear velocity is affected by physics."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:913 doc/classes/PhysicsServer.xml:1227
+msgid "Constant to set/get a body's bounce factor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:916 doc/classes/PhysicsServer.xml:1230
+msgid "Constant to set/get a body's friction."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:919 doc/classes/PhysicsServer.xml:1233
+msgid "Constant to set/get a body's mass."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:922
+msgid "Constant to set/get a body's inertia."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:925 doc/classes/PhysicsServer.xml:1236
+msgid "Constant to set/get a body's gravity multiplier."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:928 doc/classes/PhysicsServer.xml:1239
+msgid "Constant to set/get a body's linear dampening factor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:931 doc/classes/PhysicsServer.xml:1242
+msgid "Constant to set/get a body's angular dampening factor."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:934 doc/classes/PhysicsServer.xml:1245
+msgid "Represents the size of the [enum BodyParameter] enum."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:937 doc/classes/PhysicsServer.xml:1248
+msgid "Constant to set/get the current transform matrix of the body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:940 doc/classes/PhysicsServer.xml:1251
+msgid "Constant to set/get the current linear velocity of the body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:943 doc/classes/PhysicsServer.xml:1254
+msgid "Constant to set/get the current angular velocity of the body."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:946 doc/classes/PhysicsServer.xml:1257
+msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:949 doc/classes/PhysicsServer.xml:1260
+msgid "Constant to set/get whether the body can sleep."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:952
+msgid "Constant to create pin joints."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:955
+msgid "Constant to create groove joints."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:958
+msgid "Constant to create damped spring joints."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:967
+msgid ""
+"Sets the resting length of the spring joint. The joint will always try to go "
+"to back this length when pulled apart."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:970
+msgid ""
+"Sets the stiffness of the spring joint. The joint applies a force equal to "
+"the stiffness times the distance from its resting length."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:973
+msgid ""
+"Sets the damping ratio of the spring joint. A value of 0 indicates an "
+"undamped spring, while 1 causes the system to reach equilibrium as fast as "
+"possible (critical damping)."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:976
+msgid ""
+"Disables continuous collision detection. This is the fastest way to detect "
+"body collisions, but can miss small, fast-moving objects."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:979
+msgid ""
+"Enables continuous collision detection by raycasting. It is faster than "
+"shapecasting, but less precise."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:982
+msgid ""
+"Enables continuous collision detection by shapecasting. It is the slowest "
+"CCD method, and the most precise."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:985 doc/classes/PhysicsServer.xml:1263
+msgid ""
+"The value of the first parameter and area callback function receives, when "
+"an object enters one of its shapes."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:988 doc/classes/PhysicsServer.xml:1266
+msgid ""
+"The value of the first parameter and area callback function receives, when "
+"an object exits one of its shapes."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:991 doc/classes/PhysicsServer.xml:1269
+msgid "Constant to get the number of objects that are not sleeping."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:994 doc/classes/PhysicsServer.xml:1272
+msgid "Constant to get the number of possible collisions."
+msgstr ""
+
+#: doc/classes/Physics2DServer.xml:997 doc/classes/PhysicsServer.xml:1275
+msgid ""
+"Constant to get the number of space regions where a collision could occur."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml:4
+msgid "Parameters to be sent to a 2D shape physics query."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml:7
+msgid ""
+"This class contains the shape and other parameters for 2D intersection/"
+"collision queries."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml:16
+msgid ""
+"Sets the [Shape2D] that will be used for collision/intersection queries."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml:22
+msgid "If [code]true[/code], the query will take [Area2D]s into account."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml:25
+msgid ""
+"If [code]true[/code], the query will take [PhysicsBody2D]s into account."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml:28
+#: doc/classes/PhysicsShapeQueryParameters.xml:28
+msgid ""
+"The physics layer(s) the query will take into account (as a bitmask). See "
+"[url=https://docs.godotengine.org/en/3.4/tutorials/physics/"
+"physics_introduction.html#collision-layers-and-masks]Collision layers and "
+"masks[/url] in the documentation for more information."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml:31
+#: doc/classes/PhysicsShapeQueryParameters.xml:31
+msgid ""
+"The list of objects or object [RID]s that will be excluded from collisions."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml:34
+#: doc/classes/PhysicsShapeQueryParameters.xml:34
+msgid "The collision margin for the shape."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml:37
+msgid "The motion of the shape being queried for."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml:40
+#: doc/classes/PhysicsShapeQueryParameters.xml:37
+msgid "The queried shape's [RID]. See also [method set_shape]."
+msgstr ""
+
+#: doc/classes/Physics2DShapeQueryParameters.xml:43
+#: doc/classes/PhysicsShapeQueryParameters.xml:40
+msgid "The queried shape's transform matrix."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml:4
+msgid "Base class for all objects affected by physics in 3D space."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml:7
+msgid ""
+"PhysicsBody is an abstract base class for implementing a physics body. All "
+"*Body types inherit from it."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml:17 doc/classes/PhysicsBody2D.xml:17
+#: doc/classes/SoftBody.xml:17
+msgid "Adds a body to the list of bodies that this body can't collide with."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml:23 doc/classes/PhysicsBody2D.xml:23
+#: doc/classes/SoftBody.xml:23
+msgid ""
+"Returns an array of nodes that were added as collision exceptions for this "
+"body."
+msgstr ""
+
+#: doc/classes/PhysicsBody.xml:30 doc/classes/PhysicsBody2D.xml:30
+#: doc/classes/SoftBody.xml:58
+msgid ""
+"Removes a body from the list of bodies that this body can't collide with."
+msgstr ""
+
+#: doc/classes/PhysicsBody2D.xml:4
+msgid "Base class for all objects affected by physics in 2D space."
+msgstr ""
+
+#: doc/classes/PhysicsBody2D.xml:7
+msgid ""
+"PhysicsBody2D is an abstract base class for implementing a physics body. All "
+"*Body2D types inherit from it."
+msgstr ""
+
+#: doc/classes/PhysicsBody2D.xml:37
+msgid ""
+"Both collision_layer and collision_mask. Returns collision_layer when "
+"accessed. Updates collision_layer and collision_mask when modified."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:4
+msgid "Direct access object to a physics body in the [PhysicsServer]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:7
+msgid ""
+"Provides direct access to a physics body in the [PhysicsServer], 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 RigidBody._integrate_forces]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:18
+msgid ""
+"Adds a constant directional force without affecting rotation.\n"
+"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:34
+msgid "Adds a constant rotational force without affecting position."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:41
+msgid ""
+"Applies a single directional impulse without affecting rotation.\n"
+"This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:50
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time-independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason it should only be used when simulating one-time impacts. The "
+"position uses the rotation of the global coordinate system, but is centered "
+"at the object's origin."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:57
+msgid ""
+"Apply a torque impulse (which will be affected by the body mass and shape). "
+"This will rotate the body around the vector [code]j[/code] passed as "
+"parameter."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:78
+msgid "Returns the collider object."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:105
+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 RigidBody.contact_monitor]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:113
+msgid "Impulse created by the contact. Only implemented for Bullet physics."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:159 doc/classes/RigidBody.xml:115
+msgid ""
+"The body's rotational velocity in axis-angle format. The magnitude of the "
+"vector is the rotation rate in [i]radians[/i] per second."
+msgstr ""
+
+#: doc/classes/PhysicsDirectBodyState.xml:170
+msgid "The body's linear velocity in units per second."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml:4
+msgid "Direct access object to a space in the [PhysicsServer]."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml:7
+msgid ""
+"Direct access object to a space in the [PhysicsServer]. It's used mainly to "
+"do queries against objects and areas residing in a given space."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml:19
+msgid ""
+"Checks how far a [Shape] can move without colliding. All the parameters for "
+"the query, including the shape, are supplied through a "
+"[PhysicsShapeQueryParameters] object.\n"
+"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
+"the motion. The safe proportion is the maximum fraction of the motion that "
+"can be made without a collision. The unsafe proportion is the minimum "
+"fraction of the distance that must be moved for a collision. If no collision "
+"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
+"[b]Note:[/b] Any [Shape]s that the shape is already colliding with e.g. "
+"inside of, will be ignored. Use [method collide_shape] to determine the "
+"[Shape]s that the shape is already colliding with."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml:29
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[PhysicsShapeQueryParameters] 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 ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml:36
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[PhysicsShapeQueryParameters] object, against the space. If it collides with "
+"more than one shape, the nearest one is selected. The returned object is a "
+"dictionary containing the following fields:\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If "
+"the object is an [Area], the result is [code](0, 0, 0)[/code].\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]point[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"If the shape did not intersect anything, then an empty dictionary is "
+"returned instead."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml:55
+msgid ""
+"Checks whether a point is inside any solid shape. The shapes the point is "
+"inside of are returned in an array containing dictionaries with the "
+"following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
+"respectively."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml:73
+msgid ""
+"Intersects a ray in a given space. The returned object is a dictionary with "
+"the following fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]normal[/code]: The object's surface normal at the intersection point.\n"
+"[code]position[/code]: The intersection point.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"If the ray did not intersect anything, then an empty dictionary is returned "
+"instead.\n"
+"Additionally, the method can take an [code]exclude[/code] array of objects "
+"or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
+"code] bitmask representing the physics layers to check in, or booleans to "
+"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
+"respectively."
+msgstr ""
+
+#: doc/classes/PhysicsDirectSpaceState.xml:89
+msgid ""
+"Checks the intersections of a shape, given through a "
+"[PhysicsShapeQueryParameters] object, against the space. The intersected "
+"shapes are returned in an array containing dictionaries with the following "
+"fields:\n"
+"[code]collider[/code]: The colliding object.\n"
+"[code]collider_id[/code]: The colliding object's ID.\n"
+"[code]rid[/code]: The intersecting object's [RID].\n"
+"[code]shape[/code]: The shape index of the colliding shape.\n"
+"The number of intersections can be limited with the [code]max_results[/code] "
+"parameter, to reduce the processing time."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml:4
+msgid "A material for physics properties."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml:7
+msgid ""
+"Provides a means of modifying the collision properties of a [PhysicsBody]."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml:15
+msgid ""
+"If [code]true[/code], subtracts the bounciness from the colliding object's "
+"bounciness instead of adding it."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml:18
+msgid ""
+"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
+"[code]1[/code] (full bounciness)."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml:21
+msgid ""
+"The body's friction. Values range from [code]0[/code] (frictionless) to "
+"[code]1[/code] (maximum friction)."
+msgstr ""
+
+#: doc/classes/PhysicsMaterial.xml:24
+msgid ""
+"If [code]true[/code], the physics engine will use the friction of the object "
+"marked as \"rough\" when two objects collide. If [code]false[/code], the "
+"physics engine will use the lowest friction of all colliding objects "
+"instead. If [code]true[/code] for both colliding objects, the physics engine "
+"will use the highest friction."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:4
+msgid "Server interface for low-level physics access."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:7
+msgid ""
+"PhysicsServer is the server responsible for all 3D physics. It can create "
+"many kinds of physics objects, but does not insert them on the node tree."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:40
+msgid "Creates an [Area]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:55
+msgid ""
+"Returns an area parameter value. A list of available parameters is on the "
+"[enum AreaParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:106
+msgid "If [code]true[/code], area collides with rays."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:168
+msgid ""
+"Sets the value for an area parameter. A list of available parameters is on "
+"the [enum AreaParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:176
+msgid "Sets object pickable with rays."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:218
+msgid ""
+"Sets the space override mode for the area. The modes are described in the "
+"[enum AreaSpaceOverrideMode] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:282
+msgid ""
+"Gives the body a push at a [code]position[/code] in the direction of the "
+"[code]impulse[/code]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:290
+msgid "Gives the body a push to rotate it."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:313
+msgid ""
+"Creates a physics body. The first parameter can be any value from [enum "
+"BodyMode] constants, for the type of body created. Additionally, the body "
+"can be created in sleeping state to save processing time."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:327
+msgid ""
+"Returns the physics layer or layers a body can collide with.\n"
+"-"
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:335
+msgid ""
+"Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] "
+"if the body is destroyed or removed from the physics space."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:370
+msgid ""
+"Returns the value of a body parameter. A list of available parameters is on "
+"the [enum BodyParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:422
+msgid ""
+"If [code]true[/code], the continuous collision detection mode is enabled."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:436
+msgid "If [code]true[/code], the body can be detected by rays."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:444
+msgid ""
+"Removes a body from the list of bodies exempt from collisions.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:493
+msgid ""
+"If [code]true[/code], the continuous collision detection mode is enabled.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:527
+msgid "Sets the body mode, from one of the [enum BodyMode] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:544
+msgid ""
+"Sets a body parameter. A list of available parameters is on the [enum "
+"BodyParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:552
+msgid "Sets the body pickable with rays if [code]enabled[/code] is set."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:595
+msgid "Sets a body state (see [enum BodyState] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:608
+msgid ""
+"Returns [code]true[/code] if a collision would result from moving in the "
+"given direction from a given point in space. [PhysicsTestMotionResult] can "
+"be passed to return additional information in."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:616
+msgid ""
+"Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:625
+msgid ""
+"Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:632
+msgid ""
+"Destroys any of the objects created by PhysicsServer. If the [RID] passed is "
+"not one of the objects that can be created by PhysicsServer, an error will "
+"be sent to the console."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:641
+msgid ""
+"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:650
+msgid ""
+"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
+"constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:660
+msgid ""
+"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:670
+msgid ""
+"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
+"constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:677
+msgid "Returns an Info defined by the [enum ProcessInfo] input given."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:685
+msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:693
+msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:702
+msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:711
+msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:721
+msgid "Creates a [ConeTwistJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:731
+msgid "Creates a [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:741
+msgid "Creates a [HingeJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:751
+msgid "Creates a [PinJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:761
+msgid "Creates a [SliderJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:768
+msgid "Gets the priority value of the Joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:775
+msgid "Returns the type of the Joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:783
+msgid "Sets the priority value of the Joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:790
+msgid ""
+"Returns position of the joint in the local space of body a of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:797
+msgid ""
+"Returns position of the joint in the local space of body b of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:805
+msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:813
+msgid "Sets position of the joint in the local space of body a of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:821
+msgid "Sets position of the joint in the local space of body b of the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:830
+msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:837
+msgid "Activates or deactivates the 3D physics engine."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:844
+msgid ""
+"Sets the amount of iterations for calculating velocities of colliding "
+"bodies. The greater the amount of iterations, the more accurate the "
+"collisions will be. However, a greater amount of iterations requires more "
+"CPU power, which can decrease performance. The default value is [code]8[/"
+"code].\n"
+"[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the "
+"default Bullet physics engine."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:852
+msgid ""
+"Creates a shape of a type from [enum ShapeType]. Does not assign it to a "
+"body or an area. To do so, you must use [method area_set_shape] or [method "
+"body_set_shape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:866
+msgid "Returns the type of shape (see [enum ShapeType] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:882 doc/classes/PhysicsServer.xml:891
+msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:904
+msgid ""
+"Returns the state of a space, a [PhysicsDirectSpaceState]. This object can "
+"be used to make collision/intersection queries."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:936
+msgid ""
+"Sets the value for a space parameter. A list of available parameters is on "
+"the [enum SpaceParameter] constants."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:942
+msgid "The [Joint] is a [PinJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:945
+msgid "The [Joint] is a [HingeJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:948
+msgid "The [Joint] is a [SliderJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:951
+msgid "The [Joint] is a [ConeTwistJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:954
+msgid "The [Joint] is a [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:957
+msgid ""
+"The strength with which the pinned objects try to stay in positional "
+"relation to each other.\n"
+"The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:961
+msgid ""
+"The strength with which the pinned objects try to stay in velocity relation "
+"to each other.\n"
+"The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:965
+msgid ""
+"If above 0, this value is the maximum value for an impulse that this Joint "
+"puts on its ends."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:971
+msgid "The maximum rotation across the Hinge."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:974
+msgid "The minimum rotation across the Hinge."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:991
+msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:994
+msgid "If [code]true[/code], a motor turns the Hinge."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:997 doc/classes/SliderJoint.xml:76
+#: doc/classes/SliderJoint.xml:99
+msgid ""
+"The maximum difference between the pivot points on their X axis before "
+"damping happens."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1000 doc/classes/SliderJoint.xml:67
+#: doc/classes/SliderJoint.xml:102
+msgid ""
+"The minimum difference between the pivot points on their X axis before "
+"damping happens."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1003 doc/classes/SliderJoint.xml:73
+#: doc/classes/SliderJoint.xml:105
+msgid ""
+"A factor applied to the movement across the slider axis once the limits get "
+"surpassed. The lower, the slower the movement."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1006 doc/classes/SliderJoint.xml:108
+msgid ""
+"The amount of restitution once the limits are surpassed. The lower, the more "
+"velocityenergy gets lost."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1009 doc/classes/SliderJoint.xml:111
+msgid "The amount of damping once the slider limits are surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1012 doc/classes/SliderJoint.xml:85
+#: doc/classes/SliderJoint.xml:114
+msgid ""
+"A factor applied to the movement across the slider axis as long as the "
+"slider is in the limits. The lower, the slower the movement."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1015 doc/classes/SliderJoint.xml:82
+#: doc/classes/SliderJoint.xml:117
+msgid "The amount of restitution inside the slider limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1018 doc/classes/SliderJoint.xml:79
+#: doc/classes/SliderJoint.xml:120
+msgid "The amount of damping inside the slider limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1021 doc/classes/SliderJoint.xml:94
+#: doc/classes/SliderJoint.xml:123
+msgid "A factor applied to the movement across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1024 doc/classes/SliderJoint.xml:91
+#: doc/classes/SliderJoint.xml:126
+msgid ""
+"The amount of restitution when movement is across axes orthogonal to the "
+"slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1027 doc/classes/SliderJoint.xml:88
+#: doc/classes/SliderJoint.xml:129
+msgid ""
+"The amount of damping when movement is across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1030 doc/classes/SliderJoint.xml:43
+#: doc/classes/SliderJoint.xml:132
+msgid "The upper limit of rotation in the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1033 doc/classes/SliderJoint.xml:32
+#: doc/classes/SliderJoint.xml:135
+msgid "The lower limit of rotation in the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1036 doc/classes/SliderJoint.xml:138
+msgid "A factor applied to the all rotation once the limit is surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1039 doc/classes/SliderJoint.xml:141
+msgid "The amount of restitution of the rotation when the limit is surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1042 doc/classes/SliderJoint.xml:144
+msgid "The amount of damping of the rotation when the limit is surpassed."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1045
+msgid "A factor that gets applied to the all rotation in the limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1048 doc/classes/SliderJoint.xml:49
+#: doc/classes/SliderJoint.xml:150
+msgid "The amount of restitution of the rotation in the limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1051 doc/classes/SliderJoint.xml:46
+#: doc/classes/SliderJoint.xml:153
+msgid "The amount of damping of the rotation in the limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1054
+msgid ""
+"A factor that gets applied to the all rotation across axes orthogonal to the "
+"slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1057 doc/classes/SliderJoint.xml:58
+#: doc/classes/SliderJoint.xml:159
+msgid ""
+"The amount of restitution of the rotation across axes orthogonal to the "
+"slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1060 doc/classes/SliderJoint.xml:55
+#: doc/classes/SliderJoint.xml:162
+msgid ""
+"The amount of damping of the rotation across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1063
+msgid "Represents the size of the [enum SliderJointParam] enum."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1080
+msgid ""
+"The ease with which the Joint twists, if it's too low, it takes more force "
+"to twist the joint."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1092
+msgid ""
+"A factor that gets applied to the movement across the axes. The lower, the "
+"slower the movement."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1095
+msgid ""
+"The amount of restitution on the axes movement. The lower, the more velocity-"
+"energy gets lost."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1101
+msgid "The velocity that the joint's linear motor will attempt to reach."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1104
+msgid ""
+"The maximum force that the linear motor can apply while trying to reach the "
+"target velocity."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1113
+msgid "A factor that gets multiplied onto all rotations across the axes."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1125
+msgid ""
+"When correcting the crossing of limits in rotation across the axes, this "
+"error tolerance factor defines how much the correction gets slowed down. The "
+"lower, the slower."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1134
+msgid ""
+"If [code]set[/code] there is linear motion possible within the given limits."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1137
+msgid "If [code]set[/code] there is rotational motion possible."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1140
+msgid "If [code]set[/code] there is a rotational motor across these axes."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1143
+msgid ""
+"If [code]set[/code] there is a linear motor on this axis that targets a "
+"specific velocity."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1146
+msgid "The [Shape] is a [PlaneShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1149
+msgid "The [Shape] is a [RayShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1152
+msgid "The [Shape] is a [SphereShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1155
+msgid "The [Shape] is a [BoxShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1158
+msgid "The [Shape] is a [CapsuleShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1161
+msgid "The [Shape] is a [CylinderShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1164
+msgid "The [Shape] is a [ConvexPolygonShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1167
+msgid "The [Shape] is a [ConcavePolygonShape]."
+msgstr ""
+
+#: doc/classes/PhysicsServer.xml:1170
+msgid "The [Shape] is a [HeightMapShape]."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml:4
+msgid "Parameters to be sent to a 3D shape physics query."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml:7
+msgid ""
+"This class contains the shape and other parameters for 3D intersection/"
+"collision queries."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml:16
+msgid "Sets the [Shape] that will be used for collision/intersection queries."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml:22
+msgid "If [code]true[/code], the query will take [Area]s into account."
+msgstr ""
+
+#: doc/classes/PhysicsShapeQueryParameters.xml:25
+msgid "If [code]true[/code], the query will take [PhysicsBody]s into account."
+msgstr ""
+
+#: doc/classes/PinJoint.xml:4
+msgid "Pin joint for 3D PhysicsBodies."
+msgstr ""
+
+#: doc/classes/PinJoint.xml:7
+msgid ""
+"Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. "
+"See also [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/PinJoint.xml:30 doc/classes/PinJoint.xml:41
+msgid ""
+"The force with which the pinned objects stay in positional relation to each "
+"other. The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PinJoint.xml:33 doc/classes/PinJoint.xml:44
+msgid ""
+"The force with which the pinned objects stay in velocity relation to each "
+"other. The higher, the stronger."
+msgstr ""
+
+#: doc/classes/PinJoint.xml:36 doc/classes/PinJoint.xml:47
+msgid ""
+"If above 0, this value is the maximum value for an impulse that this Joint "
+"produces."
+msgstr ""
+
+#: doc/classes/PinJoint2D.xml:4
+msgid "Pin Joint for 2D shapes."
+msgstr ""
+
+#: doc/classes/PinJoint2D.xml:7
+msgid ""
+"Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together."
+msgstr ""
+
+#: doc/classes/PinJoint2D.xml:15
+msgid ""
+"The higher this value, the more the bond to the pinned partner can flex."
+msgstr ""
+
+#: doc/classes/Plane.xml:4
+msgid "Plane in hessian form."
+msgstr ""
+
+#: doc/classes/Plane.xml:7
+msgid ""
+"Plane represents a normalized plane equation. Basically, \"normal\" is the "
+"normal of the plane (a,b,c normalized), and \"d\" is the distance from the "
+"origin to the plane (in the direction of \"normal\"). \"Over\" or \"Above\" "
+"the plane is considered the side of the plane towards where the normal is "
+"pointing."
+msgstr ""
+
+#: doc/classes/Plane.xml:20
+msgid ""
+"Creates a plane from the four parameters. The three components of the "
+"resulting plane's [member normal] are [code]a[/code], [code]b[/code] and "
+"[code]c[/code], and the plane has a distance of [code]d[/code] from the "
+"origin."
+msgstr ""
+
+#: doc/classes/Plane.xml:29
+msgid "Creates a plane from the three points, given in clockwise order."
+msgstr ""
+
+#: doc/classes/Plane.xml:37
+msgid "Creates a plane from the normal and the plane's distance to the origin."
+msgstr ""
+
+#: doc/classes/Plane.xml:43
+msgid "Returns the center of the plane."
+msgstr ""
+
+#: doc/classes/Plane.xml:50
+msgid ""
+"Returns the shortest distance from the plane to the position [code]point[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Plane.xml:56
+msgid ""
+"Returns the center of the plane.\n"
+"This method is deprecated, please use [method center] instead."
+msgstr ""
+
+#: doc/classes/Plane.xml:65
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is inside the plane. "
+"Comparison uses a custom minimum [code]epsilon[/code] threshold."
+msgstr ""
+
+#: doc/classes/Plane.xml:73
+msgid ""
+"Returns the intersection point of the three planes [code]b[/code], [code]c[/"
+"code] and this plane. If no intersection is found, [code]null[/code] is "
+"returned."
+msgstr ""
+
+#: doc/classes/Plane.xml:81
+msgid ""
+"Returns the intersection point of a ray consisting of the position "
+"[code]from[/code] and the direction normal [code]dir[/code] with this plane. "
+"If no intersection is found, [code]null[/code] is returned."
+msgstr ""
+
+#: doc/classes/Plane.xml:89
+msgid ""
+"Returns the intersection point of a segment from position [code]begin[/code] "
+"to position [code]end[/code] with this plane. If no intersection is found, "
+"[code]null[/code] is returned."
+msgstr ""
+
+#: doc/classes/Plane.xml:96
+msgid ""
+"Returns [code]true[/code] if this plane and [code]plane[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Plane.xml:103
+msgid ""
+"Returns [code]true[/code] if [code]point[/code] is located above the plane."
+msgstr ""
+
+#: doc/classes/Plane.xml:109
+msgid "Returns a copy of the plane, normalized."
+msgstr ""
+
+#: doc/classes/Plane.xml:116
+msgid ""
+"Returns the orthogonal projection of [code]point[/code] into a point in the "
+"plane."
+msgstr ""
+
+#: doc/classes/Plane.xml:122
+msgid ""
+"The distance from the origin to the plane, in the direction of [member "
+"normal]. This value is typically non-negative.\n"
+"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
+"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
+"by the [member normal] property."
+msgstr ""
+
+#: doc/classes/Plane.xml:126
+msgid ""
+"The normal of the plane, which must be normalized.\n"
+"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
+"the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] "
+"property."
+msgstr ""
+
+#: doc/classes/Plane.xml:130
+msgid "The X component of the plane's [member normal] vector."
+msgstr ""
+
+#: doc/classes/Plane.xml:133
+msgid "The Y component of the plane's [member normal] vector."
+msgstr ""
+
+#: doc/classes/Plane.xml:136
+msgid "The Z component of the plane's [member normal] vector."
+msgstr ""
+
+#: doc/classes/Plane.xml:141
+msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
+msgstr ""
+
+#: doc/classes/Plane.xml:144
+msgid "A plane that extends in the X and Z axes (normal vector points +Y)."
+msgstr ""
+
+#: doc/classes/Plane.xml:147
+msgid "A plane that extends in the X and Y axes (normal vector points +Z)."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml:4
+msgid "Class representing a planar [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml:7
+msgid ""
+"Class representing a planar [PrimitiveMesh]. This flat mesh does not have a "
+"thickness. By default, this mesh is aligned on the X and Z axes; this "
+"default rotation isn't suited for use with billboarded materials. For "
+"billboarded materials, use [QuadMesh] instead.\n"
+"[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you "
+"may stumble upon UV jittering issues depending on the camera angle. To solve "
+"this, increase [member subdivide_depth] and [member subdivide_width] until "
+"you no longer notice UV jittering."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml:16
+msgid "Offset from the origin of the generated plane. Useful for particles."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml:19
+msgid "Size of the generated plane."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml:22
+msgid "Number of subdivision along the Z axis."
+msgstr ""
+
+#: doc/classes/PlaneMesh.xml:25
+msgid "Number of subdivision along the X axis."
+msgstr ""
+
+#: doc/classes/PlaneShape.xml:4
+msgid "Infinite plane shape for 3D collisions."
+msgstr ""
+
+#: doc/classes/PlaneShape.xml:7
+msgid ""
+"An infinite plane shape for 3D collisions. Note that the [Plane]'s normal "
+"matters; anything \"below\" the plane will collide with it. If the "
+"[PlaneShape] is used in a [PhysicsBody], it will cause colliding objects "
+"placed \"below\" it to teleport \"above\" the plane."
+msgstr ""
+
+#: doc/classes/PlaneShape.xml:15
+msgid "The [Plane] used by the [PlaneShape] for collision."
+msgstr ""
+
+#: doc/classes/PointMesh.xml:4
+msgid "Mesh with a single Point primitive."
+msgstr ""
+
+#: doc/classes/PointMesh.xml:7
+msgid ""
+"The PointMesh is made from a single point. Instead of relying on triangles, "
+"points are rendered as a single rectangle on the screen with a constant "
+"size. They are intended to be used with Particle systems, but can be used as "
+"a cheap way to render constant size billboarded sprites (for example in a "
+"point cloud).\n"
+"PointMeshes, must be used with a material that has a point size. Point size "
+"can be accessed in a shader with [code]POINT_SIZE[/code], or in a "
+"[SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] "
+"and the variable [member SpatialMaterial.params_point_size].\n"
+"When using PointMeshes, properties that normally alter vertices will be "
+"ignored, including billboard mode, grow, and cull face."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:4
+msgid "A 2D polygon."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:7
+msgid ""
+"A Polygon2D is defined by a set of points. Each point is connected to the "
+"next, with the final point being connected to the first, resulting in a "
+"closed polygon. Polygon2Ds can be filled with color (solid or gradient) or "
+"filled with a given texture.\n"
+"[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
+"time. To increase this limit, open the Project Settings and increase [member "
+"ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
+"[member ProjectSettings.rendering/limits/buffers/"
+"canvas_polygon_index_buffer_size_kb]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:18
+msgid ""
+"Adds a bone with the specified [code]path[/code] and [code]weights[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:24
+msgid "Removes all bones from this [Polygon2D]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:31
+msgid "Removes the specified bone from this [Polygon2D]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:37
+msgid "Returns the number of bones in this [Polygon2D]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:44
+msgid "Returns the path to the node associated with the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:51
+msgid "Returns the height values of the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:59
+msgid "Sets the path to the node associated with the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:67
+msgid "Sets the weight values for the specified bone."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:73
+msgid "If [code]true[/code], polygon edges will be anti-aliased."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:78
+msgid ""
+"The polygon's fill color. If [code]texture[/code] is defined, it will be "
+"multiplied by this color. It will also be the default color for vertices not "
+"set in [code]vertex_colors[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:83
+msgid ""
+"Added padding applied to the bounding box when using [code]invert[/code]. "
+"Setting this value too small may result in a \"Bad Polygon\" error."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:86
+msgid ""
+"If [code]true[/code], polygon will be inverted, containing the area outside "
+"the defined points and extending to the [code]invert_border[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:89
+msgid "The offset applied to each vertex."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:92
+msgid ""
+"The polygon's list of vertices. The final point will be connected to the "
+"first.\n"
+"[b]Note:[/b] This returns a copy of the [PoolVector2Array] rather than a "
+"reference."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:100
+msgid ""
+"The polygon's fill texture. Use [code]uv[/code] to set texture coordinates."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:103
+msgid ""
+"Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] "
+"the texture's origin (its top-left corner) will be placed at the polygon's "
+"[code]position[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:106
+msgid "The texture's rotation in radians."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:109
+msgid "The texture's rotation in degrees."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:112
+msgid ""
+"Amount to multiply the [code]uv[/code] coordinates when using a "
+"[code]texture[/code]. Larger values make the texture smaller, and vice versa."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:115
+msgid ""
+"Texture coordinates for each vertex of the polygon. There should be one "
+"[code]uv[/code] per polygon vertex. If there are fewer, undefined vertices "
+"will use [code](0, 0)[/code]."
+msgstr ""
+
+#: doc/classes/Polygon2D.xml:118
+msgid ""
+"Color for each vertex. Colors are interpolated between vertices, resulting "
+"in smooth gradients. There should be one per polygon vertex. If there are "
+"fewer, undefined vertices will use [code]color[/code]."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:4
+msgid "A pooled [Array] of bytes."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:7
+msgid ""
+"An [Array] specifically designed to hold bytes. Optimized for memory usage, "
+"does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:17
+msgid ""
+"Constructs a new [PoolByteArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:29
+msgid "Appends a [PoolByteArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:36
+msgid ""
+"Returns a new [PoolByteArray] with the data compressed. Set the compression "
+"mode using one of [enum File.CompressionMode]'s constants."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:44
+msgid ""
+"Returns a new [PoolByteArray] with the data decompressed. Set "
+"[code]buffer_size[/code] to the size of the uncompressed data. Set the "
+"compression mode using one of [enum File.CompressionMode]'s constants."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:52
+msgid ""
+"Returns a new [PoolByteArray] with the data decompressed. Set the "
+"compression mode using one of [enum File.CompressionMode]'s constants. "
+"[b]This method only accepts gzip and deflate compression modes.[/b]\n"
+"This method is potentially slower than [code]decompress[/code], as it may "
+"have to re-allocate it's output buffer multiple times while decompressing, "
+"where as [code]decompress[/code] knows it's output buffer size from the "
+"begining.\n"
+"\n"
+"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible "
+"for a small compressed payload to decompress to a potentially very large "
+"output. To guard against this, you may provide a maximum size this function "
+"is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 "
+"will allow for unbounded output. If any positive value is passed, and the "
+"decompression exceeds that ammount in bytes, then an error will be returned."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:67
+msgid ""
+"Returns a copy of the array's contents as [String]. Fast alternative to "
+"[method get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 "
+"function this function maps every byte to a character in the array. "
+"Multibyte sequences will not be interpreted correctly. For parsing user "
+"input always use [method get_string_from_utf8]."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:73
+msgid ""
+"Returns a copy of the array's contents as [String]. Slower than [method "
+"get_string_from_ascii] but supports UTF-8 encoded data. Use this function if "
+"you are unsure about the source of the data. For user input this function "
+"should always be preferred."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:79
+msgid ""
+"Returns a hexadecimal representation of this array as a [String].\n"
+"[codeblock]\n"
+"var array = PoolByteArray([11, 46, 255])\n"
+"print(array.hex_encode()) # Prints: 0b2eff\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:91 doc/classes/PoolColorArray.xml:43
+#: doc/classes/PoolRealArray.xml:44 doc/classes/PoolStringArray.xml:44
+#: doc/classes/PoolVector2Array.xml:44 doc/classes/PoolVector3Array.xml:43
+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]idx == size()[/code])."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:102 doc/classes/PoolRealArray.xml:55
+msgid "Appends an element at the end of the array."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:108 doc/classes/PoolColorArray.xml:60
+#: doc/classes/PoolIntArray.xml:61 doc/classes/PoolRealArray.xml:61
+#: doc/classes/PoolStringArray.xml:68 doc/classes/PoolVector2Array.xml:61
+#: doc/classes/PoolVector3Array.xml:60
+msgid "Removes an element from the array by index."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:114 doc/classes/PoolIntArray.xml:67
+#: doc/classes/PoolRealArray.xml:67
+msgid ""
+"Sets the size of the array. If the array is grown, reserves elements at the "
+"end of the array. If the array is shrunk, truncates the array to the new "
+"size.\n"
+"[b]Note:[/b] Added elements are not automatically initialized to 0 and will "
+"contain garbage, i.e. indeterminate values."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:122
+msgid "Changes the byte at the given index."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:128 doc/classes/PoolColorArray.xml:79
+#: doc/classes/PoolRealArray.xml:81 doc/classes/PoolStringArray.xml:87
+#: doc/classes/PoolVector2Array.xml:80 doc/classes/PoolVector3Array.xml:79
+msgid "Returns the size of the array."
+msgstr ""
+
+#: doc/classes/PoolByteArray.xml:136
+msgid ""
+"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
+"new [PoolByteArray]. Any negative index is considered to be from the end of "
+"the array."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml:4
+msgid "A pooled [Array] of [Color]."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml:7
+msgid ""
+"An [Array] specifically designed to hold [Color]. Optimized for memory "
+"usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml:17
+msgid ""
+"Constructs a new [PoolColorArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml:29
+msgid "Appends a [PoolColorArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml:54 doc/classes/PoolIntArray.xml:55
+msgid "Appends a value to the array."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml:66 doc/classes/PoolStringArray.xml:74
+#: doc/classes/PoolVector2Array.xml:67 doc/classes/PoolVector3Array.xml:66
+msgid ""
+"Sets the size of the array. If the array is grown, reserves elements at the "
+"end of the array. If the array is shrunk, truncates the array to the new "
+"size."
+msgstr ""
+
+#: doc/classes/PoolColorArray.xml:73
+msgid "Changes the [Color] at the given index."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml:4
+msgid "A pooled [Array] of integers ([int])."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml:7
+msgid ""
+"An [Array] specifically designed to hold integer values ([int]). Optimized "
+"for memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
+"can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
+"[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
+"around. In comparison, [int] uses signed 64-bit integers which can hold much "
+"larger values."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml:18
+msgid ""
+"Constructs a new [PoolIntArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml:30
+msgid "Appends a [PoolIntArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml:44
+msgid ""
+"Inserts a new int at a given position in the array. The position must be "
+"valid, or at the end of the array ([code]idx == size()[/code])."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml:75
+msgid "Changes the int at the given index."
+msgstr ""
+
+#: doc/classes/PoolIntArray.xml:81
+msgid "Returns the array size."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml:4
+msgid "A pooled [Array] of reals ([float])."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml:7
+msgid ""
+"An [Array] specifically designed to hold floating-point values. Optimized "
+"for memory usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference.\n"
+"[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
+"[PoolRealArray] are 32-bit floats. This means values stored in "
+"[PoolRealArray] have lower precision compared to primitive [float]s. If you "
+"need to store 64-bit floats in an array, use a generic [Array] with [float] "
+"elements as these will still be 64-bit. However, using a generic [Array] to "
+"store [float]s will use roughly 6 times more memory compared to a "
+"[PoolRealArray]."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml:18
+msgid ""
+"Constructs a new [PoolRealArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml:30
+msgid "Appends a [PoolRealArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolRealArray.xml:75
+msgid "Changes the float at the given index."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml:4
+msgid "A pooled [Array] of [String]."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml:7
+msgid ""
+"An [Array] specifically designed to hold [String]s. Optimized for memory "
+"usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml:18
+msgid ""
+"Constructs a new [PoolStringArray]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml:30
+msgid "Appends a [PoolStringArray] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml:56
+msgid ""
+"Returns a [String] with each element of the array joined with the given "
+"[code]delimiter[/code]."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml:62
+msgid "Appends a string element at end of the array."
+msgstr ""
+
+#: doc/classes/PoolStringArray.xml:81
+msgid "Changes the [String] at the given index."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml:4
+msgid "A pooled [Array] of [Vector2]."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml:7
+msgid ""
+"An [Array] specifically designed to hold [Vector2]. Optimized for memory "
+"usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml:11 doc/classes/TileMap.xml:15
+#: doc/classes/TileSet.xml:15
+msgid "https://godotengine.org/asset-library/asset/519"
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml:18
+msgid ""
+"Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml:30
+msgid "Appends a [PoolVector2Array] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml:55
+msgid "Inserts a [Vector2] at the end."
+msgstr ""
+
+#: doc/classes/PoolVector2Array.xml:74
+msgid "Changes the [Vector2] at the given index."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml:4
+msgid "A pooled [Array] of [Vector3]."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml:7
+msgid ""
+"An [Array] specifically designed to hold [Vector3]. Optimized for memory "
+"usage, does not fragment the memory.\n"
+"[b]Note:[/b] This type is passed by value and not by reference."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml:17
+msgid ""
+"Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic "
+"[Array] that will be converted."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml:29
+msgid "Appends a [PoolVector3Array] at the end of this array."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml:54
+msgid "Inserts a [Vector3] at the end."
+msgstr ""
+
+#: doc/classes/PoolVector3Array.xml:73
+msgid "Changes the [Vector3] at the given index."
+msgstr ""
+
+#: doc/classes/Popup.xml:4
+msgid "Base container control for popups and dialogs."
+msgstr ""
+
+#: doc/classes/Popup.xml:7
+msgid ""
+"Popup is a base [Control] used to show dialogs and popups. It's a subwindow "
+"and modal by default (see [Control]) and has helpers for custom popup "
+"behavior. All popup methods ensure correct placement within the viewport."
+msgstr ""
+
+#: doc/classes/Popup.xml:16
+msgid "Popup (show the control in modal form)."
+msgstr ""
+
+#: doc/classes/Popup.xml:23
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to its current canvas transform, at the current size, or at a size "
+"determined by [code]size[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml:31
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to the current canvas transform, clamping the size to [code]size[/code], "
+"then ensuring the popup is no larger than the viewport size multiplied by "
+"[code]fallback_ratio[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml:38
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to the current canvas transform, ensuring the size is never smaller than "
+"[code]minsize[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml:45
+msgid ""
+"Popup (show the control in modal form) in the center of the screen relative "
+"to the current canvas transform, scaled at a ratio of size of the screen."
+msgstr ""
+
+#: doc/classes/Popup.xml:51
+msgid "Shrink popup to keep to the minimum size of content."
+msgstr ""
+
+#: doc/classes/Popup.xml:57
+msgid ""
+"If [code]true[/code], the popup will not be hidden when a click event occurs "
+"outside of it, or when it receives the [code]ui_cancel[/code] action event.\n"
+"[b]Note:[/b] Enabling this property doesn't affect the Close or Cancel "
+"buttons' behavior in dialogs that inherit from this class. As a workaround, "
+"you can use [method WindowDialog.get_close_button] or [method "
+"ConfirmationDialog.get_cancel] and hide the buttons in question by setting "
+"their [member CanvasItem.visible] property to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/Popup.xml:65
+msgid ""
+"Emitted when a popup is about to be shown. This is often used in [PopupMenu] "
+"to clear the list of options then create a new one according to the current "
+"context."
+msgstr ""
+
+#: doc/classes/Popup.xml:70
+msgid "Emitted when a popup is hidden."
+msgstr ""
+
+#: doc/classes/Popup.xml:76
+msgid "Notification sent right after the popup is shown."
+msgstr ""
+
+#: doc/classes/Popup.xml:79
+msgid "Notification sent right after the popup is hidden."
+msgstr ""
+
+#: doc/classes/PopupDialog.xml:4
+msgid "Base class for popup dialogs."
+msgstr ""
+
+#: doc/classes/PopupDialog.xml:7
+msgid ""
+"PopupDialog is a base class for popup dialogs, along with [WindowDialog]."
+msgstr ""
+
+#: doc/classes/PopupDialog.xml:17
+msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:4
+msgid "PopupMenu displays a list of options."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:7
+msgid ""
+"[PopupMenu] is a [Control] that displays a list of options. They are popular "
+"in toolbars or context menus."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:18
+msgid ""
+"Adds a new checkable item with text [code]label[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:29
+msgid ""
+"Adds a new checkable item and assigns the specified [ShortCut] to it. Sets "
+"the label of the checkbox to the [ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:41
+msgid ""
+"Adds a new checkable item with text [code]label[/code] and icon "
+"[code]texture[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:53
+msgid ""
+"Adds a new checkable item and assigns the specified [ShortCut] and icon "
+"[code]texture[/code] to it. Sets the label of the checkbox to the "
+"[ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:65
+msgid ""
+"Adds a new item with text [code]label[/code] and icon [code]texture[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:76
+msgid "Same as [method add_icon_check_item], but uses a radio check button."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:86
+msgid ""
+"Same as [method add_icon_check_shortcut], but uses a radio check button."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:96
+msgid ""
+"Adds a new item and assigns the specified [ShortCut] and icon [code]texture[/"
+"code] to it. Sets the label of the checkbox to the [ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:106
+msgid ""
+"Adds a new item with text [code]label[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:118
+msgid ""
+"Adds a new multistate item with text [code]label[/code].\n"
+"Contrarily to normal binary items, multistate items can have more than two "
+"states, as defined by [code]max_states[/code]. Each press or activate of the "
+"item will increase the state by one. The default value is defined by "
+"[code]default_state[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:129
+msgid ""
+"Adds a new radio check button with text [code]label[/code].\n"
+"An [code]id[/code] can optionally be provided, as well as an accelerator "
+"([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
+"from the index. If no [code]accel[/code] is provided then the default "
+"[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
+"more info on accelerators.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:140
+msgid ""
+"Adds a new radio check button and assigns a [ShortCut] to it. Sets the label "
+"of the checkbox to the [ShortCut]'s name.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually. See "
+"[method set_item_checked] for more info on how to control it."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:150
+msgid ""
+"Adds a separator between items. Separators also occupy an index, which you "
+"can set by using the [code]id[/code] parameter.\n"
+"A [code]label[/code] can optionally be provided, which will appear at the "
+"center of the separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:160
+msgid ""
+"Adds a [ShortCut].\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:170
+msgid ""
+"Adds an item that will act as a submenu of the parent [PopupMenu] node when "
+"clicked. The [code]submenu[/code] argument is the name of the child "
+"[PopupMenu] node that will be shown when the item is clicked.\n"
+"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
+"provided, one will be created from the index."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:177
+msgid "Removes all items from the [PopupMenu]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:183
+msgid ""
+"Returns the index of the currently focused item. Returns [code]-1[/code] if "
+"no item is focused."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:190
+msgid ""
+"Returns the accelerator of the item at index [code]idx[/code]. Accelerators "
+"are special combinations of keys that activate the item, no matter which "
+"control is focused."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:196
+msgid "Returns the number of items in the [PopupMenu]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:210
+msgid ""
+"Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be "
+"manually assigned, while index can not."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:217
+msgid ""
+"Returns the index of the item containing the specified [code]id[/code]. "
+"Index is automatically assigned to each item by the engine. Index can not be "
+"set manually."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:224
+msgid ""
+"Returns the metadata of the specified item, which might be of any type. You "
+"can set it with [method set_item_metadata], which provides a simple way of "
+"assigning context data to items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:231
+msgid ""
+"Returns the [ShortCut] associated with the specified [code]idx[/code] item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:238
+msgid ""
+"Returns the submenu name of the item at index [code]idx[/code]. See [method "
+"add_submenu_item] for more info on how to add a submenu."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:252
+msgid ""
+"Returns the tooltip associated with the specified index index [code]idx[/"
+"code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:258
+msgid ""
+"Returns [code]true[/code] if the popup will be hidden when the window loses "
+"focus or not."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:265
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is checkable "
+"in some way, i.e. if it has a checkbox or radio button.\n"
+"[b]Note:[/b] Checkable items just display a checkmark or radio button, but "
+"don't have any built-in checking behavior and must be checked/unchecked "
+"manually."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:273
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is checked."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:280
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] is disabled. "
+"When it is disabled it can't be selected, or its action invoked.\n"
+"See [method set_item_disabled] for more info on how to disable an item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:288
+msgid ""
+"Returns [code]true[/code] if the item at index [code]idx[/code] has radio "
+"button-style checkability.\n"
+"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
+"unchecking items in radio groups."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:296
+msgid ""
+"Returns [code]true[/code] if the item is a separator. If it is, it will be "
+"displayed as a line. See [method add_separator] for more info on how to add "
+"a separator."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:303
+msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:310
+msgid ""
+"Removes the item at index [code]idx[/code] from the menu.\n"
+"[b]Note:[/b] The indices of items after the removed item will be shifted by "
+"one."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:318
+msgid "Hides the [PopupMenu] when the window loses focus."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:326
+msgid ""
+"Sets the accelerator of the item at index [code]idx[/code]. Accelerators are "
+"special combinations of keys that activate the item, no matter which control "
+"is focused."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:334
+msgid ""
+"Sets whether the item at index [code]idx[/code] has a checkbox. If "
+"[code]false[/code], sets the type of the item to plain text.\n"
+"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
+"built-in checking behavior and must be checked/unchecked manually."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:343
+msgid ""
+"Sets the type of the item at the specified index [code]idx[/code] to radio "
+"button. If [code]false[/code], sets the type of the item to plain text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:351
+msgid ""
+"Mark the item at index [code]idx[/code] as a separator, which means that it "
+"would be displayed as a line. If [code]false[/code], sets the type of the "
+"item to plain text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:359
+msgid "Sets the checkstate status of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:367
+msgid ""
+"Enables/disables the item at index [code]idx[/code]. When it is disabled, it "
+"can't be selected and its action can't be invoked."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:375
+msgid "Replaces the [Texture] icon of the specified [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:383
+msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:391
+msgid ""
+"Sets the metadata of an item, which may be of any type. You can later get it "
+"with [method get_item_metadata], which provides a simple way of assigning "
+"context data to items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:399
+msgid ""
+"Sets the state of a multistate item. See [method add_multistate_item] for "
+"details."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:408
+msgid "Sets a [ShortCut] for the specified item [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:416
+msgid "Disables the [ShortCut] of the specified index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:424
+msgid ""
+"Sets the submenu of the item at index [code]idx[/code]. The submenu is the "
+"name of a child [PopupMenu] node that would be shown when the item is "
+"clicked."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:440
+msgid ""
+"Sets the [String] tooltip of the item at the specified index [code]idx[/"
+"code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:447
+msgid ""
+"Toggles the check state of the item of the specified index [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:454
+msgid ""
+"Cycle to the next state of a multistate item. See [method "
+"add_multistate_item] for details."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:460
+msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:464
+msgid ""
+"If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button "
+"is selected."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:467
+msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:470
+msgid ""
+"If [code]true[/code], hides the [PopupMenu] when a state item is selected."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:473
+msgid ""
+"Sets the delay time in seconds for the submenu item to popup on mouse "
+"hovering. If the popup menu is added as a child of another (acting as a "
+"submenu), it will inherit the delay time of the parent menu item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:480
+msgid ""
+"Emitted when user navigated to an item of some [code]id[/code] using "
+"[code]ui_up[/code] or [code]ui_down[/code] action."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:486
+msgid ""
+"Emitted when an item of some [code]id[/code] is pressed or its accelerator "
+"is activated."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:492
+msgid ""
+"Emitted when an item of some [code]index[/code] is pressed or its "
+"accelerator is activated."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:500
+msgid "The default text [Color] for menu items' names."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:503
+msgid ""
+"The text [Color] used for shortcuts and accelerators that show next to the "
+"menu item name when defined. See [method get_item_accelerator] for more info "
+"on accelerators."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:506
+msgid "[Color] used for disabled menu items' text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:509
+msgid "[Color] used for the hovered text."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:512
+msgid "[Color] used for labeled separators' text. See [method add_separator]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:515
+msgid ""
+"The horizontal space between the item's name and the shortcut text/submenu "
+"arrow."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:518
+msgid "The vertical space between each menu item."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:521
+msgid "[Font] used for the menu items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:524
+msgid "[Texture] icon for the checked checkbox items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:527
+msgid "[Texture] icon for the checked radio button items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:530
+msgid "[Texture] icon for the unchecked radio button items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:533
+msgid "[Texture] icon for the submenu arrow."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:536
+msgid "[Texture] icon for the unchecked checkbox items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:539
+msgid "[StyleBox] displayed when the [PopupMenu] item is hovered."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:542
+msgid ""
+"[StyleBox] for the left side of labeled separator. See [method "
+"add_separator]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:545
+msgid ""
+"[StyleBox] for the right side of labeled separator. See [method "
+"add_separator]."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:548
+msgid "Default [StyleBox] of the [PopupMenu] items."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:551
+msgid "[StyleBox] used when the [PopupMenu] item is disabled."
+msgstr ""
+
+#: doc/classes/PopupMenu.xml:554
+msgid "[StyleBox] used for the separators. See [method add_separator]."
+msgstr ""
+
+#: doc/classes/PopupPanel.xml:4
+msgid "Class for displaying popups with a panel background."
+msgstr ""
+
+#: doc/classes/PopupPanel.xml:7
+msgid ""
+"Class for displaying popups with a panel background. In some cases it might "
+"be simpler to use than [Popup], since it provides a configurable background. "
+"If you are making windows, better check [WindowDialog]."
+msgstr ""
+
+#: doc/classes/PopupPanel.xml:17
+msgid "The background panel style of this [PopupPanel]."
+msgstr ""
+
+#: doc/classes/Portal.xml:4
+msgid "Portal nodes are used to enable visibility between [Room]s."
+msgstr ""
+
+#: doc/classes/Portal.xml:7
+msgid ""
+"[Portal]s are a special type of [MeshInstance] that allow the portal culling "
+"system to 'see' from one room to the next. They often correspond to doors "
+"and windows in level geometry. By only allowing [Camera]s to see through "
+"portals, this allows the system to cull out all the objects in rooms that "
+"cannot be seen through portals. This is a form of [b]occlusion culling[/b], "
+"and can greatly increase performance.\n"
+"There are some limitations to the form of portals:\n"
+"They must be single sided convex polygons, and usually you would orientate "
+"their front faces [b]outward[/b] from the [Room] they are placed in. The "
+"vertices should be positioned on a single plane (although their positioning "
+"does not have to be perfect).\n"
+"There is no need to place an opposite portal in an adjacent room, links are "
+"made two-way automatically."
+msgstr ""
+
+#: doc/classes/Portal.xml:20 doc/classes/Room.xml:21
+msgid "Sets individual points. Primarily for use by the editor."
+msgstr ""
+
+#: doc/classes/Portal.xml:26
+msgid ""
+"This is a shortcut for setting the linked [Room] in the name of the [Portal] "
+"(the name is used during conversion)."
+msgstr ""
+
+#: doc/classes/Portal.xml:29
+msgid ""
+"The points defining the shape of the [Portal] polygon (which should be "
+"convex).\n"
+"These are defined in 2D, with [code]0,0[/code] being the origin of the "
+"[Portal] node's [member Spatial.global_transform].\n"
+"[b]Note:[/b] These raw points are sanitized for winding order internally."
+msgstr ""
+
+#: doc/classes/Portal.xml:34
+msgid ""
+"Visibility through [Portal]s can be turned on and off at runtime - this is "
+"useful for having closable doors."
+msgstr ""
+
+#: doc/classes/Portal.xml:37
+msgid ""
+"Some objects are so big that they may be present in more than one [Room] "
+"('sprawling'). As we often don't want objects that *just* breach the edges "
+"to be assigned to neighbouring rooms, you can assign an extra margin through "
+"the [Portal] to allow objects to breach without sprawling."
+msgstr ""
+
+#: doc/classes/Portal.xml:40
+msgid ""
+"Portals default to being two way - see through in both directions, however "
+"you can make them one way, visible from the source room only."
+msgstr ""
+
+#: doc/classes/Portal.xml:43
+msgid ""
+"In most cases you will want to use the default [Portal] margin in your "
+"portals (this is set in the [RoomManager]).\n"
+"If you want to override this default, set this value to [code]false[/code], "
+"and the local [member portal_margin] will take effect."
+msgstr ""
+
+#: doc/classes/Position2D.xml:4
+msgid "Generic 2D position hint for editing."
+msgstr ""
+
+#: doc/classes/Position2D.xml:7
+msgid ""
+"Generic 2D position hint for editing. It's just like a plain [Node2D], but "
+"it displays as a cross in the 2D editor at all times. You can set cross' "
+"visual size by using the gizmo in the 2D editor while the node is selected."
+msgstr ""
+
+#: doc/classes/Position3D.xml:4
+msgid "Generic 3D position hint for editing."
+msgstr ""
+
+#: doc/classes/Position3D.xml:7
+msgid ""
+"Generic 3D position hint for editing. It's just like a plain [Spatial], but "
+"it displays as a cross in the 3D editor at all times."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml:4
+msgid ""
+"Base class for all primitive meshes. Handles applying a [Material] to a "
+"primitive mesh."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml:7
+msgid ""
+"Base class for all primitive meshes. Handles applying a [Material] to a "
+"primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], "
+"[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml:15
+msgid ""
+"Returns mesh arrays used to constitute surface of [Mesh]. The result can be "
+"passed to [method ArrayMesh.add_surface_from_arrays] to create a new "
+"surface. For example:\n"
+"[codeblock]\n"
+"var c := CylinderMesh.new()\n"
+"var arr_mesh := ArrayMesh.new()\n"
+"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c."
+"get_mesh_arrays())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml:29
+msgid ""
+"If set, the order of the vertices in each triangle are reversed resulting in "
+"the backside of the mesh being drawn.\n"
+"This gives the same result as using [constant SpatialMaterial.CULL_BACK] in "
+"[member SpatialMaterial.params_cull_mode]."
+msgstr ""
+
+#: doc/classes/PrimitiveMesh.xml:33
+msgid "The current [Material] of the primitive mesh."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml:4 doc/classes/PrismMesh.xml:7
+msgid "Class representing a prism-shaped [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml:15
+msgid ""
+"Displacement of the upper edge along the X axis. 0.0 positions edge straight "
+"above the bottom-left edge."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml:18
+msgid "Size of the prism."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml:21
+msgid "Number of added edge loops along the Z axis."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml:24
+msgid "Number of added edge loops along the Y axis."
+msgstr ""
+
+#: doc/classes/PrismMesh.xml:27
+msgid "Number of added edge loops along the X axis."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:4
+msgid ""
+"Type of [Sky] that is generated procedurally based on user input parameters."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:7
+msgid ""
+"ProceduralSky provides a way to create an effective background quickly by "
+"defining procedural parameters for the sun, the sky and the ground. The sky "
+"and ground are very similar, they are defined by a color at the horizon, "
+"another color, and finally an easing curve to interpolate between these two "
+"colors. Similarly, the sun is described by a position in the sky, a color, "
+"and an easing curve. However, the sun also defines a minimum and maximum "
+"angle, these two values define at what distance the easing curve begins and "
+"ends from the sun, and thus end up defining the size of the sun in the sky.\n"
+"The ProceduralSky is updated on the CPU after the parameters change. It is "
+"stored in a texture and then displayed as a background in the scene. This "
+"makes it relatively unsuitable for real-time updates during gameplay. "
+"However, with a small enough texture size, it can still be updated "
+"relatively frequently, as it is updated on a background thread when multi-"
+"threading is available."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:16
+msgid "Color of the ground at the bottom."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:19
+msgid ""
+"How quickly the [member ground_horizon_color] fades into the [member "
+"ground_bottom_color]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:22
+msgid "Amount of energy contribution from the ground."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:25
+msgid "Color of the ground at the horizon."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:28
+msgid ""
+"How quickly the [member sky_horizon_color] fades into the [member "
+"sky_top_color]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:31
+msgid "Amount of energy contribution from the sky."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:34
+msgid "Color of the sky at the horizon."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:37
+msgid "Color of the sky at the top."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:40
+msgid "Distance from center of sun where it fades out completely."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:43
+msgid "Distance from sun where it goes from solid to starting to fade."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:46
+msgid "The sun's color."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:49
+msgid ""
+"How quickly the sun fades away between [member sun_angle_min] and [member "
+"sun_angle_max]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:52
+msgid "Amount of energy contribution from the sun."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:55
+msgid "The sun's height using polar coordinates."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:58
+msgid "The direction of the sun using polar coordinates."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:61
+msgid ""
+"Size of [Texture] that the ProceduralSky will generate. The size is set "
+"using [enum TextureSize]."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:66
+msgid "Sky texture will be 256x128."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:69
+msgid "Sky texture will be 512x256."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:72
+msgid "Sky texture will be 1024x512. This is the default size."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:75
+msgid "Sky texture will be 2048x1024."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:78
+msgid "Sky texture will be 4096x2048."
+msgstr ""
+
+#: doc/classes/ProceduralSky.xml:81
+msgid "Represents the size of the [enum TextureSize] enum."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml:4
+msgid "General-purpose progress bar."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml:7
+msgid "General-purpose progress bar. Shows fill percentage from right to left."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml:15
+msgid "If [code]true[/code], the fill percentage is displayed on the bar."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml:24
+msgid "The color of the text."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml:27
+msgid "The color of the text's shadow."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml:30
+msgid ""
+"Font used to draw the fill percentage if [member percent_visible] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml:33
+msgid "The style of the background."
+msgstr ""
+
+#: doc/classes/ProgressBar.xml:36
+msgid "The style of the progress (i.e. the part that fills the bar)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:4
+msgid "Contains global variables accessible from everywhere."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:7
+msgid ""
+"Contains global variables accessible from everywhere. Use [method "
+"get_setting], [method set_setting] or [method has_setting] to access them. "
+"Variables stored in [code]project.godot[/code] are also loaded into "
+"ProjectSettings, making this object very useful for reading custom game "
+"configuration options.\n"
+"When naming a Project Settings property, use the full path to the setting "
+"including the category. For example, [code]\"application/config/name\"[/"
+"code] for the project name. Category and property names can be viewed in the "
+"Project Settings dialog.\n"
+"[b]Feature tags:[/b] Project settings can be overridden for specific "
+"platforms and configurations (debug, release, ...) using [url=https://docs."
+"godotengine.org/en/latest/tutorials/export/feature_tags.html]feature tags[/"
+"url].\n"
+"[b]Overriding:[/b] Any project setting can be overridden by creating a file "
+"named [code]override.cfg[/code] in the project's root directory. This can "
+"also be used in exported projects by placing this file in the same directory "
+"as the project binary. Overriding will still take the base project "
+"settings' [url=https://docs.godotengine.org/en/latest/tutorials/export/"
+"feature_tags.html]feature tags[/url] in account. Therefore, make sure to "
+"[i]also[/i] override the setting with the desired feature tags if you want "
+"them to override base project settings on all platforms and configurations."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:22
+msgid ""
+"Adds a custom property info to a property. The dictionary must contain:\n"
+"- [code]name[/code]: [String] (the property's name)\n"
+"- [code]type[/code]: [int] (see [enum Variant.Type])\n"
+"- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
+"[code]hint_string[/code]: [String]\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"ProjectSettings.set(\"category/property_name\", 0)\n"
+"\n"
+"var property_info = {\n"
+" \"name\": \"category/property_name\",\n"
+" \"type\": TYPE_INT,\n"
+" \"hint\": PROPERTY_HINT_ENUM,\n"
+" \"hint_string\": \"one,two,three\"\n"
+"}\n"
+"\n"
+"ProjectSettings.add_property_info(property_info)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:45
+msgid "Clears the whole configuration (not recommended, may break things)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:52
+msgid ""
+"Returns the order of a configuration value (influences when saved to the "
+"config file)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:59
+msgid ""
+"Returns the value of a setting.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:70
+msgid ""
+"Returns the absolute, native OS path corresponding to the localized "
+"[code]path[/code] (starting with [code]res://[/code] or [code]user://[/"
+"code]). The returned path will vary depending on the operating system and "
+"user preferences. See [url=https://docs.godotengine.org/en/3.4/tutorials/io/"
+"data_paths.html]File paths in Godot projects[/url] to see what those paths "
+"convert to. See also [method localize_path].\n"
+"[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work "
+"in an exported project. Instead, prepend the executable's base directory to "
+"the path when running from an exported project:\n"
+"[codeblock]\n"
+"var path = \"\"\n"
+"if OS.has_feature(\"editor\"):\n"
+" # Running from an editor binary.\n"
+" # `path` will contain the absolute path to `hello.txt` located in the "
+"project root.\n"
+" path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
+"else:\n"
+" # Running from an exported project.\n"
+" # `path` will contain the absolute path to `hello.txt` next to the "
+"executable.\n"
+" # This is *not* identical to using `ProjectSettings.globalize_path()` "
+"with a `res://` path,\n"
+" # but is close enough in spirit.\n"
+" path = OS.get_executable_path().get_base_dir().plus_file(\"hello.txt\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:91
+msgid "Returns [code]true[/code] if a configuration value is present."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:100
+msgid ""
+"Loads the contents of the .pck or .zip file specified by [code]pack[/code] "
+"into the resource filesystem ([code]res://[/code]). Returns [code]true[/"
+"code] on success.\n"
+"[b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file "
+"already in the resource filesystem, any attempts to load that file will use "
+"the file from [code]pack[/code] unless [code]replace_files[/code] is set to "
+"[code]false[/code].\n"
+"[b]Note:[/b] The optional [code]offset[/code] parameter can be used to "
+"specify the offset in bytes to the start of the resource pack. This is only "
+"supported for .pck files."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:109
+msgid ""
+"Returns the localized path (starting with [code]res://[/code]) corresponding "
+"to the absolute, native OS [code]path[/code]. See also [method "
+"globalize_path]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:116
+msgid ""
+"Returns [code]true[/code] if the specified property exists and its initial "
+"value differs from the current value."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:123
+msgid ""
+"Returns the specified property's initial value. Returns [code]null[/code] if "
+"the property does not exist."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:129
+msgid ""
+"Saves the configuration to the [code]project.godot[/code] file.\n"
+"[b]Note:[/b] This method is intended to be used by editor plugins, as "
+"modified [ProjectSettings] can't be loaded back in the running app. If you "
+"want to change project settings in exported projects, use [method "
+"save_custom] to save [code]override.cfg[/code] file."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:137
+msgid ""
+"Saves the configuration to a custom file. The file extension must be [code]."
+"godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/"
+"code] (to save in binary format). You can also save [code]override.cfg[/"
+"code] file, which is also text, but can be used in exported projects unlike "
+"other formats."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:145
+msgid ""
+"Sets the specified property's initial value. This is the value the property "
+"reverts to."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:153
+msgid ""
+"Sets the order of a configuration value (influences when saved to the config "
+"file)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:161
+msgid ""
+"Sets the value of a setting.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:171
+msgid ""
+"Comma-separated list of custom Android modules (which must have been built "
+"in the Android export templates) using their Java package path, e.g. "
+"[code]\"org/godotengine/godot/MyCustomSingleton,com/example/foo/"
+"FrenchFriesFactory\"[/code].\n"
+"[b]Note:[/b] Since Godot 3.2.2, the [code]org/godotengine/godot/"
+"GodotPaymentV3[/code] module was deprecated and replaced by the "
+"[code]GodotPayment[/code] plugin which should be enabled in the Android "
+"export preset under [code]Plugins[/code] section. The singleton to access in "
+"code was also renamed to [code]GodotPayment[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:175
+msgid "Background color for the boot splash."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:178
+msgid ""
+"If [code]true[/code], scale the boot splash image to the full window length "
+"when engine starts. If [code]false[/code], the engine will leave it at the "
+"default pixel size."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:181
+msgid "Path to an image used as the boot splash."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:184
+msgid ""
+"If [code]true[/code], applies linear filtering when scaling the image "
+"(recommended for high resolution artwork). If [code]false[/code], uses "
+"nearest-neighbor interpolation (recommended for pixel art)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:187
+msgid ""
+"This user directory is used for storing persistent data ([code]user://[/"
+"code] filesystem). If left empty, [code]user://[/code] resolves to a project-"
+"specific folder in Godot's own configuration folder (see [method OS."
+"get_user_data_dir]). If a custom directory name is defined, this name will "
+"be used instead and appended to the system-specific user data directory "
+"(same parent folder as the Godot configuration folder documented in [method "
+"OS.get_user_data_dir]).\n"
+"The [member application/config/use_custom_user_dir] setting must be enabled "
+"for this to take effect."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:191
+msgid ""
+"The project's description, displayed as a tooltip in the Project Manager "
+"when hovering the project."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:194
+msgid ""
+"Icon used for the project, set when project loads. Exporters will also use "
+"this icon when possible."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:197
+msgid ""
+"Icon set in [code].icns[/code] format used on macOS to set the game's icon. "
+"This is done automatically on start by calling [method OS.set_native_icon]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:200
+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. The window title will be set to match the project name automatically "
+"on startup.\n"
+"[b]Note:[/b] Changing this value will also change the user data folder's "
+"path if [member application/config/use_custom_user_dir] is [code]false[/"
+"code]. After renaming the project, you will no longer be able to access "
+"existing data in [code]user://[/code] unless you rename the old folder to "
+"match the new project name. See [url=https://docs.godotengine.org/en/3.4/"
+"tutorials/io/data_paths.html]Data paths[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:204
+msgid ""
+"Specifies a file to override project settings. For example: [code]user://"
+"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] "
+"class description at the top for more information.\n"
+"[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/"
+"code] will still be read to override the project settings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:208
+msgid ""
+"If [code]true[/code], the project will save user data to its own user "
+"directory (see [member application/config/custom_user_dir_name]). This "
+"setting is only effective on desktop platforms. A name must be set in the "
+"[member application/config/custom_user_dir_name] setting for this to take "
+"effect. If [code]false[/code], the project will save user data to [code](OS "
+"user data directory)/Godot/app_userdata/(project name)[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:211
+msgid ""
+"If [code]true[/code], the project will use a hidden directory ([code]."
+"import[/code]) for storing project-specific data (metadata, shader cache, "
+"etc.).\n"
+"If [code]false[/code], a non-hidden directory ([code]import[/code]) will be "
+"used instead.\n"
+"[b]Note:[/b] Restart the application after changing this setting.\n"
+"[b]Note:[/b] Changing this value can help on platforms or with third-party "
+"tools where hidden directory patterns are disallowed. Only modify this "
+"setting if you know that your environment requires it, as changing the "
+"default can impact compatibility with some external tools or plugins which "
+"expect the default [code].import[/code] folder."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:217
+msgid ""
+"Icon set in [code].ico[/code] format used on Windows to set the game's icon. "
+"This is done automatically on start by calling [method OS.set_native_icon]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:220
+msgid ""
+"Time samples for frame deltas are subject to random variation introduced by "
+"the platform, even when frames are displayed at regular intervals thanks to "
+"V-Sync. This can lead to jitter. Delta smoothing can often give a better "
+"result by filtering the input deltas to correct for minor fluctuations from "
+"the refresh rate.\n"
+"[b]Note:[/b] Delta smoothing is only attempted when [member display/window/"
+"vsync/use_vsync] is switched on, as it does not work well without V-Sync.\n"
+"It may take several seconds at a stable frame rate before the smoothing is "
+"initially activated. It will only be active on machines where performance is "
+"adequate to render frames at the refresh rate."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:225
+msgid ""
+"[b]Experimental.[/b] Shifts the measurement of delta time for each frame to "
+"just after the drawing has taken place. This may lead to more consistent "
+"deltas and a reduction in frame stutters."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:228
+msgid ""
+"If [code]true[/code], disables printing to standard error. If [code]true[/"
+"code], this also hides error and warning messages printed by [method "
+"@GDScript.push_error] and [method @GDScript.push_warning]. See also [member "
+"application/run/disable_stdout].\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:232
+msgid ""
+"If [code]true[/code], disables printing to standard output. This is "
+"equivalent to starting the editor or project with the [code]--quiet[/code] "
+"command line argument. See also [member application/run/disable_stderr].\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:236
+msgid ""
+"If [code]true[/code], flushes the standard output stream every time a line "
+"is printed. This affects both terminal logging and file logging.\n"
+"When running a project, this setting must be enabled if you want logs to be "
+"collected by service managers such as systemd/journalctl. This setting is "
+"disabled by default on release builds, since flushing on every printed line "
+"will negatively affect performance if lots of lines are printed in a rapid "
+"succession. Also, if this setting is enabled, logged files will still be "
+"written successfully if the application crashes or is otherwise killed by "
+"the user (without being closed \"normally\").\n"
+"[b]Note:[/b] Regardless of this setting, the standard error stream "
+"([code]stderr[/code]) is always flushed when a line is printed to it.\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:242
+msgid ""
+"Debug build override for [member application/run/flush_stdout_on_print], as "
+"performance is less important during debugging.\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:246
+msgid ""
+"Forces a delay between frames in the main loop (in milliseconds). This may "
+"be useful if you plan to disable vertical synchronization."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:249
+msgid ""
+"If [code]true[/code], enables low-processor usage mode. This setting only "
+"works on desktop platforms. The screen is not redrawn if nothing changes "
+"visually. This is meant for writing applications and editors, but is pretty "
+"useless (and can hurt performance) in most games."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:252
+msgid ""
+"Amount of sleeping between frames when the low-processor usage mode is "
+"enabled (in microseconds). Higher values will result in lower CPU usage."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:255
+msgid "Path to the main scene file that will be loaded when the project runs."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:258 doc/classes/ProjectSettings.xml:261
+msgid ""
+"Audio buses will disable automatically when sound goes below a given dB "
+"threshold for a given time. This saves CPU as effects assigned to that bus "
+"will no longer do any processing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:264
+msgid ""
+"Default [AudioBusLayout] resource file to use in the project, unless "
+"overridden by the scene."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:267
+msgid ""
+"Specifies the audio driver to use. This setting is platform-dependent as "
+"each platform supports different audio drivers. If left empty, the default "
+"audio driver will be used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:270
+msgid ""
+"If [code]true[/code], microphone input will be allowed. This requires "
+"appropriate permissions to be set when exporting to Android or iOS."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:273
+msgid ""
+"The mixing rate used for audio (in Hz). In general, it's better to not touch "
+"this and leave it to the host operating system."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:276
+msgid ""
+"Safer override for [member audio/mix_rate] in the Web platform. Here "
+"[code]0[/code] means \"let the browser choose\" (since some browsers do not "
+"like forcing the mix rate)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:279
+msgid ""
+"Specifies the preferred 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.\n"
+"Audio output latency may be constrained by the host operating system and "
+"audio hardware drivers. If the host can not provide the specified audio "
+"output latency then Godot will attempt to use the nearest latency allowed by "
+"the host. As such you should always use [method AudioServer."
+"get_output_latency] to determine the actual audio output latency.\n"
+"[b]Note:[/b] This setting is ignored on Windows."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:284
+msgid ""
+"Safer override for [member audio/output_latency] in the Web platform, to "
+"avoid audio issues especially on mobile devices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:287
+msgid ""
+"Setting to hardcode audio delay when playing video. Best to leave this "
+"untouched unless you know what you are doing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:290
+msgid ""
+"The default compression level for gzip. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level. "
+"[code]-1[/code] uses the default gzip compression level, which is identical "
+"to [code]6[/code] but could change in the future due to underlying zlib "
+"updates."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:293
+msgid ""
+"The default compression level for Zlib. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level. "
+"[code]-1[/code] uses the default gzip compression level, which is identical "
+"to [code]6[/code] but could change in the future due to underlying zlib "
+"updates."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:296
+msgid ""
+"The default compression level for Zstandard. Affects compressed scenes and "
+"resources. Higher levels result in smaller files at the cost of compression "
+"speed. Decompression speed is mostly unaffected by the compression level."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:299
+msgid ""
+"Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
+"distance matching[/url] in Zstandard."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:302
+msgid ""
+"Largest size limit (in power of 2) allowed when compressing using long-"
+"distance matching with Zstandard. Higher values can result in better "
+"compression, but will require more memory when compressing and decompressing."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:305
+msgid ""
+"If [code]true[/code], displays getters and setters in autocompletion results "
+"in the script editor. This setting is meant to be used when porting old "
+"projects (Godot 2), as using member variables is the preferred style from "
+"Godot 3 onwards."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:308
+msgid ""
+"If [code]true[/code], enables warnings when a constant is used as a function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:311
+msgid ""
+"If [code]true[/code], enables warnings when deprecated keywords such as "
+"[code]slave[/code] are used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:314
+msgid ""
+"If [code]true[/code], enables specific GDScript warnings (see [code]debug/"
+"gdscript/warnings/*[/code] settings). If [code]false[/code], disables all "
+"GDScript warnings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:317
+msgid ""
+"If [code]true[/code], scripts in the [code]res://addons[/code] folder will "
+"not generate warnings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:320
+msgid ""
+"If [code]true[/code], enables warnings when a function is declared with the "
+"same name as a constant."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:323
+msgid ""
+"If [code]true[/code], enables warnings when a function is declared with the "
+"same name as a variable. This will turn into an error in a future version "
+"when first-class functions become supported in GDScript."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:326
+msgid ""
+"If [code]true[/code], enables warnings when a function assigned to a "
+"variable may yield and return a function state instead of a value."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:329
+msgid ""
+"If [code]true[/code], enables warnings when using a function as if it was a "
+"property."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:332
+msgid ""
+"If [code]true[/code], enables warnings when a ternary operator may emit "
+"values with incompatible types."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:335
+msgid ""
+"If [code]true[/code], enables warnings when dividing an integer by another "
+"integer (the decimal part will be discarded)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:338
+msgid ""
+"If [code]true[/code], enables warnings when passing a floating-point value "
+"to a function that expects an integer (it will be converted and lose "
+"precision)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:341
+msgid ""
+"If [code]true[/code], enables warnings when using a property as if it was a "
+"function."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:344
+msgid ""
+"If [code]true[/code], enables warnings when calling a function without using "
+"its return value (by assigning it to a variable or using it as a function "
+"argument). Such return values are sometimes used to denote possible errors "
+"using the [enum Error] enum."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:347
+msgid ""
+"If [code]true[/code], enables warnings when defining a local or subclass "
+"member variable that would shadow a variable at an upper level (such as a "
+"member variable)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:350
+msgid ""
+"If [code]true[/code], enables warnings when calling an expression that has "
+"no effect on the surrounding code, such as writing [code]2 + 2[/code] as a "
+"statement."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:353
+msgid ""
+"If [code]true[/code], enables warnings when calling a ternary expression "
+"that has no effect on the surrounding code, such as writing [code]42 if "
+"active else 0[/code] as a statement."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:356
+msgid ""
+"If [code]true[/code], all warnings will be reported as if they were errors."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:359
+msgid ""
+"If [code]true[/code], enables warnings when using a variable that wasn't "
+"previously assigned."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:362
+msgid ""
+"If [code]true[/code], enables warnings when assigning a variable using an "
+"assignment operator like [code]+=[/code] if the variable wasn't previously "
+"assigned."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:365
+msgid ""
+"If [code]true[/code], enables warnings when unreachable code is detected "
+"(such as after a [code]return[/code] statement that will always be executed)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:368
+msgid ""
+"If [code]true[/code], enables warnings when using an expression whose type "
+"may not be compatible with the function parameter expected."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:371
+msgid "If [code]true[/code], enables warnings when performing an unsafe cast."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:374
+msgid ""
+"If [code]true[/code], enables warnings when calling a method whose presence "
+"is not guaranteed at compile-time in the class."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:377
+msgid ""
+"If [code]true[/code], enables warnings when accessing a property whose "
+"presence is not guaranteed at compile-time in the class."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:380
+msgid ""
+"If [code]true[/code], enables warnings when a function parameter is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:383
+msgid ""
+"If [code]true[/code], enables warnings when a member variable is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:386
+msgid "If [code]true[/code], enables warnings when a signal is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:389
+msgid "If [code]true[/code], enables warnings when a local variable is unused."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:392
+msgid ""
+"If [code]true[/code], enables warnings when a variable is declared with the "
+"same name as a function. This will turn into an error in a future version "
+"when first-class functions become supported in GDScript."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:395
+msgid ""
+"If [code]true[/code], enables warnings when assigning the result of a "
+"function that returns [code]void[/code] to a variable."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:398
+msgid "Message to be displayed before the backtrace when the engine crashes."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:401
+msgid ""
+"Maximum number of frames per second allowed. The actual number of frames per "
+"second may still be below this value if the game is lagging.\n"
+"If [member display/window/vsync/use_vsync] is enabled, it takes precedence "
+"and the forced FPS number cannot exceed the monitor's refresh rate.\n"
+"This setting is therefore mostly relevant for lowering the maximum FPS below "
+"VSync, e.g. to perform non-real-time rendering of static frames, or test the "
+"project under lag conditions."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:406
+msgid "Maximum call stack allowed for debugging GDScript."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:409
+msgid "Maximum amount of functions per frame allowed when profiling."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:412
+msgid "Print frames per second to standard output every second."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:415
+msgid ""
+"Print more information to standard output when running. It displays "
+"information such as memory leaks, which scenes and resources are being "
+"loaded, etc."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:418
+msgid "Maximum call stack in visual scripting, to avoid infinite recursion."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:421
+msgid ""
+"Color of the contact points between collision shapes, visible when \"Visible "
+"Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:424
+msgid ""
+"Sets whether 2D physics will display collision outlines in game when "
+"\"Visible Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:427
+msgid ""
+"Maximum number of contact points between collision shapes to display when "
+"\"Visible Collision Shapes\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:430
+msgid ""
+"Color of the collision shapes, visible when \"Visible Collision Shapes\" is "
+"enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:433
+msgid ""
+"Color of the disabled navigation geometry, visible when \"Visible Navigation"
+"\" is enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:436
+msgid ""
+"Color of the navigation geometry, visible when \"Visible Navigation\" is "
+"enabled in the Debug menu."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:439
+msgid "Custom image for the mouse cursor (limited to 256×256)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:442
+msgid "Hotspot for the custom mouse cursor image."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:445
+msgid "Position offset for tooltips, relative to the mouse cursor's hotspot."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:448
+msgid ""
+"If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 "
+"platform. This setting has no effect on desktop Linux, as DPI-awareness "
+"fallbacks are not supported there."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:451
+msgid ""
+"If [code]true[/code], keeps the screen on (even in case of inactivity), so "
+"the screensaver does not take over. Works on desktop and mobile platforms."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:454
+msgid ""
+"The default screen orientation to use on mobile devices.\n"
+"[b]Note:[/b] When set to a portrait orientation, this project setting does "
+"not flip the project resolution's width and height automatically. Instead, "
+"you have to set [member display/window/size/width] and [member display/"
+"window/size/height] accordingly."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:458
+msgid ""
+"If [code]true[/code], the home indicator is hidden automatically. This only "
+"affects iOS devices without a physical home button."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:461
+msgid ""
+"If [code]true[/code], allows per-pixel transparency for the window "
+"background. This affects performance, so leave it on [code]false[/code] "
+"unless you need it.\n"
+"See [member OS.window_per_pixel_transparency_enabled] for more details.\n"
+"[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
+"and Android."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:466
+msgid ""
+"Sets the window background to transparent when it starts.\n"
+"See [member OS.window_per_pixel_transparency_enabled] for more details.\n"
+"[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
+"and Android."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:471
+msgid ""
+"Forces the main window to be always on top.\n"
+"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:475
+msgid ""
+"Forces the main window to be borderless.\n"
+"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:479
+msgid ""
+"Sets the main window to full screen when the project starts. Note that this "
+"is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless "
+"window is used to emulate fullscreen. On macOS, a new desktop is used to "
+"display the running project.\n"
+"Regardless of the platform, enabling fullscreen will change the window size "
+"to match the monitor's size. Therefore, make sure your project supports "
+"[url=https://docs.godotengine.org/en/3.4/tutorials/rendering/"
+"multiple_resolutions.html]multiple resolutions[/url] when enabling "
+"fullscreen mode.\n"
+"[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:484
+msgid ""
+"Sets the game's main viewport height. On desktop platforms, this is the "
+"default window size. Stretch mode settings also use this as a reference when "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:487
+msgid ""
+"Allows the window to be resizable by default.\n"
+"[b]Note:[/b] This setting is ignored on iOS and Android."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:491
+msgid ""
+"If greater than zero, overrides the window height when running the game. "
+"Useful for testing stretch modes."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:494
+msgid ""
+"If greater than zero, overrides the window width when running the game. "
+"Useful for testing stretch modes."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:497
+msgid ""
+"Sets the game's main viewport width. On desktop platforms, this is the "
+"default window size. Stretch mode settings also use this as a reference when "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:500
+msgid ""
+"Specifies the tablet driver to use. If left empty, the default driver will "
+"be used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:503
+msgid ""
+"If [code]true[/code], enables vertical synchronization. This eliminates "
+"tearing that may appear in moving scenes, at the cost of higher input "
+"latency and stuttering at lower framerates. If [code]false[/code], vertical "
+"synchronization will be disabled, however, many platforms will enforce it "
+"regardless (such as mobile platforms and HTML5)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:506
+msgid ""
+"If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], "
+"enables vertical synchronization via the operating system's window "
+"compositor when in windowed mode and the compositor is enabled. This will "
+"prevent stutter in certain situations. (Windows only.)\n"
+"[b]Note:[/b] This option is experimental and meant to alleviate stutter "
+"experienced by some users. However, some users have experienced a Vsync "
+"framerate halving (e.g. from 60 FPS to 30 FPS) when using it."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:510
+msgid ""
+"The command-line arguments to append to Godot's own command line when "
+"running the project. This doesn't affect the editor itself.\n"
+"It is possible to make another executable run Godot by using the "
+"[code]%command%[/code] placeholder. The placeholder will be replaced with "
+"Godot's own command line. Program-specific arguments should be placed "
+"[i]before[/i] the placeholder, whereas Godot-specific arguments should be "
+"placed [i]after[/i] the placeholder.\n"
+"For example, this can be used to force the project to run on the dedicated "
+"GPU in a NVIDIA Optimus system on Linux:\n"
+"[codeblock]\n"
+"prime-run %command%\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:518
+msgid ""
+"Search path for project-specific script templates. Godot will search for "
+"script templates both in the editor-specific path and in this project-"
+"specific path."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:521
+msgid ""
+"Text-based file extensions to include in the script editor's \"Find in Files"
+"\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse "
+"your scene files, especially if you use built-in scripts which are "
+"serialized in the scene files."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:524
+msgid ""
+"Default value for [member ScrollContainer.scroll_deadzone], which will be "
+"used for all [ScrollContainer]s unless overridden."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:527
+msgid ""
+"If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
+"UWP to follow interface conventions."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:532
+msgid ""
+"Path to a custom [Theme] resource file to use for the project ([code]theme[/"
+"code] or generic [code]tres[/code]/[code]res[/code] extension)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:535
+msgid ""
+"Path to a custom [Font] resource to use as default for all GUI elements of "
+"the project."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:538
+msgid "If [code]true[/code], makes sure the theme used works with HiDPI."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:541
+msgid ""
+"Timer setting for incremental search in [Tree], [ItemList], etc. controls "
+"(in milliseconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:544
+msgid "Timer for detecting idle in [TextEdit] (in seconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:547
+msgid "Default delay for tooltips (in seconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:550
+msgid ""
+"Default [InputEventAction] to confirm a focused button, menu or list item, "
+"or validate input.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:554
+msgid ""
+"Default [InputEventAction] to discard a modal or pending input.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:558
+msgid ""
+"Default [InputEventAction] to move down in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:562
+msgid ""
+"Default [InputEventAction] to go to the end position of a [Control] (e.g. "
+"last item in an [ItemList] or a [Tree]), matching the behavior of [constant "
+"KEY_END] on typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:566
+msgid ""
+"Default [InputEventAction] to focus the next [Control] in the scene. The "
+"focus behavior can be configured via [member Control.focus_next].\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:570
+msgid ""
+"Default [InputEventAction] to focus the previous [Control] in the scene. The "
+"focus behavior can be configured via [member Control.focus_previous].\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:574
+msgid ""
+"Default [InputEventAction] to go to the start position of a [Control] (e.g. "
+"first item in an [ItemList] or a [Tree]), matching the behavior of [constant "
+"KEY_HOME] on typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:578
+msgid ""
+"Default [InputEventAction] to move left in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:582
+msgid ""
+"Default [InputEventAction] to go down a page in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on "
+"typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:586
+msgid ""
+"Default [InputEventAction] to go up a page in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on "
+"typical desktop UI systems.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:590
+msgid ""
+"Default [InputEventAction] to move right in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:594
+msgid ""
+"Default [InputEventAction] to select an item in a [Control] (e.g. in an "
+"[ItemList] or a [Tree]).\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:598
+msgid ""
+"Default [InputEventAction] to move up in the UI.\n"
+"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
+"necessary for the internal logic of several [Control]s. The events assigned "
+"to the action can however be modified."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:602
+msgid ""
+"If [code]true[/code], key/touch/joystick events will be flushed just before "
+"every idle and physics frame.\n"
+"If [code]false[/code], such events will be flushed only once per idle frame, "
+"between iterations of the engine.\n"
+"Enabling this can greatly improve the responsiveness to input, specially in "
+"devices that need to run multiple physics frames per visible (idle) frame, "
+"because they can't run at the target frame rate.\n"
+"[b]Note:[/b] Currently implemented only in Android."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:608
+msgid ""
+"If [code]true[/code], sends mouse input events when tapping or swiping on "
+"the touchscreen."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:611
+msgid ""
+"If [code]true[/code], sends touch input events when clicking or dragging the "
+"mouse."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:614
+msgid "Default delay for touch events. This only affects iOS devices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:617
+msgid "Optional name for the 2D physics layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:620
+msgid "Optional name for the 2D physics layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:623
+msgid "Optional name for the 2D physics layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:626
+msgid "Optional name for the 2D physics layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:629
+msgid "Optional name for the 2D physics layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:632
+msgid "Optional name for the 2D physics layer 14."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:635
+msgid "Optional name for the 2D physics layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:638
+msgid "Optional name for the 2D physics layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:641
+msgid "Optional name for the 2D physics layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:644
+msgid "Optional name for the 2D physics layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:647
+msgid "Optional name for the 2D physics layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:650
+msgid "Optional name for the 2D physics layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:653
+msgid "Optional name for the 2D physics layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:656
+msgid "Optional name for the 2D physics layer 21."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:659
+msgid "Optional name for the 2D physics layer 22."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:662
+msgid "Optional name for the 2D physics layer 23."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:665
+msgid "Optional name for the 2D physics layer 24."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:668
+msgid "Optional name for the 2D physics layer 25."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:671
+msgid "Optional name for the 2D physics layer 26."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:674
+msgid "Optional name for the 2D physics layer 27."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:677
+msgid "Optional name for the 2D physics layer 28."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:680
+msgid "Optional name for the 2D physics layer 29."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:683
+msgid "Optional name for the 2D physics layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:686
+msgid "Optional name for the 2D physics layer 30."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:689
+msgid "Optional name for the 2D physics layer 31."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:692
+msgid "Optional name for the 2D physics layer 32."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:695
+msgid "Optional name for the 2D physics layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:698
+msgid "Optional name for the 2D physics layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:701
+msgid "Optional name for the 2D physics layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:704
+msgid "Optional name for the 2D physics layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:707
+msgid "Optional name for the 2D physics layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:710
+msgid "Optional name for the 2D physics layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:713
+msgid "Optional name for the 2D render layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:716
+msgid "Optional name for the 2D render layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:719
+msgid "Optional name for the 2D render layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:722
+msgid "Optional name for the 2D render layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:725
+msgid "Optional name for the 2D render layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:728
+msgid "Optional name for the 2D render layer 14."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:731
+msgid "Optional name for the 2D render layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:734
+msgid "Optional name for the 2D render layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:737
+msgid "Optional name for the 2D render layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:740
+msgid "Optional name for the 2D render layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:743
+msgid "Optional name for the 2D render layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:746
+msgid "Optional name for the 2D render layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:749
+msgid "Optional name for the 2D render layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:752
+msgid "Optional name for the 2D render layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:755
+msgid "Optional name for the 2D render layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:758
+msgid "Optional name for the 2D render layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:761
+msgid "Optional name for the 2D render layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:764
+msgid "Optional name for the 2D render layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:767
+msgid "Optional name for the 2D render layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:770
+msgid "Optional name for the 2D render layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:773
+msgid "Optional name for the 3D physics layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:776
+msgid "Optional name for the 3D physics layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:779
+msgid "Optional name for the 3D physics layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:782
+msgid "Optional name for the 3D physics layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:785
+msgid "Optional name for the 3D physics layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:788
+msgid "Optional name for the 3D physics layer 14."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:791
+msgid "Optional name for the 3D physics layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:794
+msgid "Optional name for the 3D physics layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:797
+msgid "Optional name for the 3D physics layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:800
+msgid "Optional name for the 3D physics layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:803
+msgid "Optional name for the 3D physics layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:806
+msgid "Optional name for the 3D physics layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:809
+msgid "Optional name for the 3D physics layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:812
+msgid "Optional name for the 3D physics layer 21."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:815
+msgid "Optional name for the 3D physics layer 22."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:818
+msgid "Optional name for the 3D physics layer 23."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:821
+msgid "Optional name for the 3D physics layer 24."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:824
+msgid "Optional name for the 3D physics layer 25."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:827
+msgid "Optional name for the 3D physics layer 26."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:830
+msgid "Optional name for the 3D physics layer 27."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:833
+msgid "Optional name for the 3D physics layer 28."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:836
+msgid "Optional name for the 3D physics layer 29."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:839
+msgid "Optional name for the 3D physics layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:842
+msgid "Optional name for the 3D physics layer 30."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:845
+msgid "Optional name for the 3D physics layer 31."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:848
+msgid "Optional name for the 3D physics layer 32."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:851
+msgid "Optional name for the 3D physics layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:854
+msgid "Optional name for the 3D physics layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:857
+msgid "Optional name for the 3D physics layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:860
+msgid "Optional name for the 3D physics layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:863
+msgid "Optional name for the 3D physics layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:866
+msgid "Optional name for the 3D physics layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:869
+msgid "Optional name for the 3D render layer 1."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:872
+msgid "Optional name for the 3D render layer 10."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:875
+msgid "Optional name for the 3D render layer 11."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:878
+msgid "Optional name for the 3D render layer 12."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:881
+msgid "Optional name for the 3D render layer 13."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:884
+msgid "Optional name for the 3D render layer 14"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:887
+msgid "Optional name for the 3D render layer 15."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:890
+msgid "Optional name for the 3D render layer 16."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:893
+msgid "Optional name for the 3D render layer 17."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:896
+msgid "Optional name for the 3D render layer 18."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:899
+msgid "Optional name for the 3D render layer 19."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:902
+msgid "Optional name for the 3D render layer 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:905
+msgid "Optional name for the 3D render layer 20."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:908
+msgid "Optional name for the 3D render layer 3."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:911
+msgid "Optional name for the 3D render layer 4."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:914
+msgid "Optional name for the 3D render layer 5."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:917
+msgid "Optional name for the 3D render layer 6."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:920
+msgid "Optional name for the 3D render layer 7."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:923
+msgid "Optional name for the 3D render layer 8."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:926
+msgid "Optional name for the 3D render layer 9."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:929
+msgid ""
+"The locale to fall back to if a translation isn't available in a given "
+"language. If left empty, [code]en[/code] (English) will be used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:932
+msgid ""
+"If non-empty, this locale will be used when running the project from the "
+"editor."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:935
+msgid "If [code]true[/code], logs all output to files."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:938
+msgid ""
+"Desktop override for [member logging/file_logging/enable_file_logging], as "
+"log files are not readily accessible on mobile/Web platforms."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:941
+msgid ""
+"Path to logs within the project. Using an [code]user://[/code] path is "
+"recommended."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:944
+msgid "Specifies the maximum amount of log files allowed (used for rotation)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:949
+msgid ""
+"Godot uses a message queue to defer some function calls. If you run out of "
+"space on it (you will see an error), you can increase the size here."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:952
+msgid ""
+"This is used by servers when used in multi-threading mode (servers and "
+"visual). RIDs are preallocated to avoid stalling the server requesting them "
+"on threads. If servers get stalled too often when loading resources in a "
+"thread, increase this number."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:955
+msgid ""
+"Maximum amount of characters allowed to send as output from the debugger. "
+"Over this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:958
+msgid ""
+"Maximum number of errors allowed to be sent as output from the debugger. "
+"Over this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:961
+msgid ""
+"Maximum amount of messages allowed to send as output from the debugger. Over "
+"this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:964
+msgid ""
+"Maximum number of warnings allowed to be sent as output from the debugger. "
+"Over this value, content is dropped. This helps not to stall the debugger "
+"connection."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:967
+msgid ""
+"Default size of packet peer stream for deserializing Godot data (in bytes, "
+"specified as a power of two). The default value [code]16[/code] is equal to "
+"65,536 bytes. Over this size, data is dropped."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:970
+msgid "Timeout (in seconds) for connection attempts using TCP."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:973
+msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:976
+msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:979
+msgid "Maximum number of concurrent input packets for [WebSocketClient]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:982
+msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:985
+msgid "Maximum number of concurrent output packets for [WebSocketClient]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:988
+msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:991
+msgid "Maximum number of concurrent input packets for [WebSocketServer]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:994
+msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:997
+msgid "Maximum number of concurrent output packets for [WebSocketServer]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1000
+msgid ""
+"Amount of read ahead used by remote filesystem. Higher values decrease the "
+"effects of latency at the cost of higher bandwidth usage."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1003
+msgid "Page size used by remote filesystem (in bytes)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1006
+msgid ""
+"The CA certificates bundle to use for SSL connections. If this is set to a "
+"non-empty value, this will [i]override[/i] Godot's default [url=https://"
+"github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates."
+"crt]Mozilla certificate bundle[/url]. If left empty, the default certificate "
+"bundle will be used.\n"
+"If in doubt, leave this setting empty."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1010
+msgid ""
+"When creating node names automatically, set the type of casing in this "
+"project. This is mostly an editor setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1013
+msgid ""
+"What to use to separate node name from number. This is mostly an editor "
+"setting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1016
+msgid ""
+"Size of the hash table used for the broad-phase 2D hash grid algorithm.\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1020
+msgid ""
+"Additional expansion applied to object bounds in the 2D physics bounding "
+"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
+"coarser broadphase, which can stress the physics more in some situations.\n"
+"The default value will work well in most situations. A value of 0.0 will "
+"turn this optimization off, and larger values may work better for larger, "
+"faster moving objects.\n"
+"[b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1025
+msgid ""
+"Cell size used for the broad-phase 2D hash grid algorithm (in pixels).\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1029
+msgid ""
+"The default angular damp in 2D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1033
+msgid ""
+"The default gravity strength in 2D (in pixels per second squared).\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity strength to 98.\n"
+"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
+"Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1041
+msgid ""
+"The default gravity direction in 2D.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity vector at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity direction to `Vector2(0, 1)`.\n"
+"Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
+"Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1049
+msgid ""
+"The default linear damp in 2D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1053
+msgid ""
+"Threshold defining the surface size that constitutes a large object with "
+"regard to cells in the broad-phase 2D hash grid algorithm.\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
+"enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1057
+msgid ""
+"Sets which physics engine to use for 2D physics.\n"
+"\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no "
+"alternative 2D physics server implemented."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1061
+msgid ""
+"Threshold angular velocity under which a 2D physics body will be considered "
+"inactive. See [constant Physics2DServer."
+"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1064
+msgid ""
+"Threshold linear velocity under which a 2D physics body will be considered "
+"inactive. See [constant Physics2DServer."
+"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1067
+msgid ""
+"Sets whether physics is run on the main thread or a separate one. Running "
+"the server on a thread increases performance, but restricts API access to "
+"only physics process.\n"
+"[b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a "
+"Multi-Threaded thread model for physics. Be sure to assess whether it does "
+"give you extra performance and no regressions when using it."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1071
+msgid ""
+"Time (in seconds) of inactivity before which a 2D physics body will put to "
+"sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1074
+msgid ""
+"Enables the use of bounding volume hierarchy instead of hash grid for 2D "
+"physics spatial partitioning. This may give better performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1077
+msgid ""
+"Sets whether the 3D physics world will be created with support for "
+"[SoftBody] physics. Only applies to the Bullet physics engine."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1080
+msgid ""
+"The default angular damp in 3D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1084
+msgid ""
+"The default gravity strength in 3D (in meters per second squared).\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity strength to 9.8.\n"
+"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
+"PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1092
+msgid ""
+"The default gravity direction in 3D.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the default gravity vector at runtime, use the following code sample:\n"
+"[codeblock]\n"
+"# Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
+"PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
+"PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1100
+msgid ""
+"The default linear damp in 3D.\n"
+"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
+"At value [code]0[/code] objects will keep moving with the same velocity. "
+"Values greater than [code]1[/code] will aim to reduce the velocity to "
+"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
+"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
+"or greater than the physics frame rate ([member ProjectSettings.physics/"
+"common/physics_fps], [code]60[/code] by default) will bring the object to a "
+"stop in one iteration."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1104
+msgid ""
+"Additional expansion applied to object bounds in the 3D physics bounding "
+"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
+"coarser broadphase, which can stress the physics more in some situations.\n"
+"The default value will work well in most situations. A value of 0.0 will "
+"turn this optimization off, and larger values may work better for larger, "
+"faster moving objects.\n"
+"[b]Note:[/b] Used only if [member ProjectSettings.physics/3d/godot_physics/"
+"use_bvh] is enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1109
+msgid ""
+"Enables the use of bounding volume hierarchy instead of octree for 3D "
+"physics spatial partitioning. This may give better performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1112
+msgid ""
+"Sets which physics engine to use for 3D physics.\n"
+"\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] "
+"physics engine. The \"GodotPhysics\" engine is still supported as an "
+"alternative."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1116
+msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1119
+msgid ""
+"If enabled, 2D and 3D physics picking behaves this way in relation to "
+"pause:\n"
+"- When pause is started, every collision object that is hovered or captured "
+"(3D only) is released from that condition, getting the relevant mouse-exit "
+"callback, unless its pause mode makes it immune to pause.\n"
+"- During pause, picking only considers collision objects immune to pause, "
+"sending input events and enter/exit callbacks to them as expected.\n"
+"If disabled, the legacy behavior is used, which consists in queuing the "
+"picking input events during pause (so nodes won't get them) and flushing "
+"that queue on resume, against the state of the 2D/3D world at that point."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1125
+msgid ""
+"The number of fixed iterations per second. This controls how often physics "
+"simulation and [method Node._physics_process] methods are run.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the physics FPS at runtime, set [member Engine.iterations_per_second] "
+"instead."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1129
+msgid ""
+"Controls how much physics ticks are synchronized with real time. For 0 or "
+"less, the ticks are synchronized. Such values are recommended for network "
+"games, where clock synchronization matters. Higher values cause higher "
+"deviation of in-game clock and real clock, but allows smoothing out "
+"framerate jitters. The default value of 0.5 should be fine for most; values "
+"above 2 could cause the game to react to dropped frames with a noticeable "
+"delay and are not recommended.\n"
+"[b]Note:[/b] For best results, when using a custom physics interpolation "
+"solution, the physics jitter fix should be disabled by setting [member "
+"physics/common/physics_jitter_fix] to [code]0[/code].\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 ""
+
+#: doc/classes/ProjectSettings.xml:1134
+msgid ""
+"[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to "
+"uploading batching data. This may not be necessary but can be used for "
+"safety.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1138
+msgid ""
+"[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag "
+"for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] "
+"flag.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1142
+msgid ""
+"[b]Experimental.[/b] If set to on, this applies buffer orphaning - "
+"[code]glBufferData[/code] is called with NULL data and the full buffer size "
+"prior to uploading new data. This can be important to avoid stalling on some "
+"hardware.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1146
+msgid ""
+"[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag "
+"for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] "
+"flag.\n"
+"[b]Note:[/b] Use with care. You are advised to leave this as default for "
+"exports. A non-default setting that works better on your machine may "
+"adversely affect performance for end users."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1150
+msgid ""
+"Choose between fixed mode where corner scalings are preserved matching the "
+"artwork, and scaling mode.\n"
+"Not available in GLES3 when [member rendering/batching/options/use_batching] "
+"is off."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1154
+msgid ""
+"Some NVIDIA GPU drivers have a bug which produces flickering issues for the "
+"[code]draw_rect[/code] method, especially as used in [TileMap]. Refer to "
+"[url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/"
+"url] for details.\n"
+"If [code]true[/code], this option enables a \"safe\" code path for such "
+"NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 "
+"rendering, but only on desktop platforms."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1158
+msgid ""
+"If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. "
+"This provides greater compatibility with a wide range of hardware, and also "
+"may be faster in some circumstances.\n"
+"Currently only available when [member rendering/batching/options/"
+"use_batching] is active.\n"
+"[b]Note:[/b] Antialiased software skinned polys are not supported, and will "
+"be rendered without antialiasing.\n"
+"[b]Note:[/b] Custom shaders that use the [code]VERTEX[/code] built-in "
+"operate with [code]VERTEX[/code] position [i]after[/i] skinning, whereas "
+"with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] "
+"skinning."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1164
+msgid ""
+"If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. "
+"May help in some pixel art styles.\n"
+"This snapping is performed on the GPU in the vertex shader.\n"
+"Consider using the project setting [member rendering/batching/precision/"
+"uv_contract] to prevent artifacts."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1169
+msgid ""
+"When batching is on, this regularly prints a frame diagnosis log. Note that "
+"this will degrade performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1172
+msgid ""
+"[b]Experimental.[/b] For regression testing against the old renderer. If "
+"this is switched on, and [code]use_batching[/code] is set, the renderer will "
+"swap alternately between using the old renderer, and the batched renderer, "
+"on each frame. This makes it easy to identify visual differences. "
+"Performance will be degraded."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1175
+msgid ""
+"Lights have the potential to prevent joining items, and break many of the "
+"performance benefits of batching. This setting enables some complex logic to "
+"allow joining items if their lighting is similar, and overlap tests pass. "
+"This can significantly improve performance in some games. Set to 0 to switch "
+"off. With large values the cost of overlap tests may lead to diminishing "
+"returns."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1178
+msgid ""
+"Sets the proportion of the total screen area (in pixels) that must be saved "
+"by a scissor operation in order to activate light scissoring. This can "
+"prevent parts of items being rendered outside the light area. Lower values "
+"scissor more aggressively. A value of 1 scissors none of the items, a value "
+"of 0 scissors every item. The power of 4 of the value is used, in order to "
+"emphasize the lower range, and multiplied by the total screen area in pixels "
+"to give the threshold. This can reduce fill rate requirements in scenes with "
+"a lot of lighting."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1181
+msgid ""
+"Enabling this setting uses the legacy method to draw batches containing only "
+"one rect. The legacy method is faster (approx twice as fast), but can cause "
+"flicker on some systems. In order to directly compare performance with the "
+"non-batching renderer you can set this to true, but it is recommended to "
+"turn this off unless you can guarantee your target hardware will work with "
+"this method."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1184
+msgid ""
+"Turns 2D batching on and off. Batching increases performance by reducing the "
+"amount of graphics API drawcalls."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1187
+msgid "Switches on 2D batching within the editor."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1190
+msgid ""
+"Size of buffer reserved for batched vertices. Larger size enables larger "
+"batches, but there are diminishing returns for the memory used. This should "
+"only have a minor effect on performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1193
+msgid ""
+"Including color in the vertex format has a cost, however, not including "
+"color prevents batching across color changes. This threshold determines the "
+"ratio of [code]number of vertex color changes / total number of vertices[/"
+"code] above which vertices will be translated to colored format. A value of "
+"0 will always use colored vertices, 1 will never use colored vertices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1196
+msgid ""
+"In certain circumstances, the batcher can reorder items in order to better "
+"join them. This may result in better performance. An overlap test is needed "
+"however for each item lookahead, so there is a trade off, with diminishing "
+"returns. If you are getting no benefit, setting this to 0 will switch it off."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1199
+msgid ""
+"Sets the number of commands to lookahead to determine whether to batch "
+"render items. A value of 1 can join items consisting of single commands, 0 "
+"turns off joining. Higher values are in theory more likely to join, however "
+"this has diminishing returns and has a runtime cost so a small value is "
+"recommended."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1202
+msgid ""
+"On some platforms (especially mobile), precision issues in shaders can lead "
+"to reading 1 texel outside of bounds, particularly where rects are scaled. "
+"This can particularly lead to border artifacts around tiles in tilemaps.\n"
+"This adjustment corrects for this by making a small contraction to the UV "
+"coordinates used. Note that this can result in a slight squashing of border "
+"texels."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1206
+msgid ""
+"The amount of UV contraction. This figure is divided by 1000000, and is a "
+"proportion of the total texture dimensions, where the width and height are "
+"both ranged from 0.0 to 1.0.\n"
+"Use the default unless correcting for a problem on particular hardware."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1210
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_HIGH]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1213
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_LOW]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1216
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_MEDIUM]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1219
+msgid ""
+"Amount of light samples taken when using [constant BakedLightmap."
+"BAKE_QUALITY_ULTRA]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1222
+msgid ""
+"Default background clear color. Overridable per [Viewport] using its "
+"[Environment]. See [member Environment.background_mode] and [member "
+"Environment.background_color] in particular. To change this default color "
+"programmatically, use [method VisualServer.set_default_clear_color]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1225
+msgid ""
+"[Environment] that will be used as a fallback environment in case a scene "
+"does not specify its own environment. The default environment is loaded in "
+"at scene load time regardless of whether you have set an environment or not. "
+"If you do not rely on the fallback environment, it is best to delete "
+"[code]default_env.tres[/code], or to specify a different default environment "
+"here."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1228
+msgid ""
+"The use of half-float vertex compression may be producing rendering errors "
+"on some platforms (especially iOS). These have been seen particularly in "
+"particles. Disabling half-float may resolve these problems."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1231
+msgid ""
+"iOS specific override for [member rendering/gles2/compatibility/"
+"disable_half_float], due to poor support for half-float vertex compression "
+"on many devices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1234
+msgid ""
+"If [code]true[/code] and available on the target Android device, enables "
+"high floating point precision for all shader computations in GLES2.\n"
+"[b]Warning:[/b] High floating point precision can be extremely slow on older "
+"devices and is often not available at all. Use with caution."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1238
+msgid ""
+"Max buffer size for blend shapes. Any blend shape bigger than this will not "
+"work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1241
+msgid ""
+"Max buffer size for drawing polygons. Any polygon bigger than this will not "
+"work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1244
+msgid ""
+"Max index buffer size for drawing polygons. Any polygon bigger than this "
+"will not work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1247
+msgid ""
+"Max buffer size for drawing immediate objects (ImmediateGeometry nodes). "
+"Nodes using more than this size will not work."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1250
+msgid ""
+"Max number of lights renderable per object. This is further limited by "
+"hardware support. Most devices only support 409 lights, while many devices "
+"(especially mobile) only support 102. Setting this low will slightly reduce "
+"memory usage and may decrease shader compile times."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1253
+msgid ""
+"Max amount of elements renderable in a frame. If more elements than this are "
+"visible per frame, they will not be drawn. Keep in mind elements refer to "
+"mesh surfaces and not meshes themselves. Setting this low will slightly "
+"reduce memory usage and may decrease shader compile times, particularly on "
+"web. For most uses, the default value is suitable, but consider lowering as "
+"much as possible on web export."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1256
+msgid ""
+"Max number of lights renderable in a frame. If more lights than this number "
+"are used, they will be ignored. Setting this low will slightly reduce memory "
+"usage and may decrease shader compile times, particularly on web. For most "
+"uses, the default value is suitable, but consider lowering as much as "
+"possible on web export."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1259
+msgid ""
+"Max number of reflection probes renderable in a frame. If more reflection "
+"probes than this number are used, they will be ignored. Setting this low "
+"will slightly reduce memory usage and may decrease shader compile times, "
+"particularly on web. For most uses, the default value is suitable, but "
+"consider lowering as much as possible on web export."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1262
+msgid ""
+"Shaders have a time variable that constantly increases. At some point, it "
+"needs to be rolled back to zero to avoid precision errors on shader "
+"animations. This setting specifies when (in seconds)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1265
+msgid ""
+"If [code]true[/code], the texture importer will import lossless textures "
+"using the PNG format. Otherwise, it will default to using WebP."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1268
+msgid ""
+"The default compression level for lossless WebP. Higher levels result in "
+"smaller files at the cost of compression speed. Decompression speed is "
+"mostly unaffected by the compression level. Supported values are 0 to 9. "
+"Note that compression levels above 6 are very slow and offer very little "
+"savings."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1271
+msgid ""
+"On import, mesh vertex data will be split into two streams within a single "
+"vertex buffer, one for position data and the other for interleaved "
+"attributes data. Recommended to be enabled if targeting mobile devices. "
+"Requires manual reimport of meshes after toggling."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1274
+msgid ""
+"Determines the maximum number of sphere occluders that will be used at any "
+"one time.\n"
+"Although you can have many occluders in a scene, each frame the system will "
+"choose from these the most relevant based on a screen space metric, in order "
+"to give the best overall performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1278
+msgid ""
+"The default convention is for portal normals to point outward (face outward) "
+"from the source room.\n"
+"If you accidentally build your level with portals facing the wrong way, this "
+"setting can fix the problem.\n"
+"It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial "
+"convertion to [Portal] nodes."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1283
+msgid ""
+"Show conversion logs.\n"
+"[b]Note:[/b] This will automatically be disabled in exports."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1287
+msgid ""
+"If [code]true[/code], gameplay callbacks will be sent as [code]signals[/"
+"code]. If [code]false[/code], they will be sent as [code]notifications[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1290
+msgid ""
+"If enabled, while merging meshes, the system will also attempt to remove "
+"[Spatial] nodes that no longer have any children.\n"
+"Reducing the number of [Node]s in the scene tree can make traversal more "
+"efficient, but can be switched off in case you wish to use empty [Spatial]s "
+"for markers or some other purpose."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1294
+msgid ""
+"Show logs during PVS generation.\n"
+"[b]Note:[/b] This will automatically be disabled in exports."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1298
+msgid ""
+"Uses a simplified method of generating PVS (potentially visible set) data. "
+"The results may not be accurate where more than one portal join adjacent "
+"rooms.\n"
+"[b]Note:[/b] Generally you should only use this option if you encounter bugs "
+"when it is set to [code]false[/code], i.e. there are problems with the "
+"default method."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1302
+msgid ""
+"If [code]true[/code], allocates the main framebuffer with high dynamic "
+"range. High dynamic range allows the use of [Color] values greater than 1.\n"
+"[b]Note:[/b] Only available on the GLES3 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1306
+msgid ""
+"Lower-end override for [member rendering/quality/depth/hdr] on mobile "
+"devices, due to performance concerns or driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1309
+msgid ""
+"Disables depth pre-pass for some GPU vendors (usually mobile), as their "
+"architecture already does this."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1312
+msgid ""
+"If [code]true[/code], performs a previous depth pass before rendering "
+"materials. This increases performance in scenes with high overdraw, when "
+"complex materials and lighting are used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1315
+msgid ""
+"The directional shadow's size in pixels. Higher values will result in "
+"sharper shadows, at the cost of performance. The value will be rounded up to "
+"the nearest power of 2."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1318
+msgid ""
+"Lower-end override for [member rendering/quality/directional_shadow/size] on "
+"mobile devices, due to performance concerns or driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1321
+msgid ""
+"The video driver to use (\"GLES2\" or \"GLES3\").\n"
+"[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--"
+"video-driver[/code] command line argument, or by the [member rendering/"
+"quality/driver/fallback_to_gles2] option if the target system does not "
+"support GLES3 and falls back to GLES2. In such cases, this property is not "
+"updated, so use [method OS.get_current_video_driver] to query it at run-time."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1325
+msgid ""
+"If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 "
+"driver is not supported.\n"
+"[b]Note:[/b] The two video drivers are not drop-in replacements for each "
+"other, so a game designed for GLES3 might not work properly when falling "
+"back to GLES2. In particular, some features of the GLES3 backend are not "
+"available in GLES2. Enabling this setting also means that both ETC and ETC2 "
+"VRAM-compressed textures will be exported on Android and iOS, increasing the "
+"data pack's size."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1329
+msgid ""
+"Maximum anisotropic filter level used for textures with anisotropy enabled. "
+"Higher values will result in sharper textures when viewed from oblique "
+"angles, at the cost of performance. Only power-of-two values are valid (2, "
+"4, 8, 16)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1332
+msgid ""
+"Sets the number of MSAA samples to use. MSAA is used to reduce aliasing "
+"around the edges of polygons. A higher MSAA value results in smoother edges "
+"but can be significantly slower on some hardware.\n"
+"[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1336
+msgid ""
+"If set to a value greater than [code]0.0[/code], contrast-adaptive "
+"sharpening will be applied to the 3D viewport. This has a low performance "
+"cost and can be used to recover some of the sharpness lost from using FXAA. "
+"Values around [code]0.5[/code] generally give the best results. See also "
+"[member rendering/quality/filters/use_fxaa]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1339
+msgid ""
+"If [code]true[/code], uses a fast post-processing filter to make banding "
+"significantly less visible. In some cases, debanding may introduce a "
+"slightly noticeable dithering pattern. It's recommended to enable debanding "
+"only when actually needed since the dithering pattern will make lossless-"
+"compressed screenshots larger.\n"
+"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
+"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
+"[b]Note:[/b] There are known issues with debanding breaking rendering on "
+"mobile platforms. Due to this, it is recommended to leave this option "
+"disabled when targeting mobile platforms."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1344
+msgid ""
+"Enables FXAA in the root Viewport. FXAA is a popular screen-space "
+"antialiasing method, which is fast but will make the image look blurry, "
+"especially at lower resolutions. It can still work relatively well at large "
+"resolutions such as 1440p and 4K. Some of the lost sharpness can be "
+"recovered by enabling contrast-adaptive sharpening (see [member rendering/"
+"quality/filters/sharpen_intensity])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1347
+msgid ""
+"If [code]true[/code], uses nearest-neighbor mipmap filtering when using "
+"mipmaps (also called \"bilinear filtering\"), which will result in visible "
+"seams appearing between mipmap stages. This may increase performance in "
+"mobile as less memory bandwidth is used. If [code]false[/code], linear "
+"mipmap filtering (also called \"trilinear filtering\") is used."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1350
+msgid ""
+"Strategy used for framebuffer allocation. The simpler it is, the less "
+"resources it uses (but the less features it supports). If set to \"2D "
+"Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
+"allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
+"code] will not be available in shaders and post-processing effects will not "
+"be available in the [Environment]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1353
+msgid ""
+"Lower-end override for [member rendering/quality/intended_usage/"
+"framebuffer_allocation] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1356
+msgid ""
+"Enable usage of bicubic sampling in baked lightmaps. This results in "
+"smoother looking lighting at the expense of more bandwidth usage. On GLES2, "
+"changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1359
+msgid ""
+"Lower-end override for [member rendering/quality/lightmapping/"
+"use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1362
+msgid ""
+"Size of the atlas used by reflection probes. A larger size can result in "
+"higher visual quality, while a smaller size will be faster and take up less "
+"memory."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1365
+msgid ""
+"Number of subdivisions to use for the reflection atlas. A higher number "
+"lowers the quality of each atlas, but allows you to use more."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1368
+msgid ""
+"If [code]true[/code], uses a high amount of samples to create blurred "
+"variants of reflection probes and panorama backgrounds (sky). Those blurred "
+"variants are used by rough materials."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1371
+msgid ""
+"Lower-end override for [member rendering/quality/reflections/"
+"high_quality_ggx] on mobile devices, due to performance concerns or driver "
+"support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1374
+msgid ""
+"Limits the size of the irradiance map which is normally determined by "
+"[member Sky.radiance_size]. A higher size results in a higher quality "
+"irradiance map similarly to [member rendering/quality/reflections/"
+"high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, "
+"otherwise keep this as low as possible.\n"
+"[b]Note:[/b] Low and mid range hardware do not support complex irradiance "
+"maps well and may crash if this is set too high."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1378
+msgid ""
+"If [code]true[/code], uses texture arrays instead of mipmaps for reflection "
+"probes and panorama backgrounds (sky). This reduces jitter noise on "
+"reflections, but costs more performance and memory."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1381
+msgid ""
+"Lower-end override for [member rendering/quality/reflections/"
+"texture_array_reflections] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1384
+msgid ""
+"If [code]true[/code], uses faster but lower-quality Blinn model to generate "
+"blurred reflections instead of the GGX model."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1387
+msgid ""
+"Lower-end override for [member rendering/quality/shading/"
+"force_blinn_over_ggx] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1390
+msgid ""
+"If [code]true[/code], uses faster but lower-quality Lambert material "
+"lighting model instead of Burley."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1393
+msgid ""
+"Lower-end override for [member rendering/quality/shading/"
+"force_lambert_over_burley] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1396
+msgid ""
+"If [code]true[/code], forces vertex shading for all rendering. This can "
+"increase performance a lot, but also reduces quality immensely. Can be used "
+"to optimize performance on low-end mobile devices."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1399
+msgid ""
+"Lower-end override for [member rendering/quality/shading/"
+"force_vertex_shading] on mobile devices, due to performance concerns or "
+"driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1402
+msgid ""
+"If [code]true[/code], enables new physical light attenuation for "
+"[OmniLight]s and [SpotLight]s. This results in more realistic lighting "
+"appearance with a very small performance cost. When physical light "
+"attenuation is enabled, lights will appear to be darker as a result of the "
+"new attenuation formula. This can be compensated by adjusting the lights' "
+"energy or attenuation values.\n"
+"Changes to this setting will only be applied upon restarting the application."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1406
+msgid ""
+"Size for cubemap into which the shadow is rendered before being copied into "
+"the shadow atlas. A higher number can result in higher resolution shadows "
+"when used with a higher [member rendering/quality/shadow_atlas/size]. "
+"Setting higher than a quarter of the [member rendering/quality/shadow_atlas/"
+"size] will not result in a perceptible increase in visual quality."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1409 doc/classes/ProjectSettings.xml:1412
+#: doc/classes/ProjectSettings.xml:1415 doc/classes/ProjectSettings.xml:1418
+msgid ""
+"Subdivision quadrant size for shadow mapping. See shadow mapping "
+"documentation."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1421
+msgid ""
+"Size for shadow atlas (used for OmniLights and SpotLights). See "
+"documentation."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1424
+msgid ""
+"Lower-end override for [member rendering/quality/shadow_atlas/size] on "
+"mobile devices, due to performance concerns or driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1427
+msgid ""
+"Shadow filter mode. Higher-quality settings result in smoother shadows that "
+"flicker less when moving. \"Disabled\" is the fastest option, but also has "
+"the lowest quality. \"PCF5\" is smoother but is also slower. \"PCF13\" is "
+"the smoothest option, but is also the slowest.\n"
+"[b]Note:[/b] When using the GLES2 backend, the \"PCF13\" option actually "
+"uses 16 samples to emulate linear filtering in the shader. This results in a "
+"shadow appearance similar to the one produced by the GLES3 backend."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1431
+msgid ""
+"Lower-end override for [member rendering/quality/shadows/filter_mode] on "
+"mobile devices, due to performance concerns or driver support."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1434
+msgid ""
+"Forces [MeshInstance] to always perform skinning on the CPU (applies to both "
+"GLES2 and GLES3).\n"
+"See also [member rendering/quality/skinning/software_skinning_fallback]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1438
+msgid ""
+"Allows [MeshInstance] to perform skinning on the CPU when the hardware "
+"doesn't support the default GPU skinning process with GLES2.\n"
+"If [code]false[/code], an alternative skinning process on the GPU is used in "
+"this case (slower in most cases).\n"
+"See also [member rendering/quality/skinning/force_software_skinning].\n"
+"[b]Note:[/b] When the software skinning fallback is triggered, custom vertex "
+"shaders will behave in a different way, because the bone transform will be "
+"already applied to the modelview matrix."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1444
+msgid ""
+"Additional expansion applied to object bounds in the 3D rendering bounding "
+"volume hierarchy. This can reduce BVH processing at the cost of a slightly "
+"reduced accuracy.\n"
+"The default value will work well in most situations. A value of 0.0 will "
+"turn this optimization off, and larger values may work better for larger, "
+"faster moving objects.\n"
+"[b]Note:[/b] Used only if [member ProjectSettings.rendering/quality/"
+"spatial_partitioning/use_bvh] is enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1449
+msgid ""
+"The rendering octree balance can be changed to favor smaller ([code]0[/"
+"code]), or larger ([code]1[/code]) branches.\n"
+"Larger branches can increase performance significantly in some projects.\n"
+"[b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/"
+"spatial_partitioning/use_bvh] is enabled."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1454
+msgid ""
+"Enables the use of bounding volume hierarchy instead of octree for rendering "
+"spatial partitioning. This may give better performance."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1457
+msgid ""
+"Improves quality of subsurface scattering, but cost significantly increases."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1460
+msgid "Quality setting for subsurface scattering (samples taken)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1463
+msgid "Max radius used for subsurface scattering samples."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1466
+msgid ""
+"Weight subsurface scattering samples. Helps to avoid reading samples from "
+"unrelated parts of the screen."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1469
+msgid ""
+"Use high-quality voxel cone tracing. This results in better-looking "
+"reflections, but is much more expensive on the GPU."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1472
+msgid ""
+"Thread model for rendering. Rendering on a thread can vastly improve "
+"performance, but synchronizing to the main thread can cause a bit more "
+"jitter."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1475
+msgid ""
+"If [code]true[/code], a thread safe version of BVH (bounding volume "
+"hierarchy) will be used in rendering and Godot physics.\n"
+"Try enabling this option if you see any visual anomalies in 3D (such as "
+"incorrect object visibility)."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1479
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the BPTC algorithm. This texture compression algorithm is "
+"only supported on desktop platforms, and only when using the GLES3 "
+"renderer.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1483
+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.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1487
+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 GLES3 renderer.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1491
+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.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1495
+msgid ""
+"If [code]true[/code], the texture importer will import VRAM-compressed "
+"textures using the S3 Texture Compression algorithm. This algorithm is only "
+"supported on desktop platforms and consoles.\n"
+"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
+"already imported before. To make this setting apply to textures that were "
+"already imported, exit the editor, remove the [code].import/[/code] folder "
+"located inside the project folder then restart the editor (see [member "
+"application/config/use_hidden_project_data_directory])."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml:1499
+msgid ""
+"Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in "
+"pixels)."
+msgstr ""
+
+#: doc/classes/ProximityGroup.xml:4 doc/classes/ProximityGroup.xml:7
+msgid "General-purpose proximity detection node."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml:4
+msgid "Class representing a square mesh."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml:7
+msgid ""
+"Class representing a square [PrimitiveMesh]. This flat mesh does not have a "
+"thickness. By default, this mesh is aligned on the X and Y axes; this "
+"default rotation is more suited for use with billboarded materials. Unlike "
+"[PlaneMesh], this mesh doesn't provide subdivision options."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml:11 doc/classes/Viewport.xml:19
+#: doc/classes/ViewportTexture.xml:13
+msgid "https://godotengine.org/asset-library/asset/129"
+msgstr ""
+
+#: doc/classes/QuadMesh.xml:17
+msgid "Offset of the generated Quad. Useful for particles."
+msgstr ""
+
+#: doc/classes/QuadMesh.xml:20
+msgid "Size on the X and Y axes."
+msgstr ""
+
+#: doc/classes/Quat.xml:4
+msgid "Quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml:7
+msgid ""
+"A unit quaternion used for representing 3D rotations. Quaternions need to be "
+"normalized to be used for rotation.\n"
+"It is similar to Basis, which implements matrix representation of rotations, "
+"and can be parametrized using both an axis-angle pair or Euler angles. Basis "
+"stores rotation, scale, and shearing, while Quat only stores rotation.\n"
+"Due to its compactness and the way it is stored in memory, certain "
+"operations (obtaining axis-angle and performing SLERP, in particular) are "
+"more efficient and robust against floating-point errors."
+msgstr ""
+
+#: doc/classes/Quat.xml:12
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms."
+"html#interpolating-with-quaternions"
+msgstr ""
+
+#: doc/classes/Quat.xml:20
+msgid "Constructs a quaternion from the given [Basis]."
+msgstr ""
+
+#: doc/classes/Quat.xml:27
+msgid ""
+"Constructs a quaternion that will perform a rotation specified by Euler "
+"angles (in the YXZ convention: when decomposing, first Z, then X, and Y "
+"last), given in the vector format as (X angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Quat.xml:35
+msgid ""
+"Constructs a quaternion that will rotate around the given axis by the "
+"specified angle. The axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Quat.xml:45
+msgid "Constructs a quaternion defined by the given values."
+msgstr ""
+
+#: doc/classes/Quat.xml:52
+msgid ""
+"Returns the angle between this quaternion and [code]to[/code]. This is the "
+"magnitude of the angle you would need to rotate by to get from one to the "
+"other.\n"
+"[b]Note:[/b] This method has an abnormally high amount of floating-point "
+"error, so methods such as [method @GDScript.is_zero_approx] will not work "
+"reliably."
+msgstr ""
+
+#: doc/classes/Quat.xml:63
+msgid ""
+"Performs a cubic spherical interpolation between quaternions [code]pre_a[/"
+"code], this vector, [code]b[/code], and [code]post_b[/code], by the given "
+"amount [code]weight[/code]."
+msgstr ""
+
+#: doc/classes/Quat.xml:70
+msgid "Returns the dot product of two quaternions."
+msgstr ""
+
+#: doc/classes/Quat.xml:76
+msgid ""
+"Returns Euler angles (in the YXZ convention: when decomposing, first Z, then "
+"X, and Y last) corresponding to the rotation represented by the unit "
+"quaternion. Returned vector contains the rotation angles in the format (X "
+"angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Quat.xml:82
+msgid "Returns the inverse of the quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml:89
+msgid ""
+"Returns [code]true[/code] if this quaternion and [code]quat[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Quat.xml:95
+msgid "Returns whether the quaternion is normalized or not."
+msgstr ""
+
+#: doc/classes/Quat.xml:101
+msgid "Returns the length of the quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml:107
+msgid "Returns the length of the quaternion, squared."
+msgstr ""
+
+#: doc/classes/Quat.xml:113
+msgid "Returns a copy of the quaternion, normalized to unit length."
+msgstr ""
+
+#: doc/classes/Quat.xml:120
+msgid ""
+"Sets the quaternion to a rotation which rotates around axis by the specified "
+"angle, in radians. The axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Quat.xml:126
+msgid ""
+"Sets the quaternion to a rotation specified by Euler angles (in the YXZ "
+"convention: when decomposing, first Z, then X, and Y last), given in the "
+"vector format as (X angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Quat.xml:134
+msgid ""
+"Returns the result of the spherical linear interpolation between this "
+"quaternion and [code]to[/code] by amount [code]weight[/code].\n"
+"[b]Note:[/b] Both quaternions must be normalized."
+msgstr ""
+
+#: doc/classes/Quat.xml:143
+msgid ""
+"Returns the result of the spherical linear interpolation between this "
+"quaternion and [code]to[/code] by amount [code]weight[/code], but without "
+"checking if the rotation path is not bigger than 90 degrees."
+msgstr ""
+
+#: doc/classes/Quat.xml:150
+msgid "Returns a vector transformed (multiplied) by this quaternion."
+msgstr ""
+
+#: doc/classes/Quat.xml:156
+msgid ""
+"W component of the quaternion (real part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml:160
+msgid ""
+"X component of the quaternion (imaginary [code]i[/code] axis part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml:164
+msgid ""
+"Y component of the quaternion (imaginary [code]j[/code] axis part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml:168
+msgid ""
+"Z component of the quaternion (imaginary [code]k[/code] axis part).\n"
+"Quaternion components should usually not be manipulated directly."
+msgstr ""
+
+#: doc/classes/Quat.xml:174
+msgid ""
+"The identity quaternion, representing no rotation. Equivalent to an identity "
+"[Basis] matrix. If a vector is transformed by an identity quaternion, it "
+"will not change."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml:4
+msgid "A class for generating pseudo-random numbers."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml:7
+msgid ""
+"RandomNumberGenerator is a class for generating pseudo-random numbers. It "
+"currently uses [url=http://www.pcg-random.org/]PCG32[/url].\n"
+"[b]Note:[/b] The underlying algorithm is an implementation detail. As a "
+"result, it should not be depended upon for reproducible random streams "
+"across Godot versions.\n"
+"To generate a random float number (within a given range) based on a time-"
+"dependant seed:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"func _ready():\n"
+" rng.randomize()\n"
+" var my_random_number = rng.randf_range(-10.0, 10.0)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The default values of [member seed] and [member state] "
+"properties are pseudo-random, and changes when calling [method randomize]. "
+"The [code]0[/code] value documented here is a placeholder, and not the "
+"actual default seed."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml:19
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/math/random_number_generation."
+"html"
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml:25
+msgid ""
+"Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/"
+"code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml:33
+msgid ""
+"Generates a pseudo-random float between [code]from[/code] and [code]to[/"
+"code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml:41
+msgid ""
+"Generates a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-"
+"distributed[/url] pseudo-random number, using Box-Muller transform with the "
+"specified [code]mean[/code] and a standard [code]deviation[/code]. This is "
+"also called Gaussian distribution."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml:47
+msgid ""
+"Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and "
+"[code]4294967295[/code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml:55
+msgid ""
+"Generates a pseudo-random 32-bit signed integer between [code]from[/code] "
+"and [code]to[/code] (inclusive)."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml:61
+msgid "Setups a time-based seed to generator."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml:67
+msgid ""
+"Initializes the random number generator state based on the given seed value. "
+"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.\n"
+"[b]Note:[/b] Setting this property produces a side effect of changing the "
+"internal [member state], so make sure to initialize the seed [i]before[/i] "
+"modifying the [member state]:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"rng.seed = hash(\"Godot\")\n"
+"rng.state = 100 # Restore to some previously saved state.\n"
+"[/codeblock]\n"
+"[b]Warning:[/b] the getter of this property returns the previous [member "
+"state], and not the initial seed value, which is going to be fixed in Godot "
+"4.0."
+msgstr ""
+
+#: doc/classes/RandomNumberGenerator.xml:78
+msgid ""
+"The current state of the random number generator. Save and restore this "
+"property to restore the generator to a previous state:\n"
+"[codeblock]\n"
+"var rng = RandomNumberGenerator.new()\n"
+"print(rng.randf())\n"
+"var saved_state = rng.state # Store current state.\n"
+"print(rng.randf()) # Advance internal state.\n"
+"rng.state = saved_state # Restore the state.\n"
+"print(rng.randf()) # Prints the same value as in previous.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Do not set state to arbitrary values, since the random number "
+"generator requires the state to have certain qualities to behave properly. "
+"It should only be set to values that came from the state property itself. To "
+"initialize the random number generator with arbitrary input, use [member "
+"seed] instead."
+msgstr ""
+
+#: doc/classes/Range.xml:4
+msgid "Abstract base class for range-based controls."
+msgstr ""
+
+#: doc/classes/Range.xml:7
+msgid ""
+"Range is a base class for [Control] nodes that change a floating-point "
+"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/"
+"i] and [i]page[/i], for example a [ScrollBar]."
+msgstr ""
+
+#: doc/classes/Range.xml:16
+msgid ""
+"Binds two ranges together along with any ranges previously grouped with "
+"either of them. When any of range's member variables change, it will share "
+"the new value with all other ranges in its group."
+msgstr ""
+
+#: doc/classes/Range.xml:22
+msgid "Stops range from sharing its member variables with any other."
+msgstr ""
+
+#: doc/classes/Range.xml:28
+msgid ""
+"If [code]true[/code], [member value] may be greater than [member max_value]."
+msgstr ""
+
+#: doc/classes/Range.xml:31
+msgid ""
+"If [code]true[/code], [member value] may be less than [member min_value]."
+msgstr ""
+
+#: doc/classes/Range.xml:34
+msgid ""
+"If [code]true[/code], and [code]min_value[/code] is greater than 0, "
+"[code]value[/code] will be represented exponentially rather than linearly."
+msgstr ""
+
+#: doc/classes/Range.xml:37
+msgid ""
+"Maximum value. Range is clamped if [code]value[/code] is greater than "
+"[code]max_value[/code]."
+msgstr ""
+
+#: doc/classes/Range.xml:40
+msgid ""
+"Minimum value. Range is clamped if [code]value[/code] is less than "
+"[code]min_value[/code]."
+msgstr ""
+
+#: doc/classes/Range.xml:43
+msgid ""
+"Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size "
+"multiplied by [code]page[/code] over the difference between [code]min_value[/"
+"code] and [code]max_value[/code]."
+msgstr ""
+
+#: doc/classes/Range.xml:46
+msgid "The value mapped between 0 and 1."
+msgstr ""
+
+#: doc/classes/Range.xml:49
+msgid ""
+"If [code]true[/code], [code]value[/code] will always be rounded to the "
+"nearest integer."
+msgstr ""
+
+#: doc/classes/Range.xml:52
+msgid ""
+"If greater than 0, [code]value[/code] will always be rounded to a multiple "
+"of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], "
+"[code]value[/code] will first be rounded to a multiple of [code]step[/code] "
+"then rounded to the nearest integer."
+msgstr ""
+
+#: doc/classes/Range.xml:55
+msgid "Range's current value."
+msgstr ""
+
+#: doc/classes/Range.xml:61
+msgid ""
+"Emitted when [member min_value], [member max_value], [member page], or "
+"[member step] change."
+msgstr ""
+
+#: doc/classes/Range.xml:67
+msgid "Emitted when [member value] changes."
+msgstr ""
+
+#: doc/classes/RayCast.xml:4 doc/classes/RayCast2D.xml:4
+msgid "Query the closest object intersecting a ray."
+msgstr ""
+
+#: doc/classes/RayCast.xml:7
+msgid ""
+"A RayCast represents a line from its origin to its destination position, "
+"[code]cast_to[/code]. It is used to query the 3D space in order to find the "
+"closest object along the path of the ray.\n"
+"RayCast can ignore some objects by adding them to the exception list via "
+"[code]add_exception[/code] or by setting proper filtering with collision "
+"layers and masks.\n"
+"RayCast can be configured to report collisions with [Area]s ([member "
+"collide_with_areas]) and/or [PhysicsBody]s ([member collide_with_bodies]).\n"
+"Only enabled raycasts will be able to query the space and report "
+"collisions.\n"
+"RayCast calculates intersection every physics frame (see [Node]), and the "
+"result is cached so it can be used later until the next frame. If multiple "
+"queries are required between physics frames (or during the same frame), use "
+"[method force_raycast_update] after adjusting the raycast."
+msgstr ""
+
+#: doc/classes/RayCast.xml:22 doc/classes/RayCast2D.xml:21
+msgid ""
+"Adds a collision exception so the ray does not report collisions with the "
+"specified node."
+msgstr ""
+
+#: doc/classes/RayCast.xml:29 doc/classes/RayCast2D.xml:28
+msgid ""
+"Adds a collision exception so the ray does not report collisions with the "
+"specified [RID]."
+msgstr ""
+
+#: doc/classes/RayCast.xml:35 doc/classes/RayCast2D.xml:34
+msgid "Removes all collision exceptions for this ray."
+msgstr ""
+
+#: doc/classes/RayCast.xml:41
+msgid ""
+"Updates the collision information for the ray.\n"
+"Use this method to update the collision information immediately instead of "
+"waiting for the next [code]_physics_process[/code] call, for example if the "
+"ray or its parent has changed state.\n"
+"[b]Note:[/b] [code]enabled[/code] is not required for this to work."
+msgstr ""
+
+#: doc/classes/RayCast.xml:49 doc/classes/RayCast2D.xml:47
+msgid ""
+"Returns the first object that the ray intersects, or [code]null[/code] if no "
+"object is intersecting the ray (i.e. [method is_colliding] returns "
+"[code]false[/code])."
+msgstr ""
+
+#: doc/classes/RayCast.xml:55 doc/classes/RayCast2D.xml:53
+msgid ""
+"Returns the shape ID of the first object that the ray intersects, or "
+"[code]0[/code] if no object is intersecting the ray (i.e. [method "
+"is_colliding] returns [code]false[/code])."
+msgstr ""
+
+#: doc/classes/RayCast.xml:62
+msgid ""
+"Returns [code]true[/code] if the bit index passed is turned on.\n"
+"[b]Note:[/b] Bit indices range from 0-19."
+msgstr ""
+
+#: doc/classes/RayCast.xml:69 doc/classes/RayCast2D.xml:66
+msgid ""
+"Returns the normal of the intersecting object's shape at the collision point."
+msgstr ""
+
+#: doc/classes/RayCast.xml:75 doc/classes/RayCast2D.xml:72
+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 ""
+
+#: doc/classes/RayCast.xml:82 doc/classes/RayCast2D.xml:79
+msgid ""
+"Returns whether any object is intersecting with the ray's vector "
+"(considering the vector length)."
+msgstr ""
+
+#: doc/classes/RayCast.xml:89 doc/classes/RayCast2D.xml:86
+msgid ""
+"Removes a collision exception so the ray does report collisions with the "
+"specified node."
+msgstr ""
+
+#: doc/classes/RayCast.xml:96 doc/classes/RayCast2D.xml:93
+msgid ""
+"Removes a collision exception so the ray does report collisions with the "
+"specified [RID]."
+msgstr ""
+
+#: doc/classes/RayCast.xml:104
+msgid ""
+"Sets the bit index passed to the [code]value[/code] passed.\n"
+"[b]Note:[/b] Bit indexes range from 0-19."
+msgstr ""
+
+#: doc/classes/RayCast.xml:111 doc/classes/RayCast2D.xml:107
+msgid ""
+"The ray's destination point, relative to the RayCast's [code]position[/code]."
+msgstr ""
+
+#: doc/classes/RayCast.xml:114
+msgid "If [code]true[/code], collision with [Area]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast.xml:117
+msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast.xml:120 doc/classes/RayCast2D.xml:116
+msgid ""
+"The ray's collision mask. Only objects in at least one collision layer "
+"enabled in the mask will be detected. See [url=https://docs.godotengine.org/"
+"en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-"
+"masks]Collision layers and masks[/url] in the documentation for more "
+"information."
+msgstr ""
+
+#: doc/classes/RayCast.xml:123
+msgid ""
+"The custom color to use to draw the shape in the editor and at run-time if "
+"[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
+"color will be highlighted at run-time if the [RayCast] is colliding with "
+"something.\n"
+"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
+"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
+msgstr ""
+
+#: doc/classes/RayCast.xml:127
+msgid ""
+"If set to [code]1[/code], a line is used as the debug shape. Otherwise, a "
+"truncated pyramid is drawn to represent the [RayCast]. Requires [b]Visible "
+"Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug "
+"shape to be visible at run-time."
+msgstr ""
+
+#: doc/classes/RayCast.xml:130 doc/classes/RayCast2D.xml:119
+msgid "If [code]true[/code], collisions will be reported."
+msgstr ""
+
+#: doc/classes/RayCast.xml:133
+msgid ""
+"If [code]true[/code], collisions will be ignored for this RayCast's "
+"immediate parent."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml:7
+msgid ""
+"A RayCast represents a line from its origin to its destination position, "
+"[code]cast_to[/code]. It is used to query the 2D space in order to find the "
+"closest object along the path of the ray.\n"
+"RayCast2D can ignore some objects by adding them to the exception list via "
+"[code]add_exception[/code], by setting proper filtering with collision "
+"layers, or by filtering object types with type masks.\n"
+"RayCast2D can be configured to report collisions with [Area2D]s ([member "
+"collide_with_areas]) and/or [PhysicsBody2D]s ([member "
+"collide_with_bodies]).\n"
+"Only enabled raycasts will be able to query the space and report "
+"collisions.\n"
+"RayCast2D calculates intersection every physics frame (see [Node]), and the "
+"result is cached so it can be used later until the next frame. If multiple "
+"queries are required between physics frames (or during the same frame) use "
+"[method force_raycast_update] after adjusting the raycast."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml:40
+msgid ""
+"Updates the collision information for the ray. Use this method to update the "
+"collision information immediately instead of waiting for the next "
+"[code]_physics_process[/code] call, for example if the ray or its parent has "
+"changed state.\n"
+"[b]Note:[/b] [code]enabled[/code] is not required for this to work."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml:101
+msgid ""
+"Sets or clears individual bits on the collision mask. This makes selecting "
+"the areas scanned easier."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml:110
+msgid "If [code]true[/code], collision with [Area2D]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml:113
+msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported."
+msgstr ""
+
+#: doc/classes/RayCast2D.xml:122
+msgid ""
+"If [code]true[/code], the parent node will be excluded from collision "
+"detection."
+msgstr ""
+
+#: doc/classes/RayShape.xml:4
+msgid "Ray shape for 3D collisions."
+msgstr ""
+
+#: doc/classes/RayShape.xml:7
+msgid ""
+"Ray shape for 3D collisions, which can be set into a [PhysicsBody] or "
+"[Area]. A ray is not really a collision body; instead, it tries to separate "
+"itself from whatever is touching its far endpoint. It's often useful for "
+"characters."
+msgstr ""
+
+#: doc/classes/RayShape.xml:15 doc/classes/RayShape2D.xml:15
+msgid "The ray's length."
+msgstr ""
+
+#: doc/classes/RayShape.xml:18 doc/classes/RayShape2D.xml:18
+msgid "If [code]true[/code], allow the shape to return the correct normal."
+msgstr ""
+
+#: doc/classes/RayShape2D.xml:4
+msgid "Ray shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/RayShape2D.xml:7
+msgid ""
+"Ray shape for 2D collisions. A ray is not really a collision body; instead, "
+"it tries to separate itself from whatever is touching its far endpoint. It's "
+"often useful for characters."
+msgstr ""
+
+#: doc/classes/Rect2.xml:4
+msgid "2D axis-aligned bounding box."
+msgstr ""
+
+#: doc/classes/Rect2.xml:7
+msgid ""
+"[Rect2] consists of a position, a size, and several utility functions. It is "
+"typically used for fast overlap tests.\n"
+"It uses floating-point coordinates.\n"
+"The 3D counterpart to [Rect2] is [AABB]."
+msgstr ""
+
+#: doc/classes/Rect2.xml:22
+msgid "Constructs a [Rect2] by position and size."
+msgstr ""
+
+#: doc/classes/Rect2.xml:32
+msgid "Constructs a [Rect2] by x, y, width, and height."
+msgstr ""
+
+#: doc/classes/Rect2.xml:38
+msgid ""
+"Returns a [Rect2] 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 ""
+
+#: doc/classes/Rect2.xml:45
+msgid "Returns the intersection of this [Rect2] and b."
+msgstr ""
+
+#: doc/classes/Rect2.xml:52
+msgid ""
+"Returns [code]true[/code] if this [Rect2] completely encloses another one."
+msgstr ""
+
+#: doc/classes/Rect2.xml:59
+msgid ""
+"Returns a copy of this [Rect2] expanded to include a given point.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"# position (-3, 2), size (1, 1)\n"
+"var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n"
+"# position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)\n"
+"var rect2 = rect.expand(Vector2(0, -1))\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Rect2.xml:72
+msgid "Returns the area of the [Rect2]."
+msgstr ""
+
+#: doc/classes/Rect2.xml:79
+msgid ""
+"Returns a copy of the [Rect2] grown a given amount of units towards all the "
+"sides."
+msgstr ""
+
+#: doc/classes/Rect2.xml:89
+msgid ""
+"Returns a copy of the [Rect2] grown a given amount of units towards each "
+"direction individually."
+msgstr ""
+
+#: doc/classes/Rect2.xml:97
+msgid ""
+"Returns a copy of the [Rect2] grown a given amount of units towards the "
+"[enum Margin] direction."
+msgstr ""
+
+#: doc/classes/Rect2.xml:103
+msgid "Returns [code]true[/code] if the [Rect2] is flat or empty."
+msgstr ""
+
+#: doc/classes/Rect2.xml:110
+msgid ""
+"Returns [code]true[/code] if the [Rect2] contains a point. By convention, "
+"the right and bottom edges of the [Rect2] are considered exclusive, so "
+"points on these edges are [b]not[/b] included.\n"
+"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative "
+"size[/i]. Use [method abs] to get a positive sized equivalent rectangle to "
+"check for contained points."
+msgstr ""
+
+#: doc/classes/Rect2.xml:119
+msgid ""
+"Returns [code]true[/code] if the [Rect2] 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 ""
+
+#: doc/classes/Rect2.xml:127
+msgid ""
+"Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are "
+"approximately equal, by calling [code]is_equal_approx[/code] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Rect2.xml:134
+msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]."
+msgstr ""
+
+#: doc/classes/RectangleShape2D.xml:4
+msgid "Rectangle shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/RectangleShape2D.xml:7
+msgid ""
+"Rectangle shape for 2D collisions. This shape is useful for modeling box-"
+"like 2D objects."
+msgstr ""
+
+#: doc/classes/RectangleShape2D.xml:17
+msgid ""
+"The rectangle's half extents. The width and height of this shape is twice "
+"the half extents."
+msgstr ""
+
+#: doc/classes/Reference.xml:4
+msgid "Base class for reference-counted objects."
+msgstr ""
+
+#: doc/classes/Reference.xml:7
+msgid ""
+"Base class for any object that keeps a reference count. [Resource] and many "
+"other helper objects inherit this class.\n"
+"Unlike other [Object] types, References keep an internal reference counter "
+"so that they are automatically released when no longer in use, and only "
+"then. References therefore do not need to be freed manually with [method "
+"Object.free].\n"
+"In the vast majority of use cases, instantiating and using [Reference]-"
+"derived types is all you need to do. The methods provided in this class are "
+"only for advanced users, and can cause issues if misused.\n"
+"[b]Note:[/b] In C#, references will not be freed instantly after they are no "
+"longer in use. Instead, garbage collection will run periodically and will "
+"free references that are no longer in use. This means that unused references "
+"will linger on for a while before being removed."
+msgstr ""
+
+#: doc/classes/Reference.xml:19
+msgid ""
+"Initializes the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns whether the initialization was successful."
+msgstr ""
+
+#: doc/classes/Reference.xml:26
+msgid ""
+"Increments the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns [code]true[/code] if the increment was successful, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/Reference.xml:33
+msgid ""
+"Decrements the internal reference counter. Use this only if you really know "
+"what you are doing.\n"
+"Returns [code]true[/code] if the decrement was successful, [code]false[/"
+"code] otherwise."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml:4
+msgid "Reference frame for GUI."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml:7
+msgid ""
+"A rectangle box that displays only a [member border_color] border color "
+"around its rectangle. [ReferenceRect] has no fill [Color]. If you need to "
+"display a rectangle filled with a solid color, consider using [ColorRect] "
+"instead."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml:15
+msgid "Sets the border [Color] of the [ReferenceRect]."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml:18
+msgid ""
+"Sets the border width of the [ReferenceRect]. The border grows both inwards "
+"and outwards with respect to the rectangle box."
+msgstr ""
+
+#: doc/classes/ReferenceRect.xml:21
+msgid ""
+"If set to [code]true[/code], the [ReferenceRect] will only be visible while "
+"in editor. Otherwise, [ReferenceRect] will be visible in game."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:4
+msgid "Captures its surroundings to create reflections."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:7
+msgid ""
+"Capture its surroundings as a dual paraboloid image, and stores versions of "
+"it with increasing levels of blur to simulate different material "
+"roughnesses.\n"
+"The [ReflectionProbe] is used to create high-quality reflections at the cost "
+"of performance. It can be combined with [GIProbe]s and Screen Space "
+"Reflections to achieve high quality reflections. [ReflectionProbe]s render "
+"all objects within their [member cull_mask], so updating them can be quite "
+"expensive. It is best to update them once with the important static objects "
+"and then leave them.\n"
+"[b]Note:[/b] By default Godot will only render 16 reflection probes. If you "
+"need more, increase the number of atlas subdivisions. This setting can be "
+"found in [member ProjectSettings.rendering/quality/reflections/"
+"atlas_subdiv].\n"
+"[b]Note:[/b] The GLES2 backend will only display two reflection probes at "
+"the same time for a single mesh. If possible, split up large meshes that "
+"span over multiple reflection probes into smaller ones."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:13
+msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/reflection_probes.html"
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:19
+msgid ""
+"If [code]true[/code], enables box projection. This makes reflections look "
+"more correct in rectangle-shaped rooms by offsetting the reflection center "
+"depending on the camera's location."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:22
+msgid ""
+"Sets the cull mask which determines what objects are drawn by this probe. "
+"Every [VisualInstance] with a layer included in this cull mask will be "
+"rendered by the probe. It is best to only include large objects which are "
+"likely to take up a lot of space in the reflection in order to save on "
+"rendering cost."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:25
+msgid ""
+"If [code]true[/code], computes shadows in the reflection probe. This makes "
+"the reflection probe slower to render; you may want to disable this if using "
+"the [constant UPDATE_ALWAYS] [member update_mode]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:28
+msgid ""
+"The size of the reflection probe. The larger the extents the more space "
+"covered by the probe which will lower the perceived resolution. It is best "
+"to keep the extents only as large as you need them."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:31
+msgid ""
+"Defines the reflection intensity. Intensity modulates the strength of the "
+"reflection."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:34
+msgid ""
+"Sets the ambient light color to be used when this probe is set to [member "
+"interior_enable]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:37
+msgid ""
+"Sets the contribution value for how much the reflection affects the ambient "
+"light for this reflection probe when set to [member interior_enable]. Useful "
+"so that ambient light matches the color of the room."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:40
+msgid ""
+"Sets the energy multiplier for this reflection probe's ambient light "
+"contribution when set to [member interior_enable]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:43
+msgid ""
+"If [code]true[/code], reflections will ignore sky contribution. Ambient "
+"lighting is then controlled by the [code]interior_ambient_*[/code] "
+"properties."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:46
+msgid ""
+"Sets the max distance away from the probe an object can be before it is "
+"culled."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:49
+msgid ""
+"Sets the origin offset to be used when this reflection probe is in box "
+"project mode."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:52
+msgid ""
+"Sets how frequently the probe is updated. Can be [constant UPDATE_ONCE] or "
+"[constant UPDATE_ALWAYS]."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:57
+msgid "Update the probe once on the next frame."
+msgstr ""
+
+#: doc/classes/ReflectionProbe.xml:60
+msgid ""
+"Update the probe every frame. This is needed when you want to capture "
+"dynamic objects. However, it results in an increased render time. Use "
+"[constant UPDATE_ONCE] whenever possible."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml:4
+msgid "Class for searching text for patterns using regular expressions."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml:7
+msgid ""
+"A regular expression (or regex) is a compact language that can be used to "
+"recognise strings that follow a specific pattern, such as URLs, email "
+"addresses, complete sentences, etc. For instance, a regex of [code]ab[0-9][/"
+"code] would find any string that is [code]ab[/code] followed by any number "
+"from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can "
+"easily find various tutorials and detailed explanations on the Internet.\n"
+"To begin, the RegEx object needs to be compiled with the search pattern "
+"using [method compile] before it can be used.\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"\\\\w-(\\\\d+)\")\n"
+"[/codeblock]\n"
+"The search pattern must be escaped first for GDScript before it is escaped "
+"for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be "
+"read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\"
+"\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/"
+"code].\n"
+"Using [method search], you can find the pattern within the given text. If a "
+"pattern is found, [RegExMatch] is returned and you can retrieve details of "
+"the results using methods such as [method RegExMatch.get_string] and [method "
+"RegExMatch.get_start].\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"\\\\w-(\\\\d+)\")\n"
+"var result = regex.search(\"abc n-0123\")\n"
+"if result:\n"
+" print(result.get_string()) # Would print n-0123\n"
+"[/codeblock]\n"
+"The results of capturing groups [code]()[/code] can be retrieved by passing "
+"the group number to the various methods in [RegExMatch]. Group 0 is the "
+"default and will always refer to the entire pattern. In the above example, "
+"calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n"
+"This version of RegEx also supports named capturing groups, and the names "
+"can be used to retrieve the results. If two or more groups have the same "
+"name, the name would only refer to the first one with a match.\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n"
+"var result = regex.search(\"the number is x2f\")\n"
+"if result:\n"
+" print(result.get_string(\"digit\")) # Would print 2f\n"
+"[/codeblock]\n"
+"If you need to process multiple results, [method search_all] generates a "
+"list of all non-overlapping results. This can be combined with a [code]for[/"
+"code] loop for convenience.\n"
+"[codeblock]\n"
+"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n"
+" print(result.get_string(\"digit\"))\n"
+"# Would print 01 03 0 3f 42\n"
+"[/codeblock]\n"
+"[b]Example of splitting a string using a RegEx:[/b]\n"
+"[codeblock]\n"
+"var regex = RegEx.new()\n"
+"regex.compile(\"\\\\S+\") # Negated whitespace character class.\n"
+"var results = []\n"
+"for result in regex.search_all(\"One Two \\n\\tThree\"):\n"
+" results.push_back(result.get_string())\n"
+"# The `results` array now contains \"One\", \"Two\", \"Three\".\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www."
+"pcre.org/]PCRE2[/url] library. You can view the full pattern reference "
+"[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n"
+"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test "
+"regular expressions online."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml:55
+msgid ""
+"This method resets the state of the object, as if it was freshly created. "
+"Namely, it unassigns the regular expression of this object."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml:62
+msgid ""
+"Compiles and assign the search pattern to use. Returns [constant OK] if the "
+"compilation is successful. If an error is encountered, details are printed "
+"to standard output and an error is returned."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml:68
+msgid "Returns the number of capturing groups in compiled pattern."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml:74
+msgid ""
+"Returns an array of names of named capturing groups in the compiled pattern. "
+"They are ordered by appearance."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml:80
+msgid "Returns the original search pattern that was compiled."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml:86
+msgid "Returns whether this object has a valid search pattern assigned."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml:95
+msgid ""
+"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
+"of the first matching result if found, otherwise [code]null[/code]. The "
+"region to search within can be specified without modifying where the start "
+"and end anchor would be."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml:104
+msgid ""
+"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
+"containers for each non-overlapping result. If no results were found, an "
+"empty array is returned instead. The region to search within can be "
+"specified without modifying where the start and end anchor would be."
+msgstr ""
+
+#: modules/regex/doc_classes/RegEx.xml:115
+msgid ""
+"Searches the text for the compiled pattern and replaces it with the "
+"specified string. Escapes and backreferences such as [code]$1[/code] and "
+"[code]$name[/code] are expanded and resolved. By default, only the first "
+"instance is replaced, but it can be changed for all instances (global "
+"replacement). The region to search within can be specified without modifying "
+"where the start and end anchor would be."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml:4
+msgid "Contains the results of a [RegEx] search."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml:7
+msgid ""
+"Contains the results of a single [RegEx] match returned by [method RegEx."
+"search] and [method RegEx.search_all]. It can be used to find the position "
+"and range of the match and its capturing groups, and it can extract its "
+"substring for you."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml:16
+msgid ""
+"Returns the end position of the match within the source string. The end "
+"position of capturing groups can be retrieved by providing its group number "
+"as an integer or its string name (if it's a named group). The default value "
+"of 0 refers to the whole pattern.\n"
+"Returns -1 if the group did not match or doesn't exist."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml:23
+msgid "Returns the number of capturing groups."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml:30
+msgid ""
+"Returns the starting position of the match within the source string. The "
+"starting position of capturing groups can be retrieved by providing its "
+"group number as an integer or its string name (if it's a named group). The "
+"default value of 0 refers to the whole pattern.\n"
+"Returns -1 if the group did not match or doesn't exist."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml:38
+msgid ""
+"Returns the substring of the match from the source string. Capturing groups "
+"can be retrieved by providing its group number as an integer or its string "
+"name (if it's a named group). The default value of 0 refers to the whole "
+"pattern.\n"
+"Returns an empty string if the group did not match or doesn't exist."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml:45
+msgid ""
+"A dictionary of named groups and its corresponding group number. Only groups "
+"that were matched are included. If multiple groups have the same name, that "
+"name would refer to the first matching one."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml:48
+msgid "An [Array] of the match and its capturing groups."
+msgstr ""
+
+#: modules/regex/doc_classes/RegExMatch.xml:51
+msgid ""
+"The source string used with the search pattern to find this matching result."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml:4
+msgid ""
+"RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
+"in the scene."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml:7
+msgid ""
+"RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
+"(called the remote node) in the scene.\n"
+"It can be set to update another Node's position, rotation and/or scale. It "
+"can use either global or local coordinates."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml:16
+msgid ""
+"[RemoteTransform] 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 ""
+
+#: doc/classes/RemoteTransform.xml:22
+msgid ""
+"The [NodePath] to the remote node, relative to the RemoteTransform's "
+"position in the scene."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml:25 doc/classes/RemoteTransform2D.xml:25
+msgid "If [code]true[/code], the remote node's position is updated."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml:28 doc/classes/RemoteTransform2D.xml:28
+msgid "If [code]true[/code], the remote node's rotation is updated."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml:31 doc/classes/RemoteTransform2D.xml:31
+msgid "If [code]true[/code], the remote node's scale is updated."
+msgstr ""
+
+#: doc/classes/RemoteTransform.xml:34 doc/classes/RemoteTransform2D.xml:34
+msgid ""
+"If [code]true[/code], global coordinates are used. If [code]false[/code], "
+"local coordinates are used."
+msgstr ""
+
+#: doc/classes/RemoteTransform2D.xml:4
+msgid ""
+"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
+"derived Node in the scene."
+msgstr ""
+
+#: doc/classes/RemoteTransform2D.xml:7
+msgid ""
+"RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
+"derived Node (called the remote node) in the scene.\n"
+"It can be set to update another Node's position, rotation and/or scale. It "
+"can use either global or local coordinates."
+msgstr ""
+
+#: doc/classes/RemoteTransform2D.xml:16
+msgid ""
+"[RemoteTransform2D] 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 ""
+
+#: doc/classes/RemoteTransform2D.xml:22
+msgid ""
+"The [NodePath] to the remote node, relative to the RemoteTransform2D's "
+"position in the scene."
+msgstr ""
+
+#: doc/classes/Resource.xml:4
+msgid "Base class for all resources."
+msgstr ""
+
+#: doc/classes/Resource.xml:7
+msgid ""
+"Resource is the base class for all Godot-specific resource types, serving "
+"primarily as data containers. Since they inherit from [Reference], resources "
+"are reference-counted and freed when no longer in use. They are also cached "
+"once loaded from disk, so that any further attempts to load a resource from "
+"a given path will return the same reference (all this in contrast to a "
+"[Node], which is not reference-counted and can be instanced from disk as "
+"many times as desired). Resources can be saved externally on disk or bundled "
+"into another object, such as a [Node] or another resource.\n"
+"[b]Note:[/b] In C#, resources will not be freed instantly after they are no "
+"longer in use. Instead, garbage collection will run periodically and will "
+"free resources that are no longer in use. This means that unused resources "
+"will linger on for a while before being removed."
+msgstr ""
+
+#: doc/classes/Resource.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/step_by_step/resources."
+"html"
+msgstr ""
+
+#: doc/classes/Resource.xml:18
+msgid ""
+"Virtual function which can be overridden to customize the behavior value of "
+"[method setup_local_to_scene]."
+msgstr ""
+
+#: doc/classes/Resource.xml:25
+msgid ""
+"Duplicates the resource, returning a new resource with the exported members "
+"copied. [b]Note:[/b] To duplicate the resource the constructor is called "
+"without arguments. This method will error when the constructor doesn't have "
+"default values.\n"
+"By default, sub-resources are shared between resource copies for efficiency. "
+"This can be changed by passing [code]true[/code] to the [code]subresources[/"
+"code] argument which will copy the subresources.\n"
+"[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method "
+"will only perform a shallow copy. Nested resources within subresources will "
+"not be duplicated and will still be shared.\n"
+"[b]Note:[/b] When duplicating a resource, only [code]export[/code]ed "
+"properties are copied. Other properties will be set to their default value "
+"in the new resource."
+msgstr ""
+
+#: doc/classes/Resource.xml:34
+msgid ""
+"Emits the [signal changed] signal.\n"
+"If external objects which depend on this resource should be updated, this "
+"method must be called manually whenever the state of this resource has "
+"changed (such as modification of properties).\n"
+"The method is equivalent to:\n"
+"[codeblock]\n"
+"emit_signal(\"changed\")\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This method is called automatically for built-in resources."
+msgstr ""
+
+#: doc/classes/Resource.xml:46
+msgid ""
+"If [member resource_local_to_scene] is enabled and the resource was loaded "
+"from a [PackedScene] instantiation, returns the local scene where this "
+"resource's unique copy is in use. Otherwise, returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/Resource.xml:52
+msgid ""
+"Returns the RID of the resource (or an empty RID). Many resources (such as "
+"[Texture], [Mesh], etc) are high-level abstractions of resources stored in a "
+"server, so this function will return the original RID."
+msgstr ""
+
+#: doc/classes/Resource.xml:58
+msgid ""
+"This method is called when a resource with [member resource_local_to_scene] "
+"enabled is loaded from a [PackedScene] instantiation. Its behavior can be "
+"customized by overriding [method _setup_local_to_scene] from script.\n"
+"For most resources, this method performs no base logic. [ViewportTexture] "
+"performs custom logic to properly set the proxy texture and flags in the "
+"local viewport."
+msgstr ""
+
+#: doc/classes/Resource.xml:66
+msgid ""
+"Sets the path of the resource, potentially overriding an existing cache "
+"entry for this path. This differs from setting [member resource_path], as "
+"the latter would error out if another resource was already cached for the "
+"given path."
+msgstr ""
+
+#: doc/classes/Resource.xml:72
+msgid ""
+"If [code]true[/code], the resource will be made unique in each instance of "
+"its local scene. It can thus be modified in a scene instance without "
+"impacting other instances of that same scene."
+msgstr ""
+
+#: doc/classes/Resource.xml:75
+msgid ""
+"The name of the resource. This is an optional identifier. If [member "
+"resource_name] is not empty, its value will be displayed to represent the "
+"current resource in the editor inspector. For built-in scripts, the [member "
+"resource_name] will be displayed as the tab name in the script editor."
+msgstr ""
+
+#: doc/classes/Resource.xml:78
+msgid ""
+"The path to the resource. In case it has its own file, it will return its "
+"filepath. If it's tied to the scene, it will return the scene's path, "
+"followed by the resource's index."
+msgstr ""
+
+#: doc/classes/Resource.xml:84
+msgid ""
+"Emitted whenever the resource changes.\n"
+"[b]Note:[/b] This signal is not emitted automatically for custom resources, "
+"which means that you need to create a setter and emit the signal yourself."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml:4
+msgid "Loads a specific resource type from a file."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml:7
+msgid ""
+"Godot loads resources in the editor or in exported games using "
+"ResourceFormatLoaders. They are queried automatically via the "
+"[ResourceLoader] singleton, or when a resource with internal dependencies is "
+"loaded. Each file type may load as a different resource type, so multiple "
+"ResourceFormatLoaders are registered in the engine.\n"
+"Extending this class allows you to define your own loader. Be sure to "
+"respect the documented return types and values. You should give it a global "
+"class name with [code]class_name[/code] for it to be registered. Like built-"
+"in ResourceFormatLoaders, it will be called automatically when loading "
+"resources of its handled type(s). You may also implement a "
+"[ResourceFormatSaver].\n"
+"[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type "
+"you need exists but Godot is unable to load its format. Choosing one way "
+"over another depends on if the format is suitable or not for the final "
+"exported game. For example, it's better to import [code].png[/code] textures "
+"as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with "
+"better efficiency on the graphics card."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml:19
+msgid ""
+"If implemented, gets the dependencies of a given resource. If "
+"[code]add_types[/code] is [code]true[/code], paths should be appended "
+"[code]::TypeName[/code], where [code]TypeName[/code] is the class name of "
+"the dependency.\n"
+"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
+"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml:26
+msgid "Gets the list of extensions for files this loader is able to read."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml:33
+msgid ""
+"Gets the class name of the resource associated with the given path. If the "
+"loader cannot handle it, it should return [code]\"\"[/code].\n"
+"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
+"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml:41
+msgid ""
+"Tells which resource class this loader can load.\n"
+"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
+"[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml:50
+msgid ""
+"Loads a resource when the engine finds this loader to be compatible. If the "
+"loaded resource is the result of an import, [code]original_path[/code] will "
+"target the source file. Returns a [Resource] object on success, or an [enum "
+"Error] constant in case of failure."
+msgstr ""
+
+#: doc/classes/ResourceFormatLoader.xml:58
+msgid ""
+"If implemented, renames dependencies within the given resource and saves it. "
+"[code]renames[/code] is a dictionary [code]{ String => String }[/code] "
+"mapping old dependency paths to new paths.\n"
+"Returns [constant OK] on success, or an [enum Error] constant in case of "
+"failure."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml:4
+msgid "Saves a specific resource type to a file."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml:7
+msgid ""
+"The engine can save resources when you do it from the editor, or when you "
+"use the [ResourceSaver] singleton. This is accomplished thanks to multiple "
+"[ResourceFormatSaver]s, each handling its own format and called "
+"automatically by the engine.\n"
+"By default, Godot saves resources as [code].tres[/code] (text-based), [code]."
+"res[/code] (binary) or another built-in format, but you can choose to create "
+"your own format by extending this class. Be sure to respect the documented "
+"return types and values. You should give it a global class name with "
+"[code]class_name[/code] for it to be registered. Like built-in "
+"ResourceFormatSavers, it will be called automatically when saving resources "
+"of its recognized type(s). You may also implement a [ResourceFormatLoader]."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml:17
+msgid ""
+"Returns the list of extensions available for saving the resource object, "
+"provided it is recognized (see [method recognize])."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml:24
+msgid "Returns whether the given resource object can be saved by this saver."
+msgstr ""
+
+#: doc/classes/ResourceFormatSaver.xml:33
+msgid ""
+"Saves the given resource object to a file at the target [code]path[/code]. "
+"[code]flags[/code] is a bitmask composed with [enum ResourceSaver."
+"SaverFlags] constants.\n"
+"Returns [constant OK] on success, or an [enum Error] constant in case of "
+"failure."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml:4
+msgid "Base class for the implementation of core resource importers."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml:7
+msgid ""
+"This is the base class for the resource importers implemented in core. To "
+"implement your own resource importers using editor plugins, see "
+"[EditorImportPlugin]."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml:16
+msgid "The default import order."
+msgstr ""
+
+#: doc/classes/ResourceImporter.xml:19
+msgid ""
+"The import order for scenes, which ensures scenes are imported [i]after[/i] "
+"all other core resources such as textures. Custom importers should generally "
+"have an import order lower than [code]100[/code] to avoid issues when "
+"importing scenes that rely on custom resources."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml:4
+msgid "Interactive [Resource] loader."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml:7
+msgid ""
+"Interactive [Resource] loader. This object is returned by [ResourceLoader] "
+"when performing an interactive load. It allows loading resources with high "
+"granularity, which makes it mainly useful for displaying loading bars or "
+"percentages."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml:15
+msgid ""
+"Returns the loaded resource if the load operation completed successfully, "
+"[code]null[/code] otherwise."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml:21
+msgid ""
+"Returns the load stage. The total amount of stages can be queried with "
+"[method get_stage_count]."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml:27
+msgid ""
+"Returns the total amount of stages (calls to [method poll]) needed to "
+"completely load this resource."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml:33
+msgid ""
+"Polls the loading operation, i.e. loads a data chunk up to the next stage.\n"
+"Returns [constant OK] if the poll is successful but the load operation has "
+"not finished yet (intermediate stage). This means [method poll] will have to "
+"be called again until the last stage is completed.\n"
+"Returns [constant ERR_FILE_EOF] if the load operation has completed "
+"successfully. The loaded resource can be obtained by calling [method "
+"get_resource].\n"
+"Returns another [enum Error] code if the poll has failed."
+msgstr ""
+
+#: doc/classes/ResourceInteractiveLoader.xml:42
+msgid ""
+"Polls the loading operation successively until the resource is completely "
+"loaded or a [method poll] fails.\n"
+"Returns [constant ERR_FILE_EOF] if the load operation has completed "
+"successfully. The loaded resource can be obtained by calling [method "
+"get_resource].\n"
+"Returns another [enum Error] code if a poll has failed, aborting the "
+"operation."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml:4
+msgid "Singleton used to load resource files."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml:7
+msgid ""
+"Singleton used to load resource files from the filesystem.\n"
+"It uses the many [ResourceFormatLoader] classes registered in the engine "
+"(either built-in or from a plugin) to load files into memory and convert "
+"them to a format that can be used by the engine."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml:19
+msgid ""
+"Returns whether a recognized resource exists for the given [code]path[/"
+"code].\n"
+"An optional [code]type_hint[/code] can be used to further specify the "
+"[Resource] type that should be handled by the [ResourceFormatLoader]."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml:27
+msgid ""
+"Returns the dependencies for the resource at the given [code]path[/code]."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml:34
+msgid "Returns the list of recognized extensions for a resource type."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml:41
+msgid ""
+"[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml:48
+msgid ""
+"Returns whether a cached resource is available for the given [code]path[/"
+"code].\n"
+"Once a resource has been loaded by the engine, it is cached in memory for "
+"faster access, and future calls to the [method load] or [method "
+"load_interactive] methods will use the cached version. The cached resource "
+"can be overridden by using [method Resource.take_over_path] on a new "
+"resource for that same path."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml:58
+msgid ""
+"Loads a resource at the given [code]path[/code], caching the result for "
+"further access.\n"
+"The registered [ResourceFormatLoader]s are queried sequentially to find the "
+"first one which can handle the file's extension, and then attempt loading. "
+"If loading fails, the remaining ResourceFormatLoaders are also attempted.\n"
+"An optional [code]type_hint[/code] can be used to further specify the "
+"[Resource] type that should be handled by the [ResourceFormatLoader]. "
+"Anything that inherits from [Resource] can be used as a type hint, for "
+"example [Image].\n"
+"If [code]no_cache[/code] is [code]true[/code], the resource cache will be "
+"bypassed and the resource will be loaded anew. Otherwise, the cached "
+"resource will be returned if it exists.\n"
+"Returns an empty resource if no [ResourceFormatLoader] could handle the "
+"file.\n"
+"GDScript has a simplified [method @GDScript.load] built-in method which can "
+"be used in most situations, leaving the use of [ResourceLoader] for more "
+"advanced scenarios."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml:71
+msgid ""
+"Starts loading a resource interactively. The returned "
+"[ResourceInteractiveLoader] object allows to load with high granularity, "
+"calling its [method ResourceInteractiveLoader.poll] method successively to "
+"load chunks.\n"
+"An optional [code]type_hint[/code] can be used to further specify the "
+"[Resource] type that should be handled by the [ResourceFormatLoader]. "
+"Anything that inherits from [Resource] can be used as a type hint, for "
+"example [Image]."
+msgstr ""
+
+#: doc/classes/ResourceLoader.xml:79
+msgid ""
+"Changes the behavior on missing sub-resources. The default behavior is to "
+"abort loading."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml:4
+msgid "Resource Preloader Node."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml:7
+msgid ""
+"This node is used to preload sub-resources inside a scene, so when the scene "
+"is loaded, all the resources are ready to use and can be retrieved from the "
+"preloader.\n"
+"GDScript has a simplified [method @GDScript.preload] built-in method which "
+"can be used in most situations, leaving the use of [ResourcePreloader] for "
+"more advanced scenarios."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml:18
+msgid ""
+"Adds a resource to the preloader with the given [code]name[/code]. If a "
+"resource with the given [code]name[/code] already exists, the new resource "
+"will be renamed to \"[code]name[/code] N\" where N is an incrementing number "
+"starting from 2."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml:25
+msgid "Returns the resource associated to [code]name[/code]."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml:31
+msgid "Returns the list of resources inside the preloader."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml:38
+msgid ""
+"Returns [code]true[/code] if the preloader contains a resource associated to "
+"[code]name[/code]."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml:45
+msgid ""
+"Removes the resource associated to [code]name[/code] from the preloader."
+msgstr ""
+
+#: doc/classes/ResourcePreloader.xml:53
+msgid ""
+"Renames a resource inside the preloader from [code]name[/code] to "
+"[code]newname[/code]."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml:4
+msgid "Singleton for saving Godot-specific resource types."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml:7
+msgid ""
+"Singleton for saving Godot-specific resource types to the filesystem.\n"
+"It uses the many [ResourceFormatSaver] classes registered in the engine "
+"(either built-in or from a plugin) to save engine-specific resource data to "
+"text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files "
+"(e.g. [code].res[/code] or [code].scn[/code])."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml:17
+msgid ""
+"Returns the list of extensions available for saving a resource of a given "
+"type."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml:26
+msgid ""
+"Saves a resource to disk to the given path, using a [ResourceFormatSaver] "
+"that recognizes the resource object.\n"
+"The [code]flags[/code] bitmask can be specified to customize the save "
+"behavior.\n"
+"Returns [constant OK] on success."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml:34
+msgid "Save the resource with a path relative to the scene which uses it."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml:37
+msgid "Bundles external resources."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml:40
+msgid ""
+"Changes the [member Resource.resource_path] of the saved resource to match "
+"its new location."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml:43
+msgid ""
+"Do not save editor-specific metadata (identified by their [code]__editor[/"
+"code] prefix)."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml:46
+msgid "Save as big endian (see [member File.endian_swap])."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml:49
+msgid ""
+"Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only "
+"available for binary resource types."
+msgstr ""
+
+#: doc/classes/ResourceSaver.xml:52
+msgid ""
+"Take over the paths of the saved subresources (see [method Resource."
+"take_over_path])."
+msgstr ""
+
+#: doc/classes/RichTextEffect.xml:4
+msgid "A custom effect for use with [RichTextLabel]."
+msgstr ""
+
+#: doc/classes/RichTextEffect.xml:7
+msgid ""
+"A custom effect for use with [RichTextLabel].\n"
+"[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be "
+"defined as a member variable called [code]bbcode[/code] in the script.\n"
+"[codeblock]\n"
+"# The RichTextEffect will be usable like this: `[example]Some text[/"
+"example]`\n"
+"var bbcode = \"example\"\n"
+"[/codeblock]\n"
+"[b]Note:[/b] As soon as a [RichTextLabel] contains at least one "
+"[RichTextEffect], it will continuously process the effect unless the project "
+"is paused. This may impact battery life negatively."
+msgstr ""
+
+#: doc/classes/RichTextEffect.xml:24
+msgid ""
+"Override this method to modify properties in [code]char_fx[/code]. The "
+"method must return [code]true[/code] if the character could be transformed "
+"successfully. If the method returns [code]false[/code], it will skip "
+"transformation to avoid displaying broken text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:4
+msgid "Label that displays rich text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:7
+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.\n"
+"[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For "
+"example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], "
+"use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n"
+"[b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode.\n"
+"[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to "
+"horizontally align text to the center. Instead, enable [member "
+"bbcode_enabled] and surround the text in a [code][center][/code] tag as "
+"follows: [code][center]Example[/center][/code]. There is currently no built-"
+"in way to vertically align text either, but this can be emulated by relying "
+"on anchors/containers and the [member fit_content_height] property.\n"
+"[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
+"emoji) are [i]not[/i] supported on Windows. They will display as unknown "
+"characters instead. This will be resolved in Godot 4.0."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:16
+msgid "https://godotengine.org/asset-library/asset/132"
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:26
+msgid ""
+"Adds an image's opening and closing tags to the tag stack, optionally "
+"providing a [code]width[/code] and [code]height[/code] to resize the image.\n"
+"If [code]width[/code] or [code]height[/code] is set to 0, the image size "
+"will be adjusted in order to keep the original aspect ratio."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:34
+msgid "Adds raw non-BBCode-parsed text to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:41
+msgid ""
+"Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns "
+"the result of the parsing, [constant OK] if successful.\n"
+"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
+"previous [method append_bbcode] call. This is done to improve performance, "
+"especially when updating large RichTextLabels since rebuilding the whole "
+"BBCode every time would be slower. If you absolutely need to close a tag in "
+"a future method call, append the [member bbcode_text] instead of using "
+"[method append_bbcode]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:48
+msgid "Clears the tag stack and sets [member bbcode_text] to an empty string."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:54
+msgid "Returns the height of the content."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:60
+msgid ""
+"Returns the total number of newlines in the tag stack's text tags. Considers "
+"wrapped text as one line."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:66
+msgid ""
+"Returns the total number of characters from text tags. Does not include "
+"BBCodes."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:72
+msgid ""
+"Returns the vertical scrollbar.\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:79
+msgid "Returns the number of visible lines."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:86
+msgid ""
+"Installs a custom effect. [code]effect[/code] should be a valid "
+"[RichTextEffect]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:92
+msgid "Adds a newline tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:99
+msgid ""
+"The assignment version of [method append_bbcode]. Clears the tag stack and "
+"inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] "
+"successfully."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:106
+msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:112
+msgid ""
+"Terminates the current tag. Use after [code]push_*[/code] methods to close "
+"BBCodes manually. Does not need to follow [code]add_*[/code] methods."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:119
+msgid ""
+"Adds an [code][align][/code] tag based on the given [code]align[/code] "
+"value. See [enum Align] for possible values."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:125
+msgid ""
+"Adds a [code][font][/code] tag with a bold font to the tag stack. This is "
+"the same as adding a [code][b][/code] tag if not currently in a [code][i][/"
+"code] tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:131
+msgid ""
+"Adds a [code][font][/code] tag with a bold italics font to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:137
+msgid ""
+"Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]"
+"[table][/code] tag. See [method push_table] for details."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:144
+msgid "Adds a [code][color][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:151
+msgid ""
+"Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for "
+"its duration."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:158
+msgid ""
+"Adds an [code][indent][/code] tag to the tag stack. Multiplies [code]level[/"
+"code] by current [member tab_size] to determine new margin length."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:164
+msgid ""
+"Adds a [code][font][/code] tag with a italics font to the tag stack. This is "
+"the same as adding a [code][i][/code] tag if not currently in a [code][b][/"
+"code] tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:171
+msgid ""
+"Adds a [code][list][/code] tag to the tag stack. Similar to the BBCodes "
+"[code][ol][/code] or [code][ul][/code], but supports more list types. Not "
+"fully implemented!"
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:178
+msgid ""
+"Adds a [code][meta][/code] tag to the tag stack. Similar to the BBCode [code]"
+"[url=something]{text}[/url][/code], but supports non-[String] metadata types."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:184
+msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:190
+msgid "Adds a [code][font][/code] tag with a normal font to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:196
+msgid "Adds a [code][s][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:203
+msgid "Adds a [code][table=columns][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:209
+msgid "Adds a [code][u][/code] tag to the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:216
+msgid ""
+"Removes a line of content from the label. Returns [code]true[/code] if the "
+"line exists.\n"
+"The [code]line[/code] argument is the index of the line to remove, it can "
+"take values in the interval [code][0, get_line_count() - 1][/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:224
+msgid "Scrolls the window's top line to match [code]line[/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:233
+msgid ""
+"Edits the selected column's expansion options. If [code]expand[/code] is "
+"[code]true[/code], the column expands in proportion to its expansion ratio "
+"versus the other columns' ratios.\n"
+"For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width "
+"would expand 30 and 40 pixels, respectively.\n"
+"If [code]expand[/code] is [code]false[/code], the column will not contribute "
+"to the total ratio."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:241
+msgid ""
+"If [code]true[/code], the label uses BBCode formatting.\n"
+"[b]Note:[/b] Trying to alter the [RichTextLabel]'s text with [method "
+"add_text] will reset this to [code]false[/code]. Use instead [method "
+"append_bbcode] to preserve BBCode formatting."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:245
+msgid ""
+"The label's text in BBCode format. Is not representative of manual "
+"modifications to the internal tag stack. Erases changes made by other "
+"methods when edited.\n"
+"[b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with "
+"[code]bbcode_text[/code] (e.g. [code]bbcode_text += \"some string\"[/code]) "
+"as it replaces the whole text and can cause slowdowns. Use [method "
+"append_bbcode] for adding text instead, unless you absolutely need to close "
+"a tag that was opened in an earlier method call."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:249
+msgid ""
+"The currently installed custom effects. This is an array of "
+"[RichTextEffect]s.\n"
+"To add a custom effect, it's more convenient to use [method install_effect]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:253
+msgid ""
+"If [code]true[/code], the label's height will be automatically updated to "
+"fit its content.\n"
+"[b]Note:[/b] This property is used as a workaround to fix issues with "
+"[RichTextLabel] in [Container]s, but it's unreliable in some cases and will "
+"be removed in future versions."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:257
+msgid ""
+"If [code]true[/code], the label underlines meta tags such as [code][url]"
+"{text}[/url][/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:260
+msgid "If [code]true[/code], the label uses the custom font color."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:263
+msgid ""
+"The range of characters to display, as a [float] between 0.0 and 1.0. When "
+"assigned an out of range value, it's the same as assigning 1.0.\n"
+"[b]Note:[/b] Setting this property updates [member visible_characters] based "
+"on current [method get_total_character_count]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:268
+msgid ""
+"If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/"
+"code] does not block scrolling completely. See [method scroll_to_line]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:271
+msgid ""
+"If [code]true[/code], the window scrolls down to display new content "
+"automatically."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:274
+msgid "If [code]true[/code], the label allows text selection."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:277
+msgid ""
+"The number of spaces associated with a single tab length. Does not affect "
+"[code]\\t[/code] in text tags, only indent tags."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:280
+msgid ""
+"The raw text of the label.\n"
+"When set, clears the tag stack and adds a raw text tag to the top of it. "
+"Does not parse BBCodes. Does not modify [member bbcode_text]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:284
+msgid ""
+"The restricted number of characters to display in the label. If [code]-1[/"
+"code], all characters will be displayed.\n"
+"[b]Note:[/b] Setting this property updates [member percent_visible] based on "
+"current [method get_total_character_count]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:292
+msgid ""
+"Triggered when the user clicks on content between meta tags. If the meta is "
+"defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the "
+"parameter for this signal will be a [String] type. If a particular type or "
+"an object is desired, the [method push_meta] method must be used to manually "
+"insert the data into the tag stack."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:298
+msgid "Triggers when the mouse exits a meta tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:304
+msgid "Triggers when the mouse enters a meta tag."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:310
+msgid "Makes text left aligned."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:313
+msgid "Makes text centered."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:316
+msgid "Makes text right aligned."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:319
+msgid "Makes text fill width."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:322
+msgid "Each list item has a number marker."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:325
+msgid "Each list item has a letter marker."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:328
+msgid "Each list item has a filled circle marker."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:371
+msgid "The default text color."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:374
+msgid ""
+"The color of selected text, used when [member selection_enabled] is "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:377
+msgid "The color of the font's shadow."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:380
+msgid "The color of the selection box."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:383
+msgid "The vertical space between lines."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:386
+msgid ""
+"Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around "
+"the whole text as an outline."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:389
+msgid "The horizontal offset of the font's shadow."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:392
+msgid "The vertical offset of the font's shadow."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:395
+msgid "The horizontal separation of elements in a table."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:398
+msgid "The vertical separation of elements in a table."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:401
+msgid "The font used for bold text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:404
+msgid "The font used for bold italics text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:407
+msgid "The font used for italics text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:410
+msgid "The font used for monospace text."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:413
+msgid "The default text font."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:416
+msgid "The background The background used when the [RichTextLabel] is focused."
+msgstr ""
+
+#: doc/classes/RichTextLabel.xml:419
+msgid "The normal background for the [RichTextLabel]."
+msgstr ""
+
+#: doc/classes/RID.xml:4
+msgid "Handle for a [Resource]'s unique ID."
+msgstr ""
+
+#: doc/classes/RID.xml:7
+msgid ""
+"The RID type is used to access the unique integer ID of a resource. They are "
+"opaque, which means they do not grant access to the associated resource by "
+"themselves. They are used by and with the low-level Server classes such as "
+"[VisualServer]."
+msgstr ""
+
+#: doc/classes/RID.xml:16
+msgid ""
+"Creates a new RID instance with the ID of a given resource. When not handed "
+"a valid resource, silently stores the unused ID 0."
+msgstr ""
+
+#: doc/classes/RID.xml:22
+msgid "Returns the ID of the referenced resource."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:4
+msgid ""
+"Physics Body whose position is determined through physics simulation in 3D "
+"space."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:7
+msgid ""
+"This is the node that implements full 3D physics. This means that you do not "
+"control a RigidBody directly. Instead, you can apply forces to it (gravity, "
+"impulses, etc.), and the physics simulation will calculate the resulting "
+"movement, collision, bouncing, rotating, etc.\n"
+"A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and "
+"Kinematic.\n"
+"[b]Note:[/b] Don't change a RigidBody's position every frame or very often. "
+"Sporadic changes work fine, but physics runs at a different granularity "
+"(fixed Hz) than usual rendering (process callback) and maybe even in a "
+"separate thread, so changing this from a process loop may result in strange "
+"behavior. If you need to directly affect the body's state, use [method "
+"_integrate_forces], which allows you to directly access the physics state.\n"
+"If you need to override the default physics behavior, you can write a custom "
+"force integration function. See [member custom_integrator].\n"
+"With Bullet physics (the default), the center of mass is the RigidBody3D "
+"center. With GodotPhysics, the center of mass is the average of the "
+"[CollisionShape] centers."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:23
+msgid ""
+"Called during physics processing, allowing you to read and safely modify the "
+"simulation state for the object. By default, it works in addition to the "
+"usual physics behavior, but the [member custom_integrator] property allows "
+"you to disable the default behavior and do fully custom force integration "
+"for a body."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:30
+msgid ""
+"Adds a constant directional force (i.e. acceleration) without affecting "
+"rotation.\n"
+"This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:39
+msgid ""
+"Adds a constant directional force (i.e. acceleration).\n"
+"The position uses the rotation of the global coordinate system, but is "
+"centered at the object's origin."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:47
+msgid ""
+"Adds a constant rotational force (i.e. a motor) without affecting position."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:54
+msgid ""
+"Applies a directional impulse without affecting rotation.\n"
+"This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:63
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason it should only be used when simulating one-time impacts. The "
+"position uses the rotation of the global coordinate system, but is centered "
+"at the object's origin."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:70
+msgid ""
+"Applies a torque impulse which will be affected by the body mass and shape. "
+"This will rotate the body around the [code]impulse[/code] vector passed."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:77
+msgid ""
+"Returns [code]true[/code] if the specified linear or rotational axis is "
+"locked."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:83 doc/classes/RigidBody2D.xml:73
+msgid ""
+"Returns a list of the bodies colliding 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"
+"[b]Note:[/b] The result of this test is not immediate after moving objects. "
+"For performance, list of collisions is updated once per frame and before the "
+"physics step. Consider using signals instead."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:90
+msgid ""
+"Returns the inverse inertia tensor basis. This is used to calculate the "
+"angular acceleration resulting from a torque applied to the RigidBody."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:98
+msgid "Locks the specified linear or rotational axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:111
+msgid ""
+"Damps RigidBody's rotational forces.\n"
+"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:118
+msgid "Lock the body's rotation in the X axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:121
+msgid "Lock the body's rotation in the Y axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:124
+msgid "Lock the body's rotation in the Z axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:127
+msgid "Lock the body's movement in the X axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:130
+msgid "Lock the body's movement in the Y axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:133
+msgid "Lock the body's movement in the Z axis."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:136 doc/classes/RigidBody2D.xml:110
+#: doc/classes/StaticBody.xml:19 doc/classes/StaticBody2D.xml:16
+msgid ""
+"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
+"[code]1[/code] (full bounciness).\n"
+"Deprecated, use [member PhysicsMaterial.bounce] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:140
+msgid ""
+"If [code]true[/code], the body can enter sleep mode when there is no "
+"movement. See [member sleeping].\n"
+"[b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its "
+"[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
+"manually by setting its [member sleeping] property to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:144
+msgid ""
+"If [code]true[/code], the RigidBody will emit signals when it collides with "
+"another RigidBody. See also [member contacts_reported]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:147
+msgid ""
+"The maximum number of contacts that will be recorded. Requires [member "
+"contact_monitor] to be set to [code]true[/code].\n"
+"[b]Note:[/b] The number of contacts is different from the number of "
+"collisions. Collisions between parallel edges will result in two contacts "
+"(one at each end), and collisions between parallel faces will result in four "
+"contacts (one at each corner)."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:151
+msgid ""
+"If [code]true[/code], continuous collision detection is used.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide, instead of moving it and correcting its movement if it collided. "
+"Continuous collision detection is more precise, and misses fewer impacts by "
+"small, fast-moving objects. Not using continuous collision detection is "
+"faster to compute, but can miss small, fast-moving objects."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:155
+msgid ""
+"If [code]true[/code], internal force integration will be disabled (like "
+"gravity or air friction) for this body. Other than collision response, the "
+"body will only move as determined by the [method _integrate_forces] "
+"function, if defined."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:158
+msgid ""
+"The body's friction, from 0 (frictionless) to 1 (max friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:162
+msgid ""
+"This is multiplied by the global 3D gravity setting found in [b]Project > "
+"Project Settings > Physics > 3d[/b] to produce RigidBody'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 ""
+
+#: doc/classes/RigidBody.xml:165
+msgid ""
+"The body's linear damp. Cannot be less than -1.0. If this value is different "
+"from -1.0, any linear damp derived from the world or areas will be "
+"overridden.\n"
+"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:169
+msgid ""
+"The body's linear velocity in units per second. Can be used sporadically, "
+"but [b]don't set this every frame[/b], because physics may run in another "
+"thread and runs at a different granularity. Use [method _integrate_forces] "
+"as your process loop for precise control of the body state."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:172 doc/classes/RigidBody2D.xml:149
+msgid "The body's mass."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:175
+msgid "The body mode. See [enum Mode] for possible values."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:178 doc/classes/RigidBody2D.xml:155
+#: doc/classes/StaticBody.xml:33 doc/classes/StaticBody2D.xml:30
+msgid ""
+"The physics material override for the body.\n"
+"If a material is assigned to this property, it will be used instead of any "
+"other physics material, such as an inherited one."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:182 doc/classes/RigidBody2D.xml:159
+msgid ""
+"If [code]true[/code], the body will not move and will not calculate forces "
+"until woken up by another body through, for example, a collision, or by "
+"using the [method apply_impulse] or [method add_force] methods."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:185
+msgid ""
+"The body's weight based on its mass and the global 3D gravity. Global values "
+"are set in [b]Project > Project Settings > Physics > 3d[/b]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:192
+msgid ""
+"Emitted when a collision with another [PhysicsBody] or [GridMap] occurs. "
+"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. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:199
+msgid ""
+"Emitted when the collision with another [PhysicsBody] or [GridMap] ends. "
+"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. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap]."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:209
+msgid ""
+"Emitted when one of this RigidBody's [Shape]s collides with another "
+"[PhysicsBody] or [GridMap]'s [Shape]s. 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. [GridMap]s are detected if the "
+"[MeshLibrary] has Collision [Shape]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody] or "
+"[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape] of the other "
+"[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the "
+"[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)"
+"[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this RigidBody "
+"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code].\n"
+"[b]Note:[/b] Bullet physics cannot identify the shape index when using a "
+"[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
+"[ConcavePolygonShape] with Bullet physics if you need shape indices."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:223
+msgid ""
+"Emitted when the collision between one of this RigidBody's [Shape]s and "
+"another [PhysicsBody] or [GridMap]'s [Shape]s ends. 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. "
+"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody] or "
+"[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer]. [GridMap]s "
+"are detected if the Meshes have [Shape]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody] or [GridMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape] of the other "
+"[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the "
+"[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)"
+"[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape] of this RigidBody "
+"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
+"shape_owner_get_owner(local_shape_index)[/code].\n"
+"[b]Note:[/b] Bullet physics cannot identify the shape index when using a "
+"[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
+"[ConcavePolygonShape] with Bullet physics if you need shape indices."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:233 doc/classes/RigidBody2D.xml:208
+msgid ""
+"Emitted when the physics engine changes the body's sleeping state.\n"
+"[b]Note:[/b] Changing the value [member sleeping] will not trigger this "
+"signal. It is only emitted if the sleeping state is changed by the physics "
+"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:240
+msgid ""
+"Rigid body mode. This is the \"natural\" state of a rigid body. It is "
+"affected by forces, and can move, rotate, and be affected by user code."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:243
+msgid ""
+"Static mode. The body behaves like a [StaticBody], and can only move by user "
+"code."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:246
+msgid ""
+"Character body mode. This behaves like a rigid body, but can not rotate."
+msgstr ""
+
+#: doc/classes/RigidBody.xml:249
+msgid ""
+"Kinematic body mode. The body behaves like a [KinematicBody], and can only "
+"move by user code."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:4
+msgid "A body that is controlled by the 2D physics engine."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:7
+msgid ""
+"This node implements simulated 2D physics. You do not control a RigidBody2D "
+"directly. Instead, you apply forces to it (gravity, impulses, etc.) and the "
+"physics simulation calculates the resulting movement based on its mass, "
+"friction, and other physical properties.\n"
+"A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and "
+"Kinematic.\n"
+"[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or "
+"[code]linear_velocity[/code] every frame or even very often. If you need to "
+"directly affect the body's state, use [method _integrate_forces], which "
+"allows you to directly access the physics state.\n"
+"Please also keep in mind that physics bodies manage their own transform "
+"which overwrites the ones you set. So any direct or indirect transformation "
+"(including scaling of the node or its parent) will be visible in the editor "
+"only, and immediately reset at runtime.\n"
+"If you need to override the default physics behavior or add a transformation "
+"at runtime, you can write a custom force integration. See [member "
+"custom_integrator].\n"
+"The center of mass is always located at the node's origin without taking "
+"into account the [CollisionShape2D] centroid offsets."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:15
+msgid "https://godotengine.org/asset-library/asset/119"
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:16 doc/classes/Sprite.xml:10
+msgid "https://godotengine.org/asset-library/asset/148"
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:23
+msgid ""
+"Allows you to read and safely modify the simulation state for the object. "
+"Use this instead of [method Node._physics_process] if you need to directly "
+"change the body's [code]position[/code] or other physics properties. By "
+"default, it works in addition to the usual physics behavior, but [member "
+"custom_integrator] allows you to disable the default behavior and write "
+"custom force integration for a body."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:60
+msgid ""
+"Applies a positioned impulse to the body. An impulse is time-independent! "
+"Applying an impulse every frame would result in a framerate-dependent force. "
+"For this reason it should only be used when simulating one-time impacts (use "
+"the \"_force\" functions otherwise). The position uses the rotation of the "
+"global coordinate system, but is centered at the object's origin."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:81
+msgid ""
+"Sets the body's velocity on the given axis. The velocity in the given vector "
+"axis will be set as the given vector length. This is useful for jumping "
+"behavior."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:91
+msgid ""
+"Returns [code]true[/code] if a collision would result from moving in the "
+"given vector. [code]margin[/code] increases the size of the shapes involved "
+"in the collision detection, and [code]result[/code] is an object of type "
+"[Physics2DTestMotionResult], which contains additional information about the "
+"collision (should there be one)."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:97
+msgid ""
+"Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
+"will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
+"Settings > Physics > 2d[/b].\n"
+"See [member ProjectSettings.physics/2d/default_angular_damp] for more "
+"details about damping."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:104
+msgid "The body's total applied force."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:107
+msgid "The body's total applied torque."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:114
+msgid ""
+"If [code]true[/code], the body can enter sleep mode when there is no "
+"movement. See [member sleeping].\n"
+"[b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its "
+"[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
+"manually by setting its [member sleeping] property to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:118
+msgid ""
+"If [code]true[/code], the body will emit signals when it collides with "
+"another RigidBody2D. See also [member contacts_reported]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:121
+msgid ""
+"The maximum number of contacts that will be recorded. Requires [member "
+"contact_monitor] to be set to [code]true[/code].\n"
+"[b]Note:[/b] The number of contacts is different from the number of "
+"collisions. Collisions between parallel edges will result in two contacts "
+"(one at each end)."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:125
+msgid ""
+"Continuous collision detection mode.\n"
+"Continuous collision detection tries to predict where a moving body will "
+"collide instead of moving it and correcting its movement after collision. "
+"Continuous collision detection is slower, but more precise and misses fewer "
+"collisions with small, fast-moving objects. Raycasting and shapecasting "
+"methods are available. See [enum CCDMode] for details."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:129
+msgid ""
+"If [code]true[/code], internal force integration is disabled for this body. "
+"Aside from collision response, the body will only move as determined by the "
+"[method _integrate_forces] function."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:132
+msgid ""
+"The body's friction. Values range from [code]0[/code] (frictionless) to "
+"[code]1[/code] (maximum friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:136
+msgid ""
+"Multiplies the gravity applied to the body. The body's gravity is calculated "
+"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
+"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:139
+msgid ""
+"The body's moment of inertia. This is like mass, but for rotation: it "
+"determines how much torque it takes to rotate the body. The moment of "
+"inertia is usually computed automatically from the mass and the shapes, but "
+"this function allows you to set a custom value. Set 0 inertia to return to "
+"automatically computing it."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:142
+msgid ""
+"Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
+"use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
+"Physics > 2d[/b].\n"
+"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
+"about damping."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:146
+msgid ""
+"The body's linear velocity in pixels per second. Can be used sporadically, "
+"but [b]don't set this every frame[/b], because physics may run in another "
+"thread and runs at a different granularity. Use [method _integrate_forces] "
+"as your process loop for precise control of the body state."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:152
+msgid "The body's mode. See [enum Mode] for possible values."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:162
+msgid ""
+"The body's weight based on its mass and the [b]Default Gravity[/b] value in "
+"[b]Project > Project Settings > Physics > 2d[/b]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:169
+msgid ""
+"Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. "
+"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. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:176
+msgid ""
+"Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. "
+"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. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:186
+msgid ""
+"Emitted when one of this RigidBody2D's [Shape2D]s collides with another "
+"[PhysicsBody2D] or [TileMap]'s [Shape2D]s. 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. [TileMap]s are detected if the "
+"[TileSet] has Collision [Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the other "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this "
+"RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node "
+"with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:199
+msgid ""
+"Emitted when the collision between one of this RigidBody2D's [Shape2D]s and "
+"another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. 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. "
+"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
+"[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
+"[CollisionObject2D] used by the [Physics2DServer].\n"
+"[code]body[/code] the [Node], if it exists in the tree, of the other "
+"[PhysicsBody2D] or [TileMap].\n"
+"[code]body_shape_index[/code] the index of the [Shape2D] of the other "
+"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
+"[CollisionShape2D] node with [code]body."
+"shape_owner_get_owner(body_shape_index)[/code].\n"
+"[code]local_shape_index[/code] the index of the [Shape2D] of this "
+"RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node "
+"with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:215
+msgid ""
+"Rigid mode. The body behaves as a physical object. It collides with other "
+"bodies and responds to forces applied to it. This is the default mode."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:218
+msgid "Static mode. The body behaves like a [StaticBody2D] and does not move."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:221
+msgid ""
+"Character mode. Similar to [constant MODE_RIGID], but the body can not "
+"rotate."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:224
+msgid ""
+"Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved "
+"by code."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:227
+msgid ""
+"Continuous collision detection disabled. This is the fastest way to detect "
+"body collisions, but can miss small, fast-moving objects."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:230
+msgid ""
+"Continuous collision detection enabled using raycasting. This is faster than "
+"shapecasting but less precise."
+msgstr ""
+
+#: doc/classes/RigidBody2D.xml:233
+msgid ""
+"Continuous collision detection enabled using shapecasting. This is the "
+"slowest CCD method and the most precise."
+msgstr ""
+
+#: doc/classes/Room.xml:4
+msgid "Room node, used to group objects together locally for [Portal] culling."
+msgstr ""
+
+#: doc/classes/Room.xml:7
+msgid ""
+"The [Portal] culling system requires levels to be built using objects "
+"grouped together by location in areas called [Room]s. In many cases these "
+"will correspond to actual rooms in buildings, but not necessarily (a canyon "
+"area may be treated as a room).\n"
+"Any [VisualInstance] that is a child or grandchild of a [Room] will be "
+"assigned to that room, if the [code]portal_mode[/code] of that "
+"[VisualInstance] is set to [code]STATIC[/code] (does not move) or "
+"[code]DYNAMIC[/code] (moves only within the room).\n"
+"Internally the room boundary must form a [b]convex hull[/b], and by default "
+"this is determined automatically by the geometry of the objects you place "
+"within the room.\n"
+"You can alternatively precisely specify a [b]manual bound[/b]. If you place "
+"a [MeshInstance] with a name prefixed by [code]Bound_[/code], it will turn "
+"off the bound generation from geometry, and instead use the vertices of this "
+"MeshInstance to directly calculate a convex hull during the conversion stage "
+"(see [RoomManager]).\n"
+"In order to see from one room into an adjacent room, [Portal]s must be "
+"placed over non-occluded openings between rooms. These will often be placed "
+"over doors and windows."
+msgstr ""
+
+#: doc/classes/Room.xml:27
+msgid ""
+"If [code]points[/code] are set, the [Room] bounding convex hull will be "
+"built from these points. If no points are set, the room bound will either be "
+"derived from a manual bound ([MeshInstance] with name prefix [code]Bound_[/"
+"code]), or from the geometry within the room.\n"
+"Note that you can use the [code]Generate Points[/code] editor button to get "
+"started. This will use either the geometry or manual bound to generate the "
+"room hull, and save the resulting points, allowing you to edit them to "
+"further refine the bound."
+msgstr ""
+
+#: doc/classes/Room.xml:31
+msgid ""
+"The [code]simplify[/code] value determines to what degree room hulls "
+"(bounds) are simplified, by removing similar planes. A value of 0 gives no "
+"simplification, 1 gives maximum simplification."
+msgstr ""
+
+#: doc/classes/Room.xml:34
+msgid ""
+"The room hull simplification can either use the default value set in the "
+"[RoomManager], or override this and use the per room setting."
+msgstr ""
+
+#: doc/classes/RoomGroup.xml:4
+msgid "Groups [Room]s together to allow common functionality."
+msgstr ""
+
+#: doc/classes/RoomGroup.xml:7
+msgid ""
+"Although [Room] behaviour can be specified individually, sometimes it is "
+"faster and more convenient to write functionality for a group of rooms.\n"
+"[RoomGroup]s should be placed as children of the [b]room list[/b] (the "
+"parent [Node] of your [Room]s), and [Room]s should be placed in turn as "
+"children of a [RoomGroup] in order to assign them to the RoomGroup.\n"
+"A [RoomGroup] can for example be used to specify [Room]s that are "
+"[b]outside[/b], and switch on or off a directional light, sky, or rain "
+"effect as the player enters / exits the area.\n"
+"[RoomGroup]s receive [b]gameplay callbacks[/b] when the "
+"[code]gameplay_monitor[/code] is switched on, as [code]signal[/code]s or "
+"[code]notification[/code]s as they enter and exit the [b]gameplay area[/b] "
+"(see [RoomManager] for details)."
+msgstr ""
+
+#: doc/classes/RoomGroup.xml:18
+msgid ""
+"This priority will be applied to [Room]s within the group. The [Room] "
+"priority allows the use of [b]internal rooms[/b], rooms [i]within[/i] "
+"another room or rooms.\n"
+"When the [Camera] is within more than one room (regular and internal), the "
+"higher priority room will take precedence. So with for example, a house "
+"inside a terrain 'room', you would make the house higher priority, so that "
+"when the camera is within the house, the house is used as the source room, "
+"but outside the house, the terrain room would be used instead."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:4
+msgid "The RoomManager node is used to control the portal culling system."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:7
+msgid ""
+"In order to utilize the portal occlusion culling system, you must build your "
+"level using [Room]s and [Portal]s. Before these can be used at runtime, they "
+"must undergo a short conversion process to build the [code]room graph[/"
+"code], runtime data needed for portal culling. The [code]room graph[/code] "
+"is controlled by the [RoomManager] node, and the [RoomManager] also contains "
+"settings that are common throughout the portal system."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:15
+msgid ""
+"This function clears all converted data from the [b]room graph[/b]. Use this "
+"before unloading a level, when transitioning from level to level, or "
+"returning to a main menu."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:21
+msgid ""
+"This is the most important function in the whole portal culling system. "
+"Without it, the system cannot function.\n"
+"First it goes through every [Room] that is a child of the [code]room list[/"
+"code] node (and [RoomGroup]s within) and converts and adds it to the "
+"[code]room graph[/code].\n"
+"This works for both [Room] nodes, and [Spatial] nodes that follow a special "
+"naming convention. They should begin with the prefix [i]'Room_'[/i], "
+"followed by the name you wish to give the room, e.g. [i]'Room_lounge'[/i]. "
+"This will automatically convert such [Spatial]s to [Room] nodes for you. "
+"This is useful if you want to build you entire room system in e.g. Blender, "
+"and reimport multiple times as you work on the level.\n"
+"The conversion will try to assign [VisualInstance]s that are children and "
+"grandchildren of the [Room] to the room. These should be given a suitable "
+"[code]portal mode[/code] (see the [CullInstance] documentation). The default "
+"[code]portal mode[/code] is [code]STATIC[/code] - objects which are not "
+"expected to move while the level is played, which will typically be most "
+"objects.\n"
+"The conversion will usually use the geometry of these [VisualInstance]s (and "
+"the [Portal]s) to calculate a convex hull bound for the room. These bounds "
+"will be shown in the editor with a wireframe. Alternatively you can specify "
+"a manual custom bound for any room, see the [Room] documentation.\n"
+"By definition, [Camera]s within a room can see everything else within the "
+"room (that is one advantage to using convex hulls). However, in order to see "
+"from one room into adjacent rooms, you must place [Portal]s, which represent "
+"openings that the camera can see through, like windows and doors.\n"
+"[Portal]s are really just specialized [MeshInstance]s. In fact you will "
+"usually first create a portal by creating a [MeshInstance], especially a "
+"[code]plane[/code] mesh instance. You would move the plane in the editor to "
+"cover a window or doorway, with the front face pointing outward from the "
+"room. To let the conversion process know you want this mesh to be a portal, "
+"again we use a special naming convention. [MeshInstance]s to be converted to "
+"a [Portal] should start with the prefix [i]'Portal_'[/i].\n"
+"You now have a choice - you can leave the name as [i]'Portal_'[/i] and allow "
+"the system to automatically detect the nearest [Room] to link. In most cases "
+"this will work fine.\n"
+"An alternative method is to specify the [Room] to link to manually, "
+"appending a suffix to the portal name, which should be the name of the room "
+"you intend to link to. For example [i]'Portal_lounge'[/i] will attempt to "
+"link to the room named [i]'Room_lounge'[/i].\n"
+"There is a special case here - Godot does not allow two nodes to share the "
+"same name. What if you want to manually have more than one portal leading "
+"into the same room? Surely they will need to both be called, e.g. "
+"[i]'Portal_lounge'[/i]?\n"
+"The solution is a wildcard character. After the room name, if you use the "
+"character [i]'*'[/i], this character and anything following it will be "
+"ignored. So you can use for example [i]'Portal_lounge*0'[/i], "
+"[i]'Portal_lounge*1'[/i] etc.\n"
+"Note that [Portal]s that have already been converted to [Portal] nodes "
+"(rather than [MeshInstance]s) still need to follow the same naming "
+"convention, as they will be relinked each time during conversion.\n"
+"It is recommended that you only place objects in rooms that are desired to "
+"stay within those rooms - i.e. [code]portal mode[/code]s [code]STATIC[/code] "
+"or [code]DYNAMIC[/code] (not crossing portals). [code]GLOBAL[/code] and "
+"[code]ROAMING[/code] objects are best placed in another part of the scene "
+"tree, to avoid confusion. See [CullInstance] for a full description of "
+"portal modes."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:39
+msgid ""
+"Switches the portal culling system on and off.\n"
+"It is important to note that when portal culling is active, it is "
+"responsible for [b]all[/b] the 3d culling. Some editor functionality may be "
+"more difficult to use, so switching the active flag is intended to be used "
+"to make sure your [Room] / [Portal] layout works within the editor.\n"
+"Switching to [code]active[/code] will have no effect when the [code]room "
+"graph[/code] is unloaded (the rooms have not yet been converted)."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:44
+msgid ""
+"Large objects can 'sprawl' over (be present in) more than one room. It can "
+"be useful to visualize which objects are sprawling outside the current "
+"room.\n"
+"Toggling this setting turns this debug view on and off."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:48
+msgid ""
+"Usually we don't want objects that only [b]just[/b] cross a boundary into an "
+"adjacent [Room] to sprawl into that room. To prevent this, each [Portal] has "
+"an extra margin, or tolerance zone where objects can enter without sprawling "
+"to a neighbouring room.\n"
+"In most cases you can set this here for all portals. It is possible to "
+"override the margin for each portal."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:52
+msgid ""
+"When using a partial or full PVS, the gameplay monitor allows you to receive "
+"callbacks when roaming objects or rooms enter or exit the [b]gameplay area[/"
+"b]. The gameplay area is defined as either the primary, or secondary PVS.\n"
+"These callbacks allow you to, for example, reduce processing for objects "
+"that are far from the player, or turn on and off AI.\n"
+"You can either choose to receive callbacks as notifications through the "
+"[code]_notification[/code] function, or as signals.\n"
+"[code]NOTIFICATION_ENTER_GAMEPLAY[/code]\n"
+"[code]NOTIFICATION_EXIT_GAMEPLAY[/code]\n"
+"Signals: [code]\"gameplay_entered\"[/code], [code]\"gameplay_exited\"[/code]"
+msgstr ""
+
+#: doc/classes/RoomManager.xml:60
+msgid ""
+"If enabled, the system will attempt to merge similar meshes (particularly in "
+"terms of materials) within [Room]s during conversion. This can significantly "
+"reduce the number of drawcalls and state changes required during rendering, "
+"albeit at a cost of reduced culling granularity.\n"
+"[b]Note:[/b] This operates at runtime during the conversion process, and "
+"will only operate on exported or running projects, in order to prevent "
+"accidental alteration to the scene and loss of data."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:64
+msgid ""
+"When converting rooms, the editor will warn you if overlap is detected "
+"between rooms. Overlap can interfere with determining the room that cameras "
+"and objects are within. A small amount can be acceptable, depending on your "
+"level. Here you can alter the threshold at which the editor warning appears. "
+"There are no other side effects."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:67
+msgid ""
+"Portal rendering is recursive - each time a portal is seen through an "
+"earlier portal there is some cost. For this reason, and to prevent the "
+"possibility of infinite loops, this setting provides a hard limit on the "
+"recursion depth.\n"
+"[b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:71
+msgid ""
+"Portal culling normally operates using the current [Camera] / [Camera]s, "
+"however for debugging purposes within the editor, you can use this setting "
+"to override this behaviour and force it to use a particular camera to get a "
+"better idea of what the occlusion culling is doing."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:75
+msgid ""
+"Optionally during conversion the potentially visible set (PVS) of rooms that "
+"are potentially visible from each room can be calculated. This can be used "
+"either to aid in dynamic portal culling, or to totally replace portal "
+"culling.\n"
+"In [code]Full[/code] PVS Mode, all objects within the potentially visible "
+"rooms will be frustum culled, and rendered if they are within the view "
+"frustum."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:79
+msgid ""
+"In order to reduce processing for roaming objects, an expansion is applied "
+"to their AABB as they move. This expanded volume is used to calculate which "
+"rooms the roaming object is within. If the object's exact AABB is still "
+"within this expanded volume on the next move, there is no need to reprocess "
+"the object, which can save considerable CPU.\n"
+"The downside is that if the expansion is too much, the object may end up "
+"unexpectedly sprawling into neighbouring rooms and showing up where it might "
+"otherwise be culled.\n"
+"In order to balance roaming performance against culling accuracy, this "
+"expansion margin can be customized by the user. It will typically depend on "
+"your room and object sizes, and movement speeds. The default value should "
+"work reasonably in most circumstances."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:84
+msgid ""
+"During the conversion process, the geometry of objects within [Room]s, or a "
+"custom specified manual bound, are used to generate a [b]convex hull bound[/"
+"b].\n"
+"This convex hull is [b]required[/b] in the visibility system, and is used "
+"for many purposes. Most importantly, it is used to decide whether the "
+"[Camera] (or an object) is within a [Room]. The convex hull generating "
+"algorithm is good, but occasionally it can create too many (or too few) "
+"planes to give a good representation of the room volume.\n"
+"The [code]room_simplify[/code] value can be used to gain fine control over "
+"this process. It determines how similar planes can be for them to be "
+"considered the same (and duplicates removed). The value can be set between 0 "
+"(no simplification) and 1 (maximum simplification).\n"
+"The value set here is the default for all rooms, but individual rooms can "
+"override this value if desired.\n"
+"The room convex hulls are shown as a wireframe in the editor."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:91
+msgid ""
+"For the [Room] conversion process to succeed, you must point the "
+"[RoomManager] to the parent [Node] of your [Room]s and [RoomGroup]s, which "
+"we refer to as the [code]roomlist[/code] (the roomlist is not a special node "
+"type, it is normally just a [Spatial])."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:94
+msgid "Shows the [Portal] margins when the portal gizmo is used in the editor."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:97
+msgid ""
+"When receiving gameplay callbacks when objects enter and exit gameplay, the "
+"[b]gameplay area[/b] can be defined by either the primary PVS (potentially "
+"visible set) of [Room]s, or the secondary PVS (the primary PVS and their "
+"neighbouring [Room]s).\n"
+"Sometimes using the larger gameplay area of the secondary PVS may be "
+"preferable."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:103
+msgid ""
+"Use only [Portal]s at runtime to determine visibility. PVS will not be "
+"generated at [Room]s conversion, and gameplay notifications cannot be used."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:106
+msgid ""
+"Use a combination of PVS and [Portal]s to determine visibility (this is "
+"usually fastest and most accurate)."
+msgstr ""
+
+#: doc/classes/RoomManager.xml:109
+msgid ""
+"Use only the PVS (potentially visible set) of [Room]s to determine "
+"visibility."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml:4
+msgid "Editor-only helper for setting up root motion in [AnimationTree]."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml:7
+msgid ""
+"[i]Root motion[/i] refers to an animation technique where a mesh's skeleton "
+"is used to give impulse to a character. When working with 3D animations, a "
+"popular technique is for animators to use the root skeleton bone to give "
+"motion to the rest of the skeleton. This allows animating characters in a "
+"way where steps actually match the floor below. It also allows precise "
+"interaction with objects during cinematics. See also [AnimationTree].\n"
+"[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be "
+"hidden automatically in the running project, and will also be converted to a "
+"plain [Node] in the running project. This means a script attached to a "
+"[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of "
+"[code]extends RootMotionView[/code]. Additionally, it must not be a "
+"[code]@tool[/code] script."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml:11
+msgid ""
+"https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree."
+"html#root-motion"
+msgstr ""
+
+#: doc/classes/RootMotionView.xml:17
+msgid "Path to an [AnimationTree] node to use as a basis for root motion."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml:20
+msgid "The grid's cell size in 3D units."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml:23
+msgid "The grid's color."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml:26
+msgid ""
+"The grid's radius in 3D units. The grid's opacity will fade gradually as the "
+"distance from the origin increases until this [member radius] is reached."
+msgstr ""
+
+#: doc/classes/RootMotionView.xml:29
+msgid ""
+"If [code]true[/code], the grid's points will all be on the same Y coordinate "
+"([i]local[/i] Y = 0). If [code]false[/code], the points' original Y "
+"coordinate is preserved."
+msgstr ""
+
+#: doc/classes/SceneState.xml:4
+msgid "A script interface to a scene file's data."
+msgstr ""
+
+#: doc/classes/SceneState.xml:7
+msgid ""
+"Maintains a list of resources, nodes, exported, and overridden properties, "
+"and built-in scripts associated with a scene.\n"
+"This class cannot be instantiated directly, it is retrieved for a given "
+"scene as the result of [method PackedScene.get_state]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:17
+msgid ""
+"Returns the list of bound parameters for the signal at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:23
+msgid ""
+"Returns the number of signal connections in the scene.\n"
+"The [code]idx[/code] argument used to query connection metadata in other "
+"[code]get_connection_*[/code] methods in the interval [code][0, "
+"get_connection_count() - 1][/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:31
+msgid ""
+"Returns the connection flags for the signal at [code]idx[/code]. See [enum "
+"Object.ConnectFlags] constants."
+msgstr ""
+
+#: doc/classes/SceneState.xml:38
+msgid "Returns the method connected to the signal at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:45
+msgid "Returns the name of the signal at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:52
+msgid ""
+"Returns the path to the node that owns the signal at [code]idx[/code], "
+"relative to the root node."
+msgstr ""
+
+#: doc/classes/SceneState.xml:59
+msgid ""
+"Returns the path to the node that owns the method connected to the signal at "
+"[code]idx[/code], relative to the root node."
+msgstr ""
+
+#: doc/classes/SceneState.xml:65
+msgid ""
+"Returns the number of nodes in the scene.\n"
+"The [code]idx[/code] argument used to query node data in other "
+"[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - "
+"1][/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:73
+msgid ""
+"Returns the list of group names associated with the node at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:80
+msgid ""
+"Returns the node's index, which is its position relative to its siblings. "
+"This is only relevant and saved in scenes for cases where new nodes are "
+"added to an instanced or inherited scene among siblings from the base scene. "
+"Despite the name, this index is not related to the [code]idx[/code] argument "
+"used here and in other methods."
+msgstr ""
+
+#: doc/classes/SceneState.xml:87
+msgid ""
+"Returns a [PackedScene] for the node at [code]idx[/code] (i.e. the whole "
+"branch starting at this node, with its child nodes and resources), or "
+"[code]null[/code] if the node is not an instance."
+msgstr ""
+
+#: doc/classes/SceneState.xml:94
+msgid ""
+"Returns the path to the represented scene file if the node at [code]idx[/"
+"code] is an [InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:101
+msgid "Returns the name of the node at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:108
+msgid ""
+"Returns the path to the owner of the node at [code]idx[/code], relative to "
+"the root node."
+msgstr ""
+
+#: doc/classes/SceneState.xml:116
+msgid ""
+"Returns the path to the node at [code]idx[/code].\n"
+"If [code]for_parent[/code] is [code]true[/code], returns the path of the "
+"[code]idx[/code] node's parent instead."
+msgstr ""
+
+#: doc/classes/SceneState.xml:124
+msgid ""
+"Returns the number of exported or overridden properties for the node at "
+"[code]idx[/code].\n"
+"The [code]prop_idx[/code] argument used to query node property data in other "
+"[code]get_node_property_*[/code] methods in the interval [code][0, "
+"get_node_property_count() - 1][/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:133
+msgid ""
+"Returns the name of the property at [code]prop_idx[/code] for the node at "
+"[code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:141
+msgid ""
+"Returns the value of the property at [code]prop_idx[/code] for the node at "
+"[code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:148
+msgid "Returns the type of the node at [code]idx[/code]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:155
+msgid ""
+"Returns [code]true[/code] if the node at [code]idx[/code] is an "
+"[InstancePlaceholder]."
+msgstr ""
+
+#: doc/classes/SceneState.xml:161
+msgid ""
+"If passed to [method PackedScene.instance], blocks edits to the scene state."
+msgstr ""
+
+#: doc/classes/SceneState.xml:164
+msgid ""
+"If passed to [method PackedScene.instance], provides inherited scene "
+"resources to the local scene.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/SceneState.xml:168
+msgid ""
+"If passed to [method PackedScene.instance], provides local scene resources "
+"to the local scene. Only the main scene should receive the main edit state.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:4
+msgid "Manages the game loop via a hierarchy of nodes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:7
+msgid ""
+"As one of the most important classes, the [SceneTree] manages the hierarchy "
+"of nodes in a scene as well as scenes themselves. Nodes can be added, "
+"retrieved and removed. The whole scene tree (and thus the current scene) can "
+"be paused. Scenes can be loaded, switched and reloaded.\n"
+"You can also use the [SceneTree] to organize your nodes into groups: every "
+"node can be assigned as many groups as you want to create, e.g. an \"enemy\" "
+"group. You can then iterate these groups or even call methods and set "
+"properties on all the group's members at once.\n"
+"[SceneTree] is the default [MainLoop] implementation used by scenes, and is "
+"thus in charge of the game loop."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:12
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scene_tree."
+"html"
+msgstr ""
+
+#: doc/classes/SceneTree.xml:13
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/viewports/multiple_resolutions."
+"html"
+msgstr ""
+
+#: doc/classes/SceneTree.xml:21
+msgid ""
+"Calls [code]method[/code] on each member of the given group. You can pass "
+"arguments to [code]method[/code] by specifying them at the end of the method "
+"call. This method is equivalent of calling [method call_group_flags] with "
+"[constant GROUP_CALL_DEFAULT] flag.\n"
+"[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (7 "
+"arguments passed to this method in total).\n"
+"[b]Note:[/b] Due to design limitations, [method call_group] will fail "
+"silently if one of the arguments is [code]null[/code].\n"
+"[b]Note:[/b] [method call_group] will always call methods with an one-frame "
+"delay, in a way similar to [method Object.call_deferred]. To call methods "
+"immediately, use [method call_group_flags] with the [constant "
+"GROUP_CALL_REALTIME] flag."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:33
+msgid ""
+"Calls [code]method[/code] on each member of the given group, respecting the "
+"given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] "
+"by specifying them at the end of the method call.\n"
+"[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (8 "
+"arguments passed to this method in total).\n"
+"[b]Note:[/b] Due to design limitations, [method call_group_flags] will fail "
+"silently if one of the arguments is [code]null[/code].\n"
+"[codeblock]\n"
+"# Call the method immediately and in reverse order.\n"
+"get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree."
+"GROUP_CALL_REVERSE, \"bases\", \"destroy\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SceneTree.xml:46
+msgid ""
+"Changes the running scene to the one at the given [code]path[/code], after "
+"loading it into a [PackedScene] and creating a new instance.\n"
+"Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the "
+"[code]path[/code] cannot be loaded into a [PackedScene], or [constant "
+"ERR_CANT_CREATE] if that scene cannot be instantiated.\n"
+"[b]Note:[/b] The scene change is deferred, which means that the new scene "
+"node is added on the next idle frame. You won't be able to access it "
+"immediately after the [method change_scene] call."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:55
+msgid ""
+"Changes the running scene to a new instance of the given [PackedScene].\n"
+"Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene "
+"cannot be instantiated.\n"
+"[b]Note:[/b] The scene change is deferred, which means that the new scene "
+"node is added on the next idle frame. You won't be able to access it "
+"immediately after the [method change_scene_to] call."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:65
+msgid ""
+"Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after "
+"the given time in seconds elapsed in this [SceneTree]. If "
+"[code]pause_mode_process[/code] is set to [code]false[/code], pausing the "
+"[SceneTree] will also pause the timer.\n"
+"Commonly used to create a one-shot delay timer as in the following example:\n"
+"[codeblock]\n"
+"func some_function():\n"
+" print(\"start\")\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(\"end\")\n"
+"[/codeblock]\n"
+"The timer will be automatically freed after its time elapses."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:79
+msgid ""
+"Returns the current frame number, i.e. the total frame count since the "
+"application started."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:85
+msgid ""
+"Returns the peer IDs of all connected peers of this [SceneTree]'s [member "
+"network_peer]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:91
+msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:97
+msgid "Returns the number of nodes in this [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:104
+msgid "Returns a list of all nodes assigned to the given group."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:110
+msgid "Returns the sender's peer ID for the most recently received RPC call."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:117
+msgid "Returns [code]true[/code] if the given group exists."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:129
+msgid ""
+"Returns [code]true[/code] if the most recent [InputEvent] was marked as "
+"handled with [method set_input_as_handled]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:135
+msgid ""
+"Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in "
+"server mode (listening for connections)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:143
+msgid "Sends the given notification to all members of the [code]group[/code]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:152
+msgid ""
+"Sends the given notification to all members of the [code]group[/code], "
+"respecting the given [enum GroupCallFlags]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:159
+msgid ""
+"Queues the given object for deletion, delaying the call to [method Object."
+"free] to after the current frame."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:166
+msgid ""
+"Quits the application at the end of the current iteration. A process "
+"[code]exit_code[/code] can optionally be passed as an argument. If this "
+"argument is [code]0[/code] or greater, it will override the [member OS."
+"exit_code] defined before quitting the application.\n"
+"[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the "
+"iOS Human Interface Guidelines, the user is expected to close apps via the "
+"Home button."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:173
+msgid ""
+"Reloads the currently active scene.\n"
+"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
+"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member "
+"current_scene] cannot be loaded into a [PackedScene], or [constant "
+"ERR_CANT_CREATE] if the scene cannot be instantiated."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:181
+msgid ""
+"If [code]true[/code], the application automatically accepts quitting. "
+"Enabled by default.\n"
+"For mobile platforms, see [method set_quit_on_go_back]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:191
+msgid ""
+"Sets the given [code]property[/code] to [code]value[/code] on all members of "
+"the given group."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:201
+msgid ""
+"Sets the given [code]property[/code] to [code]value[/code] on all members of "
+"the given group, respecting the given [enum GroupCallFlags]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:207
+msgid "Marks the most recent [InputEvent] as handled."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:214
+msgid ""
+"If [code]true[/code], the application quits automatically on going back (e."
+"g. on Android). Enabled by default.\n"
+"To handle 'Go Back' button when this option is disabled, use [constant "
+"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:225
+msgid ""
+"Configures screen stretching to the given [enum StretchMode], [enum "
+"StretchAspect], minimum size and [code]scale[/code]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:231
+msgid "The current scene."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:234
+msgid ""
+"If [code]true[/code], collision shapes will be visible when running the game "
+"from the editor for debugging purposes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:237
+msgid ""
+"If [code]true[/code], navigation polygons will be visible when running the "
+"game from the editor for debugging purposes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:240
+msgid "The root of the edited scene."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:243
+msgid "The default [MultiplayerAPI] instance for this [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:246
+msgid ""
+"If [code]true[/code] (default value), enables automatic polling of the "
+"[MultiplayerAPI] for this SceneTree during [signal idle_frame].\n"
+"If [code]false[/code], you need to manually call [method MultiplayerAPI."
+"poll] to process network packets and deliver RPCs/RSETs. This allows running "
+"RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) "
+"and for manual [Mutex] protection when accessing the [MultiplayerAPI] from "
+"threads."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:250
+msgid ""
+"The peer object to handle the RPC system (effectively enabling networking "
+"when set). Depending on the peer itself, the [SceneTree] will become a "
+"network server (check with [method is_network_server]) and will set the root "
+"node's network mode to master, or it will become a regular peer with the "
+"root node set to puppet. All child nodes are set to inherit the network mode "
+"by default. Handling of networking-related events (connection, "
+"disconnection, new clients) is done by connecting to [SceneTree]'s signals."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:253
+msgid ""
+"If [code]true[/code], the [SceneTree] is paused. Doing so will have the "
+"following behavior:\n"
+"- 2D and 3D physics will be stopped. This includes signals and collision "
+"detection.\n"
+"- [method Node._process], [method Node._physics_process] and [method Node."
+"_input] will not be called anymore in nodes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:258
+msgid ""
+"If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
+"incoming connections."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:261
+msgid "The [SceneTree]'s root [Viewport]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:264
+msgid "If [code]true[/code], font oversampling is used."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:270
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] successfully "
+"connected to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:275
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] fails to establish "
+"a connection to a server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:282
+msgid ""
+"Emitted when files are dragged from the OS file manager and dropped in the "
+"game window. The arguments are a list of file paths and the identifier of "
+"the screen where the drag originated."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:289
+msgid "Emitted whenever global menu item is clicked."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:294
+msgid ""
+"Emitted immediately before [method Node._process] is called on every node in "
+"the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:300
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] connects with a "
+"new peer. ID is the peer ID of the new peer. Clients get notified when other "
+"clients connect to the same server. Upon connecting to a server, a client "
+"also receives this signal for the server (with ID being 1)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:306
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a "
+"peer. Clients get notified when other clients disconnect from the same "
+"server."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:312
+msgid "Emitted whenever a node is added to the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:318
+msgid ""
+"Emitted when a node's configuration changed. Only emitted in [code]tool[/"
+"code] mode."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:324
+msgid "Emitted whenever a node is removed from the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:330
+msgid "Emitted whenever a node is renamed."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:335
+msgid ""
+"Emitted immediately before [method Node._physics_process] is called on every "
+"node in the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:340
+msgid ""
+"Emitted when the screen resolution (fullscreen) or window size (windowed) "
+"changes."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:345
+msgid ""
+"Emitted whenever this [SceneTree]'s [member network_peer] disconnected from "
+"server. Only emitted on clients."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:350
+msgid ""
+"Emitted whenever the [SceneTree] hierarchy changed (children being moved or "
+"renamed, etc.)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:356
+msgid "Call a group with no flags (default)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:359
+msgid "Call a group in reverse scene order."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:362
+msgid "Call a group immediately (calls are normally made on idle)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:365
+msgid "Call a group only once even if the call is executed many times."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:368
+msgid "No stretching."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:371
+msgid "Render stretching in higher resolution (interpolated)."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:374
+msgid ""
+"Keep the specified display resolution. No interpolation. Content may appear "
+"pixelated."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:377
+msgid ""
+"Fill the window with the content stretched to cover excessive space. Content "
+"may appear stretched."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:380
+msgid ""
+"Retain the same aspect ratio by padding with black bars on either axis. This "
+"prevents distortion."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:383
+msgid ""
+"Expand vertically. Left/right black bars may appear if the window is too "
+"wide."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:386
+msgid ""
+"Expand horizontally. Top/bottom black bars may appear if the window is too "
+"tall."
+msgstr ""
+
+#: doc/classes/SceneTree.xml:389
+msgid ""
+"Expand in both directions, retaining the same aspect ratio. This prevents "
+"distortion while avoiding black bars."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml:4
+msgid "One-shot timer."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml:7
+msgid ""
+"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
+"completion. See also [method SceneTree.create_timer].\n"
+"As opposed to [Timer], it does not require the instantiation of a node. "
+"Commonly used to create a one-shot delay timer as in the following example:\n"
+"[codeblock]\n"
+"func some_function():\n"
+" print(\"Timer started.\")\n"
+" yield(get_tree().create_timer(1.0), \"timeout\")\n"
+" print(\"Timer ended.\")\n"
+"[/codeblock]\n"
+"The timer will be automatically freed after its time elapses."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml:23
+msgid "The time remaining (in seconds)."
+msgstr ""
+
+#: doc/classes/SceneTreeTimer.xml:29 doc/classes/Timer.xml:61
+msgid "Emitted when the timer reaches 0."
+msgstr ""
+
+#: doc/classes/Script.xml:4
+msgid "A class stored as a resource."
+msgstr ""
+
+#: doc/classes/Script.xml:7
+msgid ""
+"A class stored as a resource. A script extends the functionality of all "
+"objects that instance it.\n"
+"The [code]new[/code] method of a script subclass creates a new instance. "
+"[method Object.set_script] extends an existing object, if that object's "
+"class matches one of the script's base classes."
+msgstr ""
+
+#: doc/classes/Script.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scripting."
+"html"
+msgstr ""
+
+#: doc/classes/Script.xml:17
+msgid "Returns [code]true[/code] if the script can be instanced."
+msgstr ""
+
+#: doc/classes/Script.xml:23
+msgid "Returns the script directly inherited by this script."
+msgstr ""
+
+#: doc/classes/Script.xml:29
+msgid "Returns the script's base type."
+msgstr ""
+
+#: doc/classes/Script.xml:36
+msgid "Returns the default value of the specified property."
+msgstr ""
+
+#: doc/classes/Script.xml:42
+msgid "Returns a dictionary containing constant names and their values."
+msgstr ""
+
+#: doc/classes/Script.xml:48
+msgid "Returns the list of methods in this [Script]."
+msgstr ""
+
+#: doc/classes/Script.xml:54
+msgid "Returns the list of properties in this [Script]."
+msgstr ""
+
+#: doc/classes/Script.xml:60
+msgid "Returns the list of user signals defined in this [Script]."
+msgstr ""
+
+#: doc/classes/Script.xml:67
+msgid ""
+"Returns [code]true[/code] if the script, or a base class, defines a signal "
+"with the given name."
+msgstr ""
+
+#: doc/classes/Script.xml:73
+msgid "Returns [code]true[/code] if the script contains non-empty source code."
+msgstr ""
+
+#: doc/classes/Script.xml:80
+msgid ""
+"Returns [code]true[/code] if [code]base_object[/code] is an instance of this "
+"script."
+msgstr ""
+
+#: doc/classes/Script.xml:86
+msgid ""
+"Returns [code]true[/code] if the script is a tool script. A tool script can "
+"run in the editor."
+msgstr ""
+
+#: doc/classes/Script.xml:93
+msgid "Reloads the script's class implementation. Returns an error code."
+msgstr ""
+
+#: doc/classes/Script.xml:99
+msgid ""
+"The script source code or an empty string if source code is not available. "
+"When set, does not reload the class implementation automatically."
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml:4
+msgid "The Editor's popup dialog for creating new [Script] files."
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml:7
+msgid ""
+"The [ScriptCreateDialog] creates script files according to a given template "
+"for a given scripting language. The standard use is to configure its fields "
+"prior to calling one of the [method Popup.popup] methods.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types\n"
+" dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") "
+"# For script types\n"
+" dialog.popup_centered()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml:25
+msgid "Prefills required fields to configure the ScriptCreateDialog for use."
+msgstr ""
+
+#: doc/classes/ScriptCreateDialog.xml:40
+msgid "Emitted when the user clicks the OK button."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml:4
+msgid "Godot editor's script editor."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml:7
+msgid ""
+"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
+"the singleton using [method EditorInterface.get_script_editor]."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml:31
+msgid "Returns a [Script] that is currently active in editor."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml:44
+msgid ""
+"Returns an array with all [Script] objects which are currently open in "
+"editor."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml:51
+msgid "Goes to the specified line in the current script."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml:59
+msgid ""
+"Opens the script create dialog. The script will extend [code]base_name[/"
+"code]. The file extension can be omitted from [code]base_path[/code]. It "
+"will be added based on the selected scripting language."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml:67
+msgid ""
+"Emitted when user changed active script. Argument is a freshly activated "
+"[Script]."
+msgstr ""
+
+#: doc/classes/ScriptEditor.xml:73
+msgid ""
+"Emitted when editor is about to close the active script. Argument is a "
+"[Script] that is going to be closed."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml:4
+msgid "Base class for scroll bars."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml:7
+msgid ""
+"Scrollbars are a [Range]-based [Control], that display a draggable area (the "
+"size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) "
+"versions are available."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml:15
+msgid ""
+"Overrides the step used when clicking increment and decrement buttons or "
+"when using arrow keys when the [ScrollBar] is focused."
+msgstr ""
+
+#: doc/classes/ScrollBar.xml:23
+msgid "Emitted when the scrollbar is being scrolled."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:4
+msgid "A helper node for displaying scrollable elements such as lists."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:7
+msgid ""
+"A ScrollContainer node meant to contain a [Control] child. ScrollContainers "
+"will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or "
+"both) when needed and will only draw the Control within the ScrollContainer "
+"area. Scrollbars will automatically be drawn at the right (for vertical) or "
+"bottom (for horizontal) and will enable dragging to move the viewable "
+"Control (and its children) within the ScrollContainer. Scrollbars will also "
+"automatically resize the grabber based on the [member Control.rect_min_size] "
+"of the Control relative to the ScrollContainer. Works great with a [Panel] "
+"control. You can set [code]EXPAND[/code] on the children's size flags, so "
+"they will upscale to the ScrollContainer's size if it's larger (scroll is "
+"invisible for the chosen dimension)."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:16
+msgid ""
+"Ensures the given [code]control[/code] is visible (must be a direct or "
+"indirect child of the ScrollContainer). Used by [member follow_focus]."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:22
+msgid ""
+"Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to disable the horizontal scrollbar, use "
+"[member scroll_horizontal_enabled]. If you want to only hide it instead, use "
+"its [member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:29
+msgid ""
+"Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to disable the vertical scrollbar, use "
+"[member scroll_vertical_enabled]. If you want to only hide it instead, use "
+"its [member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:36
+msgid ""
+"If [code]true[/code], the ScrollContainer will automatically scroll to "
+"focused children (including indirect children) to make sure they are fully "
+"visible."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:42
+msgid "The current horizontal scroll value."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:45
+msgid "If [code]true[/code], enables horizontal scrolling."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:48
+msgid "The current vertical scroll value."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:51
+msgid "If [code]true[/code], enables vertical scrolling."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:57
+msgid "Emitted when scrolling stops."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:62
+msgid "Emitted when scrolling is started."
+msgstr ""
+
+#: doc/classes/ScrollContainer.xml:70
+msgid "The background [StyleBox] of the [ScrollContainer]."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml:4
+msgid "Segment shape for 2D collisions."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml:7
+msgid ""
+"Segment shape for 2D collisions. Consists of two points, [code]a[/code] and "
+"[code]b[/code]."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml:15
+msgid "The segment's first point position."
+msgstr ""
+
+#: doc/classes/SegmentShape2D.xml:18
+msgid "The segment's second point position."
+msgstr ""
+
+#: doc/classes/Semaphore.xml:4
+msgid "A synchronization semaphore."
+msgstr ""
+
+#: doc/classes/Semaphore.xml:7
+msgid ""
+"A synchronization semaphore which can be used to synchronize multiple "
+"[Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. "
+"For a binary version, see [Mutex]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml:16
+msgid ""
+"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
+"on success, [constant ERR_BUSY] otherwise."
+msgstr ""
+
+#: doc/classes/Semaphore.xml:22
+msgid ""
+"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
+"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+msgstr ""
+
+#: doc/classes/Separator.xml:4
+msgid "Base class for separators."
+msgstr ""
+
+#: doc/classes/Separator.xml:7
+msgid ""
+"Separator is a [Control] used for separating other controls. It's purely a "
+"visual decoration. Horizontal ([HSeparator]) and Vertical ([VSeparator]) "
+"versions are available."
+msgstr ""
+
+#: doc/classes/Shader.xml:4
+msgid "A custom shader program."
+msgstr ""
+
+#: doc/classes/Shader.xml:7
+msgid ""
+"This class allows you to define a custom shader program that can be used by "
+"a [ShaderMaterial]. Shaders allow you to write your own custom behavior for "
+"rendering objects or updating particle information. For a detailed "
+"explanation and usage, please see the tutorials linked below."
+msgstr ""
+
+#: doc/classes/Shader.xml:10 doc/classes/ShaderMaterial.xml:11
+msgid "https://docs.godotengine.org/en/3.4/tutorials/shading/index.html"
+msgstr ""
+
+#: doc/classes/Shader.xml:11
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/shading/your_first_shader/"
+"what_are_shaders.html"
+msgstr ""
+
+#: doc/classes/Shader.xml:18
+msgid ""
+"Returns the texture that is set as default for the specified parameter.\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/Shader.xml:25
+msgid ""
+"Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], "
+"[constant MODE_SPATIAL] or [constant MODE_PARTICLES]."
+msgstr ""
+
+#: doc/classes/Shader.xml:32
+msgid ""
+"Returns [code]true[/code] if the shader has this param defined as a uniform "
+"in its code.\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/Shader.xml:41
+msgid ""
+"Sets the default texture to be used with a texture uniform. The default is "
+"used if a texture is not set in the [ShaderMaterial].\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/Shader.xml:48
+msgid ""
+"Returns the shader's code as the user has written it, not the full generated "
+"code used internally."
+msgstr ""
+
+#: doc/classes/Shader.xml:51
+msgid ""
+"Returns the shader's custom defines. Custom defines can be used in Godot to "
+"add GLSL preprocessor directives (e.g: extensions) required for the shader "
+"logic.\n"
+"[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so "
+"care should be taken when using them."
+msgstr ""
+
+#: doc/classes/Shader.xml:57
+msgid "Mode used to draw all 3D objects."
+msgstr ""
+
+#: doc/classes/Shader.xml:60
+msgid "Mode used to draw all 2D objects."
+msgstr ""
+
+#: doc/classes/Shader.xml:63
+msgid ""
+"Mode used to calculate particle information on a per-particle basis. Not "
+"used for drawing."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml:4
+msgid "A material that uses a custom [Shader] program."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml:7
+msgid ""
+"A material that uses a custom [Shader] program to render either items to "
+"screen or process particles. You can create multiple materials for the same "
+"shader but configure different values for the uniforms defined in the "
+"shader.\n"
+"[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot "
+"emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can "
+"emit light in a [GIProbe]."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml:18
+msgid ""
+"Returns the current value set for this material of a uniform in the shader."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml:25
+msgid ""
+"Returns [code]true[/code] if the property identified by [code]name[/code] "
+"can be reverted to a default value."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml:32
+msgid ""
+"Returns the default value of the material property with given [code]name[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml:40
+msgid ""
+"Changes the value set for this material of a uniform in the shader.\n"
+"[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
+"code exactly."
+msgstr ""
+
+#: doc/classes/ShaderMaterial.xml:47
+msgid "The [Shader] program used to render this material."
+msgstr ""
+
+#: doc/classes/Shape.xml:4
+msgid "Base class for all 3D shape resources."
+msgstr ""
+
+#: doc/classes/Shape.xml:7
+msgid ""
+"Base class for all 3D shape resources. Nodes that inherit from this can be "
+"used as shapes for a [PhysicsBody] or [Area] objects."
+msgstr ""
+
+#: doc/classes/Shape.xml:16
+msgid ""
+"Returns the [ArrayMesh] used to draw the debug collision for this [Shape]."
+msgstr ""
+
+#: doc/classes/Shape.xml:22
+msgid ""
+"The collision margin for the shape. Used in Bullet Physics only.\n"
+"Collision margins allow collision detection to be more efficient by adding "
+"an extra shell around shapes. Collision algorithms are more expensive when "
+"objects overlap by more than their margin, so a higher value for margins is "
+"better for performance, at the cost of accuracy around edges as it makes "
+"them less sharp."
+msgstr ""
+
+#: doc/classes/Shape2D.xml:4
+msgid "Base class for all 2D shapes."
+msgstr ""
+
+#: doc/classes/Shape2D.xml:7
+msgid "Base class for all 2D shapes. All 2D shape types inherit from this."
+msgstr ""
+
+#: doc/classes/Shape2D.xml:19
+msgid ""
+"Returns [code]true[/code] if this shape is colliding with another.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), and the transformation matrix of that shape "
+"([code]shape_xform[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml:29
+msgid ""
+"Returns a list of the points where this shape touches another. If there are "
+"no collisions the list is empty.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), and the transformation matrix of that shape "
+"([code]shape_xform[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml:41
+msgid ""
+"Returns whether this shape would collide with another, if a given movement "
+"was applied.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the movement to test on this shape "
+"([code]local_motion[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), the transformation matrix of that shape "
+"([code]shape_xform[/code]), and the movement to test onto the other object "
+"([code]shape_motion[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml:53
+msgid ""
+"Returns a list of the points where this shape would touch another, if a "
+"given movement was applied. If there are no collisions the list is empty.\n"
+"This method needs the transformation matrix for this shape "
+"([code]local_xform[/code]), the movement to test on this shape "
+"([code]local_motion[/code]), the shape to check collisions with "
+"([code]with_shape[/code]), the transformation matrix of that shape "
+"([code]shape_xform[/code]), and the movement to test onto the other object "
+"([code]shape_motion[/code])."
+msgstr ""
+
+#: doc/classes/Shape2D.xml:62
+msgid ""
+"Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled "
+"with the specified [code]color[/code]. The exact drawing method is specific "
+"for each shape and cannot be configured."
+msgstr ""
+
+#: doc/classes/Shape2D.xml:68
+msgid "The shape's custom solver bias."
+msgstr ""
+
+#: doc/classes/ShortCut.xml:4
+msgid "A shortcut for binding input."
+msgstr ""
+
+#: doc/classes/ShortCut.xml:7
+msgid ""
+"A shortcut for binding input.\n"
+"Shortcuts are commonly used for interacting with a [Control] element from a "
+"[InputEvent]."
+msgstr ""
+
+#: doc/classes/ShortCut.xml:16
+msgid "Returns the shortcut's [InputEvent] as a [String]."
+msgstr ""
+
+#: doc/classes/ShortCut.xml:23
+msgid ""
+"Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/"
+"code]."
+msgstr ""
+
+#: doc/classes/ShortCut.xml:29
+msgid "If [code]true[/code], this shortcut is valid."
+msgstr ""
+
+#: doc/classes/ShortCut.xml:35
+msgid ""
+"The shortcut's [InputEvent].\n"
+"Generally the [InputEvent] is a keyboard key, though it can be any "
+"[InputEvent]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:4
+msgid "Skeleton for characters and animated objects."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:7
+msgid ""
+"Skeleton provides a hierarchical interface for managing bones, including "
+"pose, rest and animation (see [Animation]). It can also use ragdoll "
+"physics.\n"
+"The overall transform of a bone with respect to the skeleton is determined "
+"by the following hierarchical order: rest pose, custom pose and pose.\n"
+"Note that \"global pose\" below refers to the overall transform of the bone "
+"with respect to skeleton, so it not the actual global/world transform of the "
+"bone."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:20
+msgid ""
+"Adds a bone, with name [code]name[/code]. [method get_bone_count] will "
+"become the bone index."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:28 doc/classes/Skeleton.xml:109
+#: doc/classes/Skeleton.xml:212
+msgid "[i]Deprecated soon.[/i]"
+msgstr ""
+
+#: doc/classes/Skeleton.xml:34
+msgid "Clear all the bones in this skeleton."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:46
+msgid "Returns the bone index that matches [code]name[/code] as its name."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:52
+msgid "Returns the amount of bones in the skeleton."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:59
+msgid ""
+"Returns the custom pose of the specified bone. Custom pose is applied on top "
+"of the rest pose."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:66
+msgid ""
+"Returns the overall transform of the specified bone, with respect to the "
+"skeleton. Being relative to the skeleton frame, this is not the actual "
+"\"global\" transform of the bone."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:73
+msgid ""
+"Returns the overall transform of the specified bone, with respect to the "
+"skeleton, but without any global pose overrides. Being relative to the "
+"skeleton frame, this is not the actual \"global\" transform of the bone."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:80
+msgid "Returns the name of the bone at index [code]index[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:87
+msgid ""
+"Returns the bone index which is the parent of the bone at [code]bone_idx[/"
+"code]. If -1, then bone has no parent.\n"
+"[b]Note:[/b] The parent bone returned will always be less than "
+"[code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:95
+msgid ""
+"Returns the pose transform of the specified bone. Pose is applied on top of "
+"the custom pose, which is applied on top the rest pose."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:102
+msgid "Returns the rest transform for a bone [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:187
+msgid ""
+"Sets the bone index [code]parent_idx[/code] as the parent of the bone at "
+"[code]bone_idx[/code]. If -1, then bone has no parent.\n"
+"[b]Note:[/b] [code]parent_idx[/code] must be less than [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:196
+msgid "Sets the pose transform for bone [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton.xml:204
+msgid "Sets the rest transform for bone [code]bone_idx[/code]."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml:4
+msgid "Skeleton for 2D characters and animated objects."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml:7
+msgid ""
+"Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of "
+"[Bone2D]. Skeleton2D holds a reference to the rest pose of its children and "
+"acts as a single point of access to its bones."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/animation/2d_skeletons.html"
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml:17
+msgid ""
+"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The "
+"object to return is identified by the parameter [code]idx[/code]. Bones are "
+"indexed by descending the node hierarchy from top to bottom, adding the "
+"children of each branch before moving to the next sibling."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml:23
+msgid ""
+"Returns the number of [Bone2D] nodes in the node hierarchy parented by "
+"Skeleton2D."
+msgstr ""
+
+#: doc/classes/Skeleton2D.xml:29
+msgid "Returns the [RID] of a Skeleton2D instance."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:4
+msgid ""
+"SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
+"certain point in 3D by rotating all bones in the chain accordingly."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:7
+msgid ""
+"SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
+"certain point in 3D by rotating all bones in the chain accordingly. A "
+"typical scenario for IK in games is to place a characters feet on the ground "
+"or a characters hands on a currently hold object. SkeletonIK uses "
+"FabrikInverseKinematic internally to solve the bone chain and applies the "
+"results to the [Skeleton] [code]bones_global_pose_override[/code] property "
+"for all affected bones in the chain. If fully applied this overwrites any "
+"bone transform from [Animation]s or bone custom poses set by users. The "
+"applied amount can be controlled with the [code]interpolation[/code] "
+"property.\n"
+"[codeblock]\n"
+"# Apply IK effect automatically on every new frame (not the current)\n"
+"skeleton_ik_node.start()\n"
+"\n"
+"# Apply IK effect only on the current frame\n"
+"skeleton_ik_node.start(true)\n"
+"\n"
+"# Stop IK effect and reset bones_global_pose_override on Skeleton\n"
+"skeleton_ik_node.stop()\n"
+"\n"
+"# Apply full IK effect\n"
+"skeleton_ik_node.set_interpolation(1.0)\n"
+"\n"
+"# Apply half IK effect\n"
+"skeleton_ik_node.set_interpolation(0.5)\n"
+"\n"
+"# Apply zero IK effect (a value at or below 0.01 also removes "
+"bones_global_pose_override on Skeleton)\n"
+"skeleton_ik_node.set_interpolation(0.0)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:35
+msgid ""
+"Returns the parent [Skeleton] Node that was present when SkeletonIK entered "
+"the [SceneTree]. Returns null if the parent node was not a [Skeleton] Node "
+"when SkeletonIK entered the [SceneTree]."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:41
+msgid ""
+"Returns [code]true[/code] if SkeletonIK is applying IK effects on continues "
+"frames to the [Skeleton] bones. Returns [code]false[/code] if SkeletonIK is "
+"stopped or [method start] was used with the [code]one_time[/code] parameter "
+"set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:48
+msgid ""
+"Starts applying IK effects on each frame to the [Skeleton] bones but will "
+"only take effect starting on the next frame. If [code]one_time[/code] is "
+"[code]true[/code], this will take effect immediately but also reset on the "
+"next frame."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:54
+msgid ""
+"Stops applying IK effects on each frame to the [Skeleton] bones and also "
+"calls [method Skeleton.clear_bones_global_pose_override] to remove existing "
+"overrides on all bones."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:60
+msgid ""
+"Interpolation value for how much the IK results are applied to the current "
+"skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton "
+"bone transforms completely while a value of [code]0.0[/code] will visually "
+"disable the SkeletonIK. A value at or below [code]0.01[/code] also calls "
+"[method Skeleton.clear_bones_global_pose_override]."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:63
+msgid ""
+"Secondary target position (first is [member target] property or [member "
+"target_node]) for the IK chain. Use magnet position (pole target) to control "
+"the bending of the IK chain. Only works if the bone chain has more than 2 "
+"bones. The middle chain bone position will be linearly interpolated with the "
+"magnet position."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:66
+msgid ""
+"Number of iteration loops used by the IK solver to produce more accurate "
+"(and elegant) bone chain results."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:69
+msgid ""
+"The minimum distance between bone and goal target. If the distance is below "
+"this value, the IK solver stops further iterations."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:72
+msgid ""
+"If [code]true[/code] overwrites the rotation of the tip bone with the "
+"rotation of the [member target] (or [member target_node] if defined)."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:75
+msgid "The name of the current root bone, the first bone in the IK chain."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:78
+msgid ""
+"First target of the IK chain where the tip bone is placed and, if [member "
+"override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a "
+"[member target_node] path is available the nodes transform is used instead "
+"and this property is ignored."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:81
+msgid ""
+"Target node [NodePath] for the IK chain. If available, the node's current "
+"[Transform] is used instead of the [member target] property."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:84
+msgid ""
+"The name of the current tip bone, the last bone in the IK chain placed at "
+"the [member target] transform (or [member target_node] if defined)."
+msgstr ""
+
+#: doc/classes/SkeletonIK.xml:87
+msgid ""
+"If [code]true[/code], instructs the IK solver to consider the secondary "
+"magnet target (pole target) when calculating the bone chain. Use the magnet "
+"position (pole target) to control the bending of the IK chain."
+msgstr ""
+
+#: doc/classes/Sky.xml:4 doc/classes/Sky.xml:7
+msgid "The base class for [PanoramaSky] and [ProceduralSky]."
+msgstr ""
+
+#: doc/classes/Sky.xml:15
+msgid ""
+"The [Sky]'s radiance map size. The higher the radiance map size, the more "
+"detailed the lighting from the [Sky] will be.\n"
+"See [enum RadianceSize] constants for values.\n"
+"[b]Note:[/b] You will only benefit from high radiance sizes if you have "
+"perfectly sharp reflective surfaces in your project and are not using "
+"[ReflectionProbe]s or [GIProbe]s. For most projects, keeping [member "
+"radiance_size] to the default value is the best compromise between visuals "
+"and performance. Be careful when using high radiance size values as these "
+"can cause crashes on low-end GPUs."
+msgstr ""
+
+#: doc/classes/Sky.xml:22
+msgid "Radiance texture size is 32×32 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml:25
+msgid "Radiance texture size is 64×64 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml:28
+msgid "Radiance texture size is 128×128 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml:31
+msgid "Radiance texture size is 256×256 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml:34
+msgid "Radiance texture size is 512×512 pixels."
+msgstr ""
+
+#: doc/classes/Sky.xml:37
+msgid ""
+"Radiance texture size is 1024×1024 pixels.\n"
+"[b]Note:[/b] [constant RADIANCE_SIZE_1024] is not exposed in the inspector "
+"as it is known to cause GPU hangs on certain systems."
+msgstr ""
+
+#: doc/classes/Sky.xml:41
+msgid ""
+"Radiance texture size is 2048×2048 pixels.\n"
+"[b]Note:[/b] [constant RADIANCE_SIZE_2048] is not exposed in the inspector "
+"as it is known to cause GPU hangs on certain systems."
+msgstr ""
+
+#: doc/classes/Sky.xml:45
+msgid "Represents the size of the [enum RadianceSize] enum."
+msgstr ""
+
+#: doc/classes/Slider.xml:4
+msgid "Base class for GUI sliders."
+msgstr ""
+
+#: doc/classes/Slider.xml:7
+msgid ""
+"Base class for GUI sliders.\n"
+"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
+"signals are part of the [Range] class which this class inherits from."
+msgstr ""
+
+#: doc/classes/Slider.xml:16
+msgid ""
+"If [code]true[/code], the slider can be interacted with. If [code]false[/"
+"code], the value can be changed only by code."
+msgstr ""
+
+#: doc/classes/Slider.xml:20
+msgid "If [code]true[/code], the value can be changed using the mouse wheel."
+msgstr ""
+
+#: doc/classes/Slider.xml:24
+msgid ""
+"Number of ticks displayed on the slider, including border ticks. Ticks are "
+"uniformly-distributed value markers."
+msgstr ""
+
+#: doc/classes/Slider.xml:27
+msgid ""
+"If [code]true[/code], the slider will display ticks for minimum and maximum "
+"values."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml:4
+msgid "Slider between two PhysicsBodies in 3D."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml:7
+msgid ""
+"Slides across the X axis of the pivot object. See also [Generic6DOFJoint]."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml:28
+msgid ""
+"The amount of damping of the rotation when the limit is surpassed.\n"
+"A lower damping value allows a rotation initiated by body A to travel to "
+"body B slower."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml:35
+msgid ""
+"The amount of restitution of the rotation when the limit is surpassed.\n"
+"Does not affect damping."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml:39
+msgid ""
+"A factor applied to the all rotation once the limit is surpassed.\n"
+"Makes all rotation slower when between 0 and 1."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml:52 doc/classes/SliderJoint.xml:147
+msgid "A factor applied to the all rotation in the limits."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml:61 doc/classes/SliderJoint.xml:156
+msgid ""
+"A factor applied to the all rotation across axes orthogonal to the slider."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml:64
+msgid ""
+"The amount of damping that happens once the limit defined by [member "
+"linear_limit/lower_distance] and [member linear_limit/upper_distance] is "
+"surpassed."
+msgstr ""
+
+#: doc/classes/SliderJoint.xml:70
+msgid ""
+"The amount of restitution once the limits are surpassed. The lower, the more "
+"velocity-energy gets lost."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:4
+msgid "A soft mesh physics body."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:7
+msgid ""
+"A deformable physics body. Used to create elastic or deformable objects such "
+"as cloth, rubber, or other flexible materials."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:10
+msgid "https://docs.godotengine.org/en/3.4/tutorials/physics/soft_body.html"
+msgstr ""
+
+#: doc/classes/SoftBody.xml:44
+msgid "Returns local translation of a vertex in the surface array."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:51
+msgid "Returns [code]true[/code] if vertex is set to pinned."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:83
+msgid ""
+"Sets the pinned state of a surface vertex. When set to [code]true[/code], "
+"the optional [code]attachment_path[/code] can define a [Spatial] the pinned "
+"vertex will be attached to."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:91
+msgid ""
+"The physics layers this SoftBody 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 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. See [url=https://"
+"docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction."
+"html#collision-layers-and-masks]Collision layers and masks[/url] in the "
+"documentation for more information."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:96
+msgid ""
+"The physics layers this SoftBody scans for collisions. See [url=https://docs."
+"godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-"
+"layers-and-masks]Collision layers and masks[/url] in the documentation for "
+"more information."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:105
+msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:108
+msgid ""
+"If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to "
+"[code]false[/code] to pause the physics simulation."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:115
+msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:118
+msgid ""
+"Increasing this value will improve the resulting simulation, but can affect "
+"performance. Use with care."
+msgstr ""
+
+#: doc/classes/SoftBody.xml:121
+msgid "The SoftBody's mass."
+msgstr ""
+
+#: doc/classes/Spatial.xml:4
+msgid "Most basic 3D game object, parent of all 3D-related nodes."
+msgstr ""
+
+#: doc/classes/Spatial.xml:7
+msgid ""
+"Most basic 3D game object, with a 3D [Transform] and visibility settings. "
+"All other 3D game objects inherit from Spatial. Use [Spatial] as a parent "
+"node to move, scale, rotate and show/hide children in a 3D project.\n"
+"Affine operations (rotate, scale, translate) happen in parent's local "
+"coordinate system, unless the [Spatial] object is set as top-level. Affine "
+"operations in this coordinate system correspond to direct affine operations "
+"on the [Spatial]'s transform. The word local below refers to this coordinate "
+"system. The coordinate system that is attached to the [Spatial] object "
+"itself is referred to as object-local coordinate system.\n"
+"[b]Note:[/b] Unless otherwise specified, all methods that have angle "
+"parameters must have angles specified as [i]radians[/i]. To convert degrees "
+"to radians, use [method @GDScript.deg2rad]."
+msgstr ""
+
+#: doc/classes/Spatial.xml:12
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/3d/introduction_to_3d.html"
+msgstr ""
+
+#: doc/classes/Spatial.xml:13 doc/classes/Vector3.xml:16
+msgid "https://github.com/godotengine/godot-demo-projects/tree/master/3d"
+msgstr ""
+
+#: doc/classes/Spatial.xml:25
+msgid ""
+"Returns the parent [Spatial], or an empty [Object] if no parent exists or "
+"parent is not of type [Spatial]."
+msgstr ""
+
+#: doc/classes/Spatial.xml:31
+msgid ""
+"Returns the current [World] resource this [Spatial] node is registered to."
+msgstr ""
+
+#: doc/classes/Spatial.xml:39
+msgid ""
+"Rotates the global (world) transformation around axis, a unit [Vector3], by "
+"specified angle in radians. The rotation axis is in global coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml:46
+msgid ""
+"Scales the global (world) transformation by the given [Vector3] scale "
+"factors."
+msgstr ""
+
+#: doc/classes/Spatial.xml:53
+msgid ""
+"Moves the global (world) transformation by [Vector3] offset. The offset is "
+"in global coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml:59
+msgid ""
+"Disables rendering of this node. Changes [member visible] to [code]false[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml:65
+msgid ""
+"Returns whether node notifies about its local transformation changes. "
+"[Spatial] will not propagate this by default."
+msgstr ""
+
+#: doc/classes/Spatial.xml:71
+msgid ""
+"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its "
+"local transformation scale."
+msgstr ""
+
+#: doc/classes/Spatial.xml:77
+msgid ""
+"Returns whether this node is set as Toplevel, that is whether it ignores its "
+"parent nodes transformations."
+msgstr ""
+
+#: doc/classes/Spatial.xml:83
+msgid ""
+"Returns whether the node notifies about its global and local transformation "
+"changes. [Spatial] will not propagate this by default."
+msgstr ""
+
+#: doc/classes/Spatial.xml:97
+msgid ""
+"Rotates itself so that the local -Z axis points towards the [code]target[/"
+"code] position.\n"
+"The transform will first be rotated around the given [code]up[/code] vector, "
+"and then fully aligned to the target by a further rotation around an axis "
+"perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n"
+"Operations take place in global space."
+msgstr ""
+
+#: doc/classes/Spatial.xml:108
+msgid ""
+"Moves the node to the specified [code]position[/code], and then rotates "
+"itself to point toward the [code]target[/code] as per [method look_at]. "
+"Operations take place in global space."
+msgstr ""
+
+#: doc/classes/Spatial.xml:114
+msgid ""
+"Resets this node's transformations (like scale, skew and taper) preserving "
+"its rotation and translation by performing Gram-Schmidt orthonormalization "
+"on this node's [Transform]."
+msgstr ""
+
+#: doc/classes/Spatial.xml:122
+msgid ""
+"Rotates the local transformation around axis, a unit [Vector3], by specified "
+"angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml:130
+msgid ""
+"Rotates the local transformation around axis, a unit [Vector3], by specified "
+"angle in radians. The rotation axis is in object-local coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml:137
+msgid "Rotates the local transformation around the X axis by angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml:144
+msgid "Rotates the local transformation around the Y axis by angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml:151
+msgid "Rotates the local transformation around the Z axis by angle in radians."
+msgstr ""
+
+#: doc/classes/Spatial.xml:158
+msgid ""
+"Scales the local transformation by given 3D scale factors in object-local "
+"coordinate system."
+msgstr ""
+
+#: doc/classes/Spatial.xml:165
+msgid ""
+"Makes the node ignore its parents transformations. Node transformations are "
+"only in global space."
+msgstr ""
+
+#: doc/classes/Spatial.xml:172
+msgid ""
+"Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local "
+"transformation scale. Changes to the local transformation scale are "
+"preserved."
+msgstr ""
+
+#: doc/classes/Spatial.xml:178
+msgid ""
+"Reset all transformations for this node (sets its [Transform] to the "
+"identity matrix)."
+msgstr ""
+
+#: doc/classes/Spatial.xml:185
+msgid ""
+"Sets whether the node ignores notification that its transformation (global "
+"or local) changed."
+msgstr ""
+
+#: doc/classes/Spatial.xml:192
+msgid ""
+"Sets whether the node notifies about its local transformation changes. "
+"[Spatial] will not propagate this by default."
+msgstr ""
+
+#: doc/classes/Spatial.xml:199
+msgid ""
+"Sets whether the node notifies about its global and local transformation "
+"changes. [Spatial] will not propagate this by default, unless it is in the "
+"editor context and it has a valid gizmo."
+msgstr ""
+
+#: doc/classes/Spatial.xml:205
+msgid ""
+"Enables rendering of this node. Changes [member visible] to [code]true[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml:212
+msgid ""
+"Transforms [code]local_point[/code] from this node's local space to world "
+"space."
+msgstr ""
+
+#: doc/classes/Spatial.xml:219
+msgid ""
+"Transforms [code]global_point[/code] from world space to this node's local "
+"space."
+msgstr ""
+
+#: doc/classes/Spatial.xml:226
+msgid ""
+"Changes the node's position by the given offset [Vector3].\n"
+"Note that the translation [code]offset[/code] is affected by the node's "
+"scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an "
+"offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) "
+"to the X coordinate."
+msgstr ""
+
+#: doc/classes/Spatial.xml:234
+msgid ""
+"Changes the node's position by the given offset [Vector3] in local space."
+msgstr ""
+
+#: doc/classes/Spatial.xml:240
+msgid "Updates the [SpatialGizmo] of this node."
+msgstr ""
+
+#: doc/classes/Spatial.xml:246
+msgid ""
+"The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] "
+"as custom visualization and editing handles in Editor."
+msgstr ""
+
+#: doc/classes/Spatial.xml:249
+msgid "World space (global) [Transform] of this node."
+msgstr ""
+
+#: doc/classes/Spatial.xml:252
+msgid ""
+"Rotation part of the local transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation \"vector"
+"\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml:256
+msgid ""
+"Rotation part of the local transformation in degrees, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle)."
+msgstr ""
+
+#: doc/classes/Spatial.xml:259
+msgid "Scale part of the local transformation."
+msgstr ""
+
+#: doc/classes/Spatial.xml:262
+msgid "Local space [Transform] of this node, with respect to the parent node."
+msgstr ""
+
+#: doc/classes/Spatial.xml:265
+msgid "Local translation of this node."
+msgstr ""
+
+#: doc/classes/Spatial.xml:268
+msgid ""
+"If [code]true[/code], this node is drawn. The node is only visible if all of "
+"its antecedents are visible as well (in other words, [method "
+"is_visible_in_tree] must return [code]true[/code])."
+msgstr ""
+
+#: doc/classes/Spatial.xml:274
+msgid ""
+"Emitted by portal system gameplay monitor when a node enters the gameplay "
+"area."
+msgstr ""
+
+#: doc/classes/Spatial.xml:279
+msgid ""
+"Emitted by portal system gameplay monitor when a node exits the gameplay "
+"area."
+msgstr ""
+
+#: doc/classes/Spatial.xml:284
+msgid "Emitted when node visibility changes."
+msgstr ""
+
+#: doc/classes/Spatial.xml:290
+msgid ""
+"Spatial nodes receives this notification when their global transform "
+"changes. This means that either the current or a parent node changed its "
+"transform.\n"
+"In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first "
+"need to ask for it, with [method set_notify_transform]. The notification is "
+"also sent if the node is in the editor context and it has a valid gizmo."
+msgstr ""
+
+#: doc/classes/Spatial.xml:294
+msgid ""
+"Spatial nodes receives this notification when they are registered to new "
+"[World] resource."
+msgstr ""
+
+#: doc/classes/Spatial.xml:297
+msgid ""
+"Spatial nodes receives this notification when they are unregistered from "
+"current [World] resource."
+msgstr ""
+
+#: doc/classes/Spatial.xml:300
+msgid "Spatial nodes receives this notification when their visibility changes."
+msgstr ""
+
+#: doc/classes/Spatial.xml:303
+msgid ""
+"Spatial nodes receives this notification if the portal system gameplay "
+"monitor detects they have entered the gameplay area."
+msgstr ""
+
+#: doc/classes/Spatial.xml:306
+msgid ""
+"Spatial nodes receives this notification if the portal system gameplay "
+"monitor detects they have exited the gameplay area."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:4
+msgid "Default 3D rendering material."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:7
+msgid ""
+"This provides a default material with a wide variety of rendering features "
+"and properties without the need to write shader code. See the tutorial below "
+"for details."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:10
+msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/spatial_material.html"
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:17
+msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:24
+msgid ""
+"Returns [code]true[/code], if the specified flag is enabled. See [enum "
+"Flags] enumerator for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:31
+msgid ""
+"Returns the [Texture] associated with the specified [enum TextureParam]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:39
+msgid ""
+"If [code]true[/code], enables the specified [enum Feature]. Many features "
+"that are available in [SpatialMaterial]s need to be enabled before use. This "
+"way the cost for using the feature is only incurred when specified. Features "
+"can also be enabled by setting the corresponding member to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:47
+msgid ""
+"If [code]true[/code], enables the specified flag. Flags are optional "
+"behaviour that can be turned on and off. Only one flag can be enabled at a "
+"time with this function, the flag enumerators cannot be bit-masked together "
+"to enable or disable multiple flags at once. Flags can also be enabled by "
+"setting the corresponding member to [code]true[/code]. See [enum Flags] "
+"enumerator for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:55
+msgid ""
+"Sets the [Texture] to be used by the specified [enum TextureParam]. This "
+"function is called when setting members ending in [code]*_texture[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:61
+msgid "The material's base color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:64
+msgid ""
+"Texture to multiply by [member albedo_color]. Used for basic texturing of "
+"objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:67
+msgid "The strength of the anisotropy effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:70
+msgid ""
+"If [code]true[/code], anisotropy is enabled. Changes the shape of the "
+"specular blob and aligns it to tangent space. Mesh tangents are needed for "
+"this to work. If the mesh does not contain tangents the anisotropy effect "
+"will appear broken."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:73
+msgid "Texture that offsets the tangent map for anisotropy calculations."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:76
+msgid ""
+"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion "
+"darkens areas based on the [member ao_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:79
+msgid ""
+"Amount that ambient occlusion affects lighting from lights. If [code]0[/"
+"code], ambient occlusion only affects ambient light. If [code]1[/code], "
+"ambient occlusion affects lights just as much as it affects ambient light. "
+"This can be used to impact the strength of the ambient occlusion effect, but "
+"typically looks unrealistic."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:82
+msgid ""
+"If [code]true[/code], use [code]UV2[/code] coordinates to look up from the "
+"[member ao_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:85
+msgid ""
+"Texture that defines the amount of ambient occlusion for a given point on "
+"the object."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:88 doc/classes/SpatialMaterial.xml:325
+msgid ""
+"Specifies the channel of the [member ao_texture] in which the ambient "
+"occlusion information is stored. This is useful when you store the "
+"information for multiple effects in a single texture. For example if you "
+"stored metallic in the red channel, roughness in the blue, and ambient "
+"occlusion in the green you could reduce the number of textures you use."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:91
+msgid ""
+"Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks "
+"the same as disabling the clearcoat effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:94
+msgid ""
+"If [code]true[/code], clearcoat rendering is enabled. Adds a secondary "
+"transparent pass to the lighting calculation resulting in an added specular "
+"blob. This makes materials appear as if they have a clear layer on them that "
+"can be either glossy or rough.\n"
+"[b]Note:[/b] Clearcoat rendering is not visible if the material has [member "
+"flags_unshaded] set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:98
+msgid ""
+"Sets the roughness of the clearcoat pass. A higher value results in a "
+"smoother clearcoat while a lower value results in a rougher clearcoat."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:101
+msgid ""
+"Texture that defines the strength of the clearcoat effect and the glossiness "
+"of the clearcoat. Strength is specified in the red channel while glossiness "
+"is specified in the green channel."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:104
+msgid ""
+"If [code]true[/code], the shader will read depth texture at multiple points "
+"along the view ray to determine occlusion and parrallax. This can be very "
+"performance demanding, but results in more realistic looking depth mapping."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:107
+msgid ""
+"If [code]true[/code], depth mapping is enabled (also called \"parallax "
+"mapping\" or \"height mapping\"). See also [member normal_enabled].\n"
+"[b]Note:[/b] Depth mapping is not supported if triplanar mapping is used on "
+"the same material. The value of [member depth_enabled] will be ignored if "
+"[member uv1_triplanar] is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:111
+msgid ""
+"If [code]true[/code], direction of the binormal is flipped before using in "
+"the depth effect. This may be necessary if you have encoded your binormals "
+"in a way that is conflicting with the depth effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:114
+msgid ""
+"If [code]true[/code], direction of the tangent is flipped before using in "
+"the depth effect. This may be necessary if you have encoded your tangents in "
+"a way that is conflicting with the depth effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:117
+msgid ""
+"Number of layers to use when using [member depth_deep_parallax] and the view "
+"direction is perpendicular to the surface of the object. A higher number "
+"will be more performance demanding while a lower number may not look as "
+"crisp."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:120
+msgid ""
+"Number of layers to use when using [member depth_deep_parallax] and the view "
+"direction is parallel to the surface of the object. A higher number will be "
+"more performance demanding while a lower number may not look as crisp."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:123
+msgid ""
+"Scales the depth offset effect. A higher number will create a larger depth."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:126
+msgid ""
+"Texture used to determine depth at a given pixel. Depth is always stored in "
+"the red channel."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:129
+msgid "Texture that specifies the color of the detail overlay."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:132
+msgid ""
+"Specifies how the [member detail_albedo] should blend with the current "
+"[code]ALBEDO[/code]. See [enum BlendMode] for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:135
+msgid ""
+"If [code]true[/code], enables the detail overlay. Detail is a second texture "
+"that gets mixed over the surface of the object based on [member "
+"detail_mask]. This can be used to add variation to objects, or to blend "
+"between two different albedo/normal textures."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:138
+msgid ""
+"Texture used to specify how the detail textures get blended with the base "
+"textures."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:141
+msgid ""
+"Texture that specifies the per-pixel normal of the detail overlay.\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 ""
+
+#: doc/classes/SpatialMaterial.xml:145
+msgid ""
+"Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail "
+"layer. See [enum DetailUV] for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:148
+msgid ""
+"Distance at which the object appears fully opaque.\n"
+"[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than "
+"[code]distance_fade_min_distance[/code], the behavior will be reversed. The "
+"object will start to fade away at [code]distance_fade_max_distance[/code] "
+"and will fully disappear once it reaches [code]distance_fade_min_distance[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:152
+msgid ""
+"Distance at which the object starts to become visible. If the object is less "
+"than this distance away, it will be invisible.\n"
+"[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than "
+"[code]distance_fade_max_distance[/code], the behavior will be reversed. The "
+"object will start to fade away at [code]distance_fade_max_distance[/code] "
+"and will fully disappear once it reaches [code]distance_fade_min_distance[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:156
+msgid ""
+"Specifies which type of fade to use. Can be any of the [enum "
+"DistanceFadeMode]s."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:159
+msgid "The emitted light's color. See [member emission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:162
+msgid ""
+"If [code]true[/code], the body emits light. Emitting light makes the object "
+"appear brighter. The object can also cast light on other objects if a "
+"[GIProbe] or [BakedLightmap] is used and this object is used in baked "
+"lighting."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:165
+msgid "The emitted light's strength. See [member emission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:168
+msgid "Use [code]UV2[/code] to read from the [member emission_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:171
+msgid ""
+"Sets how [member emission] interacts with [member emission_texture]. Can "
+"either add or multiply. See [enum EmissionOperator] for options."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:174
+msgid "Texture that specifies how much surface emits light at a given point."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:177
+msgid ""
+"Forces a conversion of the [member albedo_texture] from sRGB space to linear "
+"space."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:180
+msgid "If [code]true[/code], the object receives no ambient light."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:183
+msgid ""
+"If [code]true[/code], the object receives no shadow that would otherwise be "
+"cast onto it."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:186
+msgid ""
+"If [code]true[/code], the shader will compute extra operations to make sure "
+"the normal stays correct when using a non-uniform scale. Only enable if "
+"using non-uniform scaling."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:189
+msgid ""
+"If [code]true[/code], the object is rendered at the same size regardless of "
+"distance."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:192
+msgid ""
+"If [code]true[/code], depth testing is disabled and the object will be drawn "
+"in render order."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:195
+msgid ""
+"If [code]true[/code], transparency is enabled on the body. See also [member "
+"params_blend_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:198
+msgid "If [code]true[/code], the object is unaffected by lighting."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:201
+msgid ""
+"If [code]true[/code], render point size can be changed.\n"
+"[b]Note:[/b] This is only effective for objects whose geometry is point-"
+"based rather than triangle-based. See also [member params_point_size]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:205
+msgid ""
+"If [code]true[/code], enables the \"shadow to opacity\" render mode where "
+"lighting modifies the alpha so shadowed areas are opaque and non-shadowed "
+"areas are transparent. Useful for overlaying shadows onto a camera feed in "
+"AR."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:208
+msgid ""
+"If [code]true[/code], lighting is calculated per vertex rather than per "
+"pixel. This may increase performance on low-end devices."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:211
+msgid ""
+"If [code]true[/code], triplanar mapping is calculated in world space rather "
+"than object local space. See also [member uv1_triplanar]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:214
+msgid ""
+"A high value makes the material appear more like a metal. Non-metals use "
+"their albedo as the diffuse color and add diffuse to the specular "
+"reflection. With non-metals, the reflection appears on top of the albedo "
+"color. Metals use their albedo as a multiplier to the specular reflection "
+"and set the diffuse color to black resulting in a tinted reflection. "
+"Materials work better when fully metal or fully non-metal, values between "
+"[code]0[/code] and [code]1[/code] should only be used for blending between "
+"metal and non-metal sections. To alter the amount of reflection use [member "
+"roughness]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:217
+msgid ""
+"Sets the size of the specular lobe. The specular lobe is the bright spot "
+"that is reflected from light sources.\n"
+"[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it "
+"should be left at [code]0.5[/code] in most cases. See also [member "
+"roughness]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:221
+msgid ""
+"Texture used to specify metallic for an object. This is multiplied by "
+"[member metallic]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:224
+msgid ""
+"Specifies the channel of the [member metallic_texture] in which the metallic "
+"information is stored. This is useful when you store the information for "
+"multiple effects in a single texture. For example if you stored metallic in "
+"the red channel, roughness in the blue, and ambient occlusion in the green "
+"you could reduce the number of textures you use."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:227
+msgid "If [code]true[/code], normal mapping is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:230
+msgid "The strength of the normal map's effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:233
+msgid ""
+"Texture used to specify the normal at a given pixel. The "
+"[code]normal_texture[/code] only uses the red and green channels; the blue "
+"and alpha channels are ignored. The normal read from [code]normal_texture[/"
+"code] is oriented around the surface normal provided by the [Mesh].\n"
+"[b]Note:[/b] The mesh must have both normals and tangents defined in its "
+"vertex data. Otherwise, the normal map won't render correctly and will only "
+"appear to darken the whole surface. If creating geometry with [SurfaceTool], "
+"you can use [method SurfaceTool.generate_normals] and [method SurfaceTool."
+"generate_tangents] to automatically generate normals and tangents "
+"respectively.\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 ""
+
+#: doc/classes/SpatialMaterial.xml:238
+msgid "Threshold at which the alpha scissor will discard values."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:241
+msgid ""
+"If [code]true[/code], the shader will keep the scale set for the mesh. "
+"Otherwise the scale is lost when billboarding. Only applies when [member "
+"params_billboard_mode] is [constant BILLBOARD_ENABLED]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:244
+msgid ""
+"Controls how the object faces the camera. See [enum BillboardMode].\n"
+"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right "
+"vector of the camera is not horizontal when the screen is attached to your "
+"head instead of on the table. See [url=https://github.com/godotengine/godot/"
+"issues/41567]GitHub issue #41567[/url] for details."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:248
+msgid ""
+"The material's blend mode.\n"
+"[b]Note:[/b] Values other than [code]Mix[/code] force the object into the "
+"transparent pipeline. See [enum BlendMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:252
+msgid ""
+"Which side of the object is not drawn when backfaces are rendered. See [enum "
+"CullMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:255
+msgid ""
+"Determines when depth rendering takes place. See [enum DepthDrawMode]. See "
+"also [member flags_transparent]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:258
+msgid ""
+"The algorithm used for diffuse light scattering. See [enum DiffuseMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:261
+msgid ""
+"If [code]true[/code], enables the vertex grow setting. See [member "
+"params_grow_amount]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:264
+msgid "Grows object vertices in the direction of their normals."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:267
+msgid "Currently unimplemented in Godot."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:270
+msgid "The point size in pixels. See [member flags_use_point_size]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:273
+msgid "The method for rendering the specular blob. See [enum SpecularMode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:276
+msgid ""
+"If [code]true[/code], the shader will discard all pixels that have an alpha "
+"value less than [member params_alpha_scissor_threshold]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:279
+msgid ""
+"The number of horizontal frames in the particle sprite sheet. Only enabled "
+"when using [constant BILLBOARD_PARTICLES]. See [member "
+"params_billboard_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:282
+msgid ""
+"If [code]true[/code], particle animations are looped. Only enabled when "
+"using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:285
+msgid ""
+"The number of vertical frames in the particle sprite sheet. Only enabled "
+"when using [constant BILLBOARD_PARTICLES]. See [member "
+"params_billboard_mode]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:288
+msgid ""
+"Distance over which the fade effect takes place. The larger the distance the "
+"longer it takes for an object to fade."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:291
+msgid ""
+"If [code]true[/code], the proximity fade effect is enabled. The proximity "
+"fade effect fades out each pixel based on its distance to another object."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:294
+msgid ""
+"If [code]true[/code], the refraction effect is enabled. Refraction distorts "
+"transparency based on light from behind the object. When using the GLES3 "
+"backend, the material's roughness value will affect the blurriness of the "
+"refraction. Higher roughness values will make the refraction look blurrier."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:297
+msgid ""
+"The strength of the refraction effect. Higher values result in a more "
+"distorted appearance for the refraction."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:300
+msgid ""
+"Texture that controls the strength of the refraction per-pixel. Multiplied "
+"by [member refraction_scale]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:303
+msgid ""
+"Specifies the channel of the [member refraction_texture] in which the "
+"refraction information is stored. This is useful when you store the "
+"information for multiple effects in a single texture. For example if you "
+"stored metallic in the red channel, roughness in the blue, and ambient "
+"occlusion in the green you could reduce the number of textures you use."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:306
+msgid "Sets the strength of the rim lighting effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:309
+msgid ""
+"If [code]true[/code], rim effect is enabled. Rim lighting increases the "
+"brightness at glancing angles on an object.\n"
+"[b]Note:[/b] Rim lighting is not visible if the material has [member "
+"flags_unshaded] set to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:313
+msgid ""
+"Texture used to set the strength of the rim lighting effect per-pixel. "
+"Multiplied by [member rim]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:316
+msgid ""
+"The amount of to blend light and albedo color when rendering rim effect. If "
+"[code]0[/code] the light color is used, while [code]1[/code] means albedo "
+"color is used. An intermediate value generally works best."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:319
+msgid ""
+"Surface reflection. A value of [code]0[/code] represents a perfect mirror "
+"while a value of [code]1[/code] completely blurs the reflection. See also "
+"[member metallic]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:322
+msgid ""
+"Texture used to control the roughness per-pixel. Multiplied by [member "
+"roughness]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:328
+msgid ""
+"If [code]true[/code], subsurface scattering is enabled. Emulates light that "
+"penetrates an object's surface, is scattered, and then emerges."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:331
+msgid "The strength of the subsurface scattering effect."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:334
+msgid ""
+"Texture used to control the subsurface scattering strength. Stored in the "
+"red texture channel. Multiplied by [member subsurf_scatter_strength]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:337
+msgid ""
+"The color used by the transmission effect. Represents the light passing "
+"through an object."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:340
+msgid "If [code]true[/code], the transmission effect is enabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:343
+msgid ""
+"Texture used to control the transmission effect per-pixel. Added to [member "
+"transmission]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:346
+msgid ""
+"How much to offset the [code]UV[/code] coordinates. This amount will be "
+"added to [code]UV[/code] in the vertex function. This can be used to offset "
+"a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:349
+msgid ""
+"How much to scale the [code]UV[/code] coordinates. This is multiplied by "
+"[code]UV[/code] in the vertex function."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:352
+msgid ""
+"If [code]true[/code], instead of using [code]UV[/code] textures will use a "
+"triplanar texture lookup to determine how to apply textures. Triplanar uses "
+"the orientation of the object's surface to blend between texture "
+"coordinates. It reads from the source texture 3 times, once for each axis "
+"and then blends between the results based on how closely the pixel aligns "
+"with each axis. This is often used for natural features to get a realistic "
+"blend of materials. Because triplanar texturing requires many more texture "
+"reads per-pixel it is much slower than normal UV texturing. Additionally, "
+"because it is blending the texture between the three axes, it is unsuitable "
+"when you are trying to achieve crisp texturing."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:355 doc/classes/SpatialMaterial.xml:367
+msgid ""
+"A lower number blends the texture more softly while a higher number blends "
+"the texture more sharply."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:358
+msgid ""
+"How much to offset the [code]UV2[/code] coordinates. This amount will be "
+"added to [code]UV2[/code] in the vertex function. This can be used to offset "
+"a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:361
+msgid ""
+"How much to scale the [code]UV2[/code] coordinates. This is multiplied by "
+"[code]UV2[/code] in the vertex function."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:364
+msgid ""
+"If [code]true[/code], instead of using [code]UV2[/code] textures will use a "
+"triplanar texture lookup to determine how to apply textures. Triplanar uses "
+"the orientation of the object's surface to blend between texture "
+"coordinates. It reads from the source texture 3 times, once for each axis "
+"and then blends between the results based on how closely the pixel aligns "
+"with each axis. This is often used for natural features to get a realistic "
+"blend of materials. Because triplanar texturing requires many more texture "
+"reads per-pixel it is much slower than normal UV texturing. Additionally, "
+"because it is blending the texture between the three axes, it is unsuitable "
+"when you are trying to achieve crisp texturing."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:370
+msgid ""
+"If [code]true[/code], the model's vertex colors are processed as sRGB mode."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:373
+msgid "If [code]true[/code], the vertex color is used as albedo color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:378
+msgid "Texture specifying per-pixel color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:381
+msgid "Texture specifying per-pixel metallic value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:384
+msgid "Texture specifying per-pixel roughness value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:387
+msgid "Texture specifying per-pixel emission color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:390
+msgid "Texture specifying per-pixel normal vector."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:393
+msgid "Texture specifying per-pixel rim value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:396
+msgid "Texture specifying per-pixel clearcoat value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:399
+msgid ""
+"Texture specifying per-pixel flowmap direction for use with [member "
+"anisotropy]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:402
+msgid "Texture specifying per-pixel ambient occlusion value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:405
+msgid "Texture specifying per-pixel depth."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:408
+msgid "Texture specifying per-pixel subsurface scattering."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:411
+msgid "Texture specifying per-pixel transmission color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:414
+msgid "Texture specifying per-pixel refraction strength."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:417
+msgid "Texture specifying per-pixel detail mask blending value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:420
+msgid "Texture specifying per-pixel detail color."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:423
+msgid "Texture specifying per-pixel detail normal."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:426
+msgid "Represents the size of the [enum TextureParam] enum."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:429
+msgid "Use [code]UV[/code] with the detail texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:432
+msgid "Use [code]UV2[/code] with the detail texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:435
+msgid "Constant for setting [member flags_transparent]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:438
+msgid "Constant for setting [member emission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:441
+msgid "Constant for setting [member normal_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:444
+msgid "Constant for setting [member rim_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:447
+msgid "Constant for setting [member clearcoat_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:450
+msgid "Constant for setting [member anisotropy_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:453
+msgid "Constant for setting [member ao_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:456
+msgid "Constant for setting [member depth_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:459
+msgid "Constant for setting [member subsurf_scatter_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:462
+msgid "Constant for setting [member transmission_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:465
+msgid "Constant for setting [member refraction_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:468
+msgid "Constant for setting [member detail_enabled]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:474
+msgid ""
+"Default blend mode. The color of the object is blended over the background "
+"based on the object's alpha value."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:477
+msgid "The color of the object is added to the background."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:480
+msgid "The color of the object is subtracted from the background."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:483
+msgid "The color of the object is multiplied by the background."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:486
+msgid "Default depth draw mode. Depth is drawn only for opaque objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:489
+msgid "Depth draw is calculated for both opaque and transparent objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:492
+msgid "No depth draw."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:495
+msgid ""
+"For transparent objects, an opaque pass is made first with the opaque parts, "
+"then transparency is drawn."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:498
+msgid "Default cull mode. The back of the object is culled when not visible."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:501
+msgid "The front of the object is culled when not visible."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:504
+msgid "No culling is performed."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:507
+msgid ""
+"No lighting is used on the object. Color comes directly from [code]ALBEDO[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:510
+msgid ""
+"Lighting is calculated per-vertex rather than per-pixel. This can be used to "
+"increase the speed of the shader at the cost of quality."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:513
+msgid ""
+"Disables the depth test, so this object is drawn on top of all others. "
+"However, objects drawn after it in the draw order may cover it."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:516
+msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:519
+msgid ""
+"Vertex color is in sRGB space and needs to be converted to linear. Only "
+"applies in the GLES3 renderer."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:522
+msgid ""
+"Uses point size to alter the size of primitive points. Also changes the "
+"albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
+"code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:525
+msgid ""
+"Object is scaled by depth so that it always appears the same size on screen."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:528
+msgid ""
+"Shader will keep the scale set for the mesh. Otherwise the scale is lost "
+"when billboarding. Only applies when [member params_billboard_mode] is "
+"[constant BILLBOARD_ENABLED]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:531
+msgid ""
+"Use triplanar texture lookup for all texture lookups that would normally use "
+"[code]UV[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:534
+msgid ""
+"Use triplanar texture lookup for all texture lookups that would normally use "
+"[code]UV2[/code]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:537
+msgid ""
+"Use [code]UV2[/code] coordinates to look up from the [member ao_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:540
+msgid ""
+"Use [code]UV2[/code] coordinates to look up from the [member "
+"emission_texture]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:543
+msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:546
+msgid ""
+"Use world coordinates in the triplanar texture lookup instead of local "
+"coordinates."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:549
+msgid "Forces the shader to convert albedo from sRGB space to linear space."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:552
+msgid "Disables receiving shadows from other objects."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:555
+msgid "Disables receiving ambient light."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:558
+msgid "Ensures that normals appear correct, even with non-uniform scaling."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:561
+msgid "Enables the shadow to opacity feature."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:567
+msgid "Default diffuse scattering algorithm."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:570
+msgid "Diffuse scattering ignores roughness."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:573
+msgid "Extends Lambert to cover more than 90 degrees when roughness increases."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:576
+msgid "Attempts to use roughness to emulate microsurfacing."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:579
+msgid "Uses a hard cut for lighting, with smoothing affected by roughness."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:582
+msgid "Default specular blob."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:585 doc/classes/SpatialMaterial.xml:588
+msgid "Older specular algorithm, included for compatibility."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:591
+msgid "Toon blob which changes size based on roughness."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:594
+msgid "No specular blob."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:597
+msgid "Billboard mode is disabled."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:600
+msgid "The object's Z axis will always face the camera."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:603
+msgid "The object's X axis will always face the camera."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:606
+msgid ""
+"Used for particle systems when assigned to [Particles] and [CPUParticles] "
+"nodes. Enables [code]particles_anim_*[/code] properties.\n"
+"The [member ParticlesMaterial.anim_speed] or [member CPUParticles."
+"anim_speed] should also be set to a positive value for the animation to play."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:610
+msgid "Used to read from the red channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:613
+msgid "Used to read from the green channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:616
+msgid "Used to read from the blue channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:619
+msgid "Used to read from the alpha channel of a texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:625
+msgid "Adds the emission color to the color from the emission texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:628
+msgid "Multiplies the emission color by the color from the emission texture."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:631
+msgid "Do not use distance fade."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:634
+msgid ""
+"Smoothly fades the object out based on each pixel's distance from the camera "
+"using the alpha channel."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:637
+msgid ""
+"Smoothly fades the object out based on each pixel's distance from the camera "
+"using a dither approach. Dithering discards pixels based on a set pattern to "
+"smoothly fade without enabling transparency. On certain hardware this can be "
+"faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
+msgstr ""
+
+#: doc/classes/SpatialMaterial.xml:640
+msgid ""
+"Smoothly fades the object out based on the object's distance from the camera "
+"using a dither approach. Dithering discards pixels based on a set pattern to "
+"smoothly fade without enabling transparency. On certain hardware this can be "
+"faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml:4 doc/classes/SphereMesh.xml:7
+msgid "Class representing a spherical [PrimitiveMesh]."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml:15
+msgid "Full height of the sphere."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml:18
+msgid ""
+"If [code]true[/code], a hemisphere is created rather than a full sphere.\n"
+"[b]Note:[/b] To get a regular hemisphere, the height and radius of the "
+"sphere must be equal."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml:22
+msgid "Number of radial segments on the sphere."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml:25
+msgid "Radius of sphere."
+msgstr ""
+
+#: doc/classes/SphereMesh.xml:28
+msgid "Number of segments along the height of the sphere."
+msgstr ""
+
+#: doc/classes/SphereShape.xml:4
+msgid "Sphere shape for 3D collisions."
+msgstr ""
+
+#: doc/classes/SphereShape.xml:7
+msgid ""
+"Sphere shape for 3D collisions, which can be set into a [PhysicsBody] or "
+"[Area]. This shape is useful for modeling sphere-like 3D objects."
+msgstr ""
+
+#: doc/classes/SphereShape.xml:16
+msgid "The sphere's radius. The shape's diameter is double the radius."
+msgstr ""
+
+#: doc/classes/SpinBox.xml:4
+msgid "Numerical input text field."
+msgstr ""
+
+#: doc/classes/SpinBox.xml:7
+msgid ""
+"SpinBox is a numerical input text field. It allows entering integers and "
+"floats.\n"
+"[b]Example:[/b]\n"
+"[codeblock]\n"
+"var spin_box = SpinBox.new()\n"
+"add_child(spin_box)\n"
+"var line_edit = spin_box.get_line_edit()\n"
+"line_edit.context_menu_enabled = false\n"
+"spin_box.align = LineEdit.ALIGN_RIGHT\n"
+"[/codeblock]\n"
+"The above code will create a [SpinBox], disable context menu on it and set "
+"the text alignment to right.\n"
+"See [Range] class for more options over the [SpinBox].\n"
+"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+msgstr ""
+
+#: doc/classes/SpinBox.xml:26
+msgid "Applies the current value of this [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml:32
+msgid ""
+"Returns the [LineEdit] instance from this [SpinBox]. You can use it to "
+"access properties and methods of [LineEdit].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/SpinBox.xml:39
+msgid "Sets the text alignment of the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml:42
+msgid ""
+"If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be "
+"read only."
+msgstr ""
+
+#: doc/classes/SpinBox.xml:45
+msgid ""
+"Adds the specified [code]prefix[/code] string before the numerical value of "
+"the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml:48
+msgid ""
+"Adds the specified [code]suffix[/code] string after the numerical value of "
+"the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SpinBox.xml:55
+msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml:4
+msgid "Container for splitting and adjusting."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml:7
+msgid ""
+"Container for splitting two [Control]s vertically or horizontally, with a "
+"grabber that allows adjusting the split offset or ratio."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml:15
+msgid ""
+"Clamps the [member split_offset] value to not go outside the currently "
+"possible minimal and maximum values."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml:21
+msgid ""
+"If [code]true[/code], the area of the first [Control] will be collapsed and "
+"the dragger will be disabled."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml:24
+msgid ""
+"Determines the dragger's visibility. See [enum DraggerVisibility] for "
+"details."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml:27
+msgid ""
+"The initial offset of the splitting between the two [Control]s, with "
+"[code]0[/code] being at the end of the first [Control]."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml:34
+msgid "Emitted when the dragger is dragged by user."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml:40
+msgid "The split dragger is visible when the cursor hovers it."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml:43
+msgid "The split dragger is never visible."
+msgstr ""
+
+#: doc/classes/SplitContainer.xml:46
+msgid "The split dragger is never visible and its space collapsed."
+msgstr ""
+
+#: doc/classes/SpotLight.xml:4
+msgid "A spotlight, such as a reflector spotlight or a lantern."
+msgstr ""
+
+#: doc/classes/SpotLight.xml:7
+msgid ""
+"A Spotlight is a type of [Light] 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 [Light].\n"
+"[b]Note:[/b] By default, only 32 SpotLights may affect a single mesh "
+"[i]resource[/i] at once. Consider splitting your level into several meshes "
+"to decrease the likelihood that more than 32 lights will affect the same "
+"mesh resource. Splitting the level mesh will also improve frustum culling "
+"effectiveness, leading to greater performance. If you need to use more "
+"lights per mesh, you can increase [member ProjectSettings.rendering/limits/"
+"rendering/max_lights_per_object] at the cost of shader compilation times."
+msgstr ""
+
+#: doc/classes/SpotLight.xml:18
+msgid "The spotlight's angle in degrees."
+msgstr ""
+
+#: doc/classes/SpotLight.xml:21
+msgid "The spotlight's angular attenuation curve."
+msgstr ""
+
+#: doc/classes/SpotLight.xml:24
+msgid "The spotlight's light energy attenuation curve."
+msgstr ""
+
+#: doc/classes/SpotLight.xml:27
+msgid ""
+"The maximal range that can be reached by the spotlight. Note that the "
+"effectively lit area may appear to be smaller depending on the [member "
+"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
+"the light will never reach anything outside this range."
+msgstr ""
+
+#: doc/classes/SpringArm.xml:4
+msgid "A helper node, mostly used in 3rd person cameras."
+msgstr ""
+
+#: doc/classes/SpringArm.xml:7
+msgid ""
+"The SpringArm node is a node that casts a ray (or collision shape) along its "
+"z axis and moves all its direct children to the collision point, minus a "
+"margin.\n"
+"The most common use case for this is to make a 3rd person camera that reacts "
+"to collisions in the environment.\n"
+"The SpringArm will either cast a ray, or if a shape is given, it will cast "
+"the shape in the direction of its z axis.\n"
+"If you use the SpringArm as a camera controller for your player, you might "
+"need to exclude the player's collider from the SpringArm's collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml:19
+msgid ""
+"Adds the [PhysicsBody] object with the given [RID] to the list of "
+"[PhysicsBody] objects excluded from the collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml:25
+msgid ""
+"Clears the list of [PhysicsBody] objects excluded from the collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml:31
+msgid "Returns the spring arm's current length."
+msgstr ""
+
+#: doc/classes/SpringArm.xml:38
+msgid ""
+"Removes the given [RID] from the list of [PhysicsBody] objects excluded from "
+"the collision check."
+msgstr ""
+
+#: doc/classes/SpringArm.xml:44
+msgid ""
+"The layers against which the collision check shall be done. See [url=https://"
+"docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction."
+"html#collision-layers-and-masks]Collision layers and masks[/url] in the "
+"documentation for more information."
+msgstr ""
+
+#: doc/classes/SpringArm.xml:47
+msgid ""
+"When the collision check is made, a candidate length for the SpringArm is "
+"given.\n"
+"The margin is then subtracted to this length and the translation is applied "
+"to the child objects of the SpringArm.\n"
+"This margin is useful for when the SpringArm has a [Camera] as a child node: "
+"without the margin, the [Camera] would be placed on the exact point of "
+"collision, while with the margin the [Camera] would be placed close to the "
+"point of collision."
+msgstr ""
+
+#: doc/classes/SpringArm.xml:52
+msgid ""
+"The [Shape] to use for the SpringArm.\n"
+"When the shape is set, the SpringArm will cast the [Shape] on its z axis "
+"instead of performing a ray cast."
+msgstr ""
+
+#: doc/classes/SpringArm.xml:56
+msgid ""
+"The maximum extent of the SpringArm. This is used as a length for both the "
+"ray and the shape cast used internally to calculate the desired position of "
+"the SpringArm's child nodes.\n"
+"To know more about how to perform a shape cast or a ray cast, please consult "
+"the [PhysicsDirectSpaceState] documentation."
+msgstr ""
+
+#: doc/classes/Sprite.xml:4
+msgid "General-purpose sprite node."
+msgstr ""
+
+#: doc/classes/Sprite.xml:7
+msgid ""
+"A node that displays a 2D texture. The texture displayed can be a region "
+"from a larger atlas texture, or a frame from a sprite sheet animation."
+msgstr ""
+
+#: doc/classes/Sprite.xml:16
+msgid ""
+"Returns a [Rect2] representing the Sprite's boundary in local coordinates. "
+"Can be used to detect if the Sprite was clicked. Example:\n"
+"[codeblock]\n"
+"func _input(event):\n"
+" if event is InputEventMouseButton and event.pressed and event."
+"button_index == BUTTON_LEFT:\n"
+" if get_rect().has_point(to_local(event.position)):\n"
+" print(\"A click!\")\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Sprite.xml:29
+msgid ""
+"Returns [code]true[/code], if the pixel at the given position is opaque and "
+"[code]false[/code] in other case.\n"
+"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is "
+"[code]null[/code] or if the given position is invalid."
+msgstr ""
+
+#: doc/classes/Sprite.xml:36
+msgid "If [code]true[/code], texture is centered."
+msgstr ""
+
+#: doc/classes/Sprite.xml:45 doc/classes/Sprite3D.xml:15
+msgid ""
+"Current frame to display from sprite sheet. [member hframes] or [member "
+"vframes] must be greater than 1."
+msgstr ""
+
+#: doc/classes/Sprite.xml:48 doc/classes/Sprite3D.xml:18
+msgid ""
+"Coordinates of the frame to display from sprite sheet. This is as an alias "
+"for the [member frame] property. [member hframes] or [member vframes] must "
+"be greater than 1."
+msgstr ""
+
+#: doc/classes/Sprite.xml:51 doc/classes/Sprite3D.xml:21
+msgid "The number of columns in the sprite sheet."
+msgstr ""
+
+#: doc/classes/Sprite.xml:54
+msgid ""
+"The normal map gives depth to the Sprite.\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 ""
+
+#: doc/classes/Sprite.xml:61
+msgid ""
+"If [code]true[/code], texture is cut from a larger atlas texture. See "
+"[member region_rect]."
+msgstr ""
+
+#: doc/classes/Sprite.xml:64
+msgid "If [code]true[/code], the outermost pixels get blurred out."
+msgstr ""
+
+#: doc/classes/Sprite.xml:67 doc/classes/Sprite3D.xml:27
+msgid ""
+"The region of the atlas texture to display. [member region_enabled] must be "
+"[code]true[/code]."
+msgstr ""
+
+#: doc/classes/Sprite.xml:70
+msgid "[Texture] object to draw."
+msgstr ""
+
+#: doc/classes/Sprite.xml:73 doc/classes/Sprite3D.xml:33
+msgid "The number of rows in the sprite sheet."
+msgstr ""
+
+#: doc/classes/Sprite.xml:79 doc/classes/Sprite3D.xml:39
+msgid "Emitted when the [member frame] changes."
+msgstr ""
+
+#: doc/classes/Sprite.xml:84
+msgid "Emitted when the [member texture] changes."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml:4
+msgid "2D sprite node in a 3D world."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml:7
+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."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml:24
+msgid ""
+"If [code]true[/code], texture will be cut from a larger atlas texture. See "
+"[member region_rect]."
+msgstr ""
+
+#: doc/classes/Sprite3D.xml:30
+msgid ""
+"[Texture] object to draw. If [member GeometryInstance.material_override] is "
+"used, this will be overridden."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:4
+msgid "2D sprite node in 3D environment."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:7
+msgid "A node that displays 2D texture information in a 3D environment."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:27
+msgid "Returns the rectangle representing this sprite."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:35
+msgid "If [code]true[/code], the specified flag will be enabled."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:43
+msgid "The direction in which the front of the texture faces."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:51
+msgid ""
+"If [code]true[/code], texture can be seen from the back as well, if "
+"[code]false[/code], it is invisible when looking at it from behind."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:60
+msgid ""
+"A color value that gets multiplied on, could be used for mood-coloring or to "
+"simulate the color of light."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:66
+msgid ""
+"The objects' visibility on a scale from [code]0[/code] fully invisible to "
+"[code]1[/code] fully visible."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:69
+msgid "The size of one pixel's width on the sprite to scale it in 3D."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:72
+msgid ""
+"If [code]true[/code], the [Light] in the [Environment] has effects on the "
+"sprite."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:75
+msgid ""
+"If [code]true[/code], the texture's transparency and the opacity are used to "
+"make those parts of the sprite invisible."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:80
+msgid ""
+"If set, the texture's transparency and the opacity are used to make those "
+"parts of the sprite invisible."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:83
+msgid "If set, lights in the environment affect the sprite."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:86
+msgid ""
+"If set, texture can be seen from the back as well, if not, it is invisible "
+"when looking at it from behind."
+msgstr ""
+
+#: doc/classes/SpriteBase3D.xml:89
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:4
+msgid "Sprite frame library for AnimatedSprite."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:7
+msgid ""
+"Sprite frame library for [AnimatedSprite]. Contains frames and animation "
+"data for playback.\n"
+"[b]Note:[/b] You can associate a set of normal maps by creating additional "
+"[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
+"having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
+"code] will make it so the [code]run[/code] animation uses the normal map."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:17
+msgid "Adds a new animation to the library."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:26
+msgid "Adds a frame to the given animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:33
+msgid "Removes all frames from the given animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:39
+msgid "Removes all animations. A \"default\" animation will be created."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:46
+msgid ""
+"Returns [code]true[/code] if the given animation is configured to loop when "
+"it finishes playing. Otherwise, returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:52
+msgid ""
+"Returns an array containing the names associated to each animation. Values "
+"are placed in alphabetical order."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:59 doc/classes/SpriteFrames.xml:120
+msgid "The animation's speed in frames per second."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:67
+msgid "Returns the animation's selected frame."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:74
+msgid "Returns the number of frames in the animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:81
+msgid "If [code]true[/code], the named animation exists."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:88
+msgid "Removes the given animation."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:96
+msgid "Removes the animation's selected frame."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:104
+msgid "Changes the animation's name to [code]newname[/code]."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:112
+msgid "If [code]true[/code], the animation will loop."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:129
+msgid "Sets the texture of the given frame."
+msgstr ""
+
+#: doc/classes/SpriteFrames.xml:135
+msgid "Compatibility property, always equals to an empty array."
+msgstr ""
+
+#: doc/classes/StaticBody.xml:4
+msgid "Static body for 3D physics."
+msgstr ""
+
+#: doc/classes/StaticBody.xml:7
+msgid ""
+"Static body for 3D physics. A static body is a simple body that is not "
+"intended to move. In contrast to [RigidBody], they don't consume any CPU "
+"resources as long as they don't move.\n"
+"Additionally, a constant linear or angular velocity can be set for the "
+"static body, so even if it doesn't move, it affects other bodies as if it "
+"was moving (this is useful for simulating conveyor belts or conveyor wheels)."
+msgstr ""
+
+#: doc/classes/StaticBody.xml:23
+msgid ""
+"The body's constant angular velocity. This does not rotate the body, but "
+"affects other bodies that touch it, as if it was in a state of rotation."
+msgstr ""
+
+#: doc/classes/StaticBody.xml:26
+msgid ""
+"The body's constant linear velocity. This does not move the body, but "
+"affects other bodies that touch it, as if it was in a state of movement."
+msgstr ""
+
+#: doc/classes/StaticBody.xml:29
+msgid ""
+"The body's friction, from 0 (frictionless) to 1 (full friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml:4
+msgid "Static body for 2D physics."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml:7
+msgid ""
+"Static body for 2D physics. A StaticBody2D is a body that is not intended to "
+"move. It is ideal for implementing objects in the environment, such as walls "
+"or platforms.\n"
+"Additionally, a constant linear or angular velocity can be set for the "
+"static body, which will affect colliding bodies as if it were moving (for "
+"example, a conveyor belt)."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml:20
+msgid ""
+"The body's constant angular velocity. This does not rotate the body, but "
+"affects colliding bodies, as if it were rotating."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml:23
+msgid ""
+"The body's constant linear velocity. This does not move the body, but "
+"affects colliding bodies, as if it were moving."
+msgstr ""
+
+#: doc/classes/StaticBody2D.xml:26
+msgid ""
+"The body's friction. Values range from [code]0[/code] (no friction) to "
+"[code]1[/code] (full friction).\n"
+"Deprecated, use [member PhysicsMaterial.friction] instead via [member "
+"physics_material_override]."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:4
+msgid "Abstraction and base class for stream-based protocols."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:7
+msgid ""
+"StreamPeer is an abstraction and base class for stream-based protocols (such "
+"as TCP). It provides an API for sending and receiving data through streams "
+"as raw data or strings."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:15
+msgid "Gets a signed 16-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:21
+msgid "Gets a signed 32-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:27
+msgid "Gets a signed 64-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:33
+msgid "Gets a signed byte from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:39
+msgid "Returns the amount of bytes this [StreamPeer] has available."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:46
+msgid ""
+"Returns a chunk data with the received bytes. The amount of bytes to be "
+"received can be requested in the [code]bytes[/code] argument. If not enough "
+"bytes are available, the function will block until the desired amount is "
+"received. This function returns two values, an [enum @GlobalScope.Error] "
+"code and a data array."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:52
+msgid "Gets a double-precision float from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:58
+msgid "Gets a single-precision float from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:65
+msgid ""
+"Returns a chunk data with the received bytes. The amount of bytes to be "
+"received can be requested in the \"bytes\" argument. If not enough bytes are "
+"available, the function will return how many were actually received. This "
+"function returns two values, an [enum @GlobalScope.Error] code, and a data "
+"array."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:72
+msgid ""
+"Gets a string with byte-length [code]bytes[/code] from the stream. If "
+"[code]bytes[/code] is negative (default) the length will be read from the "
+"stream using the reverse process of [method put_string]."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:78
+msgid "Gets an unsigned 16-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:84
+msgid "Gets an unsigned 32-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:90
+msgid "Gets an unsigned 64-bit value from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:96
+msgid "Gets an unsigned byte from the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:103
+msgid ""
+"Gets an UTF-8 string with byte-length [code]bytes[/code] from the stream "
+"(this decodes the string sent as UTF-8). If [code]bytes[/code] is negative "
+"(default) the length will be read from the stream using the reverse process "
+"of [method put_utf8_string]."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:110
+msgid ""
+"Gets a Variant from the stream. If [code]allow_objects[/code] is [code]true[/"
+"code], decoding objects is allowed.\n"
+"[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
+"Do not use this option if the serialized object comes from untrusted sources "
+"to avoid potential security threats such as remote code execution."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:118
+msgid "Puts a signed 16-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:125
+msgid "Puts a signed 32-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:132
+msgid "Puts a signed 64-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:139
+msgid "Puts a signed byte into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:146
+msgid ""
+"Sends a chunk of data through the connection, blocking if necessary until "
+"the data is done sending. This function returns an [enum @GlobalScope.Error] "
+"code."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:153
+msgid "Puts a double-precision float into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:160
+msgid "Puts a single-precision float into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:167
+msgid ""
+"Sends a chunk of data through the connection. If all the data could not be "
+"sent at once, only part of it will. This function returns two values, an "
+"[enum @GlobalScope.Error] code and an integer, describing how much data was "
+"actually sent."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:174
+msgid ""
+"Puts a zero-terminated ASCII string into the stream prepended by a 32-bit "
+"unsigned integer representing its size.\n"
+"[b]Note:[/b] To put an ASCII string without prepending its size, you can use "
+"[method put_data]:\n"
+"[codeblock]\n"
+"put_data(\"Hello world\".to_ascii())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:185
+msgid "Puts an unsigned 16-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:192
+msgid "Puts an unsigned 32-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:199
+msgid "Puts an unsigned 64-bit value into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:206
+msgid "Puts an unsigned byte into the stream."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:213
+msgid ""
+"Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits "
+"unsigned integer representing its size.\n"
+"[b]Note:[/b] To put an UTF-8 string without prepending its size, you can use "
+"[method put_data]:\n"
+"[codeblock]\n"
+"put_data(\"Hello world\".to_utf8())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:225
+msgid ""
+"Puts a Variant into the stream. If [code]full_objects[/code] is [code]true[/"
+"code] encoding objects is allowed (and can potentially include code)."
+msgstr ""
+
+#: doc/classes/StreamPeer.xml:231
+msgid ""
+"If [code]true[/code], this [StreamPeer] will using big-endian format for "
+"encoding and decoding."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml:4
+msgid "SSL stream peer."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml:7
+msgid ""
+"SSL stream peer. This object can be used to connect to an SSL server or "
+"accept a single SSL client connection."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml:20
+msgid ""
+"Accepts a peer connection as a server using the given [code]private_key[/"
+"code] and providing the given [code]certificate[/code] to the client. You "
+"can pass the optional [code]chain[/code] parameter to provide additional CA "
+"chain information along with the certificate."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml:30
+msgid ""
+"Connects to a peer using an underlying [StreamPeer] [code]stream[/code]. If "
+"[code]validate_certs[/code] is [code]true[/code], [StreamPeerSSL] will "
+"validate that the certificate presented by the peer matches the "
+"[code]for_hostname[/code].\n"
+"[b]Note:[/b] Specifying a custom [code]valid_certificate[/code] is not "
+"supported in HTML5 exports due to browsers restrictions."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml:37 doc/classes/StreamPeerTCP.xml:23
+msgid "Disconnects from host."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml:49
+msgid ""
+"Poll the connection to check for incoming bytes. Call this right before "
+"[method StreamPeer.get_available_bytes] for it to work properly."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml:59
+msgid "A status representing a [StreamPeerSSL] that is disconnected."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml:62
+msgid "A status representing a [StreamPeerSSL] during handshaking."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml:65
+msgid "A status representing a [StreamPeerSSL] that is connected to a host."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml:68
+msgid "A status representing a [StreamPeerSSL] in error state."
+msgstr ""
+
+#: doc/classes/StreamPeerSSL.xml:71
+msgid ""
+"An error status that shows a mismatch in the SSL certificate domain "
+"presented by the host and the domain requested for validation."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:4
+msgid "TCP stream peer."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:7
+msgid ""
+"TCP stream peer. This object can be used to connect to TCP servers, or also "
+"is returned by a TCP server."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:17
+msgid ""
+"Connects to the specified [code]host:port[/code] pair. A hostname will be "
+"resolved if valid. Returns [constant OK] on success or [constant FAILED] on "
+"failure."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:29
+msgid "Returns the IP of this peer."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:35
+msgid "Returns the port of this peer."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:41
+msgid "Returns the status of the connection, see [enum Status]."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:47
+msgid ""
+"Returns [code]true[/code] if this peer is currently connected or is "
+"connecting to a host, [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:54
+msgid ""
+"If [code]enabled[/code] is [code]true[/code], packets will be sent "
+"immediately. If [code]enabled[/code] is [code]false[/code] (the default), "
+"packet transfers will be delayed and combined using [url=https://en."
+"wikipedia.org/wiki/Nagle%27s_algorithm]Nagle's algorithm[/url].\n"
+"[b]Note:[/b] It's recommended to leave this disabled for applications that "
+"send large packets or need to transfer a lot of data, as enabling this can "
+"decrease the total available bandwidth."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:61
+msgid ""
+"The initial status of the [StreamPeerTCP]. This is also the status after "
+"disconnecting."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:64
+msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:67
+msgid "A status representing a [StreamPeerTCP] that is connected to a host."
+msgstr ""
+
+#: doc/classes/StreamPeerTCP.xml:70
+msgid "A status representing a [StreamPeerTCP] in error state."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml:4
+msgid "A [code].stex[/code] texture."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml:7
+msgid "A texture that is loaded from a [code].stex[/code] file."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml:16
+msgid "Loads the texture from the given path."
+msgstr ""
+
+#: doc/classes/StreamTexture.xml:23
+msgid "The StreamTexture's file path to a [code].stex[/code] file."
+msgstr ""
+
+#: doc/classes/String.xml:4
+msgid "Built-in string class."
+msgstr ""
+
+#: doc/classes/String.xml:7
+msgid ""
+"This is the built-in string class (and the one used by GDScript). It "
+"supports Unicode and provides all necessary means for string handling. "
+"Strings are reference-counted and use a copy-on-write approach, so passing "
+"them around is cheap in resources."
+msgstr ""
+
+#: doc/classes/String.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/"
+"gdscript_format_string.html"
+msgstr ""
+
+#: doc/classes/String.xml:17
+msgid "Constructs a new String from the given [bool]."
+msgstr ""
+
+#: doc/classes/String.xml:24
+msgid "Constructs a new String from the given [int]."
+msgstr ""
+
+#: doc/classes/String.xml:31
+msgid "Constructs a new String from the given [float]."
+msgstr ""
+
+#: doc/classes/String.xml:38
+msgid "Constructs a new String from the given [Vector2]."
+msgstr ""
+
+#: doc/classes/String.xml:45
+msgid "Constructs a new String from the given [Rect2]."
+msgstr ""
+
+#: doc/classes/String.xml:52
+msgid "Constructs a new String from the given [Vector3]."
+msgstr ""
+
+#: doc/classes/String.xml:59
+msgid "Constructs a new String from the given [Transform2D]."
+msgstr ""
+
+#: doc/classes/String.xml:66
+msgid "Constructs a new String from the given [Plane]."
+msgstr ""
+
+#: doc/classes/String.xml:73
+msgid "Constructs a new String from the given [Quat]."
+msgstr ""
+
+#: doc/classes/String.xml:80
+msgid "Constructs a new String from the given [AABB]."
+msgstr ""
+
+#: doc/classes/String.xml:87
+msgid "Constructs a new String from the given [Basis]."
+msgstr ""
+
+#: doc/classes/String.xml:94
+msgid "Constructs a new String from the given [Transform]."
+msgstr ""
+
+#: doc/classes/String.xml:101
+msgid "Constructs a new String from the given [Color]."
+msgstr ""
+
+#: doc/classes/String.xml:108
+msgid "Constructs a new String from the given [NodePath]."
+msgstr ""
+
+#: doc/classes/String.xml:115
+msgid "Constructs a new String from the given [RID]."
+msgstr ""
+
+#: doc/classes/String.xml:122
+msgid "Constructs a new String from the given [Dictionary]."
+msgstr ""
+
+#: doc/classes/String.xml:129
+msgid "Constructs a new String from the given [Array]."
+msgstr ""
+
+#: doc/classes/String.xml:136
+msgid "Constructs a new String from the given [PoolByteArray]."
+msgstr ""
+
+#: doc/classes/String.xml:143
+msgid "Constructs a new String from the given [PoolIntArray]."
+msgstr ""
+
+#: doc/classes/String.xml:150
+msgid "Constructs a new String from the given [PoolRealArray]."
+msgstr ""
+
+#: doc/classes/String.xml:157
+msgid "Constructs a new String from the given [PoolStringArray]."
+msgstr ""
+
+#: doc/classes/String.xml:164
+msgid "Constructs a new String from the given [PoolVector2Array]."
+msgstr ""
+
+#: doc/classes/String.xml:171
+msgid "Constructs a new String from the given [PoolVector3Array]."
+msgstr ""
+
+#: doc/classes/String.xml:178
+msgid "Constructs a new String from the given [PoolColorArray]."
+msgstr ""
+
+#: doc/classes/String.xml:185
+msgid "Returns [code]true[/code] if the string begins with the given string."
+msgstr ""
+
+#: doc/classes/String.xml:191
+msgid "Returns the bigrams (pairs of consecutive letters) of this string."
+msgstr ""
+
+#: doc/classes/String.xml:197
+msgid ""
+"Returns a copy of the string with special characters escaped using the C "
+"language standard."
+msgstr ""
+
+#: doc/classes/String.xml:203
+msgid ""
+"Returns a copy of the string with escaped characters replaced by their "
+"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/"
+"code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/"
+"code], [code]\\f[/code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/"
+"code], [code]\\v[/code].\n"
+"[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the "
+"[code]\\uXXXX[/code] escape sequence."
+msgstr ""
+
+#: doc/classes/String.xml:210
+msgid ""
+"Changes the case of some letters. Replaces underscores with spaces, adds "
+"spaces before in-word uppercase characters, converts all letters to "
+"lowercase, then capitalizes the first letter and every letter following a "
+"space character. For [code]capitalize camelCase mixed_with_underscores[/"
+"code], it will return [code]Capitalize Camel Case Mixed With Underscores[/"
+"code]."
+msgstr ""
+
+#: doc/classes/String.xml:217
+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. \"less than\" or \"greater than\" are determined by the [url=https://"
+"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
+"of each string, which roughly matches the alphabetical order.\n"
+"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
+"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
+"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
+"mind this length is determined by the number of Unicode codepoints, [i]not[/"
+"i] the actual visible characters.\n"
+"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
+"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
+"[code]0[/code] if both strings are empty.\n"
+"To get a boolean result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method nocasecmp_to]."
+msgstr ""
+
+#: doc/classes/String.xml:229
+msgid ""
+"Returns the number of occurrences of substring [code]what[/code] between "
+"[code]from[/code] and [code]to[/code] positions. If [code]from[/code] and "
+"[code]to[/code] equals 0 the whole string will be used. If only [code]to[/"
+"code] equals 0 the remained substring will be used."
+msgstr ""
+
+#: doc/classes/String.xml:238
+msgid ""
+"Returns the number of occurrences of substring [code]what[/code] (ignoring "
+"case) between [code]from[/code] and [code]to[/code] positions. If "
+"[code]from[/code] and [code]to[/code] equals 0 the whole string will be "
+"used. If only [code]to[/code] equals 0 the remained substring will be used."
+msgstr ""
+
+#: doc/classes/String.xml:244
+msgid ""
+"Returns a copy of the string with indentation (leading tabs and spaces) "
+"removed."
+msgstr ""
+
+#: doc/classes/String.xml:250
+msgid ""
+"Returns [code]true[/code] if the length of the string equals [code]0[/code]."
+msgstr ""
+
+#: doc/classes/String.xml:257
+msgid "Returns [code]true[/code] if the string ends with the given string."
+msgstr ""
+
+#: doc/classes/String.xml:264
+msgid ""
+"Erases [code]chars[/code] characters from the string starting from "
+"[code]position[/code]."
+msgstr ""
+
+#: doc/classes/String.xml:272
+msgid ""
+"Finds the first occurrence of a substring. Returns the starting position of "
+"the substring or [code]-1[/code] if not found. Optionally, the initial "
+"search index can be passed.\n"
+"[b]Note:[/b] If you just want to know whether a string contains a substring, "
+"use the [code]in[/code] operator as follows:\n"
+"[codeblock]\n"
+"# Will evaluate to `false`.\n"
+"if \"i\" in \"team\":\n"
+" pass\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml:285
+msgid ""
+"Finds the last occurrence of a substring. Returns the starting position of "
+"the substring or [code]-1[/code] if not found."
+msgstr ""
+
+#: doc/classes/String.xml:293
+msgid ""
+"Finds the first occurrence of a substring, ignoring case. Returns the "
+"starting position of the substring or [code]-1[/code] if not found. "
+"Optionally, the initial search index can be passed."
+msgstr ""
+
+#: doc/classes/String.xml:301
+msgid ""
+"Formats the string by replacing all occurrences of [code]placeholder[/code] "
+"with [code]values[/code]."
+msgstr ""
+
+#: doc/classes/String.xml:307
+msgid "If the string is a valid file path, returns the base directory name."
+msgstr ""
+
+#: doc/classes/String.xml:313
+msgid ""
+"If the string is a valid file path, returns the full file path without the "
+"extension."
+msgstr ""
+
+#: doc/classes/String.xml:319
+msgid ""
+"Returns the extension without the leading period character ([code].[/code]) "
+"if the string is a valid file name or path. If the string does not contain "
+"an extension, returns an empty string instead.\n"
+"[codeblock]\n"
+"print(\"/path/to/file.txt\".get_extension()) # \"txt\"\n"
+"print(\"file.txt\".get_extension()) # \"txt\"\n"
+"print(\"file.sample.txt\".get_extension()) # \"txt\"\n"
+"print(\".txt\".get_extension()) # \"txt\"\n"
+"print(\"file.txt.\".get_extension()) # \"\" (empty string)\n"
+"print(\"file.txt..\".get_extension()) # \"\" (empty string)\n"
+"print(\"txt\".get_extension()) # \"\" (empty string)\n"
+"print(\"\".get_extension()) # \"\" (empty string)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml:335
+msgid "If the string is a valid file path, returns the filename."
+msgstr ""
+
+#: doc/classes/String.xml:341
+msgid "Hashes the string and returns a 32-bit integer."
+msgstr ""
+
+#: doc/classes/String.xml:347
+msgid ""
+"Converts a string containing a hexadecimal number into an integer. "
+"Hexadecimal strings are expected to be prefixed with \"[code]0x[/code]\" "
+"otherwise [code]0[/code] is returned.\n"
+"[codeblock]\n"
+"print(\"0xff\".hex_to_int()) # Print \"255\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml:356
+msgid ""
+"Escapes (encodes) a string to URL friendly format. Also referred to as 'URL "
+"encode'.\n"
+"[codeblock]\n"
+"print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"."
+"http_escape())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml:365
+msgid ""
+"Unescapes (decodes) a string in URL encoded format. Also referred to as 'URL "
+"decode'.\n"
+"[codeblock]\n"
+"print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"."
+"http_unescape())\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml:375
+msgid ""
+"Converts [code]size[/code] represented as number of bytes to human-readable "
+"format using internationalized set of data size units, namely: B, KiB, MiB, "
+"GiB, TiB, PiB, EiB. Note that the next smallest unit is picked automatically "
+"to hold at most 1024 units.\n"
+"[codeblock]\n"
+"var bytes = 133790307\n"
+"var size = String.humanize_size(bytes)\n"
+"print(size) # prints \"127.5 MiB\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml:388
+msgid ""
+"Returns a copy of the string with the substring [code]what[/code] inserted "
+"at the given position."
+msgstr ""
+
+#: doc/classes/String.xml:394
+msgid ""
+"If the string is a path to a file or directory, returns [code]true[/code] if "
+"the path is absolute."
+msgstr ""
+
+#: doc/classes/String.xml:400
+msgid ""
+"If the string is a path to a file or directory, returns [code]true[/code] if "
+"the path is relative."
+msgstr ""
+
+#: doc/classes/String.xml:407
+msgid ""
+"Returns [code]true[/code] if this string is a subsequence of the given "
+"string."
+msgstr ""
+
+#: doc/classes/String.xml:414
+msgid ""
+"Returns [code]true[/code] if this string is a subsequence of the given "
+"string, without considering case."
+msgstr ""
+
+#: doc/classes/String.xml:420
+msgid ""
+"Returns [code]true[/code] if this string is free from characters that aren't "
+"allowed in file names, those being:\n"
+"[code]: / \\ ? * \" | % < >[/code]"
+msgstr ""
+
+#: doc/classes/String.xml:427
+msgid "Returns [code]true[/code] if this string contains a valid float."
+msgstr ""
+
+#: doc/classes/String.xml:434
+msgid ""
+"Returns [code]true[/code] if this string contains a valid hexadecimal "
+"number. If [code]with_prefix[/code] is [code]true[/code], then a validity of "
+"the hexadecimal number is determined by [code]0x[/code] prefix, for "
+"instance: [code]0xDEADC0DE[/code]."
+msgstr ""
+
+#: doc/classes/String.xml:440
+msgid ""
+"Returns [code]true[/code] if this string contains a valid color in "
+"hexadecimal HTML notation. Other HTML notations such as named colors or "
+"[code]hsl()[/code] colors aren't considered valid by this method and will "
+"return [code]false[/code]."
+msgstr ""
+
+#: doc/classes/String.xml:446
+msgid ""
+"Returns [code]true[/code] if this string is a valid identifier. A valid "
+"identifier may contain only letters, digits and underscores ([code]_[/code]) "
+"and the first character may not be a digit."
+msgstr ""
+
+#: doc/classes/String.xml:452
+msgid "Returns [code]true[/code] if this string contains a valid integer."
+msgstr ""
+
+#: doc/classes/String.xml:458
+msgid ""
+"Returns [code]true[/code] if this string contains only a well-formatted IPv4 "
+"or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/"
+"Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/"
+"code] as valid."
+msgstr ""
+
+#: doc/classes/String.xml:464
+msgid ""
+"Returns a copy of the string with special characters escaped using the JSON "
+"standard."
+msgstr ""
+
+#: doc/classes/String.xml:471
+msgid "Returns a number of characters from the left of the string."
+msgstr ""
+
+#: doc/classes/String.xml:477
+msgid "Returns the string's amount of characters."
+msgstr ""
+
+#: doc/classes/String.xml:484
+msgid ""
+"Returns a copy of the string with characters removed from the left. The "
+"[code]chars[/code] argument is a string specifying the set of characters to "
+"be removed.\n"
+"[b]Note:[/b] The [code]chars[/code] is not a prefix. See [method "
+"trim_prefix] method that will remove a single prefix string rather than a "
+"set of characters."
+msgstr ""
+
+#: doc/classes/String.xml:492
+msgid ""
+"Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
+"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
+"single character except a period ([code]\".\"[/code])."
+msgstr ""
+
+#: doc/classes/String.xml:499
+msgid ""
+"Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
+"matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
+"single character except a period ([code]\".\"[/code])."
+msgstr ""
+
+#: doc/classes/String.xml:505
+msgid "Returns the MD5 hash of the string as an array of bytes."
+msgstr ""
+
+#: doc/classes/String.xml:511
+msgid "Returns the MD5 hash of the string as a string."
+msgstr ""
+
+#: doc/classes/String.xml:518
+msgid ""
+"Performs a case-insensitive [i]natural order[/i] comparison to another "
+"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater "
+"than, or [code]0[/code] if equal. \"less than\" or \"greater than\" are "
+"determined by the [url=https://en.wikipedia.org/wiki/"
+"List_of_Unicode_characters]Unicode code points[/url] of each string, which "
+"roughly matches the alphabetical order. Internally, lowercase characters "
+"will be converted to uppercase during the comparison.\n"
+"When used for sorting, natural order comparison will order suites of numbers "
+"as expected by most people. If you sort the numbers from 1 to 10 using "
+"natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, "
+"10, 2, 3, ...][/code].\n"
+"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
+"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
+"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
+"mind this length is determined by the number of Unicode codepoints, [i]not[/"
+"i] the actual visible characters.\n"
+"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
+"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
+"[code]0[/code] if both strings are empty.\n"
+"To get a boolean result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method nocasecmp_to] and [method casecmp_to]."
+msgstr ""
+
+#: doc/classes/String.xml:529
+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. \"less than\" or \"greater than\" are determined by the [url=https://"
+"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
+"of each string, which roughly matches the alphabetical order. Internally, "
+"lowercase characters will be converted to uppercase during the comparison.\n"
+"[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
+"\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
+"if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
+"mind this length is determined by the number of Unicode codepoints, [i]not[/"
+"i] the actual visible characters.\n"
+"[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
+"string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
+"[code]0[/code] if both strings are empty.\n"
+"To get a boolean result from a string comparison, use the [code]==[/code] "
+"operator instead. See also [method casecmp_to]."
+msgstr ""
+
+#: doc/classes/String.xml:539
+msgid "Returns the character code at position [code]at[/code]."
+msgstr ""
+
+#: doc/classes/String.xml:546
+msgid ""
+"Formats a number to have an exact number of [code]digits[/code] after the "
+"decimal point."
+msgstr ""
+
+#: doc/classes/String.xml:553
+msgid ""
+"Formats a number to have an exact number of [code]digits[/code] before the "
+"decimal point."
+msgstr ""
+
+#: doc/classes/String.xml:559
+msgid "Decode a percent-encoded string. See [method percent_encode]."
+msgstr ""
+
+#: doc/classes/String.xml:565
+msgid ""
+"Percent-encodes a string. Encodes parameters in a URL when sending a HTTP "
+"GET request (and bodies of form-urlencoded POST requests)."
+msgstr ""
+
+#: doc/classes/String.xml:572
+msgid ""
+"If the string is a path, this concatenates [code]file[/code] at the end of "
+"the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == "
+"\"this/is/path\"[/code]."
+msgstr ""
+
+#: doc/classes/String.xml:579
+msgid ""
+"Returns original string repeated a number of times. The number of "
+"repetitions is given by the argument."
+msgstr ""
+
+#: doc/classes/String.xml:587
+msgid ""
+"Replaces occurrences of a case-sensitive substring with the given one inside "
+"the string."
+msgstr ""
+
+#: doc/classes/String.xml:595
+msgid ""
+"Replaces occurrences of a case-insensitive substring with the given one "
+"inside the string."
+msgstr ""
+
+#: doc/classes/String.xml:603
+msgid ""
+"Performs a case-sensitive search for a substring, but starts from the end of "
+"the string instead of the beginning."
+msgstr ""
+
+#: doc/classes/String.xml:611
+msgid ""
+"Performs a case-insensitive search for a substring, but starts from the end "
+"of the string instead of the beginning."
+msgstr ""
+
+#: doc/classes/String.xml:618
+msgid "Returns the right side of the string from a given position."
+msgstr ""
+
+#: doc/classes/String.xml:627
+msgid ""
+"Splits the string by a [code]delimiter[/code] string and returns an array of "
+"the substrings, starting from right.\n"
+"The splits in the returned array are sorted in the same order as the "
+"original string, from left to right.\n"
+"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
+"from the right up to [code]maxsplit[/code]. The default value of 0 means "
+"that all items are split, thus giving the same result as [method split].\n"
+"Example:\n"
+"[codeblock]\n"
+"var some_string = \"One,Two,Three,Four\"\n"
+"var some_array = some_string.rsplit(\",\", true, 1)\n"
+"print(some_array.size()) # Prints 2\n"
+"print(some_array[0]) # Prints \"Four\"\n"
+"print(some_array[1]) # Prints \"Three,Two,One\"\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/String.xml:644
+msgid ""
+"Returns a copy of the string with characters removed from the right. The "
+"[code]chars[/code] argument is a string specifying the set of characters to "
+"be removed.\n"
+"[b]Note:[/b] The [code]chars[/code] is not a suffix. See [method "
+"trim_suffix] method that will remove a single suffix string rather than a "
+"set of characters."
+msgstr ""
+
+#: doc/classes/String.xml:651
+msgid "Returns the SHA-1 hash of the string as an array of bytes."
+msgstr ""
+
+#: doc/classes/String.xml:657
+msgid "Returns the SHA-1 hash of the string as a string."
+msgstr ""
+
+#: doc/classes/String.xml:663
+msgid "Returns the SHA-256 hash of the string as an array of bytes."
+msgstr ""
+
+#: doc/classes/String.xml:669
+msgid "Returns the SHA-256 hash of the string as a string."
+msgstr ""
+
+#: doc/classes/String.xml:676
+msgid ""
+"Returns the similarity index of the text compared to this string. 1 means "
+"totally similar and 0 means totally dissimilar."
+msgstr ""
+
+#: doc/classes/String.xml:682
+msgid "Returns a simplified canonical path."
+msgstr ""
+
+#: doc/classes/String.xml:691
+msgid ""
+"Splits the string by a [code]delimiter[/code] string and returns an array of "
+"the substrings. The [code]delimiter[/code] can be of any length.\n"
+"If [code]maxsplit[/code] is specified, it defines the number of splits to do "
+"from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
+"code] means that all items are split.\n"
+"Example:\n"
+"[codeblock]\n"
+"var some_string = \"One,Two,Three,Four\"\n"
+"var some_array = some_string.split(\",\", true, 1)\n"
+"print(some_array.size()) # Prints 2\n"
+"print(some_array[0]) # Prints \"One\"\n"
+"print(some_array[1]) # Prints \"Two,Three,Four\"\n"
+"[/codeblock]\n"
+"If you need to split strings with more complex rules, use the [RegEx] class "
+"instead."
+msgstr ""
+
+#: doc/classes/String.xml:709
+msgid ""
+"Splits the string in floats by using a delimiter string and returns an array "
+"of the substrings.\n"
+"For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
+"split by [code]\",\"[/code]."
+msgstr ""
+
+#: doc/classes/String.xml:718
+msgid ""
+"Returns a copy of the string stripped of any non-printable character "
+"(including tabulations, spaces and line breaks) at the beginning and the "
+"end. The optional arguments are used to toggle stripping on the left and "
+"right edges respectively."
+msgstr ""
+
+#: doc/classes/String.xml:724
+msgid ""
+"Returns a copy of the string stripped of any escape character. These include "
+"all non-printable control characters of the first page of the ASCII table (< "
+"32), such as tabulation ([code]\\t[/code] in C) and newline ([code]\\n[/"
+"code] and [code]\\r[/code]) characters, but not spaces."
+msgstr ""
+
+#: doc/classes/String.xml:732
+msgid ""
+"Returns part of the string from the position [code]from[/code] with length "
+"[code]len[/code]. Argument [code]len[/code] is optional and using [code]-1[/"
+"code] will return remaining characters from given position."
+msgstr ""
+
+#: doc/classes/String.xml:738
+msgid ""
+"Converts the String (which is a character array) to [PoolByteArray] (which "
+"is an array of bytes). The conversion is faster compared to [method "
+"to_utf8], as this method assumes that all the characters in the String are "
+"ASCII characters."
+msgstr ""
+
+#: doc/classes/String.xml:744
+msgid ""
+"Converts a string containing a decimal number into a [code]float[/code]."
+msgstr ""
+
+#: doc/classes/String.xml:750
+msgid ""
+"Converts a string containing an integer number into an [code]int[/code]."
+msgstr ""
+
+#: doc/classes/String.xml:756
+msgid "Returns the string converted to lowercase."
+msgstr ""
+
+#: doc/classes/String.xml:762
+msgid "Returns the string converted to uppercase."
+msgstr ""
+
+#: doc/classes/String.xml:768
+msgid ""
+"Converts the String (which is an array of characters) to [PoolByteArray] "
+"(which is an array of bytes). The conversion is a bit slower than [method "
+"to_ascii], but supports all UTF-8 characters. Therefore, you should prefer "
+"this function over [method to_ascii]."
+msgstr ""
+
+#: doc/classes/String.xml:774
+msgid ""
+"Converts the String (which is an array of characters) to [PoolByteArray] "
+"(which is an array of bytes)."
+msgstr ""
+
+#: doc/classes/String.xml:781
+msgid ""
+"Removes a given string from the start if it starts with it or leaves the "
+"string unchanged."
+msgstr ""
+
+#: doc/classes/String.xml:788
+msgid ""
+"Removes a given string from the end if it ends with it or leaves the string "
+"unchanged."
+msgstr ""
+
+#: doc/classes/String.xml:794
+msgid ""
+"Removes any characters from the string that are prohibited in [Node] names "
+"([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/"
+"code])."
+msgstr ""
+
+#: doc/classes/String.xml:800
+msgid ""
+"Returns a copy of the string with special characters escaped using the XML "
+"standard."
+msgstr ""
+
+#: doc/classes/String.xml:806
+msgid ""
+"Returns a copy of the string with escaped characters replaced by their "
+"meanings according to the XML standard."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:4
+msgid "Base class for drawing stylized boxes for the UI."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:7
+msgid ""
+"StyleBox is [Resource] that provides an abstract base class for drawing "
+"stylized boxes for the UI. StyleBoxes are used for drawing the styles of "
+"buttons, line edit backgrounds, tree backgrounds, etc. and also for testing "
+"a transparency mask for pointer signals. If mask test fails on a StyleBox "
+"assigned as mask to a control, clicks and motion signals will go through it "
+"to the one below.\n"
+"[b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], "
+"the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], "
+"[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the "
+"[code]focus[/code] [StyleBox] more reusable across different nodes."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:18
+msgid ""
+"Draws this stylebox using a [CanvasItem] with given [RID].\n"
+"You can get a [RID] value using [method Object.get_instance_id] on a "
+"[CanvasItem]-derived node."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:25
+msgid "Returns the size of this [StyleBox] without the margins."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:31
+msgid ""
+"Returns the [CanvasItem] that handles its [constant CanvasItem."
+"NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:38
+msgid "Returns the default value of the specified [enum Margin]."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:45
+msgid ""
+"Returns the content margin offset for the specified [enum Margin].\n"
+"Positive values reduce size inwards, unlike [Control]'s margin values."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:52
+msgid "Returns the minimum size that this stylebox can be shrunk to."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:58
+msgid ""
+"Returns the \"offset\" of a stylebox. This helper function returns a value "
+"equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style."
+"get_margin(MARGIN_TOP))[/code]."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:66
+msgid ""
+"Sets the default value of the specified [enum Margin] to given [code]offset[/"
+"code] in pixels."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:74
+msgid "Test a position in a rectangle, return whether it passes the mask test."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:80
+msgid ""
+"The bottom margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the bottom.\n"
+"If this value is negative, it is ignored and a child-specific margin is used "
+"instead. For example for [StyleBoxFlat] the border thickness (if any) is "
+"used instead.\n"
+"It is up to the code using this style box to decide what these contents are: "
+"for example, a [Button] respects this content margin for the textual "
+"contents of the button.\n"
+"[method get_margin] should be used to fetch this value as consumer instead "
+"of reading these properties directly. This is because it correctly respects "
+"negative values and the fallback mentioned above."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:86
+msgid ""
+"The left margin for the contents of this style box.Increasing this value "
+"reduces the space available to the contents from the left.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:90
+msgid ""
+"The right margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the right.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+
+#: doc/classes/StyleBox.xml:94
+msgid ""
+"The top margin for the contents of this style box. Increasing this value "
+"reduces the space available to the contents from the top.\n"
+"Refer to [member content_margin_bottom] for extra considerations."
+msgstr ""
+
+#: doc/classes/StyleBoxEmpty.xml:4
+msgid "Empty stylebox (does not display anything)."
+msgstr ""
+
+#: doc/classes/StyleBoxEmpty.xml:7
+msgid "Empty stylebox (really does not display anything)."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:4
+msgid ""
+"Customizable [StyleBox] with a given set of parameters (no texture required)."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:7
+msgid ""
+"This [StyleBox] can be used to achieve all kinds of looks without the need "
+"of a texture. The following properties are customizable:\n"
+"- Color\n"
+"- Border width (individual width for each border)\n"
+"- Rounded corners (individual radius for each corner)\n"
+"- Shadow (with blur and offset)\n"
+"Setting corner radius to high values is allowed. As soon as corners overlap, "
+"the stylebox will switch to a relative system. Example:\n"
+"[codeblock]\n"
+"height = 30\n"
+"corner_radius_top_left = 50\n"
+"corner_radius_bottom_left = 100\n"
+"[/codeblock]\n"
+"The relative system now would take the 1:2 ratio of the two left corners to "
+"calculate the actual corner width. Both corners added will [b]never[/b] be "
+"more than the height. Result:\n"
+"[codeblock]\n"
+"corner_radius_top_left: 10\n"
+"corner_radius_bottom_left: 20\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:31
+msgid ""
+"Returns the given [code]margin[/code]'s border width. See [enum Margin] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:37
+msgid "Returns the smallest border width out of all four borders."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:44
+msgid ""
+"Returns the given [code]corner[/code]'s radius. See [enum Corner] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:51 doc/classes/StyleBoxTexture.xml:16
+msgid ""
+"Returns the size of the given [code]margin[/code]'s expand margin. See [enum "
+"Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:59
+msgid ""
+"Sets the border width to [code]width[/code] pixels for the given "
+"[code]margin[/code]. See [enum Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:66
+msgid "Sets the border width to [code]width[/code] pixels for all margins."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:74
+msgid ""
+"Sets the corner radius to [code]radius[/code] pixels for the given "
+"[code]corner[/code]. See [enum Corner] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:81
+msgid "Sets the corner radius to [code]radius[/code] pixels for all corners."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:91
+msgid ""
+"Sets the corner radius for each corner to [code]radius_top_left[/code], "
+"[code]radius_top_right[/code], [code]radius_bottom_right[/code], and "
+"[code]radius_bottom_left[/code] pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:99 doc/classes/StyleBoxTexture.xml:48
+msgid ""
+"Sets the expand margin to [code]size[/code] pixels for the given "
+"[code]margin[/code]. See [enum Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:106 doc/classes/StyleBoxTexture.xml:30
+msgid "Sets the expand margin to [code]size[/code] pixels for all margins."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:116 doc/classes/StyleBoxTexture.xml:40
+msgid ""
+"Sets the expand margin for each margin to [code]size_left[/code], "
+"[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] "
+"pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:122
+msgid ""
+"Antialiasing draws a small ring around the edges, which fades to "
+"transparency. As a result, edges look much smoother. This is only noticeable "
+"when using rounded corners.\n"
+"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
+"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
+"[code]false[/code] to ensure crisp visuals and avoid possible visual "
+"glitches."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:126
+msgid ""
+"This changes the size of the faded ring. Higher values can be used to "
+"achieve a \"blurry\" effect."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:129
+msgid "The background color of the stylebox."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:132
+msgid "If [code]true[/code], the border will fade into the background color."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:135
+msgid "Sets the color of the border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:138
+msgid "Border width for the bottom border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:141
+msgid "Border width for the left border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:144
+msgid "Border width for the right border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:147
+msgid "Border width for the top border."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:150
+msgid ""
+"This sets the number of vertices used for each corner. Higher values result "
+"in rounder corners but take more processing power to compute. When choosing "
+"a value, you should take the corner radius ([method set_corner_radius_all]) "
+"into account.\n"
+"For corner radii less than 10, [code]4[/code] or [code]5[/code] should be "
+"enough. For corner radii less than 30, values between [code]8[/code] and "
+"[code]12[/code] should be enough.\n"
+"A corner detail of [code]1[/code] will result in chamfered corners instead "
+"of rounded corners, which is useful for some artistic effects."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:155
+msgid ""
+"The bottom-left corner's radius. If [code]0[/code], the corner is not "
+"rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:158
+msgid ""
+"The bottom-right corner's radius. If [code]0[/code], the corner is not "
+"rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:161
+msgid ""
+"The top-left corner's radius. If [code]0[/code], the corner is not rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:164
+msgid ""
+"The top-right corner's radius. If [code]0[/code], the corner is not rounded."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:167
+msgid "Toggles drawing of the inner part of the stylebox."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:170
+msgid ""
+"Expands the stylebox outside of the control rect on the bottom edge. Useful "
+"in combination with [member border_width_bottom] to draw a border outside "
+"the control rect."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:173
+msgid ""
+"Expands the stylebox outside of the control rect on the left edge. Useful in "
+"combination with [member border_width_left] to draw a border outside the "
+"control rect."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:176
+msgid ""
+"Expands the stylebox outside of the control rect on the right edge. Useful "
+"in combination with [member border_width_right] to draw a border outside the "
+"control rect."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:179
+msgid ""
+"Expands the stylebox outside of the control rect on the top edge. Useful in "
+"combination with [member border_width_top] to draw a border outside the "
+"control rect."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:182
+msgid ""
+"The color of the shadow. This has no effect if [member shadow_size] is lower "
+"than 1."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:185
+msgid ""
+"The shadow offset in pixels. Adjusts the position of the shadow relatively "
+"to the stylebox."
+msgstr ""
+
+#: doc/classes/StyleBoxFlat.xml:188
+msgid "The shadow size in pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml:4
+msgid "[StyleBox] that displays a single line."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml:7
+msgid ""
+"[StyleBox] that displays a single line of a given color and thickness. It "
+"can be used to draw things like separators."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml:15
+msgid "The line's color."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml:18
+msgid ""
+"The number of pixels the line will extend before the [StyleBoxLine]'s "
+"bounds. If set to a negative value, the line will begin inside the "
+"[StyleBoxLine]'s bounds."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml:21
+msgid ""
+"The number of pixels the line will extend past the [StyleBoxLine]'s bounds. "
+"If set to a negative value, the line will end inside the [StyleBoxLine]'s "
+"bounds."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml:24
+msgid "The line's thickness in pixels."
+msgstr ""
+
+#: doc/classes/StyleBoxLine.xml:27
+msgid ""
+"If [code]true[/code], the line will be vertical. If [code]false[/code], the "
+"line will be horizontal."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:4
+msgid "Texture-based nine-patch [StyleBox]."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:7
+msgid ""
+"Texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. "
+"This stylebox performs a 3×3 scaling of a texture, where only the center "
+"cell is fully stretched. This makes it possible to design bordered styles "
+"regardless of the stylebox's size."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:23
+msgid ""
+"Returns the size of the given [code]margin[/code]. See [enum Margin] for "
+"possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:56
+msgid ""
+"Sets the margin to [code]size[/code] pixels for the given [code]margin[/"
+"code]. See [enum Margin] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:62
+msgid ""
+"Controls how the stylebox's texture will be stretched or tiled horizontally. "
+"See [enum AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:65
+msgid ""
+"Controls how the stylebox's texture will be stretched or tiled vertically. "
+"See [enum AxisStretchMode] for possible values."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:68
+msgid ""
+"If [code]true[/code], the nine-patch texture's center tile will be drawn."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:71
+msgid ""
+"Expands the bottom margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:74
+msgid ""
+"Expands the left margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:77
+msgid ""
+"Expands the right margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:80
+msgid ""
+"Expands the top margin of this style box when drawing, causing it to be "
+"drawn larger than requested."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:83
+msgid ""
+"Increases the bottom margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the bottom border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_bottom] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:88
+msgid ""
+"Increases the left margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the left border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_left] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:93
+msgid ""
+"Increases the right margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the right border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_right] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:98
+msgid ""
+"Increases the top margin of the 3×3 texture box.\n"
+"A higher value means more of the source texture is considered to be part of "
+"the top border of the 3×3 box.\n"
+"This is also the value used as fallback for [member StyleBox."
+"content_margin_top] if it is negative."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:103
+msgid "Modulates the color of the texture when this style box is drawn."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:106
+msgid ""
+"The normal map to use when drawing this style box.\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 ""
+
+#: doc/classes/StyleBoxTexture.xml:110
+msgid ""
+"Species a sub-region of the texture to use.\n"
+"This is equivalent to first wrapping the texture in an [AtlasTexture] with "
+"the same region."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:114
+msgid "The texture to use when drawing this style box."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:120
+msgid "Emitted when the stylebox's texture is changed."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:126
+msgid ""
+"Stretch the stylebox's texture. This results in visible distortion unless "
+"the texture size matches the stylebox's size perfectly."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:129
+msgid ""
+"Repeats the stylebox's texture to match the stylebox's size according to the "
+"nine-patch system."
+msgstr ""
+
+#: doc/classes/StyleBoxTexture.xml:132
+msgid ""
+"Repeats the stylebox's texture to match the stylebox's size according to the "
+"nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may "
+"be slightly stretched to make the nine-patch texture tile seamlessly."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:4
+msgid "Helper tool to create geometry."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:7
+msgid ""
+"The [SurfaceTool] is used to construct a [Mesh] by specifying vertex "
+"attributes individually. It can be used to construct a [Mesh] from a script. "
+"All properties except indices need to be added before calling [method "
+"add_vertex]. For example, to add vertex colors and UVs:\n"
+"[codeblock]\n"
+"var st = SurfaceTool.new()\n"
+"st.begin(Mesh.PRIMITIVE_TRIANGLES)\n"
+"st.add_color(Color(1, 0, 0))\n"
+"st.add_uv(Vector2(0, 0))\n"
+"st.add_vertex(Vector3(0, 0, 0))\n"
+"[/codeblock]\n"
+"The above [SurfaceTool] now contains one vertex of a triangle which has a UV "
+"coordinate and a specified [Color]. If another vertex were added without "
+"calling [method add_uv] or [method add_color], then the last values would be "
+"used.\n"
+"Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. "
+"Failure to do so will result in an error when committing the vertex "
+"information to a mesh.\n"
+"Additionally, the attributes used before the first vertex is added determine "
+"the format of the mesh. For example, if you only add UVs to the first "
+"vertex, you cannot add color to any of the subsequent vertices.\n"
+"See also [ArrayMesh], [ImmediateGeometry] and [MeshDataTool] for procedural "
+"geometry generation.\n"
+"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
+"OpenGL/Face-culling]winding order[/url] for front faces of triangle "
+"primitive modes."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:29
+msgid ""
+"Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/"
+"code] must contain 4 integers."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:36
+msgid ""
+"Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs "
+"to have this information set and you fail to submit it for the first vertex, "
+"this information may not be used at all.\n"
+"[b]Note:[/b] The material must have [member SpatialMaterial."
+"vertex_color_use_as_albedo] enabled for the vertex color to be visible."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:44
+msgid ""
+"Adds an index to index array if you are using indexed vertices. Does not "
+"need to be called before adding vertices."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:51
+msgid ""
+"Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs "
+"to have this information set and you fail to submit it for the first vertex, "
+"this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:58
+msgid ""
+"Specifies whether the current vertex (if using only vertex arrays) or "
+"current index (if also using index arrays) should use smooth normals for "
+"normal calculation."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:65
+msgid ""
+"Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs "
+"to have this information set and you fail to submit it for the first vertex, "
+"this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:77
+msgid ""
+"Inserts a triangle fan made of array data into [Mesh] being constructed.\n"
+"Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:85
+msgid ""
+"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If "
+"every vertex needs to have this information set and you fail to submit it "
+"for the first vertex, this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:92
+msgid ""
+"Specifies an optional second set of UV coordinates to use for the [i]next[/"
+"i] vertex. If every vertex needs to have this information set and you fail "
+"to submit it for the first vertex, this information may not be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:99
+msgid ""
+"Specifies the position of current vertex. Should be called after specifying "
+"other vertex properties (e.g. Color, UV)."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:106
+msgid ""
+"Specifies weight values to use for the [i]next[/i] vertex. [code]weights[/"
+"code] must contain 4 values. If every vertex needs to have this information "
+"set and you fail to submit it for the first vertex, this information may not "
+"be used at all."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:115
+msgid ""
+"Append vertices from a given [Mesh] surface onto the current vertex array "
+"with specified [Transform].\n"
+"[b]Note:[/b] Using [method append_from] on a [Thread] is much slower as the "
+"GPU must communicate data back to the CPU, while also causing the main "
+"thread to stall (as OpenGL is not thread-safe). Consider requesting a copy "
+"of the mesh, converting it to an [ArrayMesh] and adding vertices manually "
+"instead."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:123
+msgid ""
+"Called before adding any vertices. Takes the primitive type as an argument "
+"(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:129
+msgid "Clear all information passed into the surface tool so far."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:137
+msgid ""
+"Returns a constructed [ArrayMesh] from current information passed in. If an "
+"existing [ArrayMesh] is passed in as an argument, will add an extra surface "
+"to the existing [ArrayMesh].\n"
+"Default flag is [constant Mesh.ARRAY_COMPRESS_DEFAULT] if compression is "
+"enabled. If compression is disabled the default flag is [constant Mesh."
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]. See [code]ARRAY_COMPRESS_*[/code] "
+"constants in [enum Mesh.ArrayFormat] for other flags."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:144
+msgid ""
+"Commits the data to the same format used by [method ArrayMesh."
+"add_surface_from_arrays]. This way you can further process the mesh data "
+"using the [ArrayMesh] API."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:152
+msgid "Creates a vertex array from an existing [Mesh]."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:161
+msgid ""
+"Creates a vertex array from the specified blend shape of an existing [Mesh]. "
+"This can be used to extract a specific pose from a blend shape."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:167
+msgid "Removes the index array by expanding the vertex array."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:174
+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. [method generate_normals] should be called [i]after[/i] generating "
+"geometry and [i]before[/i] committing the mesh using [method commit] or "
+"[method commit_to_arrays]. For correct display of normal-mapped surfaces, "
+"you will also have to generate tangents using [method generate_tangents].\n"
+"[b]Note:[/b] [method generate_normals] only works if the primitive type to "
+"be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:181
+msgid ""
+"Generates a tangent vector for each vertex. Requires that each vertex have "
+"UVs and normals set already (see [method generate_normals])."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:187
+msgid ""
+"Shrinks the vertex array by creating an index array. This can improve "
+"performance by avoiding vertex reuse."
+msgstr ""
+
+#: doc/classes/SurfaceTool.xml:194
+msgid "Sets [Material] to be used by the [Mesh] you are constructing."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:4
+msgid "Tabbed container."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:7
+msgid ""
+"Arranges [Control] children into a tabbed view, creating a tab for each one. "
+"The active tab's corresponding [Control] has its [code]visible[/code] "
+"property set to [code]true[/code], and all other children's to [code]false[/"
+"code].\n"
+"Ignores non-[Control] children.\n"
+"[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this "
+"node. Adding [Tabs] as children is not needed."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:17
+msgid "Returns the child [Control] node located at the active tab index."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:23
+msgid ""
+"Returns the [Popup] node instance if one has been set already with [method "
+"set_popup].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:30 doc/classes/Tabs.xml:36
+msgid "Returns the previously active tab index."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:37
+msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:43 doc/classes/Tabs.xml:48
+msgid "Returns the number of tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:50 doc/classes/Tabs.xml:55
+msgid ""
+"Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is "
+"disabled."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:57
+msgid ""
+"Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:64 doc/classes/Tabs.xml:62
+msgid ""
+"Returns the [Texture] for the tab at index [code]tab_idx[/code] or "
+"[code]null[/code] if the tab has no [Texture]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:71
+msgid ""
+"Returns the index of the tab at local coordinates [code]point[/code]. "
+"Returns [code]-1[/code] if the point is outside the control boundaries or if "
+"there's no tab at the queried position."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:78
+msgid ""
+"Returns the title of the tab at index [code]tab_idx[/code]. Tab titles "
+"default to the name of the indexed child node, but this can be overridden "
+"with [method set_tab_title]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:84
+msgid "Returns the [TabContainer] rearrange group id."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:91
+msgid ""
+"If set on a [Popup] node instance, a popup menu icon appears in the top-"
+"right corner of the [TabContainer]. Clicking it will expand the [Popup] node."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:99 doc/classes/Tabs.xml:118
+msgid ""
+"If [code]disabled[/code] is [code]true[/code], disables the tab at index "
+"[code]tab_idx[/code], making it non-interactable."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:107
+msgid ""
+"If [code]hidden[/code] is [code]true[/code], hides the tab at index "
+"[code]tab_idx[/code], making it disappear from the tab area."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:115
+msgid "Sets an icon for the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:123
+msgid ""
+"Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default "
+"to the name of the indexed child node."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:130
+msgid ""
+"Defines rearrange group id, choose for each [TabContainer] the same value to "
+"enable tab drag between [TabContainer]. Enable drag with [member "
+"drag_to_rearrange_enabled]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:136
+msgid ""
+"If [code]true[/code], all tabs are drawn in front of the panel. If "
+"[code]false[/code], inactive tabs are drawn behind the panel."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:139
+msgid ""
+"The current tab index. When set, this index's [Control] node's "
+"[code]visible[/code] property is set to [code]true[/code] and all others are "
+"set to [code]false[/code]."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:142 doc/classes/Tabs.xml:150
+msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:145
+msgid ""
+"The alignment of all tabs in the tab container. See the [enum TabAlign] "
+"constants for details."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:148
+msgid ""
+"If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content "
+"and titles are hidden."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:151
+msgid ""
+"If [code]true[/code], children [Control] nodes that are hidden have their "
+"minimum size take into account in the total, instead of only the currently "
+"visible one."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:157
+msgid ""
+"Emitted when the [TabContainer]'s [Popup] button is clicked. See [method "
+"set_popup] for details."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:163 doc/classes/Tabs.xml:178
+msgid "Emitted when switching to another tab."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:169
+msgid "Emitted when a tab is selected, even if it is the current tab."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:175 doc/classes/Tabs.xml:202
+msgid "Align the tabs to the left."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:178 doc/classes/Tabs.xml:205
+msgid "Align the tabs to the center."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:181 doc/classes/Tabs.xml:208
+msgid "Align the tabs to the right."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:186 doc/classes/Tabs.xml:228
+msgid "Font color of inactive tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:189 doc/classes/Tabs.xml:231
+msgid "Font color of disabled tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:192 doc/classes/Tabs.xml:234
+msgid "Font color of the currently selected tab."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:195
+msgid "Horizontal separation between tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:202
+msgid "The space at the left and right edges of the tab bar."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:207 doc/classes/Tabs.xml:246
+msgid "The font used to draw tab names."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:210 doc/classes/Tabs.xml:252
+msgid ""
+"Icon for the left arrow button that appears when there are too many tabs to "
+"fit in the container width. When the button is disabled (i.e. the first tab "
+"is visible), it appears semi-transparent."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:213 doc/classes/Tabs.xml:255
+msgid ""
+"Icon for the left arrow button that appears when there are too many tabs to "
+"fit in the container width. Used when the button is being hovered with the "
+"cursor."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:216 doc/classes/Tabs.xml:258
+msgid ""
+"Icon for the right arrow button that appears when there are too many tabs to "
+"fit in the container width. When the button is disabled (i.e. the last tab "
+"is visible) it appears semi-transparent."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:219 doc/classes/Tabs.xml:261
+msgid ""
+"Icon for the right arrow button that appears when there are too many tabs to "
+"fit in the container width. Used when the button is being hovered with the "
+"cursor."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:222
+msgid "The icon for the menu button (see [method set_popup])."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:225
+msgid ""
+"The icon for the menu button (see [method set_popup]) when it's being "
+"hovered with the cursor."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:228
+msgid "The style for the background fill."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:231
+msgid "The style of inactive tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:234
+msgid "The style of disabled tabs."
+msgstr ""
+
+#: doc/classes/TabContainer.xml:237 doc/classes/Tabs.xml:276
+msgid "The style of the currently selected tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml:4
+msgid "Tabs control."
+msgstr ""
+
+#: doc/classes/Tabs.xml:7
+msgid ""
+"Simple tabs control, similar to [TabContainer] but is only in charge of "
+"drawing tabs, not interacting with children."
+msgstr ""
+
+#: doc/classes/Tabs.xml:17
+msgid "Adds a new tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml:24
+msgid "Moves the scroll view to make the tab visible."
+msgstr ""
+
+#: doc/classes/Tabs.xml:30
+msgid ""
+"Returns [code]true[/code] if the offset buttons (the ones that appear when "
+"there's not enough space for all tabs) are visible."
+msgstr ""
+
+#: doc/classes/Tabs.xml:42
+msgid "Returns [code]true[/code] if select with right mouse button is enabled."
+msgstr ""
+
+#: doc/classes/Tabs.xml:68
+msgid "Returns the number of hidden tabs offsetted to the left."
+msgstr ""
+
+#: doc/classes/Tabs.xml:75
+msgid "Returns tab [Rect2] with local position and size."
+msgstr ""
+
+#: doc/classes/Tabs.xml:82
+msgid "Returns the title of the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml:88
+msgid "Returns the [Tabs]' rearrange group ID."
+msgstr ""
+
+#: doc/classes/Tabs.xml:96
+msgid "Moves a tab from [code]from[/code] to [code]to[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml:103
+msgid "Removes the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml:110
+msgid ""
+"If [code]true[/code], enables selecting a tab with the right mouse button."
+msgstr ""
+
+#: doc/classes/Tabs.xml:126
+msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml:134
+msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml:141
+msgid ""
+"Defines the rearrange group ID. Choose for each [Tabs] the same value to "
+"dragging tabs between [Tabs]. Enable drag with [member "
+"drag_to_rearrange_enabled]."
+msgstr ""
+
+#: doc/classes/Tabs.xml:147
+msgid "Select tab at index [code]tab_idx[/code]."
+msgstr ""
+
+#: doc/classes/Tabs.xml:153
+msgid ""
+"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
+"scroll view."
+msgstr ""
+
+#: doc/classes/Tabs.xml:156
+msgid "The alignment of all tabs. See [enum TabAlign] for details."
+msgstr ""
+
+#: doc/classes/Tabs.xml:159
+msgid ""
+"Sets when the close button will appear on the tabs. See [enum "
+"CloseButtonDisplayPolicy] for details."
+msgstr ""
+
+#: doc/classes/Tabs.xml:166
+msgid ""
+"Emitted when the active tab is rearranged via mouse drag. See [member "
+"drag_to_rearrange_enabled]."
+msgstr ""
+
+#: doc/classes/Tabs.xml:172
+msgid "Emitted when a tab is right-clicked."
+msgstr ""
+
+#: doc/classes/Tabs.xml:184
+msgid "Emitted when a tab is clicked, even if it is the current tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml:190
+msgid "Emitted when a tab is closed."
+msgstr ""
+
+#: doc/classes/Tabs.xml:196
+msgid "Emitted when a tab is hovered by the mouse."
+msgstr ""
+
+#: doc/classes/Tabs.xml:211
+msgid "Represents the size of the [enum TabAlign] enum."
+msgstr ""
+
+#: doc/classes/Tabs.xml:214
+msgid "Never show the close buttons."
+msgstr ""
+
+#: doc/classes/Tabs.xml:217
+msgid "Only show the close button on the currently active tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml:220
+msgid "Show the close button on all tabs."
+msgstr ""
+
+#: doc/classes/Tabs.xml:223
+msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum."
+msgstr ""
+
+#: doc/classes/Tabs.xml:237
+msgid "The horizontal separation between the tabs."
+msgstr ""
+
+#: doc/classes/Tabs.xml:249
+msgid "The icon for the close button (see [member tab_close_display_policy])."
+msgstr ""
+
+#: doc/classes/Tabs.xml:264
+msgid "Background of the close button when it's being hovered with the cursor."
+msgstr ""
+
+#: doc/classes/Tabs.xml:267
+msgid "Background of the close button when it's being pressed."
+msgstr ""
+
+#: doc/classes/Tabs.xml:270
+msgid "The style of an inactive tab."
+msgstr ""
+
+#: doc/classes/Tabs.xml:273
+msgid "The style of a disabled tab"
+msgstr ""
+
+#: doc/classes/TCP_Server.xml:4
+msgid "A TCP server."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml:7
+msgid ""
+"A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] "
+"when it gets an incoming connection."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml:15
+msgid "Returns [code]true[/code] if a connection is available for taking."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml:21
+msgid ""
+"Returns [code]true[/code] if the server is currently listening for "
+"connections."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml:29
+msgid ""
+"Listen on the [code]port[/code] binding to [code]bind_address[/code].\n"
+"If [code]bind_address[/code] is set as [code]\"*\"[/code] (default), the "
+"server will listen on all available addresses (both IPv4 and IPv6).\n"
+"If [code]bind_address[/code] is set as [code]\"0.0.0.0\"[/code] (for IPv4) "
+"or [code]\"::\"[/code] (for IPv6), the server will listen on all available "
+"addresses matching that IP type.\n"
+"If [code]bind_address[/code] is set to any valid address (e.g. "
+"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will "
+"only listen on the interface with that addresses (or fail if no interface "
+"with the given address exists)."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml:38
+msgid "Stops listening."
+msgstr ""
+
+#: doc/classes/TCP_Server.xml:44
+msgid ""
+"If a connection is available, returns a StreamPeerTCP with the connection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:4
+msgid "Multiline text editing control."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:7
+msgid ""
+"TextEdit is meant for editing large, multiline text. It also has facilities "
+"for editing code, such as syntax highlighting support and multiple levels of "
+"undo/redo.\n"
+"[b]Note:[/b] When holding down [code]Alt[/code], the vertical scroll wheel "
+"will scroll 5 times as fast as it would normally do. This also works in the "
+"Godot script editor."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:20
+msgid "Adds color region (given the delimiters) and its colors."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:28
+msgid "Adds a [code]keyword[/code] and its [Color]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:35
+msgid ""
+"Returns if the given line is foldable, that is, it has indented lines right "
+"below it."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:41
+msgid ""
+"Centers the viewport on the line the editing cursor is at. This also resets "
+"the [member scroll_horizontal] value to [code]0[/code]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:47
+msgid ""
+"Clears all custom syntax coloring information previously added with [method "
+"add_color_region] or [method add_keyword_color]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:53
+msgid "Clears the undo history."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:59
+msgid "Copy's the current text selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:65
+msgid "Returns the column the editing cursor is at."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:71
+msgid "Returns the line the editing cursor is at."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:79
+msgid ""
+"Moves the cursor at the specified [code]column[/code] index.\n"
+"If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport "
+"will center at the cursor position after the move occurs."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:90
+msgid ""
+"Moves the cursor at the specified [code]line[/code] index.\n"
+"If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport "
+"will center at the cursor position after the move occurs.\n"
+"If [code]can_be_hidden[/code] is set to [code]true[/code], the specified "
+"[code]line[/code] can be hidden using [method set_line_as_hidden]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:98
+msgid "Cut's the current selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:104
+msgid "Deselects the current selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:110
+msgid "Folds all lines that are possible to be folded (see [method can_fold])."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:117
+msgid "Folds the given line, if possible (see [method can_fold])."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:123
+msgid "Returns an array containing the line number of each breakpoint."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:130
+msgid "Returns the [Color] of the specified [code]keyword[/code]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:137
+msgid "Returns the text of a specific line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:144
+msgid ""
+"Returns the line and column at the given position. In the returned vector, "
+"[code]x[/code] is the column, [code]y[/code] is the line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:150
+msgid "Returns the amount of total lines in the text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:156
+msgid "Returns the height of a largest line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:164
+msgid ""
+"Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/"
+"code]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:171
+msgid "Returns the number of times the given line is wrapped."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:178
+msgid "Returns an array of [String]s representing each wrapped index."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:184
+msgid ""
+"Returns the [PopupMenu] of this [TextEdit]. By default, this menu is "
+"displayed when right-clicking on the [TextEdit].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:193
+msgid ""
+"Returns the local position for the given [code]line[/code] and [code]column[/"
+"code]. If [code]x[/code] or [code]y[/code] of the returned vector equal "
+"[code]-1[/code], the position is outside of the viewable area of the "
+"control.\n"
+"[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use "
+"[method get_rect_at_line_column] to get the top side position."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:202
+msgid ""
+"Returns the local position and size for the grapheme at the given "
+"[code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/"
+"code] position of the returned rect equal [code]-1[/code], the position is "
+"outside of the viewable area of the control.\n"
+"[b]Note:[/b] The Y position of the returned rect corresponds to the top side "
+"of the line, unlike [method get_pos_at_line_column] which returns the bottom "
+"side."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:209
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:215
+msgid "Returns the selection begin line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:221
+msgid "Returns the text inside the selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:227
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:233
+msgid "Returns the selection end line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:239
+msgid "Returns the total width of all gutters and internal padding."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:245
+msgid ""
+"Returns a [String] text with the word under the caret (text cursor) location."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:252
+msgid ""
+"Returns whether the specified [code]keyword[/code] has a color set to it or "
+"not."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:258 doc/classes/UndoRedo.xml:121
+msgid "Returns [code]true[/code] if a \"redo\" action is available."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:264 doc/classes/UndoRedo.xml:127
+msgid "Returns [code]true[/code] if an \"undo\" action is available."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:271
+msgid "Insert the specified text at the cursor position."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:278
+msgid "Returns whether the line at the specified index is folded or not."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:285
+msgid "Returns whether the line at the specified index is hidden or not."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:292
+msgid ""
+"Returns [code]true[/code] when the specified [code]line[/code] is bookmarked."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:299
+msgid ""
+"Returns [code]true[/code] when the specified [code]line[/code] has a "
+"breakpoint."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:306
+msgid ""
+"Returns [code]true[/code] when the specified [code]line[/code] is marked as "
+"safe."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:313
+msgid "Returns if the given line is wrapped."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:319
+msgid "Returns [code]true[/code] if the selection is active."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:326
+msgid ""
+"Triggers a right-click menu action by the specified index. See [enum "
+"MenuItems] for a list of available indexes."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:332
+msgid "Paste the current selection."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:338
+msgid "Perform redo operation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:344
+msgid ""
+"Removes all the breakpoints. This will not fire the [signal "
+"breakpoint_toggled] signal."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:354
+msgid ""
+"Perform a search inside the text. Search flags can be specified in the [enum "
+"SearchFlags] enum.\n"
+"Returns an empty [code]PoolIntArray[/code] if no result was found. "
+"Otherwise, the result line and column can be accessed at indices specified "
+"in the [enum SearchResult] enum, e.g:\n"
+"[codeblock]\n"
+"var result = search(key, flags, line, column)\n"
+"if result.size() > 0:\n"
+" # Result found.\n"
+" var res_line = result[TextEdit.SEARCH_RESULT_LINE]\n"
+" var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TextEdit.xml:372
+msgid ""
+"Perform selection, from line/column to line/column.\n"
+"If [member selecting_enabled] is [code]false[/code], no selection will occur."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:379
+msgid ""
+"Select all the text.\n"
+"If [member selecting_enabled] is [code]false[/code], no selection will occur."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:388
+msgid "Sets the text for a specific line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:396
+msgid ""
+"Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes "
+"the bookmark if [code]bookmark[/code] is false.\n"
+"Bookmarks are shown in the [member breakpoint_gutter]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:405
+msgid ""
+"Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown "
+"in the [member breakpoint_gutter]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:413
+msgid "If [code]true[/code], hides the line of the specified index."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:421
+msgid ""
+"If [code]true[/code], marks the [code]line[/code] as safe.\n"
+"This will show the line number with the color provided in the "
+"[code]safe_line_number_color[/code] theme property."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:429
+msgid "Toggle the folding of the code block at the given line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:435
+msgid "Perform undo operation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:442
+msgid "Unfolds the given line, if folded."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:448
+msgid ""
+"Unhide all lines that were previously set to hidden by [method "
+"set_line_as_hidden]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:454
+msgid "If [code]true[/code], the bookmark gutter is visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:457
+msgid "If [code]true[/code], the breakpoint gutter is visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:466
+msgid ""
+"If [code]true[/code], the caret displays as a rectangle.\n"
+"If [code]false[/code], the caret displays as a bar."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:470
+msgid ""
+"If [code]true[/code], a right-click moves the cursor at the mouse position "
+"before displaying the context menu.\n"
+"If [code]false[/code], the context menu disregards mouse location."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:474
+msgid "If [code]true[/code], a right-click displays the context menu."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:477
+msgid ""
+"If [code]true[/code], the \"space\" character will have a visible "
+"representation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:480
+msgid ""
+"If [code]true[/code], the \"tab\" character will have a visible "
+"representation."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:484
+msgid ""
+"If [code]true[/code], the fold gutter is visible. This enables folding "
+"groups of indented lines."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:487
+msgid ""
+"If [code]true[/code], all lines that have been set to hidden by [method "
+"set_line_as_hidden], will not be visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:490
+msgid ""
+"If [code]true[/code], all occurrences of the selected text will be "
+"highlighted."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:493
+msgid "If [code]true[/code], the line containing the cursor is highlighted."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:496
+msgid ""
+"If [code]true[/code], a minimap is shown, providing an outline of your "
+"source code."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:499
+msgid "The width, in pixels, of the minimap."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:503
+msgid ""
+"If [code]true[/code], custom [code]font_color_selected[/code] will be used "
+"for selected text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:506
+msgid ""
+"If [code]true[/code], read-only mode is enabled. Existing text cannot be "
+"modified and new text cannot be added."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:509
+msgid ""
+"If there is a horizontal scrollbar, this determines the current horizontal "
+"scroll value in pixels."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:512
+msgid ""
+"If there is a vertical scrollbar, this determines the current vertical "
+"scroll value in line numbers, starting at 0 for the top line."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:515
+msgid ""
+"If [code]true[/code], text can be selected.\n"
+"If [code]false[/code], text can not be selected by the user or by the "
+"[method select] or [method select_all] methods."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:519
+msgid ""
+"If [code]true[/code], shortcut keys for context menu items are enabled, even "
+"if the context menu is disabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:522
+msgid ""
+"If [code]true[/code], line numbers are displayed to the left of the text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:525
+msgid ""
+"If [code]true[/code], sets the [code]step[/code] of the scrollbars to "
+"[code]0.25[/code] which results in smoother scrolling."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:528
+msgid ""
+"If [code]true[/code], any custom color properties that have been set for "
+"this [TextEdit] will be visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:531
+msgid "String value of the [TextEdit]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:534
+msgid "Vertical scroll sensitivity."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:540
+msgid ""
+"If [code]true[/code], enables text wrapping when it goes beyond the edge of "
+"what is visible."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:547
+msgid "Emitted when a breakpoint is placed via the breakpoint gutter."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:552
+msgid "Emitted when the cursor changes."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:559
+msgid "Emitted when the info icon is clicked."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:581
+msgid "Match case when searching."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:584
+msgid "Match whole words when searching."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:587
+msgid "Search from end to beginning."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:590
+msgid "Used to access the result column from [method search]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:593
+msgid "Used to access the result line from [method search]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:602
+msgid ""
+"Pastes the clipboard text over the selected text (or at the cursor's "
+"position)."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:605
+msgid "Erases the whole [TextEdit] text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:608
+msgid "Selects the whole [TextEdit] text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:614
+msgid "Redoes the previous action."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:622
+msgid ""
+"Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] "
+"has to be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:625
+msgid ""
+"Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to "
+"be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:630 doc/classes/TextEdit.xml:649
+msgid ""
+"Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be "
+"enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:654
+msgid "Sets the font [Color]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:659
+msgid ""
+"Sets the [Color] of the selected text. [member override_selected_font_color] "
+"has to be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:664
+msgid ""
+"Sets the [Color] of the line numbers. [member show_line_numbers] has to be "
+"enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:667
+msgid "Sets the [Color] of marked text."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:676
+msgid "Sets the highlight [Color] of text selections."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:681
+msgid ""
+"Sets the highlight [Color] of multiple occurrences. [member "
+"highlight_all_occurrences] has to be enabled."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:690
+msgid "Sets the spacing between the lines."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:693
+msgid "Sets the default [Font]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:702
+msgid "Sets a custom [Texture] for tab text characters."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:709
+msgid "Sets the [StyleBox] of this [TextEdit]."
+msgstr ""
+
+#: doc/classes/TextEdit.xml:712
+msgid ""
+"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
+msgstr ""
+
+#: doc/classes/Texture.xml:4
+msgid "Texture for 2D and 3D."
+msgstr ""
+
+#: doc/classes/Texture.xml:7
+msgid ""
+"A texture works by registering an image in the video hardware, which then "
+"can be used in 3D models or 2D [Sprite] or GUI [Control].\n"
+"Textures are often created by loading them from a file. See [method "
+"@GDScript.load].\n"
+"[Texture] is a base for other resources. It cannot be used directly.\n"
+"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
+"hardware limitations. Larger textures may fail to import."
+msgstr ""
+
+#: doc/classes/Texture.xml:23
+msgid ""
+"Draws the texture using a [CanvasItem] with the [VisualServer] API at the "
+"specified [code]position[/code]. Equivalent to [method VisualServer."
+"canvas_item_add_texture_rect] with a rect at [code]position[/code] and the "
+"size of this [Texture]."
+msgstr ""
+
+#: doc/classes/Texture.xml:35
+msgid ""
+"Draws the texture using a [CanvasItem] with the [VisualServer] API. "
+"Equivalent to [method VisualServer.canvas_item_add_texture_rect]."
+msgstr ""
+
+#: doc/classes/Texture.xml:48
+msgid ""
+"Draws a part of the texture using a [CanvasItem] with the [VisualServer] "
+"API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]."
+msgstr ""
+
+#: doc/classes/Texture.xml:54
+msgid ""
+"Returns an [Image] that is a copy of data from this [Texture]. [Image]s can "
+"be accessed and manipulated directly."
+msgstr ""
+
+#: doc/classes/Texture.xml:60
+msgid "Returns the texture height."
+msgstr ""
+
+#: doc/classes/Texture.xml:66
+msgid "Returns the texture size."
+msgstr ""
+
+#: doc/classes/Texture.xml:72
+msgid "Returns the texture width."
+msgstr ""
+
+#: doc/classes/Texture.xml:78
+msgid "Returns [code]true[/code] if this [Texture] has an alpha channel."
+msgstr ""
+
+#: doc/classes/Texture.xml:84
+msgid ""
+"The texture's [enum Flags]. [enum Flags] are used to set various properties "
+"of the [Texture]."
+msgstr ""
+
+#: doc/classes/Texture.xml:89
+msgid ""
+"Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant "
+"FLAG_FILTER] are enabled."
+msgstr ""
+
+#: doc/classes/Texture.xml:92 doc/classes/VisualServer.xml:3206
+msgid ""
+"Generates mipmaps, which are smaller versions of the same texture to use "
+"when zoomed out, keeping the aspect ratio."
+msgstr ""
+
+#: doc/classes/Texture.xml:95
+msgid ""
+"Repeats the texture (instead of clamp to edge).\n"
+"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
+"repetition."
+msgstr ""
+
+#: doc/classes/Texture.xml:99 doc/classes/VisualServer.xml:3212
+msgid "Uses a magnifying filter, to enable smooth zooming in of the texture."
+msgstr ""
+
+#: doc/classes/Texture.xml:102 doc/classes/TextureLayered.xml:88
+#: doc/classes/VisualServer.xml:3215
+msgid ""
+"Uses anisotropic mipmap filtering. Generates smaller versions of the same "
+"texture with different aspect ratios.\n"
+"This results in better-looking textures when viewed from oblique angles."
+msgstr ""
+
+#: doc/classes/Texture.xml:106 doc/classes/VisualServer.xml:3219
+msgid "Converts the texture to the sRGB color space."
+msgstr ""
+
+#: doc/classes/Texture.xml:109
+msgid ""
+"Repeats the texture with alternate sections mirrored.\n"
+"[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
+"repetition."
+msgstr ""
+
+#: doc/classes/Texture.xml:113 doc/classes/VisualServer.xml:3225
+msgid "Texture is a video surface."
+msgstr ""
+
+#: doc/classes/Texture3D.xml:4
+msgid "Texture with 3 dimensions."
+msgstr ""
+
+#: doc/classes/Texture3D.xml:7
+msgid ""
+"Texture3D is a 3-dimensional texture that has a width, height, and depth."
+msgstr ""
+
+#: doc/classes/Texture3D.xml:20
+msgid ""
+"Creates the Texture3D with specified [code]width[/code], [code]height[/"
+"code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
+"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
+"code] options."
+msgstr ""
+
+#: doc/classes/TextureArray.xml:4
+msgid "Array of textures stored in a single primitive."
+msgstr ""
+
+#: doc/classes/TextureArray.xml:7
+msgid ""
+"[TextureArray]s store an array of [Image]s in a single [Texture] primitive. "
+"Each layer of the texture array has its own mipmap chain. This makes it is a "
+"good alternative to texture atlases.\n"
+"[TextureArray]s must be displayed using shaders. After importing your file "
+"as a [TextureArray] and setting the appropriate Horizontal and Vertical "
+"Slices, display it by setting it as a uniform to a shader, for example:\n"
+"[codeblock]\n"
+"shader_type canvas_item;\n"
+"\n"
+"uniform sampler2DArray tex;\n"
+"uniform int index;\n"
+"\n"
+"void fragment() {\n"
+" COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
+"}\n"
+"[/codeblock]\n"
+"Set the integer uniform \"index\" to show a particular part of the texture "
+"as defined by the Horizontal and Vertical Slices in the importer."
+msgstr ""
+
+#: doc/classes/TextureArray.xml:32
+msgid ""
+"Creates the TextureArray with specified [code]width[/code], [code]height[/"
+"code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
+"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
+"code] options."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:4
+msgid ""
+"Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:7
+msgid ""
+"[TextureButton] has the same functionality as [Button], except it uses "
+"sprites instead of Godot's [Theme] resource. It is faster to create, but it "
+"doesn't support localization like more complex [Control]s.\n"
+"The \"normal\" state must contain a texture ([member texture_normal]); other "
+"textures are optional.\n"
+"See also [BaseButton] which contains common properties and methods "
+"associated with this node."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:18
+msgid ""
+"If [code]true[/code], the texture stretches to the edges of the node's "
+"bounding rectangle using the [member stretch_mode]. If [code]false[/code], "
+"the texture will not scale with the node."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:27
+msgid ""
+"Controls the texture's behavior when you resize the node's bounding "
+"rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to "
+"one of the [enum StretchMode] constants. See the constants to learn more."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:30
+msgid ""
+"Pure black and white [BitMap] image to use for click detection. On the mask, "
+"white pixels represent the button's clickable area. Use it to create buttons "
+"with curved shapes."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:33
+msgid ""
+"Texture to display when the node is disabled. See [member BaseButton."
+"disabled]."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:36
+msgid "Texture to display when the node has mouse or keyboard focus."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:39
+msgid "Texture to display when the mouse hovers the node."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:42
+msgid ""
+"Texture to display by default, when the node is [b]not[/b] in the disabled, "
+"focused, hover or pressed state."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:45
+msgid ""
+"Texture to display on mouse down over the node, if the node has keyboard "
+"focus and the player presses the Enter key or if the player presses the "
+"[member BaseButton.shortcut] key."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:50 doc/classes/TextureRect.xml:38
+msgid "Scale to fit the node's bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:53 doc/classes/TextureRect.xml:41
+msgid "Tile inside the node's bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:56 doc/classes/TextureRect.xml:44
+msgid ""
+"The texture keeps its original size and stays in the bounding rectangle's "
+"top-left corner."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:59 doc/classes/TextureRect.xml:47
+msgid ""
+"The texture keeps its original size and stays centered in the node's "
+"bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:62 doc/classes/TextureRect.xml:50
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, but maintain the "
+"texture's aspect ratio."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:65
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, center it, and "
+"maintain its aspect ratio."
+msgstr ""
+
+#: doc/classes/TextureButton.xml:68 doc/classes/TextureRect.xml:56
+msgid ""
+"Scale the texture so that the shorter side fits the bounding rectangle. The "
+"other side clips to the node's limits."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:4
+msgid "Base class for 3D texture types."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:7
+msgid ""
+"Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but "
+"contains all the functions necessary for accessing and using [Texture3D] and "
+"[TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the "
+"layer specifies the depth or Z-index, they can be treated as a bunch of 2D "
+"slices. Similarly, for [TextureArray]s, the layer specifies the array layer."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:15
+msgid ""
+"Returns the depth of the texture. Depth is the 3rd dimension (typically Z-"
+"axis)."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:21
+msgid ""
+"Returns the current format being used by this texture. See [enum Image."
+"Format] for details."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:27
+msgid ""
+"Returns the height of the texture. Height is typically represented by the Y-"
+"axis."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:34
+msgid ""
+"Returns an [Image] resource with the data from specified [code]layer[/code]."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:40
+msgid ""
+"Returns the width of the texture. Width is typically represented by the X-"
+"axis."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:51
+msgid ""
+"Partially sets the data for a specified [code]layer[/code] by overwriting "
+"using the data of the specified [code]image[/code]. [code]x_offset[/code] "
+"and [code]y_offset[/code] determine where the [Image] is \"stamped\" over "
+"the texture. The [code]image[/code] must fit within the texture."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:59
+msgid ""
+"Sets the data for the specified layer. Data takes the form of a 2-"
+"dimensional [Image] resource."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:65
+msgid "Returns a dictionary with all the data used by this texture."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:68
+msgid "Specifies which [enum Flags] apply to this texture."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:73
+msgid ""
+"Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant "
+"FLAG_REPEAT] and [constant FLAG_FILTER] are enabled."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:76
+msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:79
+msgid "Texture will generate mipmaps on creation."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:82
+msgid "Texture will repeat when UV used is outside the 0-1 range."
+msgstr ""
+
+#: doc/classes/TextureLayered.xml:85
+msgid ""
+"Use filtering when reading from texture. Filtering smooths out pixels. "
+"Turning filtering off is slightly faster and more appropriate when you need "
+"access to individual pixels."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:4
+msgid ""
+"Texture-based progress bar. Useful for loading screens and life or stamina "
+"bars."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:7
+msgid ""
+"TextureProgress works like [ProgressBar], but uses up to 3 textures instead "
+"of Godot's [Theme] resource. It can be used to create horizontal, vertical "
+"and radial progress bars."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:28
+msgid "The fill direction. See [enum FillMode] for possible values."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:32
+msgid ""
+"If [code]true[/code], Godot treats the bar's textures like in "
+"[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like "
+"[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When "
+"using a radial [member fill_mode], this setting will enable stretching."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:35
+msgid ""
+"Offsets [member texture_progress] if [member fill_mode] is [constant "
+"FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:38
+msgid ""
+"Upper limit for the fill of [member texture_progress] if [member fill_mode] "
+"is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the "
+"node's [code]value[/code] is equal to its [code]max_value[/code], the "
+"texture fills up to this angle.\n"
+"See [member Range.value], [member Range.max_value]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:42
+msgid ""
+"Starting angle for the fill of [member texture_progress] if [member "
+"fill_mode] is [constant FILL_CLOCKWISE] or [constant "
+"FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its "
+"[code]min_value[/code], the texture doesn't show up at all. When the "
+"[code]value[/code] increases, the texture fills and tends towards [member "
+"radial_fill_degrees]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:45
+msgid ""
+"The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's "
+"bottom corners and side will have a height of 16 pixels. You can set all 4 "
+"margin values individually to create panels with non-uniform borders."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:48
+msgid "The width of the 9-patch's left column."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:51
+msgid "The width of the 9-patch's right column."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:54
+msgid "The height of the 9-patch's top row."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:57
+msgid ""
+"[Texture] that draws over the progress bar. Use it to add highlights or an "
+"upper-frame that hides part of [member texture_progress]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:60
+msgid ""
+"[Texture] that clips based on the node's [code]value[/code] and [member "
+"fill_mode]. As [code]value[/code] increased, the texture fills up. It shows "
+"entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't "
+"show at all if [code]value[/code] is equal to [code]min_value[/code].\n"
+"The [code]value[/code] property comes from [Range]. See [member Range."
+"value], [member Range.min_value], [member Range.max_value]."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:64
+msgid ""
+"The offset of [member texture_progress]. Useful for [member texture_over] "
+"and [member texture_under] with fancy borders, to avoid transparent margins "
+"in your progress texture."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:67
+msgid "[Texture] that draws under the progress bar. The bar's background."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:70
+msgid ""
+"Multiplies the color of the bar's [code]texture_over[/code] texture. The "
+"effect is similar to [member CanvasItem.modulate], except it only affects "
+"this specific texture instead of the entire node."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:73
+msgid ""
+"Multiplies the color of the bar's [code]texture_progress[/code] texture."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:76
+msgid "Multiplies the color of the bar's [code]texture_under[/code] texture."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:81
+msgid "The [member texture_progress] fills from left to right."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:84
+msgid "The [member texture_progress] fills from right to left."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:87
+msgid "The [member texture_progress] fills from top to bottom."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:90
+msgid "The [member texture_progress] fills from bottom to top."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:93
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"clockwise. See [member radial_center_offset], [member radial_initial_angle] "
+"and [member radial_fill_degrees] to control the way the bar fills up."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:96
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"counterclockwise. See [member radial_center_offset], [member "
+"radial_initial_angle] and [member radial_fill_degrees] to control the way "
+"the bar fills up."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:99
+msgid ""
+"The [member texture_progress] fills from the center, expanding both towards "
+"the left and the right."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:102
+msgid ""
+"The [member texture_progress] fills from the center, expanding both towards "
+"the top and the bottom."
+msgstr ""
+
+#: doc/classes/TextureProgress.xml:105
+msgid ""
+"Turns the node into a radial bar. The [member texture_progress] fills "
+"radially from the center, expanding both clockwise and counterclockwise. See "
+"[member radial_center_offset], [member radial_initial_angle] and [member "
+"radial_fill_degrees] to control the way the bar fills up."
+msgstr ""
+
+#: doc/classes/TextureRect.xml:4
+msgid "Control for drawing textures."
+msgstr ""
+
+#: doc/classes/TextureRect.xml:7
+msgid ""
+"Used to draw icons and sprites in a user interface. The texture's placement "
+"can be controlled with the [member stretch_mode] property. It can scale, "
+"tile, or stay centered inside its bounding rectangle.\n"
+"[b]Note:[/b] You should enable [member flip_v] when using a TextureRect to "
+"display a [ViewportTexture]. Alternatively, you can enable [member Viewport."
+"render_target_v_flip] on the Viewport. Otherwise, the image will appear "
+"upside down."
+msgstr ""
+
+#: doc/classes/TextureRect.xml:17
+msgid "If [code]true[/code], the texture scales to fit its bounding rectangle."
+msgstr ""
+
+#: doc/classes/TextureRect.xml:27
+msgid ""
+"Controls the texture's behavior when resizing the node's bounding rectangle. "
+"See [enum StretchMode]."
+msgstr ""
+
+#: doc/classes/TextureRect.xml:30
+msgid "The node's [Texture] resource."
+msgstr ""
+
+#: doc/classes/TextureRect.xml:35
+msgid ""
+"Scale to fit the node's bounding rectangle, only if [code]expand[/code] is "
+"[code]true[/code]. Default [code]stretch_mode[/code], for backwards "
+"compatibility. Until you set [code]expand[/code] to [code]true[/code], the "
+"texture will behave like [constant STRETCH_KEEP]."
+msgstr ""
+
+#: doc/classes/TextureRect.xml:53
+msgid ""
+"Scale the texture to fit the node's bounding rectangle, center it and "
+"maintain its aspect ratio."
+msgstr ""
+
+#: doc/classes/Theme.xml:4
+msgid "Theme for controls."
+msgstr ""
+
+#: doc/classes/Theme.xml:7
+msgid ""
+"A theme for skinning controls. Controls can be skinned individually, but for "
+"complex applications, it's more practical to just create a global theme that "
+"defines everything. This theme can be applied to any [Control]; the Control "
+"and its children will automatically use it.\n"
+"Theme resources can alternatively be loaded by writing them in a [code]."
+"theme[/code] file, see the documentation for more information."
+msgstr ""
+
+#: doc/classes/Theme.xml:11
+msgid "https://docs.godotengine.org/en/3.4/tutorials/gui/gui_skinning.html"
+msgstr ""
+
+#: doc/classes/Theme.xml:17
+msgid "Clears all values on the theme."
+msgstr ""
+
+#: doc/classes/Theme.xml:25
+msgid ""
+"Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:33
+msgid ""
+"Clears the constant at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:41
+msgid ""
+"Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:49
+msgid ""
+"Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:57
+msgid ""
+"Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:66
+msgid ""
+"Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
+"theme has [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:72
+msgid "Sets the theme's values to a copy of the default theme values."
+msgstr ""
+
+#: doc/classes/Theme.xml:79
+msgid "Sets the theme's values to a copy of a given theme."
+msgstr ""
+
+#: doc/classes/Theme.xml:87
+msgid ""
+"Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:94
+msgid ""
+"Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
+"name, for use in [method get_color], if the theme has [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:100
+msgid ""
+"Returns all the [Color] types as a [PoolStringArray] filled with unique type "
+"names, for use in [method get_color] and/or [method get_color_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml:108
+msgid ""
+"Returns the constant at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:115
+msgid ""
+"Returns all the constants as a [PoolStringArray] filled with each constant's "
+"name, for use in [method get_constant], if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:121
+msgid ""
+"Returns all the constant types as a [PoolStringArray] filled with unique "
+"type names, for use in [method get_constant] and/or [method "
+"get_constant_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml:129
+msgid ""
+"Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:136
+msgid ""
+"Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
+"name, for use in [method get_font], if the theme has [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:142
+msgid ""
+"Returns all the [Font] types as a [PoolStringArray] filled with unique type "
+"names, for use in [method get_font] and/or [method get_font_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml:150
+msgid ""
+"Returns the icon [Texture] at [code]name[/code] if the theme has "
+"[code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:157
+msgid ""
+"Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
+"name, for use in [method get_icon], if the theme has [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:163
+msgid ""
+"Returns all the icon types as a [PoolStringArray] filled with unique type "
+"names, for use in [method get_icon] and/or [method get_icon_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml:171
+msgid ""
+"Returns the [StyleBox] at [code]name[/code] if the theme has "
+"[code]node_type[/code].\n"
+"Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
+"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+msgstr ""
+
+#: doc/classes/Theme.xml:179
+msgid ""
+"Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
+"[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
+"[code]node_type[/code].\n"
+"Valid [code]node_type[/code]s may be found using [method get_stylebox_types]."
+msgstr ""
+
+#: doc/classes/Theme.xml:186
+msgid ""
+"Returns all the [StyleBox] types as a [PoolStringArray] filled with unique "
+"type names, for use in [method get_stylebox] and/or [method "
+"get_stylebox_list]."
+msgstr ""
+
+#: doc/classes/Theme.xml:195
+msgid ""
+"Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
+"theme has [code]node_type[/code].\n"
+"Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
+"a data type specific method. Valid [code]node_type[/code]s may be found "
+"using [method get_theme_item_types] or a data type specific method."
+msgstr ""
+
+#: doc/classes/Theme.xml:204
+msgid ""
+"Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
+"filled with each theme items's name, for use in [method get_theme_item] or a "
+"data type specific method, if the theme has [code]node_type[/code].\n"
+"Valid [code]node_type[/code]s may be found using [method "
+"get_theme_item_types] or a data type specific method."
+msgstr ""
+
+#: doc/classes/Theme.xml:212
+msgid ""
+"Returns all the theme items of [code]data_type[/code] types as a "
+"[PoolStringArray] filled with unique type names, for use in [method "
+"get_theme_item], [method get_theme_item_list] or data type specific methods."
+msgstr ""
+
+#: doc/classes/Theme.xml:219
+msgid ""
+"Returns all the theme types as a [PoolStringArray] filled with unique type "
+"names, for use in other [code]get_*[/code] functions of this theme.\n"
+"[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in "
+"future version."
+msgstr ""
+
+#: doc/classes/Theme.xml:228
+msgid ""
+"Returns [code]true[/code] if [Color] with [code]name[/code] is in "
+"[code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:237
+msgid ""
+"Returns [code]true[/code] if constant with [code]name[/code] is in "
+"[code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:244
+msgid ""
+"Returns [code]true[/code] if this theme has a valid [member default_font] "
+"value."
+msgstr ""
+
+#: doc/classes/Theme.xml:252
+msgid ""
+"Returns [code]true[/code] if [Font] with [code]name[/code] is in "
+"[code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:261
+msgid ""
+"Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
+"[code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:270
+msgid ""
+"Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
+"[code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:280
+msgid ""
+"Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
+"[code]name[/code] is in [code]node_type[/code].\n"
+"Returns [code]false[/code] if the theme does not have [code]node_type[/code]."
+msgstr ""
+
+#: doc/classes/Theme.xml:288
+msgid ""
+"Adds missing and overrides existing definitions with values from the "
+"[code]other[/code] [Theme].\n"
+"[b]Note:[/b] This modifies the current theme. If you want to merge two "
+"themes together without modifying either one, create a new empty theme and "
+"merge the other two into it one after another."
+msgstr ""
+
+#: doc/classes/Theme.xml:298
+msgid ""
+"Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml:307
+msgid ""
+"Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml:316
+msgid ""
+"Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml:325
+msgid ""
+"Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
+"has [code]node_type[/code]. If [code]name[/code] is already taken, this "
+"method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml:334
+msgid ""
+"Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
+"theme has [code]node_type[/code]. If [code]name[/code] is already taken, "
+"this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml:344
+msgid ""
+"Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
+"[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/"
+"code] is already taken, this method fails."
+msgstr ""
+
+#: doc/classes/Theme.xml:353
+msgid ""
+"Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
+"[code]node_type[/code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml:363
+msgid ""
+"Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
+"[code]node_type[/code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml:373
+msgid ""
+"Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
+"[code]node_type[/code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml:383
+msgid ""
+"Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
+"in [code]node_type[/code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml:393
+msgid ""
+"Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
+"[code]node_type[/code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml:404
+msgid ""
+"Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
+"[code]name[/code] in [code]node_type[/code].\n"
+"Does nothing if the [code]value[/code] type does not match [code]data_type[/"
+"code].\n"
+"Creates [code]node_type[/code] if the theme does not have it."
+msgstr ""
+
+#: doc/classes/Theme.xml:412
+msgid ""
+"The default font of this [Theme] resource. Used as a fallback value for font "
+"items defined in this theme, but having invalid values. If this value is "
+"also invalid, the global default value is used.\n"
+"Use [method has_default_font] to check if this value is valid."
+msgstr ""
+
+#: doc/classes/Theme.xml:418
+msgid "Theme's [Color] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml:421
+msgid "Theme's constant item type."
+msgstr ""
+
+#: doc/classes/Theme.xml:424
+msgid "Theme's [Font] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml:427
+msgid "Theme's icon [Texture] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml:430
+msgid "Theme's [StyleBox] item type."
+msgstr ""
+
+#: doc/classes/Theme.xml:433
+msgid "Maximum value for the DataType enum."
+msgstr ""
+
+#: doc/classes/Thread.xml:4
+msgid "A unit of execution in a process."
+msgstr ""
+
+#: doc/classes/Thread.xml:7
+msgid ""
+"A unit of execution in a process. Can run methods on [Object]s "
+"simultaneously. The use of synchronization via [Mutex] or [Semaphore] is "
+"advised if working with shared objects.\n"
+"[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. "
+"This is a current limitation of the GDScript debugger."
+msgstr ""
+
+#: doc/classes/Thread.xml:12
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/threads/thread_safe_apis.html"
+msgstr ""
+
+#: doc/classes/Thread.xml:19
+msgid ""
+"Returns the current [Thread]'s ID, uniquely identifying it among all "
+"threads. If the [Thread] is not running this returns an empty string."
+msgstr ""
+
+#: doc/classes/Thread.xml:25
+msgid ""
+"Returns [code]true[/code] if this [Thread] has been started. Once started, "
+"this will return [code]true[/code] until it is joined using [method "
+"wait_to_finish]. For checking if a [Thread] is still executing its task, use "
+"[method is_alive]."
+msgstr ""
+
+#: doc/classes/Thread.xml:31
+msgid ""
+"Returns [code]true[/code] if this [Thread] is currently running. This is "
+"useful for determining if [method wait_to_finish] can be called without "
+"blocking the calling thread.\n"
+"To check if a [Thread] is joinable, use [method is_active]."
+msgstr ""
+
+#: doc/classes/Thread.xml:42
+msgid ""
+"Starts a new [Thread] that runs [code]method[/code] on object "
+"[code]instance[/code] with [code]userdata[/code] passed as an argument. Even "
+"if no userdata is passed, [code]method[/code] must accept one argument and "
+"it will be null. The [code]priority[/code] of the [Thread] can be changed by "
+"passing a value from the [enum Priority] enum.\n"
+"Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure."
+msgstr ""
+
+#: doc/classes/Thread.xml:49
+msgid ""
+"Joins the [Thread] and waits for it to finish. Returns the output of the "
+"method passed to [method start].\n"
+"Should either be used when you want to retrieve the value returned from the "
+"method called by the [Thread] or before freeing the instance that contains "
+"the [Thread].\n"
+"To determine if this can be called without blocking the calling thread, "
+"check if [method is_alive] is [code]false[/code].\n"
+"[b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you "
+"want to use it again you will have to create a new instance of it."
+msgstr ""
+
+#: doc/classes/Thread.xml:58
+msgid "A thread running with lower priority than normally."
+msgstr ""
+
+#: doc/classes/Thread.xml:61
+msgid "A thread with a standard priority."
+msgstr ""
+
+#: doc/classes/Thread.xml:64
+msgid "A thread running with higher priority than normally."
+msgstr ""
+
+#: doc/classes/TileMap.xml:4
+msgid "Node for 2D tile-based maps."
+msgstr ""
+
+#: doc/classes/TileMap.xml:7
+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.\n"
+"When doing physics queries against the tilemap, the cell coordinates are "
+"encoded as [code]metadata[/code] for each detected collision shape returned "
+"by methods such as [method Physics2DDirectSpaceState.intersect_shape], "
+"[method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc."
+msgstr ""
+
+#: doc/classes/TileMap.xml:11 doc/classes/TileSet.xml:11
+msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/using_tilemaps.html"
+msgstr ""
+
+#: doc/classes/TileMap.xml:14 doc/classes/TileSet.xml:14
+msgid "https://godotengine.org/asset-library/asset/111"
+msgstr ""
+
+#: doc/classes/TileMap.xml:23
+msgid "Clears all cells."
+msgstr ""
+
+#: doc/classes/TileMap.xml:29
+msgid "Clears cells that do not exist in the tileset."
+msgstr ""
+
+#: doc/classes/TileMap.xml:37
+msgid ""
+"Returns the tile index of the given cell. If no tile exists in the cell, "
+"returns [constant INVALID_CELL]."
+msgstr ""
+
+#: doc/classes/TileMap.xml:45
+msgid ""
+"Returns the coordinate (subtile column and row) of the autotile variation in "
+"the tileset. Returns a zero vector if the cell doesn't have autotiling."
+msgstr ""
+
+#: doc/classes/TileMap.xml:52
+msgid ""
+"Returns the tile index of the cell given by a Vector2. If no tile exists in "
+"the cell, returns [constant INVALID_CELL]."
+msgstr ""
+
+#: doc/classes/TileMap.xml:59
+msgid "Returns [code]true[/code] if the given collision layer bit is set."
+msgstr ""
+
+#: doc/classes/TileMap.xml:66
+msgid "Returns [code]true[/code] if the given collision mask bit is set."
+msgstr ""
+
+#: doc/classes/TileMap.xml:72
+msgid ""
+"Returns a [Vector2] array with the positions of all cells containing a tile "
+"from the tileset (i.e. a tile index different from [code]-1[/code])."
+msgstr ""
+
+#: doc/classes/TileMap.xml:79
+msgid ""
+"Returns an array of all cells with the given tile index specified in "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/TileMap.xml:85
+msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map."
+msgstr ""
+
+#: doc/classes/TileMap.xml:93
+msgid ""
+"Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y "
+"axes are swapped."
+msgstr ""
+
+#: doc/classes/TileMap.xml:101
+msgid "Returns [code]true[/code] if the given cell is flipped in the X axis."
+msgstr ""
+
+#: doc/classes/TileMap.xml:109
+msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis."
+msgstr ""
+
+#: doc/classes/TileMap.xml:117
+msgid ""
+"Returns the local position of the top left corner of the cell corresponding "
+"to the given tilemap (grid-based) coordinates.\n"
+"To get the global position, use [method Node2D.to_global]:\n"
+"[codeblock]\n"
+"var local_position = my_tilemap.map_to_world(map_position)\n"
+"var global_position = my_tilemap.to_global(local_position)\n"
+"[/codeblock]\n"
+"Optionally, the tilemap's half offset can be ignored."
+msgstr ""
+
+#: doc/classes/TileMap.xml:136
+msgid ""
+"Sets the tile index for the cell given by a Vector2.\n"
+"An index of [code]-1[/code] clears the cell.\n"
+"Optionally, the tile can also be flipped, transposed, or given autotile "
+"coordinates. The autotile coordinate refers to the column and row of the "
+"subtile.\n"
+"[b]Note:[/b] Data such as navigation polygons and collision shapes are not "
+"immediately updated for performance reasons.\n"
+"If you need these to be immediately updated, you can call [method "
+"update_dirty_quadrants].\n"
+"Overriding this method also overrides it internally, allowing custom logic "
+"to be implemented when tiles are placed/removed:\n"
+"[codeblock]\n"
+"func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, "
+"autotile_coord=Vector2()):\n"
+" # Write your custom logic here.\n"
+" # To call the default method:\n"
+" .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TileMap.xml:158
+msgid ""
+"Sets the tile index for the given cell.\n"
+"An index of [code]-1[/code] clears the cell.\n"
+"Optionally, the tile can also be flipped or transposed.\n"
+"[b]Note:[/b] Data such as navigation polygons and collision shapes are not "
+"immediately updated for performance reasons.\n"
+"If you need these to be immediately updated, you can call [method "
+"update_dirty_quadrants]."
+msgstr ""
+
+#: doc/classes/TileMap.xml:170
+msgid "Sets the given collision layer bit."
+msgstr ""
+
+#: doc/classes/TileMap.xml:178
+msgid "Sets the given collision mask bit."
+msgstr ""
+
+#: doc/classes/TileMap.xml:185
+msgid ""
+"Applies autotiling rules to the cell (and its adjacent cells) referenced by "
+"its grid-based X and Y coordinates."
+msgstr ""
+
+#: doc/classes/TileMap.xml:193
+msgid ""
+"Applies autotiling rules to the cells in the given region (specified by grid-"
+"based X and Y coordinates).\n"
+"Calling with invalid (or missing) parameters applies autotiling rules for "
+"the entire tilemap."
+msgstr ""
+
+#: doc/classes/TileMap.xml:200
+msgid ""
+"Updates the tile map's quadrants, allowing things such as navigation and "
+"collision shapes to be immediately used if modified."
+msgstr ""
+
+#: doc/classes/TileMap.xml:207
+msgid ""
+"Returns the tilemap (grid-based) coordinates corresponding to the given "
+"local position.\n"
+"To use this with a global position, first determine the local position with "
+"[method Node2D.to_local]:\n"
+"[codeblock]\n"
+"var local_position = my_tilemap.to_local(global_position)\n"
+"var map_position = my_tilemap.world_to_map(local_position)\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TileMap.xml:218
+msgid "If [code]true[/code], the cell's UVs will be clipped."
+msgstr ""
+
+#: doc/classes/TileMap.xml:221
+msgid "The custom [Transform2D] to be applied to the TileMap's cells."
+msgstr ""
+
+#: doc/classes/TileMap.xml:224
+msgid ""
+"Amount to offset alternating tiles. See [enum HalfOffset] for possible "
+"values."
+msgstr ""
+
+#: doc/classes/TileMap.xml:227
+msgid ""
+"The TileMap's quadrant size. Optimizes drawing by batching, using chunks of "
+"this size."
+msgstr ""
+
+#: doc/classes/TileMap.xml:230
+msgid "The TileMap's cell size."
+msgstr ""
+
+#: doc/classes/TileMap.xml:233
+msgid "Position for tile origin. See [enum TileOrigin] for possible values."
+msgstr ""
+
+#: doc/classes/TileMap.xml:236
+msgid ""
+"If [code]true[/code], the TileMap's direct children will be drawn in order "
+"of their Y coordinate."
+msgstr ""
+
+#: doc/classes/TileMap.xml:239
+msgid ""
+"If [code]true[/code], the textures will be centered in the middle of each "
+"tile. This is useful for certain isometric or top-down modes when textures "
+"are made larger or smaller than the tiles (e.g. to avoid flickering on tile "
+"edges). The offset is still applied, but from the center of the tile. If "
+"used, [member compatibility_mode] is ignored.\n"
+"If [code]false[/code], the texture position start in the top-left corner "
+"unless [member compatibility_mode] is enabled."
+msgstr ""
+
+#: doc/classes/TileMap.xml:243
+msgid ""
+"Bounce value for static body collisions (see [code]collision_use_kinematic[/"
+"code])."
+msgstr ""
+
+#: doc/classes/TileMap.xml:246
+msgid ""
+"Friction value for static body collisions (see "
+"[code]collision_use_kinematic[/code])."
+msgstr ""
+
+#: doc/classes/TileMap.xml:249
+msgid ""
+"The collision layer(s) for all colliders in the TileMap. See [url=https://"
+"docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction."
+"html#collision-layers-and-masks]Collision layers and masks[/url] in the "
+"documentation for more information."
+msgstr ""
+
+#: doc/classes/TileMap.xml:252
+msgid ""
+"The collision mask(s) for all colliders in the TileMap. See [url=https://"
+"docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction."
+"html#collision-layers-and-masks]Collision layers and masks[/url] in the "
+"documentation for more information."
+msgstr ""
+
+#: doc/classes/TileMap.xml:255
+msgid ""
+"If [code]true[/code], TileMap collisions will be handled as a kinematic "
+"body. If [code]false[/code], collisions will be handled as static body."
+msgstr ""
+
+#: doc/classes/TileMap.xml:258
+msgid ""
+"If [code]true[/code], this tilemap's collision shape will be added to the "
+"collision shape of the parent. The parent has to be a [CollisionObject2D]."
+msgstr ""
+
+#: doc/classes/TileMap.xml:261
+msgid ""
+"If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 "
+"or earlier is maintained (textures move when the tile origin changes and "
+"rotate if the texture size is not homogeneous). This mode presents problems "
+"when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/"
+"code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in "
+"which the texture could not coincide with the collision, thus it is not "
+"recommended for isometric or non-square tiles.\n"
+"If [code]false[/code], the textures do not move when doing [code]flip_h[/"
+"code], [code]flip_v[/code] operations if no offset is used, nor when "
+"changing the tile origin.\n"
+"The compatibility mode doesn't work with the [member centered_textures] "
+"option, because displacing textures with the [member cell_tile_origin] "
+"option or in irregular tiles is not relevant when centering those textures."
+msgstr ""
+
+#: doc/classes/TileMap.xml:266
+msgid "The TileMap orientation mode. See [enum Mode] for possible values."
+msgstr ""
+
+#: doc/classes/TileMap.xml:269
+msgid ""
+"The light mask assigned to all light occluders in the TileMap. The TileSet's "
+"light occluders will cast shadows only from Light2D(s) that have the same "
+"light mask(s)."
+msgstr ""
+
+#: doc/classes/TileMap.xml:272
+msgid ""
+"If [code]true[/code], collision shapes are visible in the editor. Doesn't "
+"affect collision shapes visibility at runtime. To show collision shapes at "
+"runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu "
+"instead."
+msgstr ""
+
+#: doc/classes/TileMap.xml:275
+msgid "The assigned [TileSet]."
+msgstr ""
+
+#: doc/classes/TileMap.xml:281
+msgid "Emitted when a tilemap setting has changed."
+msgstr ""
+
+#: doc/classes/TileMap.xml:287
+msgid "Returned when a cell doesn't exist."
+msgstr ""
+
+#: doc/classes/TileMap.xml:290
+msgid "Orthogonal orientation mode."
+msgstr ""
+
+#: doc/classes/TileMap.xml:293
+msgid "Isometric orientation mode."
+msgstr ""
+
+#: doc/classes/TileMap.xml:296
+msgid "Custom orientation mode."
+msgstr ""
+
+#: doc/classes/TileMap.xml:299
+msgid "Half offset on the X coordinate."
+msgstr ""
+
+#: doc/classes/TileMap.xml:302
+msgid "Half offset on the Y coordinate."
+msgstr ""
+
+#: doc/classes/TileMap.xml:305
+msgid "Half offset disabled."
+msgstr ""
+
+#: doc/classes/TileMap.xml:308
+msgid "Half offset on the X coordinate (negative)."
+msgstr ""
+
+#: doc/classes/TileMap.xml:311
+msgid "Half offset on the Y coordinate (negative)."
+msgstr ""
+
+#: doc/classes/TileMap.xml:314
+msgid "Tile origin at its top-left corner."
+msgstr ""
+
+#: doc/classes/TileMap.xml:317
+msgid "Tile origin at its center."
+msgstr ""
+
+#: doc/classes/TileMap.xml:320
+msgid "Tile origin at its bottom-left corner."
+msgstr ""
+
+#: doc/classes/TileSet.xml:4
+msgid "Tile library for tilemaps."
+msgstr ""
+
+#: doc/classes/TileSet.xml:7
+msgid ""
+"A TileSet is a library of tiles for a [TileMap]. It contains a list of "
+"tiles, each consisting of a sprite and optional collision shapes.\n"
+"Tiles are referenced by a unique integer ID."
+msgstr ""
+
+#: doc/classes/TileSet.xml:42
+msgid ""
+"Determines when the auto-tiler should consider two different auto-tile IDs "
+"to be bound together.\n"
+"[b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant "
+"TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:50
+msgid "Clears all bitmask information of the autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:58
+msgid ""
+"Returns the bitmask of the subtile from an autotile given its coordinates.\n"
+"The value is the sum of the values in [enum AutotileBindings] present in the "
+"subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
+"left and top right)."
+msgstr ""
+
+#: doc/classes/TileSet.xml:66
+msgid "Returns the [enum BitmaskMode] of the autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:73
+msgid ""
+"Returns the subtile that's being used as an icon in an atlas/autotile given "
+"its coordinates.\n"
+"The subtile defined as the icon will be used as a fallback when the atlas/"
+"autotile's bitmask information is incomplete. It will also be used to "
+"represent it in the TileSet editor."
+msgstr ""
+
+#: doc/classes/TileSet.xml:82
+msgid ""
+"Returns the light occluder of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml:90
+msgid ""
+"Returns the navigation polygon of the subtile from an atlas/autotile given "
+"its coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml:97
+msgid "Returns the size of the subtiles in an atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:104
+msgid "Returns the spacing between subtiles of the atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:112
+msgid ""
+"Returns the priority of the subtile from an autotile given its coordinates.\n"
+"When more than one subtile has the same bitmask value, one of them will be "
+"picked randomly for drawing. Its priority will define how often it will be "
+"picked."
+msgstr ""
+
+#: doc/classes/TileSet.xml:121
+msgid ""
+"Returns the drawing index of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml:130
+msgid ""
+"Sets the bitmask of the subtile from an autotile given its coordinates.\n"
+"The value is the sum of the values in [enum AutotileBindings] present in the "
+"subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
+"left and top right)."
+msgstr ""
+
+#: doc/classes/TileSet.xml:139
+msgid "Sets the [enum BitmaskMode] of the autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:147
+msgid ""
+"Sets the subtile that will be used as an icon in an atlas/autotile given its "
+"coordinates.\n"
+"The subtile defined as the icon will be used as a fallback when the atlas/"
+"autotile's bitmask information is incomplete. It will also be used to "
+"represent it in the TileSet editor."
+msgstr ""
+
+#: doc/classes/TileSet.xml:157
+msgid ""
+"Sets the light occluder of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml:166
+msgid ""
+"Sets the navigation polygon of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml:174
+msgid "Sets the size of the subtiles in an atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:182
+msgid "Sets the spacing between subtiles of the atlas/autotile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:191
+msgid ""
+"Sets the priority of the subtile from an autotile given its coordinates.\n"
+"When more than one subtile has the same bitmask value, one of them will be "
+"picked randomly for drawing. Its priority will define how often it will be "
+"picked."
+msgstr ""
+
+#: doc/classes/TileSet.xml:201
+msgid ""
+"Sets the drawing index of the subtile from an atlas/autotile given its "
+"coordinates."
+msgstr ""
+
+#: doc/classes/TileSet.xml:207
+msgid "Clears all tiles."
+msgstr ""
+
+#: doc/classes/TileSet.xml:214
+msgid "Creates a new tile with the given ID."
+msgstr ""
+
+#: doc/classes/TileSet.xml:221
+msgid "Returns the first tile matching the given name."
+msgstr ""
+
+#: doc/classes/TileSet.xml:227
+msgid ""
+"Returns the ID following the last currently used ID, useful when creating a "
+"new tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:233
+msgid "Returns an array of all currently used tile IDs."
+msgstr ""
+
+#: doc/classes/TileSet.xml:240
+msgid "Removes the given tile ID."
+msgstr ""
+
+#: doc/classes/TileSet.xml:251
+msgid "Adds a shape to the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:258
+msgid "Returns the tile's light occluder."
+msgstr ""
+
+#: doc/classes/TileSet.xml:265
+msgid "Returns the tile's material."
+msgstr ""
+
+#: doc/classes/TileSet.xml:272
+msgid "Returns the tile's modulation color."
+msgstr ""
+
+#: doc/classes/TileSet.xml:279
+msgid "Returns the tile's name."
+msgstr ""
+
+#: doc/classes/TileSet.xml:286
+msgid "Returns the navigation polygon of the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:293
+msgid "Returns the offset of the tile's navigation polygon."
+msgstr ""
+
+#: doc/classes/TileSet.xml:300
+msgid "Returns the tile's normal map texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml:307
+msgid "Returns the offset of the tile's light occluder."
+msgstr ""
+
+#: doc/classes/TileSet.xml:314
+msgid "Returns the tile sub-region in the texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml:322
+msgid "Returns a tile's given shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml:329
+msgid "Returns the number of shapes assigned to a tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:337
+msgid "Returns the offset of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml:345
+msgid "Returns the one-way collision value of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml:360
+msgid "Returns the [Transform2D] of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml:367
+msgid ""
+"Returns an array of dictionaries describing the tile's shapes.\n"
+"[b]Dictionary structure in the array returned by this method:[/b]\n"
+"[codeblock]\n"
+"{\n"
+" \"autotile_coord\": Vector2,\n"
+" \"one_way\": bool,\n"
+" \"one_way_margin\": int,\n"
+" \"shape\": CollisionShape2D,\n"
+" \"shape_transform\": Transform2D,\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/TileSet.xml:384
+msgid "Returns the tile's texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml:391
+msgid "Returns the texture offset of the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:398
+msgid "Returns the tile's [enum TileMode]."
+msgstr ""
+
+#: doc/classes/TileSet.xml:405
+msgid "Returns the tile's Z index (drawing layer)."
+msgstr ""
+
+#: doc/classes/TileSet.xml:413
+msgid "Sets a light occluder for the tile."
+msgstr ""
+
+#: doc/classes/TileSet.xml:421
+msgid "Sets the tile's material."
+msgstr ""
+
+#: doc/classes/TileSet.xml:429
+msgid "Sets the tile's modulation color."
+msgstr ""
+
+#: doc/classes/TileSet.xml:437
+msgid "Sets the tile's name."
+msgstr ""
+
+#: doc/classes/TileSet.xml:445
+msgid "Sets the tile's navigation polygon."
+msgstr ""
+
+#: doc/classes/TileSet.xml:453
+msgid "Sets an offset for the tile's navigation polygon."
+msgstr ""
+
+#: doc/classes/TileSet.xml:461
+msgid ""
+"Sets the tile's normal map texture.\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 ""
+
+#: doc/classes/TileSet.xml:470
+msgid "Sets an offset for the tile's light occluder."
+msgstr ""
+
+#: doc/classes/TileSet.xml:478
+msgid ""
+"Sets the tile's sub-region in the texture. This is common in texture atlases."
+msgstr ""
+
+#: doc/classes/TileSet.xml:487
+msgid "Sets a shape for the tile, enabling collision."
+msgstr ""
+
+#: doc/classes/TileSet.xml:496
+msgid "Sets the offset of a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml:505
+msgid "Enables one-way collision on a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml:522
+msgid "Sets a [Transform2D] on a tile's shape."
+msgstr ""
+
+#: doc/classes/TileSet.xml:530
+msgid "Sets an array of shapes for the tile, enabling collision."
+msgstr ""
+
+#: doc/classes/TileSet.xml:538
+msgid "Sets the tile's texture."
+msgstr ""
+
+#: doc/classes/TileSet.xml:546
+msgid "Sets the tile's texture offset."
+msgstr ""
+
+#: doc/classes/TileSet.xml:554
+msgid "Sets the tile's [enum TileMode]."
+msgstr ""
+
+#: doc/classes/TileSet.xml:562
+msgid "Sets the tile's drawing index."
+msgstr ""
+
+#: doc/classes/Timer.xml:4
+msgid "A countdown timer."
+msgstr ""
+
+#: doc/classes/Timer.xml:7
+msgid ""
+"Counts down a specified interval and emits a signal on reaching 0. Can be "
+"set to repeat or \"one-shot\" mode.\n"
+"[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
+"[method SceneTree.create_timer]."
+msgstr ""
+
+#: doc/classes/Timer.xml:17
+msgid "Returns [code]true[/code] if the timer is stopped."
+msgstr ""
+
+#: doc/classes/Timer.xml:24
+msgid ""
+"Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if "
+"[code]time_sec > 0[/code]. This also resets the remaining time to "
+"[code]wait_time[/code].\n"
+"[b]Note:[/b] This method will not resume a paused timer. See [member paused]."
+msgstr ""
+
+#: doc/classes/Timer.xml:31
+msgid "Stops the timer."
+msgstr ""
+
+#: doc/classes/Timer.xml:37
+msgid ""
+"If [code]true[/code], the timer will automatically start when entering the "
+"scene tree.\n"
+"[b]Note:[/b] This property is automatically set to [code]false[/code] after "
+"the timer enters the scene tree and starts."
+msgstr ""
+
+#: doc/classes/Timer.xml:41
+msgid ""
+"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/"
+"code], it will restart."
+msgstr ""
+
+#: doc/classes/Timer.xml:44
+msgid ""
+"If [code]true[/code], the timer is paused and will not process until it is "
+"unpaused again, even if [method start] is called."
+msgstr ""
+
+#: doc/classes/Timer.xml:47
+msgid "Processing mode. See [enum TimerProcessMode]."
+msgstr ""
+
+#: doc/classes/Timer.xml:50
+msgid ""
+"The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n"
+"[b]Note:[/b] You cannot set this value. To change the timer's remaining "
+"time, use [method start]."
+msgstr ""
+
+#: doc/classes/Timer.xml:54
+msgid ""
+"The wait time in seconds.\n"
+"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once "
+"per physics frame if [member process_mode] is [constant "
+"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 "
+"seconds) will behave in significantly different ways depending on the "
+"rendered framerate. For very low wait times, it is recommended to use a "
+"process loop in a script instead of using a Timer node."
+msgstr ""
+
+#: doc/classes/Timer.xml:67
+msgid ""
+"Update the timer during the physics step at each frame (fixed framerate "
+"processing)."
+msgstr ""
+
+#: doc/classes/Timer.xml:70
+msgid "Update the timer during the idle time at each frame."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:4
+msgid "Flat button helper class."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:7
+msgid ""
+"This is a helper class to generate a flat [Button] (see [member Button."
+"flat]), creating a [ToolButton] is equivalent to:\n"
+"[codeblock]\n"
+"var btn = Button.new()\n"
+"btn.flat = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/ToolButton.xml:24
+msgid "Default text [Color] of the [ToolButton]."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:27
+msgid "Text [Color] used when the [ToolButton] is disabled."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:30
+msgid ""
+"Text [Color] used when the [ToolButton] is focused. Only replaces the normal "
+"text color of the button. Disabled, hovered, and pressed states take "
+"precedence over this color."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:33
+msgid "Text [Color] used when the [ToolButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:36
+msgid "Text [Color] used when the [ToolButton] is being pressed."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:39
+msgid "The horizontal space between [ToolButton]'s icon and text."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:42
+msgid "[Font] of the [ToolButton]'s text."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:45
+msgid "[StyleBox] used when the [ToolButton] is disabled."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:48
+msgid ""
+"[StyleBox] used when the [ToolButton] is focused. It is displayed over the "
+"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
+"visual effect."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:51
+msgid "[StyleBox] used when the [ToolButton] is being hovered."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:54
+msgid "Default [StyleBox] for the [ToolButton]."
+msgstr ""
+
+#: doc/classes/ToolButton.xml:57
+msgid "[StyleBox] used when the [ToolButton] is being pressed."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:4
+msgid "Button for touch screen devices for gameplay use."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:7
+msgid ""
+"TouchScreenButton allows you to create on-screen buttons for touch devices. "
+"It's intended for gameplay use, such as a unit you have to touch to move. "
+"Unlike [Button], TouchScreenButton supports multitouch out of the box. "
+"Several TouchScreenButtons can be pressed at the same time with touch "
+"input.\n"
+"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot "
+"set anchors on it. If you want to create menus or user interfaces, you may "
+"want to use [Button] nodes instead. To make button nodes react to touch "
+"events, you can enable the Emulate Mouse option in the Project Settings.\n"
+"You can configure TouchScreenButton to be visible only on touch devices, "
+"helping you develop your game both for desktop and mobile devices."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:17
+msgid "Returns [code]true[/code] if this button is currently pressed."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:23
+msgid "The button's action. Actions can be handled with [InputEventAction]."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:26
+msgid "The button's bitmask."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:29
+msgid "The button's texture for the normal state."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:32
+msgid ""
+"If [code]true[/code], the [signal pressed] and [signal released] signals are "
+"emitted whenever a pressed finger goes in and out of the button, even if the "
+"pressure started outside the active area of the button.\n"
+"[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:36
+msgid "The button's texture for the pressed state."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:39
+msgid "The button's shape."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:42
+msgid ""
+"If [code]true[/code], the button's shape is centered in the provided "
+"texture. If no texture is used, this property has no effect."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:45
+msgid "If [code]true[/code], the button's shape is visible."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:48
+msgid ""
+"The button's visibility mode. See [enum VisibilityMode] for possible values."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:54
+msgid "Emitted when the button is pressed (down)."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:59
+msgid "Emitted when the button is released (up)."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:65
+msgid "Always visible."
+msgstr ""
+
+#: doc/classes/TouchScreenButton.xml:68
+msgid "Visible on touch screens only."
+msgstr ""
+
+#: doc/classes/Transform.xml:4
+msgid "3D transformation (3×4 matrix)."
+msgstr ""
+
+#: doc/classes/Transform.xml:7
+msgid ""
+"3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can "
+"represent transformations such as translation, rotation, or scaling. It "
+"consists of a [member basis] (first 3 columns) and a [Vector3] for the "
+"[member origin] (last column).\n"
+"For more information, read the \"Matrices and transforms\" documentation "
+"article."
+msgstr ""
+
+#: doc/classes/Transform.xml:26
+msgid ""
+"Constructs a Transform from four [Vector3] values (matrix columns). Each "
+"axis corresponds to local basis vectors (some of which may be scaled)."
+msgstr ""
+
+#: doc/classes/Transform.xml:34
+msgid "Constructs a Transform from a [Basis] and [Vector3]."
+msgstr ""
+
+#: doc/classes/Transform.xml:41
+msgid "Constructs a Transform from a [Transform2D]."
+msgstr ""
+
+#: doc/classes/Transform.xml:48
+msgid ""
+"Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, "
+"0)[/code]."
+msgstr ""
+
+#: doc/classes/Transform.xml:55
+msgid ""
+"Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)."
+msgstr ""
+
+#: doc/classes/Transform.xml:61 doc/classes/Transform2D.xml:44
+msgid ""
+"Returns the inverse of the transform, under the assumption that the "
+"transformation is composed of rotation, scaling and translation."
+msgstr ""
+
+#: doc/classes/Transform.xml:69
+msgid ""
+"Interpolates the transform to other Transform by weight amount (on the range "
+"of 0.0 to 1.0)."
+msgstr ""
+
+#: doc/classes/Transform.xml:75
+msgid ""
+"Returns the inverse of the transform, under the assumption that the "
+"transformation is composed of rotation and translation (no scaling, use "
+"affine_inverse for transforms with scaling)."
+msgstr ""
+
+#: doc/classes/Transform.xml:82 doc/classes/Transform2D.xml:99
+msgid ""
+"Returns [code]true[/code] if this transform and [code]transform[/code] are "
+"approximately equal, by calling [code]is_equal_approx[/code] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Transform.xml:90
+msgid ""
+"Returns a copy of the transform rotated such that its -Z axis points towards "
+"the [code]target[/code] position.\n"
+"The transform will first be rotated around the given [code]up[/code] vector, "
+"and then fully aligned to the target by a further rotation around an axis "
+"perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n"
+"Operations take place in global space."
+msgstr ""
+
+#: doc/classes/Transform.xml:98
+msgid ""
+"Returns the transform with the basis orthogonal (90 degrees), and normalized "
+"axis vectors."
+msgstr ""
+
+#: doc/classes/Transform.xml:106
+msgid ""
+"Rotates the transform around the given axis by the given angle (in radians), "
+"using matrix multiplication. The axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Transform.xml:113
+msgid ""
+"Scales basis and origin of the transform by the given scale factor, using "
+"matrix multiplication."
+msgstr ""
+
+#: doc/classes/Transform.xml:120 doc/classes/Transform2D.xml:126
+msgid ""
+"Translates the transform by the given offset, relative to the transform's "
+"basis vectors.\n"
+"Unlike [method rotated] and [method scaled], this does not use matrix "
+"multiplication."
+msgstr ""
+
+#: doc/classes/Transform.xml:128
+msgid ""
+"Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by "
+"this transform."
+msgstr ""
+
+#: doc/classes/Transform.xml:135
+msgid ""
+"Inverse-transforms the given [Vector3], [Plane], [AABB], or "
+"[PoolVector3Array] by this transform, under the assumption that the "
+"transformation is composed of rotation and translation (no scaling). "
+"Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For "
+"affine transformations (e.g. with scaling) see [method affine_inverse] "
+"method."
+msgstr ""
+
+#: doc/classes/Transform.xml:141
+msgid ""
+"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, "
+"and Z axis. These vectors can be interpreted as the basis vectors of local "
+"coordinate system traveling with the object."
+msgstr ""
+
+#: doc/classes/Transform.xml:144
+msgid ""
+"The translation offset of the transform (column 3, the fourth column). "
+"Equivalent to array index [code]3[/code]."
+msgstr ""
+
+#: doc/classes/Transform.xml:149
+msgid ""
+"[Transform] with no translation, rotation or scaling applied. When applied "
+"to other data structures, [constant IDENTITY] performs no transformation."
+msgstr ""
+
+#: doc/classes/Transform.xml:152
+msgid "[Transform] with mirroring applied perpendicular to the YZ plane."
+msgstr ""
+
+#: doc/classes/Transform.xml:155
+msgid "[Transform] with mirroring applied perpendicular to the XZ plane."
+msgstr ""
+
+#: doc/classes/Transform.xml:158
+msgid "[Transform] with mirroring applied perpendicular to the XY plane."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:4
+msgid "2D transformation (2×3 matrix)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:7
+msgid ""
+"2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can "
+"represent transformations such as translation, rotation, or scaling. It "
+"consists of three [Vector2] values: [member x], [member y], and the [member "
+"origin].\n"
+"For more information, read the \"Matrices and transforms\" documentation "
+"article."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:21
+msgid "Constructs the transform from a 3D [Transform]."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:30
+msgid ""
+"Constructs the transform from 3 [Vector2] values representing [member x], "
+"[member y], and the [member origin] (the three column vectors)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:38
+msgid "Constructs the transform from a given angle (in radians) and position."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:51
+msgid ""
+"Returns a vector transformed (multiplied) by the basis matrix.\n"
+"This method does not account for translation (the origin vector)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:59
+msgid ""
+"Returns a vector transformed (multiplied) by the inverse basis matrix.\n"
+"This method does not account for translation (the origin vector)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:66
+msgid "Returns the transform's origin (translation)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:72
+msgid "Returns the transform's rotation (in radians)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:78
+msgid "Returns the scale."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:86
+msgid ""
+"Returns a transform interpolated between this transform and another by a "
+"given [code]weight[/code] (on the range of 0.0 to 1.0)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:92
+msgid ""
+"Returns the inverse of the transform, under the assumption that the "
+"transformation is composed of rotation and translation (no scaling, use "
+"[method affine_inverse] for transforms with scaling)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:105
+msgid ""
+"Returns the transform with the basis orthogonal (90 degrees), and normalized "
+"axis vectors (scale of 1 or -1)."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:112
+msgid ""
+"Rotates the transform by the given angle (in radians), using matrix "
+"multiplication."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:119
+msgid ""
+"Scales the transform by the given scale factor, using matrix multiplication."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:134
+msgid ""
+"Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this "
+"transform."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:141
+msgid ""
+"Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by "
+"this transform, under the assumption that the transformation is composed of "
+"rotation and translation (no scaling). Equivalent to calling [code]inverse()."
+"xform(v)[/code] on this transform. For affine transformations (e.g. with "
+"scaling) see [method affine_inverse] method."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:147
+msgid ""
+"The origin vector (column 2, the third column). Equivalent to array index "
+"[code]2[/code]. The origin vector represents translation."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:158
+msgid ""
+"The identity [Transform2D] with no translation, rotation or scaling applied. "
+"When applied to other data structures, [constant IDENTITY] performs no "
+"transformation."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:161
+msgid "The [Transform2D] that will flip something along the X axis."
+msgstr ""
+
+#: doc/classes/Transform2D.xml:164
+msgid "The [Transform2D] that will flip something along the Y axis."
+msgstr ""
+
+#: doc/classes/Translation.xml:4
+msgid "Language Translation."
+msgstr ""
+
+#: doc/classes/Translation.xml:7
+msgid ""
+"Translations are resources that can be loaded and unloaded on demand. They "
+"map a string to another string."
+msgstr ""
+
+#: doc/classes/Translation.xml:10 doc/classes/TranslationServer.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/i18n/internationalizing_games."
+"html"
+msgstr ""
+
+#: doc/classes/Translation.xml:11 doc/classes/TranslationServer.xml:11
+msgid "https://docs.godotengine.org/en/3.4/tutorials/i18n/locales.html"
+msgstr ""
+
+#: doc/classes/Translation.xml:18
+msgid "Virtual method to override [method get_message]."
+msgstr ""
+
+#: doc/classes/Translation.xml:26
+msgid "Adds a message if nonexistent, followed by its translation."
+msgstr ""
+
+#: doc/classes/Translation.xml:33
+msgid "Erases a message."
+msgstr ""
+
+#: doc/classes/Translation.xml:40
+msgid "Returns a message's translation."
+msgstr ""
+
+#: doc/classes/Translation.xml:46
+msgid "Returns the number of existing messages."
+msgstr ""
+
+#: doc/classes/Translation.xml:52
+msgid "Returns all the messages (keys)."
+msgstr ""
+
+#: doc/classes/Translation.xml:58
+msgid "The locale of the translation."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml:4
+msgid "Server that manages all translations."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml:7
+msgid ""
+"Server that manages all translations. Translations can be set to it and "
+"removed from it."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml:18
+msgid "Adds a [Translation] resource."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml:24
+msgid "Clears the server from all translations."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml:30
+msgid "Returns an array of all loaded locales of the project."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml:36
+msgid ""
+"Returns the current locale of the project.\n"
+"See also [method OS.get_locale] and [method OS.get_locale_language] to query "
+"the locale of the user system."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml:44
+msgid ""
+"Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
+"would return [code]\"English (United States)\"[/code])."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml:51
+msgid "Removes the given translation from the server."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml:58
+msgid ""
+"Sets the locale of the project. The [code]locale[/code] string will be "
+"standardized to match known locales (e.g. [code]en-US[/code] would be "
+"matched to [code]en_US[/code]).\n"
+"If translations have been loaded beforehand for the new locale, they will be "
+"applied."
+msgstr ""
+
+#: doc/classes/TranslationServer.xml:66
+msgid "Returns the current locale's translation for the given message (key)."
+msgstr ""
+
+#: doc/classes/Tree.xml:4
+msgid "Control to show a tree of items."
+msgstr ""
+
+#: doc/classes/Tree.xml:7
+msgid ""
+"This shows a tree of items that can be selected, expanded and collapsed. The "
+"tree can have multiple columns with custom controls like text editing, "
+"buttons and popups. It can be useful for structured displays and "
+"interactions.\n"
+"Trees are built via code, using [TreeItem] objects to create the structure. "
+"They have a single root but multiple roots can be simulated if a dummy "
+"hidden root is added.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" var tree = Tree.new()\n"
+" var root = tree.create_item()\n"
+" tree.set_hide_root(true)\n"
+" var child1 = tree.create_item(root)\n"
+" var child2 = tree.create_item(root)\n"
+" var subchild1 = tree.create_item(child1)\n"
+" subchild1.set_text(0, \"Subchild1\")\n"
+"[/codeblock]\n"
+"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
+"TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
+"through [method get_root]. You can use [method Object.free] on a [TreeItem] "
+"to remove it from the [Tree]."
+msgstr ""
+
+#: doc/classes/Tree.xml:27
+msgid "Returns [code]true[/code] if the column titles are being shown."
+msgstr ""
+
+#: doc/classes/Tree.xml:33
+msgid "Clears the tree. This removes all items."
+msgstr ""
+
+#: doc/classes/Tree.xml:41
+msgid ""
+"Creates an item in the tree and adds it as a child of [code]parent[/code].\n"
+"If [code]parent[/code] is [code]null[/code], the root item will be the "
+"parent, or the new item will be the root itself if the tree is empty.\n"
+"The new item will be the [code]idx[/code]th child of parent, or it will be "
+"the last child if there are not enough siblings."
+msgstr ""
+
+#: doc/classes/Tree.xml:49
+msgid ""
+"Edits the selected tree item as if it was clicked. The item must be set "
+"editable with [method TreeItem.set_editable]. Returns [code]true[/code] if "
+"the item could be edited. Fails if no item is selected."
+msgstr ""
+
+#: doc/classes/Tree.xml:55
+msgid ""
+"Makes the currently focused cell visible.\n"
+"This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this "
+"will not do horizontal scrolling, as all the cells in the selected row is "
+"focused logically.\n"
+"[b]Note:[/b] Despite the name of this method, the focus cursor itself is "
+"only visible in [constant SELECT_MULTI] mode."
+msgstr ""
+
+#: doc/classes/Tree.xml:64
+msgid ""
+"Returns the column index at [code]position[/code], or -1 if no item is there."
+msgstr ""
+
+#: doc/classes/Tree.xml:71
+msgid "Returns the column's title."
+msgstr ""
+
+#: doc/classes/Tree.xml:78
+msgid "Returns the column's width in pixels."
+msgstr ""
+
+#: doc/classes/Tree.xml:84
+msgid ""
+"Returns the rectangle for custom popups. Helper to create custom cell "
+"controls that display a popup. See [method TreeItem.set_cell_mode]."
+msgstr ""
+
+#: doc/classes/Tree.xml:91
+msgid ""
+"Returns the drop section at [code]position[/code], or -100 if no item is "
+"there.\n"
+"Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and "
+"\"below item\" drop sections, respectively. See [enum DropModeFlags] for a "
+"description of each drop section.\n"
+"To get the item which the returned drop section is relative to, use [method "
+"get_item_at_position]."
+msgstr ""
+
+#: doc/classes/Tree.xml:99
+msgid ""
+"Returns the currently edited item. Can be used with [signal item_edited] to "
+"get the item that was modified.\n"
+"[codeblock]\n"
+"func _ready():\n"
+" $Tree.item_edited.connect(on_Tree_item_edited)\n"
+"\n"
+"func on_Tree_item_edited():\n"
+" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Tree.xml:112
+msgid "Returns the column for the currently edited item."
+msgstr ""
+
+#: doc/classes/Tree.xml:120
+msgid ""
+"Returns the rectangle area for the specified item. If [code]column[/code] is "
+"specified, only get the position and size of that column, otherwise get the "
+"rectangle containing all columns."
+msgstr ""
+
+#: doc/classes/Tree.xml:127
+msgid ""
+"Returns the tree item at the specified position (relative to the tree origin "
+"position)."
+msgstr ""
+
+#: doc/classes/Tree.xml:134
+msgid ""
+"Returns the next selected item after the given one, or [code]null[/code] if "
+"the end is reached.\n"
+"If [code]from[/code] is [code]null[/code], this returns the first selected "
+"item."
+msgstr ""
+
+#: doc/classes/Tree.xml:141
+msgid "Returns the last pressed button's index."
+msgstr ""
+
+#: doc/classes/Tree.xml:147
+msgid ""
+"Returns the tree's root item, or [code]null[/code] if the tree is empty."
+msgstr ""
+
+#: doc/classes/Tree.xml:153
+msgid "Returns the current scrolling position."
+msgstr ""
+
+#: doc/classes/Tree.xml:159
+msgid ""
+"Returns the currently focused item, or [code]null[/code] if no item is "
+"focused.\n"
+"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused "
+"item is same as the selected item. In [constant SELECT_MULTI] mode, the "
+"focused item is the item under the focus cursor, not necessarily selected.\n"
+"To get the currently selected item(s), use [method get_next_selected]."
+msgstr ""
+
+#: doc/classes/Tree.xml:167
+msgid ""
+"Returns the currently focused column, or -1 if no column is focused.\n"
+"In [constant SELECT_SINGLE] mode, the focused column is the selected column. "
+"In [constant SELECT_ROW] mode, the focused column is always 0 if any item is "
+"selected. In [constant SELECT_MULTI] mode, the focused column is the column "
+"under the focus cursor, and there are not necessarily any column selected.\n"
+"To tell whether a column of an item is selected, use [method TreeItem."
+"is_selected]."
+msgstr ""
+
+#: doc/classes/Tree.xml:176
+msgid "Causes the [Tree] to jump to the specified item."
+msgstr ""
+
+#: doc/classes/Tree.xml:184
+msgid ""
+"If [code]true[/code], the column will have the \"Expand\" flag of [Control]. "
+"Columns that have the \"Expand\" flag will use their \"min_width\" in a "
+"similar fashion to [member Control.size_flags_stretch_ratio]."
+msgstr ""
+
+#: doc/classes/Tree.xml:192
+msgid ""
+"Sets the minimum width of a column. Columns that have the \"Expand\" flag "
+"will use their \"min_width\" in a similar fashion to [member Control."
+"size_flags_stretch_ratio]."
+msgstr ""
+
+#: doc/classes/Tree.xml:200
+msgid "Sets the title of a column."
+msgstr ""
+
+#: doc/classes/Tree.xml:207
+msgid "If [code]true[/code], column titles are visible."
+msgstr ""
+
+#: doc/classes/Tree.xml:213
+msgid ""
+"If [code]true[/code], the currently selected cell may be selected again."
+msgstr ""
+
+#: doc/classes/Tree.xml:216
+msgid "If [code]true[/code], a right mouse button click can select items."
+msgstr ""
+
+#: doc/classes/Tree.xml:219
+msgid "The number of columns."
+msgstr ""
+
+#: doc/classes/Tree.xml:222
+msgid ""
+"The drop mode as an OR combination of flags. See [enum DropModeFlags] "
+"constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. "
+"Setting this during [method Control.can_drop_data] is recommended.\n"
+"This controls the drop sections, i.e. the decision and drawing of possible "
+"drop locations based on the mouse position."
+msgstr ""
+
+#: doc/classes/Tree.xml:227
+msgid "If [code]true[/code], the folding arrow is hidden."
+msgstr ""
+
+#: doc/classes/Tree.xml:230
+msgid "If [code]true[/code], the tree's root is hidden."
+msgstr ""
+
+#: doc/classes/Tree.xml:234
+msgid ""
+"Allows single or multiple selection. See the [enum SelectMode] constants."
+msgstr ""
+
+#: doc/classes/Tree.xml:243
+msgid ""
+"Emitted when a button on the tree was pressed (see [method TreeItem."
+"add_button])."
+msgstr ""
+
+#: doc/classes/Tree.xml:248
+msgid "Emitted when a cell is selected."
+msgstr ""
+
+#: doc/classes/Tree.xml:254
+msgid "Emitted when a column's title is pressed."
+msgstr ""
+
+#: doc/classes/Tree.xml:260
+msgid ""
+"Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
+"to be edited."
+msgstr ""
+
+#: doc/classes/Tree.xml:266
+msgid ""
+"Emitted when the right mouse button is pressed in the empty space of the "
+"tree."
+msgstr ""
+
+#: doc/classes/Tree.xml:272
+msgid ""
+"Emitted when the right mouse button is pressed if right mouse button "
+"selection is active and the tree is empty."
+msgstr ""
+
+#: doc/classes/Tree.xml:277
+msgid "Emitted when an item's label is double-clicked."
+msgstr ""
+
+#: doc/classes/Tree.xml:283
+msgid "Emitted when an item is collapsed by a click on the folding arrow."
+msgstr ""
+
+#: doc/classes/Tree.xml:288
+msgid ""
+"Emitted when a custom button is pressed (i.e. in a [constant TreeItem."
+"CELL_MODE_CUSTOM] mode cell)."
+msgstr ""
+
+#: doc/classes/Tree.xml:293
+msgid "Emitted when an item's icon is double-clicked."
+msgstr ""
+
+#: doc/classes/Tree.xml:298
+msgid "Emitted when an item is edited."
+msgstr ""
+
+#: doc/classes/Tree.xml:303
+msgid "Emitted when an item is edited using the right mouse button."
+msgstr ""
+
+#: doc/classes/Tree.xml:309
+msgid "Emitted when an item is selected with the right mouse button."
+msgstr ""
+
+#: doc/classes/Tree.xml:314
+msgid "Emitted when an item is selected."
+msgstr ""
+
+#: doc/classes/Tree.xml:322
+msgid ""
+"Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is "
+"[constant SELECT_MULTI]."
+msgstr ""
+
+#: doc/classes/Tree.xml:327
+msgid "Emitted when a left mouse button click does not select any item."
+msgstr ""
+
+#: doc/classes/Tree.xml:333
+msgid ""
+"Allows selection of a single cell at a time. From the perspective of items, "
+"only a single item is allowed to be selected. And there is only one column "
+"selected in the selected item.\n"
+"The focus cursor is always hidden in this mode, but it is positioned at the "
+"current selection, making the currently selected item the currently focused "
+"item."
+msgstr ""
+
+#: doc/classes/Tree.xml:337
+msgid ""
+"Allows selection of a single row at a time. From the perspective of items, "
+"only a single items is allowed to be selected. And all the columns are "
+"selected in the selected item.\n"
+"The focus cursor is always hidden in this mode, but it is positioned at the "
+"first column of the current selection, making the currently selected item "
+"the currently focused item."
+msgstr ""
+
+#: doc/classes/Tree.xml:341
+msgid ""
+"Allows selection of multiple cells at the same time. From the perspective of "
+"items, multiple items are allowed to be selected. And there can be multiple "
+"columns selected in each selected item.\n"
+"The focus cursor is visible in this mode, the item or column under the "
+"cursor is not necessarily selected."
+msgstr ""
+
+#: doc/classes/Tree.xml:345
+msgid ""
+"Disables all drop sections, but still allows to detect the \"on item\" drop "
+"section by [method get_drop_section_at_position].\n"
+"[b]Note:[/b] This is the default flag, it has no effect when combined with "
+"other flags."
+msgstr ""
+
+#: doc/classes/Tree.xml:349
+msgid ""
+"Enables the \"on item\" drop section. This drop section covers the entire "
+"item.\n"
+"When combined with [constant DROP_MODE_INBETWEEN], this drop section halves "
+"the height and stays centered vertically."
+msgstr ""
+
+#: doc/classes/Tree.xml:353
+msgid ""
+"Enables \"above item\" and \"below item\" drop sections. The \"above item\" "
+"drop section covers the top half of the item, and the \"below item\" drop "
+"section covers the bottom half.\n"
+"When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves "
+"the height and stays on top / bottom accordingly."
+msgstr ""
+
+#: doc/classes/Tree.xml:359
+msgid ""
+"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
+"hovered."
+msgstr ""
+
+#: doc/classes/Tree.xml:362
+msgid ""
+"[Color] used to draw possible drop locations. See [enum DropModeFlags] "
+"constants for further description of drop locations."
+msgstr ""
+
+#: doc/classes/Tree.xml:371
+msgid "[Color] of the guideline."
+msgstr ""
+
+#: doc/classes/Tree.xml:374
+msgid "[Color] of the relationship lines."
+msgstr ""
+
+#: doc/classes/Tree.xml:377
+msgid "Default text [Color] of the title button."
+msgstr ""
+
+#: doc/classes/Tree.xml:380
+msgid "The horizontal space between each button in a cell."
+msgstr ""
+
+#: doc/classes/Tree.xml:383
+msgid ""
+"Draws the guidelines if not zero, this acts as a boolean. The guideline is a "
+"horizontal line drawn at the bottom of each item."
+msgstr ""
+
+#: doc/classes/Tree.xml:386
+msgid ""
+"Draws the relationship lines if not zero, this acts as a boolean. "
+"Relationship lines are drawn at the start of child items to show hierarchy."
+msgstr ""
+
+#: doc/classes/Tree.xml:389
+msgid ""
+"The horizontal space between item cells. This is also used as the margin at "
+"the start of an item when folding is disabled."
+msgstr ""
+
+#: doc/classes/Tree.xml:392
+msgid ""
+"The horizontal margin at the start of an item. This is used when folding is "
+"enabled for the item."
+msgstr ""
+
+#: doc/classes/Tree.xml:395
+msgid ""
+"The maximum distance between the mouse cursor and the control's border to "
+"trigger border scrolling when dragging."
+msgstr ""
+
+#: doc/classes/Tree.xml:398
+msgid "The speed of border scrolling."
+msgstr ""
+
+#: doc/classes/Tree.xml:401
+msgid ""
+"The vertical padding inside each item, i.e. the distance between the item's "
+"content and top/bottom border."
+msgstr ""
+
+#: doc/classes/Tree.xml:407
+msgid "[Font] of the title button's text."
+msgstr ""
+
+#: doc/classes/Tree.xml:410
+msgid "The arrow icon used when a foldable item is not collapsed."
+msgstr ""
+
+#: doc/classes/Tree.xml:413
+msgid "The arrow icon used when a foldable item is collapsed."
+msgstr ""
+
+#: doc/classes/Tree.xml:416
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is checked."
+msgstr ""
+
+#: doc/classes/Tree.xml:419
+msgid ""
+"The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode "
+"cell."
+msgstr ""
+
+#: doc/classes/Tree.xml:422
+msgid ""
+"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
+"cell is unchecked."
+msgstr ""
+
+#: doc/classes/Tree.xml:425
+msgid ""
+"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
+"mode cell."
+msgstr ""
+
+#: doc/classes/Tree.xml:428
+msgid ""
+"Default [StyleBox] for the [Tree], i.e. used when the control is not being "
+"focused."
+msgstr ""
+
+#: doc/classes/Tree.xml:431
+msgid "[StyleBox] used when the [Tree] is being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml:434
+msgid "[StyleBox] used when a button in the tree is pressed."
+msgstr ""
+
+#: doc/classes/Tree.xml:437
+msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml:440
+msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml:443
+msgid ""
+"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell."
+msgstr ""
+
+#: doc/classes/Tree.xml:446
+msgid ""
+"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
+"hovered."
+msgstr ""
+
+#: doc/classes/Tree.xml:449
+msgid ""
+"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
+"pressed."
+msgstr ""
+
+#: doc/classes/Tree.xml:452
+msgid ""
+"[StyleBox] for the selected items, used when the [Tree] is not being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml:455
+msgid ""
+"[StyleBox] for the selected items, used when the [Tree] is being focused."
+msgstr ""
+
+#: doc/classes/Tree.xml:458
+msgid "[StyleBox] used when the title button is being hovered."
+msgstr ""
+
+#: doc/classes/Tree.xml:461
+msgid "Default [StyleBox] for the title button."
+msgstr ""
+
+#: doc/classes/Tree.xml:464
+msgid "[StyleBox] used when the title button is being pressed."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:4
+msgid "Control for a single item inside a [Tree]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:7
+msgid ""
+"Control for a single item inside a [Tree]. May have child [TreeItem]s and be "
+"styled as well as contain buttons.\n"
+"You can remove a [TreeItem] by using [method Object.free]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:21
+msgid ""
+"Adds a button with [Texture] [code]button[/code] at column [code]column[/"
+"code]. The [code]button_idx[/code] index is used to identify the button when "
+"calling other methods. If not specified, the next available index is used, "
+"which may be retrieved by calling [method get_button_count] immediately "
+"after this method. Optionally, the button can be [code]disabled[/code] and "
+"have a [code]tooltip[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:28
+msgid ""
+"Calls the [code]method[/code] on the actual TreeItem and its children "
+"recursively. Pass parameters as a comma separated list."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:35
+msgid "Resets the background color for the given column to default."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:42
+msgid "Resets the color for the given column to default."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:49
+msgid "Deselects the given column."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:57
+msgid ""
+"Removes the button at index [code]button_idx[/code] in column [code]column[/"
+"code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:65
+msgid ""
+"Returns the [Texture] of the button at index [code]button_idx[/code] in "
+"column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:72
+msgid ""
+"Returns the number of buttons in column [code]column[/code]. May be used to "
+"get the most recently added button's index, if no index was specified."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:80
+msgid ""
+"Returns the tooltip string for the button at index [code]button_idx[/code] "
+"in column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:87
+msgid "Returns the column's cell mode."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:93
+msgid ""
+"Returns the TreeItem's first child item or a null object if there is none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:100
+msgid "Returns the custom background color of column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:107
+msgid "Returns the custom color of column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:114
+msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:121
+msgid "Returns the given column's icon [Texture]. Error if no icon is set."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:128
+msgid "Returns the column's icon's maximum width."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:135
+msgid "Returns the [Color] modulating the column's icon."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:142
+msgid "Returns the icon [Texture] region as [Rect2]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:149
+msgid ""
+"Returns the metadata value that was set for the given column using [method "
+"set_metadata]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:155
+msgid ""
+"Returns the next TreeItem in the tree or a null object if there is none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:162
+msgid ""
+"Returns the next visible TreeItem in the tree or a null object if there is "
+"none.\n"
+"If [code]wrap[/code] is enabled, the method will wrap around to the first "
+"visible element in the tree when called on the last visible element, "
+"otherwise it returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:169
+msgid "Returns the parent TreeItem or a null object if there is none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:175
+msgid ""
+"Returns the previous TreeItem in the tree or a null object if there is none."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:182
+msgid ""
+"Returns the previous visible TreeItem in the tree or a null object if there "
+"is none.\n"
+"If [code]wrap[/code] is enabled, the method will wrap around to the last "
+"visible element in the tree when called on the first visible element, "
+"otherwise it returns [code]null[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:190
+msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:197
+msgid ""
+"Returns a dictionary containing the range parameters for a given column. The "
+"keys are \"min\", \"max\", \"step\", and \"expr\"."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:204
+msgid "Gets the suffix string shown after the column value."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:211
+msgid "Returns the given column's text."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:218
+msgid "Returns the given column's text alignment."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:225
+msgid "Returns the given column's tooltip."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:233
+msgid ""
+"Returns [code]true[/code] if the button at index [code]button_idx[/code] for "
+"the given column is disabled."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:240
+msgid "Returns [code]true[/code] if the given column is checked."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:253
+msgid "Returns [code]true[/code] if column [code]column[/code] is editable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:260
+msgid "Returns [code]true[/code] if column [code]column[/code] is selectable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:267
+msgid "Returns [code]true[/code] if column [code]column[/code] is selected."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:273
+msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:279
+msgid "Moves this TreeItem to the top in the [Tree] hierarchy."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:286
+msgid ""
+"Removes the given child [TreeItem] and all its children from the [Tree]. "
+"Note that it doesn't free the item from memory, so it can be reused later. "
+"To completely remove a [TreeItem] use [method Object.free]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:293
+msgid "Selects the column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:302
+msgid ""
+"Sets the given column's button [Texture] at index [code]button_idx[/code] to "
+"[code]button[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:311
+msgid ""
+"If [code]true[/code], disables the button at index [code]button_idx[/code] "
+"in column [code]column[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:319
+msgid ""
+"Sets the given column's cell mode to [code]mode[/code]. See [enum "
+"TreeCellMode] constants."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:327
+msgid "If [code]true[/code], the column [code]column[/code] is checked."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:343
+msgid ""
+"Sets the given column's custom background color and whether to just use it "
+"as an outline."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:351
+msgid "Sets the given column's custom color."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:360
+msgid ""
+"Sets the given column's custom draw callback to [code]callback[/code] method "
+"on [code]object[/code].\n"
+"The [code]callback[/code] should accept two arguments: the [TreeItem] that "
+"is drawn and its position and size as a [Rect2]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:369
+msgid "If [code]true[/code], column [code]column[/code] is editable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:377
+msgid ""
+"If [code]true[/code], column [code]column[/code] is expanded to the right."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:385
+msgid "Sets the given column's icon [Texture]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:393
+msgid "Sets the given column's icon's maximum width."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:401
+msgid "Modulates the given column's icon with [code]modulate[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:409
+msgid "Sets the given column's icon's texture region."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:417
+msgid ""
+"Sets the metadata value for the given column, which can be retrieved later "
+"using [method get_metadata]. This can be used, for example, to store a "
+"reference to the original data."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:425
+msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:436
+msgid ""
+"Sets the range of accepted values for a column. The column must be in the "
+"[constant CELL_MODE_RANGE] mode.\n"
+"If [code]expr[/code] is [code]true[/code], the edit mode slider will use an "
+"exponential scale as with [member Range.exp_edit]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:445
+msgid "If [code]true[/code], the given column is selectable."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:453
+msgid ""
+"Sets a string to be shown after a column's value (for example, a unit "
+"abbreviation)."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:461
+msgid "Sets the given column's text value."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:469
+msgid ""
+"Sets the given column's text alignment. See [enum TextAlign] for possible "
+"values."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:477
+msgid "Sets the given column's tooltip text."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:483
+msgid "If [code]true[/code], the TreeItem is collapsed."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:486
+msgid "The custom minimum height."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:489
+msgid "If [code]true[/code], folding is disabled for this TreeItem."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:494
+msgid "Cell contains a string."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:497
+msgid "Cell contains a checkbox."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:500
+msgid "Cell contains a range."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:503
+msgid "Cell contains an icon."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:508
+msgid "Align text to the left. See [code]set_text_align()[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:511
+msgid "Center text. See [code]set_text_align()[/code]."
+msgstr ""
+
+#: doc/classes/TreeItem.xml:514
+msgid "Align text to the right. See [code]set_text_align()[/code]."
+msgstr ""
+
+#: doc/classes/TriangleMesh.xml:4
+msgid "Internal mesh type."
+msgstr ""
+
+#: doc/classes/TriangleMesh.xml:7
+msgid "Mesh type used internally for collision calculations."
+msgstr ""
+
+#: doc/classes/Tween.xml:4
+msgid "Smoothly animates a node's properties over time."
+msgstr ""
+
+#: doc/classes/Tween.xml:7
+msgid ""
+"Tweens are useful for animations requiring a numerical property to be "
+"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-"
+"betweening[/i], an animation technique where you specify [i]keyframes[/i] "
+"and the computer interpolates the frames that appear between them.\n"
+"[Tween] is more suited than [AnimationPlayer] for animations where you don't "
+"know the final values in advance. For example, interpolating a dynamically-"
+"chosen camera zoom value is best done with a [Tween] node; it would be "
+"difficult to do the same thing with an [AnimationPlayer] node.\n"
+"Here is a brief usage example that makes a 2D node move smoothly between two "
+"positions:\n"
+"[codeblock]\n"
+"var tween = get_node(\"Tween\")\n"
+"tween.interpolate_property($Node2D, \"position\",\n"
+" Vector2(0, 0), Vector2(100, 100), 1,\n"
+" Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n"
+"tween.start()\n"
+"[/codeblock]\n"
+"Many methods require a property name, such as [code]\"position\"[/code] "
+"above. You can find the correct property name by hovering over the property "
+"in the Inspector. You can also provide the components of a property directly "
+"by using [code]\"property:component\"[/code] (e.g. [code]position:x[/code]), "
+"where it would only apply to that particular component.\n"
+"Many of the methods accept [code]trans_type[/code] and [code]ease_type[/"
+"code]. The first accepts an [enum TransitionType] constant, and refers to "
+"the way the timing of the animation is handled (see [url=https://easings."
+"net/]easings.net[/url] for some examples). The second accepts an [enum "
+"EaseType] constant, and controls where the [code]trans_type[/code] is "
+"applied to the interpolation (in the beginning, the end, or both). If you "
+"don't know which transition and easing to pick, you can try different [enum "
+"TransitionType] constants with [constant EASE_IN_OUT], and use the one that "
+"looks best.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]"
+msgstr ""
+
+#: doc/classes/Tween.xml:36
+msgid ""
+"Follows [code]method[/code] of [code]object[/code] and applies the returned "
+"value on [code]target_method[/code] of [code]target[/code], beginning from "
+"[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/"
+"code] later. Methods are called with consecutive values.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml:52
+msgid ""
+"Follows [code]property[/code] of [code]object[/code] and applies it on "
+"[code]target_property[/code] of [code]target[/code], beginning from "
+"[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/"
+"code] seconds later.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml:59
+msgid ""
+"Returns the total time needed for all tweens to end. If you have two tweens, "
+"one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, "
+"as by that time all tweens would have finished."
+msgstr ""
+
+#: doc/classes/Tween.xml:73
+msgid ""
+"Calls [code]callback[/code] of [code]object[/code] after [code]duration[/"
+"code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
+"callback."
+msgstr ""
+
+#: doc/classes/Tween.xml:87
+msgid ""
+"Calls [code]callback[/code] of [code]object[/code] after [code]duration[/"
+"code] on the main thread (similar to [method Object.call_deferred]). "
+"[code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
+"callback."
+msgstr ""
+
+#: doc/classes/Tween.xml:101
+msgid ""
+"Animates [code]method[/code] of [code]object[/code] from [code]initial_val[/"
+"code] to [code]final_val[/code] for [code]duration[/code] seconds, "
+"[code]delay[/code] seconds later. Methods are called with consecutive "
+"values.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml:116
+msgid ""
+"Animates [code]property[/code] of [code]object[/code] from "
+"[code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] "
+"seconds, [code]delay[/code] seconds later. Setting the initial value to "
+"[code]null[/code] uses the current value of the property.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml:123
+msgid ""
+"Returns [code]true[/code] if any tweens are currently running.\n"
+"[b]Note:[/b] This method doesn't consider tweens that have ended."
+msgstr ""
+
+#: doc/classes/Tween.xml:132
+msgid ""
+"Stops animation and removes a tween, given its object and property/method "
+"pair. By default, all tweens are removed, unless [code]key[/code] is "
+"specified."
+msgstr ""
+
+#: doc/classes/Tween.xml:138
+msgid "Stops animation and removes all tweens."
+msgstr ""
+
+#: doc/classes/Tween.xml:146
+msgid ""
+"Resets a tween to its initial value (the one given, not the one before the "
+"tween), given its object and property/method pair. By default, all tweens "
+"are removed, unless [code]key[/code] is specified."
+msgstr ""
+
+#: doc/classes/Tween.xml:152
+msgid ""
+"Resets all tweens to their initial values (the ones given, not those before "
+"the tween)."
+msgstr ""
+
+#: doc/classes/Tween.xml:160
+msgid ""
+"Continues animating a stopped tween, given its object and property/method "
+"pair. By default, all tweens are resumed, unless [code]key[/code] is "
+"specified."
+msgstr ""
+
+#: doc/classes/Tween.xml:166
+msgid "Continues animating all stopped tweens."
+msgstr ""
+
+#: doc/classes/Tween.xml:173
+msgid "Sets the interpolation to the given [code]time[/code] in seconds."
+msgstr ""
+
+#: doc/classes/Tween.xml:180
+msgid ""
+"Activates/deactivates the tween. See also [method stop_all] and [method "
+"resume_all]."
+msgstr ""
+
+#: doc/classes/Tween.xml:186
+msgid "Starts the tween. You can define animations both before and after this."
+msgstr ""
+
+#: doc/classes/Tween.xml:194
+msgid ""
+"Stops a tween, given its object and property/method pair. By default, all "
+"tweens are stopped, unless [code]key[/code] is specified."
+msgstr ""
+
+#: doc/classes/Tween.xml:200
+msgid "Stops animating all tweens."
+msgstr ""
+
+#: doc/classes/Tween.xml:215
+msgid ""
+"Animates [code]method[/code] of [code]object[/code] from the value returned "
+"by [code]initial_method[/code] to [code]final_val[/code] for [code]duration[/"
+"code] seconds, [code]delay[/code] seconds later. Methods are animated by "
+"calling them with consecutive values.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml:231
+msgid ""
+"Animates [code]property[/code] of [code]object[/code] from the current value "
+"of the [code]initial_val[/code] property of [code]initial[/code] to "
+"[code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] "
+"seconds later.\n"
+"Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
+"for [code]ease_type[/code] parameters. These values control the timing and "
+"direction of the interpolation. See the class description for more "
+"information."
+msgstr ""
+
+#: doc/classes/Tween.xml:238
+msgid "Returns the current time of the tween."
+msgstr ""
+
+#: doc/classes/Tween.xml:244
+msgid "The tween's animation process thread. See [enum TweenProcessMode]."
+msgstr ""
+
+#: doc/classes/Tween.xml:247
+msgid ""
+"The tween's speed multiplier. For example, set it to [code]1.0[/code] for "
+"normal speed, [code]2.0[/code] for two times normal speed, or [code]0.5[/"
+"code] for half of the normal speed. A value of [code]0[/code] pauses the "
+"animation, but see also [method set_active] or [method stop_all] for this."
+msgstr ""
+
+#: doc/classes/Tween.xml:250
+msgid "If [code]true[/code], the tween loops."
+msgstr ""
+
+#: doc/classes/Tween.xml:256
+msgid "Emitted when all processes in a tween end."
+msgstr ""
+
+#: doc/classes/Tween.xml:263
+msgid "Emitted when a tween ends."
+msgstr ""
+
+#: doc/classes/Tween.xml:270
+msgid "Emitted when a tween starts."
+msgstr ""
+
+#: doc/classes/Tween.xml:279
+msgid "Emitted at each step of the animation."
+msgstr ""
+
+#: doc/classes/Tween.xml:285
+msgid "The tween updates with the [code]_physics_process[/code] callback."
+msgstr ""
+
+#: doc/classes/Tween.xml:288
+msgid "The tween updates with the [code]_process[/code] callback."
+msgstr ""
+
+#: doc/classes/Tween.xml:291
+msgid "The animation is interpolated linearly."
+msgstr ""
+
+#: doc/classes/Tween.xml:294
+msgid "The animation is interpolated using a sine function."
+msgstr ""
+
+#: doc/classes/Tween.xml:297
+msgid ""
+"The animation is interpolated with a quintic (to the power of 5) function."
+msgstr ""
+
+#: doc/classes/Tween.xml:300
+msgid ""
+"The animation is interpolated with a quartic (to the power of 4) function."
+msgstr ""
+
+#: doc/classes/Tween.xml:303
+msgid ""
+"The animation is interpolated with a quadratic (to the power of 2) function."
+msgstr ""
+
+#: doc/classes/Tween.xml:306
+msgid ""
+"The animation is interpolated with an exponential (to the power of x) "
+"function."
+msgstr ""
+
+#: doc/classes/Tween.xml:309
+msgid ""
+"The animation is interpolated with elasticity, wiggling around the edges."
+msgstr ""
+
+#: doc/classes/Tween.xml:312
+msgid ""
+"The animation is interpolated with a cubic (to the power of 3) function."
+msgstr ""
+
+#: doc/classes/Tween.xml:315
+msgid "The animation is interpolated with a function using square roots."
+msgstr ""
+
+#: doc/classes/Tween.xml:318
+msgid "The animation is interpolated by bouncing at the end."
+msgstr ""
+
+#: doc/classes/Tween.xml:321
+msgid "The animation is interpolated backing out at ends."
+msgstr ""
+
+#: doc/classes/Tween.xml:324
+msgid "The interpolation starts slowly and speeds up towards the end."
+msgstr ""
+
+#: doc/classes/Tween.xml:327
+msgid "The interpolation starts quickly and slows down towards the end."
+msgstr ""
+
+#: doc/classes/Tween.xml:330
+msgid ""
+"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
+"interpolation is slowest at both ends."
+msgstr ""
+
+#: doc/classes/Tween.xml:333
+msgid ""
+"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
+"interpolation is fastest at both ends."
+msgstr ""
+
+#: doc/classes/UDPServer.xml:4
+msgid "Helper class to implement a UDP server."
+msgstr ""
+
+#: doc/classes/UDPServer.xml:7
+msgid ""
+"A simple server that opens a UDP socket and returns connected "
+"[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP."
+"connect_to_host].\n"
+"After starting the server ([method listen]), you will need to [method poll] "
+"it at regular intervals (e.g. inside [method Node._process]) for it to "
+"process new packets, delivering them to the appropriate [PacketPeerUDP], and "
+"taking new connections.\n"
+"Below a small example of how it can be used:\n"
+"[codeblock]\n"
+"# server.gd\n"
+"extends Node\n"
+"\n"
+"var server := UDPServer.new()\n"
+"var peers = []\n"
+"\n"
+"func _ready():\n"
+" server.listen(4242)\n"
+"\n"
+"func _process(delta):\n"
+" server.poll() # Important!\n"
+" if server.is_connection_available():\n"
+" var peer : PacketPeerUDP = server.take_connection()\n"
+" var pkt = peer.get_packet()\n"
+" print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
+"get_packet_port()])\n"
+" print(\"Received data: %s\" % [pkt.get_string_from_utf8()])\n"
+" # Reply so it knows we received the message.\n"
+" peer.put_packet(pkt)\n"
+" # Keep a reference so we can keep contacting the remote peer.\n"
+" peers.append(peer)\n"
+"\n"
+" for i in range(0, peers.size()):\n"
+" pass # Do something with the connected peers.\n"
+"\n"
+"[/codeblock]\n"
+"[codeblock]\n"
+"# client.gd\n"
+"extends Node\n"
+"\n"
+"var udp := PacketPeerUDP.new()\n"
+"var connected = false\n"
+"\n"
+"func _ready():\n"
+" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
+"\n"
+"func _process(delta):\n"
+" if !connected:\n"
+" # Try to contact server\n"
+" udp.put_packet(\"The answer is... 42!\".to_utf8())\n"
+" if udp.get_available_packet_count() > 0:\n"
+" print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
+" connected = true\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/UDPServer.xml:61
+msgid ""
+"Returns [code]true[/code] if a packet with a new address/port combination "
+"was received on the socket."
+msgstr ""
+
+#: doc/classes/UDPServer.xml:67
+msgid ""
+"Returns [code]true[/code] if the socket is open and listening on a port."
+msgstr ""
+
+#: doc/classes/UDPServer.xml:75
+msgid ""
+"Starts the server by opening a UDP socket listening on the given port. You "
+"can optionally specify a [code]bind_address[/code] to only listen for "
+"packets sent to that address. See also [method PacketPeerUDP.listen]."
+msgstr ""
+
+#: doc/classes/UDPServer.xml:81
+msgid ""
+"Call this method at regular intervals (e.g. inside [method Node._process]) "
+"to process new packets. And packet from known address/port pair will be "
+"delivered to the appropriate [PacketPeerUDP], any packet received from an "
+"unknown address/port pair will be added as a pending connection (see [method "
+"is_connection_available], [method take_connection]). The maximum number of "
+"pending connection is defined via [member max_pending_connections]."
+msgstr ""
+
+#: doc/classes/UDPServer.xml:87
+msgid ""
+"Stops the server, closing the UDP socket if open. Will close all connected "
+"[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
+"be notified)."
+msgstr ""
+
+#: doc/classes/UDPServer.xml:93
+msgid ""
+"Returns the first pending connection (connected to the appropriate address/"
+"port). Will return [code]null[/code] if no new connection is available. See "
+"also [method is_connection_available], [method PacketPeerUDP."
+"connect_to_host]."
+msgstr ""
+
+#: doc/classes/UDPServer.xml:99
+msgid ""
+"Define the maximum number of pending connections, during [method poll], any "
+"new pending connection exceeding that value will be automatically dropped. "
+"Setting this value to [code]0[/code] effectively prevents any new pending "
+"connection to be accepted (e.g. when all your players have connected)."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:4
+msgid "Helper to manage undo/redo operations in the editor or custom tools."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:7
+msgid ""
+"Helper to manage undo/redo operations in the editor or custom tools. It "
+"works by registering methods and property changes inside \"actions\".\n"
+"Common behavior is to create an action, then add do/undo calls to functions "
+"or property changes, then committing the action.\n"
+"Here's an example on how to add an action to the Godot editor's own "
+"[UndoRedo], from a plugin:\n"
+"[codeblock]\n"
+"var undo_redo = get_undo_redo() # Method of EditorPlugin.\n"
+"\n"
+"func do_something():\n"
+" pass # Put your code here.\n"
+"\n"
+"func undo_something():\n"
+" pass # Put here the code that reverts what's done by "
+"\"do_something()\".\n"
+"\n"
+"func _on_MyButton_pressed():\n"
+" var node = get_node(\"MyNode2D\")\n"
+" undo_redo.create_action(\"Move the node\")\n"
+" undo_redo.add_do_method(self, \"do_something\")\n"
+" undo_redo.add_undo_method(self, \"undo_something\")\n"
+" undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
+" undo_redo.add_undo_property(node, \"position\", node.position)\n"
+" undo_redo.commit_action()\n"
+"[/codeblock]\n"
+"[method create_action], [method add_do_method], [method add_undo_method], "
+"[method add_do_property], [method add_undo_property], and [method "
+"commit_action] should be called one after the other, like in the example. "
+"Not doing so could lead to crashes.\n"
+"If you don't need to register a method, you can leave [method add_do_method] "
+"and [method add_undo_method] out; the same goes for properties. You can also "
+"register more than one method/property."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:39
+msgid "Register a method that will be called when the action is committed."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:48
+msgid "Register a property value change for \"do\"."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:55
+msgid ""
+"Register a reference for \"do\" that will be erased if the \"do\" history is "
+"lost. This is useful mostly for new nodes created for the \"do\" call. Do "
+"not use for resources."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:63
+msgid "Register a method that will be called when the action is undone."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:72
+msgid "Register a property value change for \"undo\"."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:79
+msgid ""
+"Register a reference for \"undo\" that will be erased if the \"undo\" "
+"history is lost. This is useful mostly for nodes removed with the \"do\" "
+"call (not the \"undo\" call!)."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:86
+msgid ""
+"Clear the undo/redo history and associated references.\n"
+"Passing [code]false[/code] to [code]increase_version[/code] will prevent the "
+"version number to be increased from this."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:93
+msgid ""
+"Commit the action. All \"do\" methods/properties are called/set when this "
+"function is called."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:101
+msgid ""
+"Create a new action. After this is called, do all your calls to [method "
+"add_do_method], [method add_undo_method], [method add_do_property], and "
+"[method add_undo_property], then commit the action with [method "
+"commit_action].\n"
+"The way actions are merged is dictated by the [code]merge_mode[/code] "
+"argument. See [enum MergeMode] for details."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:108
+msgid "Gets the name of the current action."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:114
+msgid ""
+"Gets the version. Every time a new action is committed, the [UndoRedo]'s "
+"version number is increased automatically.\n"
+"This is useful mostly to check if something changed from a saved version."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:133
+msgid ""
+"Returns [code]true[/code] if the [UndoRedo] is currently committing the "
+"action, i.e. running its \"do\" method or property change (see [method "
+"commit_action])."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:139
+msgid "Redo the last action."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:145
+msgid "Undo the last action."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:152
+msgid "Called when [method undo] or [method redo] was called."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:158
+msgid "Makes \"do\"/\"undo\" operations stay in separate actions."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:161
+msgid ""
+"Makes so that the action's \"do\" operation is from the first action created "
+"and the \"undo\" operation is from the last subsequent action with the same "
+"name."
+msgstr ""
+
+#: doc/classes/UndoRedo.xml:164
+msgid "Makes subsequent actions with the same name be merged into one."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:4
+msgid "UPNP network functions."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:7
+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]\n"
+"[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery "
+"without blocking the main thread, use [Thread]s like this:\n"
+"[codeblock]\n"
+"# Emitted when UPnP port mapping setup is completed (regardless of success "
+"or failure).\n"
+"signal upnp_completed(error)\n"
+"\n"
+"# Replace this with your own server port number between 1025 and 65535.\n"
+"const SERVER_PORT = 3928\n"
+"var thread = null\n"
+"\n"
+"func _upnp_setup(server_port):\n"
+" # UPNP queries take some time.\n"
+" var upnp = UPNP.new()\n"
+" var err = upnp.discover()\n"
+"\n"
+" if err != OK:\n"
+" push_error(str(err))\n"
+" emit_signal(\"upnp_completed\", err)\n"
+" return\n"
+"\n"
+" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
+" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
+"get_setting(\"application/config/name\"), \"UDP\")\n"
+" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
+"get_setting(\"application/config/name\"), \"TCP\")\n"
+" emit_signal(\"upnp_completed\", OK)\n"
+"\n"
+"func _ready():\n"
+" thread = Thread.new()\n"
+" thread.start(self, \"_upnp_setup\", SERVER_PORT)\n"
+"\n"
+"func _exit_tree():\n"
+" # Wait for thread finish here to handle game exit while the thread is "
+"running.\n"
+" thread.wait_to_finish()\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:59
+msgid "Adds the given [UPNPDevice] to the list of discovered devices."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:70
+msgid ""
+"Adds a mapping to forward the external [code]port[/code] (between 1 and "
+"65535) on the default gateway (see [method get_gateway]) to the "
+"[code]internal_port[/code] on the local machine for the given protocol "
+"[code]proto[/code] (either [code]TCP[/code] or [code]UDP[/code], with UDP "
+"being the default). If a port mapping for the given port and protocol "
+"combination already exists on that gateway device, this method tries to "
+"overwrite it. If that is not desired, you can retrieve the gateway manually "
+"with [method get_gateway] and call [method add_port_mapping] on it, if any.\n"
+"If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
+"number is used for both the external and the internal port (the [code]port[/"
+"code] value).\n"
+"The description ([code]desc[/code]) is shown in some router UIs and can be "
+"used to point out which application added the mapping. The mapping's lease "
+"duration can be limited by specifying a [code]duration[/code] (in seconds). "
+"However, some routers are incompatible with one or both of these, so use "
+"with caution and add fallback logic in case of errors to retry without them "
+"if in doubt.\n"
+"See [enum UPNPResult] for possible return values."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:79
+msgid "Clears the list of discovered devices."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:87
+msgid ""
+"Deletes the port mapping for the given port and protocol combination on the "
+"default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
+"must be a valid port between 1 and 65535, [code]proto[/code] can be either "
+"[code]TCP[/code] or [code]UDP[/code]. See [enum UPNPResult] for possible "
+"return values."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:96
+msgid ""
+"Discovers local [UPNPDevice]s. Clears the list of previously discovered "
+"devices.\n"
+"Filters for IGD (InternetGatewayDevice) type devices by default, as those "
+"manage port forwarding. [code]timeout[/code] is the time to wait for "
+"responses in milliseconds. [code]ttl[/code] is the time-to-live; only touch "
+"this if you know what you're doing.\n"
+"See [enum UPNPResult] for possible return values."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:105
+msgid "Returns the [UPNPDevice] at the given [code]index[/code]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:111
+msgid "Returns the number of discovered [UPNPDevice]s."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:117
+msgid ""
+"Returns the default gateway. That is the first discovered [UPNPDevice] that "
+"is also a valid IGD (InternetGatewayDevice)."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:123
+msgid ""
+"Returns the external [IP] address of the default gateway (see [method "
+"get_gateway]) as string. Returns an empty string on error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:130
+msgid ""
+"Removes the device at [code]index[/code] from the list of discovered devices."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:138
+msgid ""
+"Sets the device at [code]index[/code] from the list of discovered devices to "
+"[code]device[/code]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:144
+msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:147
+msgid ""
+"If [code]0[/code], the local port to use for discovery is chosen "
+"automatically by the system. If [code]1[/code], discovery will be done from "
+"the source port 1900 (same as destination port). Otherwise, the value will "
+"be used as the port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:150
+msgid ""
+"Multicast interface to use for discovery. Uses the default multicast "
+"interface if empty."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:155
+msgid "UPNP command or discovery was successful."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:158
+msgid ""
+"Not authorized to use the command on the [UPNPDevice]. May be returned when "
+"the user disabled UPNP on their router."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:161
+msgid ""
+"No port mapping was found for the given port, protocol combination on the "
+"given [UPNPDevice]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:164
+msgid "Inconsistent parameters."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:167
+msgid ""
+"No such entry in array. May be returned if a given port, protocol "
+"combination is not found on an [UPNPDevice]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:170
+msgid "The action failed."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:173
+msgid ""
+"The [UPNPDevice] does not allow wildcard values for the source IP address."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:176
+msgid "The [UPNPDevice] does not allow wildcard values for the external port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:179
+msgid "The [UPNPDevice] does not allow wildcard values for the internal port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:182
+msgid "The remote host value must be a wildcard."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:185
+msgid "The external port value must be a wildcard."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:188
+msgid ""
+"No port maps are available. May also be returned if port mapping "
+"functionality is not available."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:191
+msgid ""
+"Conflict with other mechanism. May be returned instead of [constant "
+"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an "
+"existing one."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:194
+msgid "Conflict with an existing port mapping."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:197
+msgid "External and internal port values must be the same."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:200
+msgid ""
+"Only permanent leases are supported. Do not use the [code]duration[/code] "
+"parameter when adding port mappings."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:203
+msgid "Invalid gateway."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:206
+msgid "Invalid port."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:209
+msgid "Invalid protocol."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:212
+msgid "Invalid duration."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:215
+msgid "Invalid arguments."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:218
+msgid "Invalid response."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:221
+msgid "Invalid parameter."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:224
+#: modules/upnp/doc_classes/UPNPDevice.xml:69
+msgid "HTTP error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:227
+msgid "Socket error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:230
+msgid "Error allocating memory."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:233
+msgid ""
+"No gateway available. You may need to call [method discover] first, or "
+"discovery didn't detect any valid IGDs (InternetGatewayDevices)."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:236
+msgid ""
+"No devices available. You may need to call [method discover] first, or "
+"discovery didn't detect any valid [UPNPDevice]s."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNP.xml:239
+#: modules/upnp/doc_classes/UPNPDevice.xml:93
+msgid "Unknown error."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:4
+msgid "UPNP device."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:7
+msgid ""
+"UPNP device. See [UPNP] for UPNP discovery and utility functions. Provides "
+"low-level access to UPNP control commands. Allows to manage port mappings "
+"(port forwarding) and to query network information of the device (like local "
+"and external IP address and status). Note that methods on this class are "
+"synchronous and block the calling thread."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:20
+msgid ""
+"Adds a port mapping to forward the given external port on this [UPNPDevice] "
+"for the given protocol to the local machine. See [method UPNP."
+"add_port_mapping]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:28
+msgid ""
+"Deletes the port mapping identified by the given port and protocol "
+"combination on this device. See [method UPNP.delete_port_mapping]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:34
+msgid ""
+"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
+"which potentially supports port forwarding."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:40
+msgid ""
+"Returns the external IP address of this [UPNPDevice] or an empty string."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:46
+msgid "URL to the device description."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:49
+msgid "IDG control URL."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:52
+msgid ""
+"Address of the local machine in the network connecting it to this "
+"[UPNPDevice]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:55
+msgid "IGD service type."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:58
+msgid "IGD status. See [enum IGDStatus]."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:61
+msgid "Service type."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:66
+msgid "OK."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:72
+msgid "Empty HTTP response."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:75
+msgid "Returned response contained no URLs."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:78
+msgid "Not a valid IGD."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:81
+msgid "Disconnected."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:84
+msgid "Unknown device."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:87
+msgid "Invalid control."
+msgstr ""
+
+#: modules/upnp/doc_classes/UPNPDevice.xml:90
+msgid "Memory allocation error."
+msgstr ""
+
+#: doc/classes/Variant.xml:4
+msgid "The most important data type in Godot."
+msgstr ""
+
+#: doc/classes/Variant.xml:7
+msgid ""
+"In computer programming, a Variant class is a class that is designed to "
+"store a variety of other types. Dynamic programming languages like PHP, Lua, "
+"JavaScript and GDScript like to use them to store variables' data on the "
+"backend. With these Variants, properties are able to change value types "
+"freely.\n"
+"[codeblock]\n"
+"var foo = 2 # foo is dynamically an integer\n"
+"foo = \"Now foo is a string!\"\n"
+"foo = Reference.new() # foo is an Object\n"
+"var bar: int = 2 # bar is a statically typed integer.\n"
+"# bar = \"Uh oh! I can't make static variables become a different type!\"\n"
+"[/codeblock]\n"
+"Godot tracks all scripting API variables within Variants. Without even "
+"realizing it, you use Variants all the time. When a particular language "
+"enforces its own rules for keeping data typed, then that language is "
+"applying its own custom logic over the base Variant scripting API.\n"
+"- GDScript automatically wrap values in them. It keeps all data in plain "
+"Variants by default and then optionally enforces custom static typing rules "
+"on variable types.\n"
+"- VisualScript tracks properties inside Variants as well, but it also uses "
+"static typing. The GUI interface enforces that properties have a particular "
+"type that doesn't change over time.\n"
+"- C# is statically typed, but uses the Mono [code]object[/code] type in "
+"place of Godot's Variant class when it needs to represent a dynamic value. "
+"[code]object[/code] is the Mono runtime's equivalent of the same concept.\n"
+"- The statically-typed language NativeScript C++ does not define a built-in "
+"Variant-like class. Godot's GDNative bindings provide their own godot::"
+"Variant class for users; Any point at which the C++ code starts interacting "
+"with the Godot runtime is a place where you might have to start wrapping "
+"data inside Variant objects.\n"
+"The global [method @GDScript.typeof] function returns the enumerated value "
+"of the Variant type stored in the current variable (see [enum Variant."
+"Type]).\n"
+"[codeblock]\n"
+"var foo = 2\n"
+"match typeof(foo):\n"
+" TYPE_NIL:\n"
+" print(\"foo is null\")\n"
+" TYPE_INTEGER:\n"
+" print(\"foo is an integer\")\n"
+" TYPE_OBJECT:\n"
+" # Note that Objects are their own special category.\n"
+" # To get the name of the underlying Object type, you need the "
+"`get_class()` method.\n"
+" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name "
+"into a formatted string.\n"
+" # Note also that there is not yet any way to get a script's "
+"`class_name` string easily.\n"
+" # To fetch that value, you need to dig deeply into a hidden "
+"ProjectSettings setting: an Array of Dictionaries called "
+"\"_global_script_classes\".\n"
+" # Open your project.godot file to see it up close.\n"
+"[/codeblock]\n"
+"A Variant takes up only 20 bytes and can store almost any engine datatype "
+"inside of it. Variants are rarely used to hold information for long periods "
+"of time. Instead, they are used mainly for communication, editing, "
+"serialization and moving data around.\n"
+"Godot has specifically invested in making its Variant class as flexible as "
+"possible; so much so that it is used for a multitude of operations to "
+"facilitate communication between all of Godot's systems.\n"
+"A Variant:\n"
+"- Can store almost any datatype.\n"
+"- Can perform operations between many variants. GDScript uses Variant as its "
+"atomic/native datatype.\n"
+"- Can be hashed, so it can be compared quickly to other variants.\n"
+"- Can be used to convert safely between datatypes.\n"
+"- Can be used to abstract calling methods and their arguments. Godot exports "
+"all its functions through variants.\n"
+"- Can be used to defer calls or move data between threads.\n"
+"- Can be serialized as binary and stored to disk, or transferred via "
+"network.\n"
+"- Can be serialized to text and use it for printing values and editable "
+"settings.\n"
+"- Can work as an exported property, so the editor can edit it universally.\n"
+"- Can be used for dictionaries, arrays, parsers, etc.\n"
+"[b]Containers (Array and Dictionary):[/b] Both are implemented using "
+"variants. A [Dictionary] can match any datatype used as key to any other "
+"datatype. An [Array] just holds an array of Variants. Of course, a Variant "
+"can also hold a [Dictionary] and an [Array] inside, making it even more "
+"flexible.\n"
+"Modifications to a container will modify all references to it. A [Mutex] "
+"should be created to lock it if multi-threaded access is desired."
+msgstr ""
+
+#: doc/classes/Variant.xml:53
+msgid "https://docs.godotengine.org/en/3.4/development/cpp/variant_class.html"
+msgstr ""
+
+#: doc/classes/VBoxContainer.xml:4
+msgid "Vertical box container."
+msgstr ""
+
+#: doc/classes/VBoxContainer.xml:7
+msgid "Vertical box container. See [BoxContainer]."
+msgstr ""
+
+#: doc/classes/VBoxContainer.xml:18
+msgid "The vertical space between the [VBoxContainer]'s elements."
+msgstr ""
+
+#: doc/classes/Vector2.xml:4
+msgid "Vector used for 2D math."
+msgstr ""
+
+#: doc/classes/Vector2.xml:7
+msgid ""
+"2-element structure that can be used to represent positions in 2D space or "
+"any other pair of numeric values.\n"
+"[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/"
+"code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will "
+"always evaluate to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:14 doc/classes/Vector3.xml:14
+msgid ""
+"https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab"
+msgstr ""
+
+#: doc/classes/Vector2.xml:24
+msgid ""
+"Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:30 doc/classes/Vector3.xml:31
+msgid ""
+"Returns a new vector with all components in absolute values (i.e. positive)."
+msgstr ""
+
+#: doc/classes/Vector2.xml:36
+msgid ""
+"Returns this vector's angle with respect to the positive X axis, or [code]"
+"(1, 0)[/code] vector, in radians.\n"
+"For example, [code]Vector2.RIGHT.angle()[/code] will return zero, "
+"[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter "
+"turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return "
+"[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle.png]Illustration of the returned angle.[/url]\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 ""
+
+#: doc/classes/Vector2.xml:46
+msgid ""
+"Returns the angle to the given vector, in radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle_to.png]Illustration of the returned angle.[/url]"
+msgstr ""
+
+#: doc/classes/Vector2.xml:54
+msgid ""
+"Returns the angle between the line connecting the two points and the X axis, "
+"in radians.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
+msgstr ""
+
+#: doc/classes/Vector2.xml:61
+msgid ""
+"Returns the aspect ratio of this vector, the ratio of [member x] to [member "
+"y]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:68 doc/classes/Vector3.xml:45
+msgid ""
+"Returns the vector \"bounced off\" from a plane defined by the given normal."
+msgstr ""
+
+#: doc/classes/Vector2.xml:74
+msgid ""
+"Returns the vector with all components rounded up (towards positive "
+"infinity)."
+msgstr ""
+
+#: doc/classes/Vector2.xml:81
+msgid ""
+"Returns the vector with a maximum length by limiting its length to "
+"[code]length[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:88
+msgid "Returns the cross product of this vector and [code]with[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:98
+msgid ""
+"Cubically interpolates between this vector and [code]b[/code] using "
+"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
+"result at position [code]weight[/code]. [code]weight[/code] is on the range "
+"of 0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector2.xml:105 doc/classes/Vector3.xml:75
+msgid ""
+"Returns the normalized vector pointing from this vector to [code]b[/code]. "
+"This is equivalent to using [code](b - a).normalized()[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:112 doc/classes/Vector3.xml:82
+msgid ""
+"Returns the squared distance between this vector and [code]b[/code].\n"
+"This method runs faster than [method distance_to], so prefer it if you need "
+"to compare vectors or need the squared distance for some formula."
+msgstr ""
+
+#: doc/classes/Vector2.xml:120
+msgid "Returns the distance between this vector and [code]to[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:127
+msgid ""
+"Returns the dot product of this vector and [code]with[/code]. This can be "
+"used to compare the angle between two vectors. For example, this can be used "
+"to determine whether an enemy is facing the player.\n"
+"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
+"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
+"angles wider than 90 degrees.\n"
+"When using unit (normalized) vectors, the result will always be between "
+"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
+"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
+"aligned.\n"
+"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:136
+msgid ""
+"Returns the vector with all components rounded down (towards negative "
+"infinity)."
+msgstr ""
+
+#: doc/classes/Vector2.xml:143 doc/classes/Vector3.xml:119
+msgid ""
+"Returns [code]true[/code] if this vector and [code]v[/code] are "
+"approximately equal, by running [method @GDScript.is_equal_approx] on each "
+"component."
+msgstr ""
+
+#: doc/classes/Vector2.xml:149 doc/classes/Vector3.xml:125
+msgid ""
+"Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
+"otherwise."
+msgstr ""
+
+#: doc/classes/Vector2.xml:155 doc/classes/Vector3.xml:131
+msgid "Returns the length (magnitude) of this vector."
+msgstr ""
+
+#: doc/classes/Vector2.xml:161 doc/classes/Vector3.xml:137
+msgid ""
+"Returns the squared length (squared magnitude) of this vector.\n"
+"This method runs faster than [method length], so prefer it if you need to "
+"compare vectors or need the squared distance for some formula."
+msgstr ""
+
+#: doc/classes/Vector2.xml:170
+msgid ""
+"Returns the result of the linear interpolation between this vector and "
+"[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the "
+"range of 0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector2.xml:178
+msgid ""
+"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] "
+"amount."
+msgstr ""
+
+#: doc/classes/Vector2.xml:184 doc/classes/Vector3.xml:172
+msgid ""
+"Returns the vector scaled to unit length. Equivalent to [code]v / v.length()"
+"[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:191 doc/classes/Vector3.xml:186
+msgid ""
+"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
+"components and [code]mod[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:198 doc/classes/Vector3.xml:193
+msgid ""
+"Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
+"components and [code]modv[/code]'s components."
+msgstr ""
+
+#: doc/classes/Vector2.xml:205
+msgid "Returns the vector projected onto the vector [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:212
+msgid "Returns the vector reflected from a plane defined by the given normal."
+msgstr ""
+
+#: doc/classes/Vector2.xml:219
+msgid ""
+"Returns the vector rotated by [code]phi[/code] radians. See also [method "
+"@GDScript.deg2rad]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:225
+msgid ""
+"Returns the vector with all components rounded to the nearest integer, with "
+"halfway cases rounded away from zero."
+msgstr ""
+
+#: doc/classes/Vector2.xml:231
+msgid ""
+"Returns the vector with each component set to one or negative one, depending "
+"on the signs of the components. If a component is zero, it returns positive "
+"one."
+msgstr ""
+
+#: doc/classes/Vector2.xml:239 doc/classes/Vector3.xml:243
+msgid ""
+"Returns the result of spherical linear interpolation between this vector and "
+"[code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on "
+"the range of 0.0 to 1.0, representing the amount of interpolation.\n"
+"[b]Note:[/b] Both vectors must be normalized."
+msgstr ""
+
+#: doc/classes/Vector2.xml:247 doc/classes/Vector3.xml:251
+msgid "Returns this vector slid along a plane defined by the given normal."
+msgstr ""
+
+#: doc/classes/Vector2.xml:254 doc/classes/Vector3.xml:258
+msgid ""
+"Returns this vector with each component snapped to the nearest multiple of "
+"[code]step[/code]. This can also be used to round to an arbitrary number of "
+"decimals."
+msgstr ""
+
+#: doc/classes/Vector2.xml:260
+msgid ""
+"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
+"to the original, with the same length."
+msgstr ""
+
+#: doc/classes/Vector2.xml:266 doc/classes/Vector3.xml:271
+msgid ""
+"The vector's X component. Also accessible by using the index position [code]"
+"[0][/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:269 doc/classes/Vector3.xml:274
+msgid ""
+"The vector's Y component. Also accessible by using the index position [code]"
+"[1][/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:274
+msgid "Enumerated value for the X axis."
+msgstr ""
+
+#: doc/classes/Vector2.xml:277
+msgid "Enumerated value for the Y axis."
+msgstr ""
+
+#: doc/classes/Vector2.xml:280 doc/classes/Vector3.xml:291
+msgid "Zero vector, a vector with all components set to [code]0[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:283 doc/classes/Vector3.xml:294
+msgid "One vector, a vector with all components set to [code]1[/code]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:286 doc/classes/Vector3.xml:297
+msgid ""
+"Infinity vector, a vector with all components set to [constant @GDScript."
+"INF]."
+msgstr ""
+
+#: doc/classes/Vector2.xml:289
+msgid "Left unit vector. Represents the direction of left."
+msgstr ""
+
+#: doc/classes/Vector2.xml:292
+msgid "Right unit vector. Represents the direction of right."
+msgstr ""
+
+#: doc/classes/Vector2.xml:295
+msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
+msgstr ""
+
+#: doc/classes/Vector2.xml:298
+msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
+msgstr ""
+
+#: doc/classes/Vector3.xml:4
+msgid "Vector used for 3D math."
+msgstr ""
+
+#: doc/classes/Vector3.xml:7
+msgid ""
+"3-element structure that can be used to represent positions in 3D space or "
+"any other pair of numeric values.\n"
+"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
+"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
+"will always evaluate to [code]true[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:25
+msgid "Returns a Vector3 with the given components."
+msgstr ""
+
+#: doc/classes/Vector3.xml:38
+msgid "Returns the unsigned minimum angle to the given vector, in radians."
+msgstr ""
+
+#: doc/classes/Vector3.xml:51
+msgid ""
+"Returns a new vector with all components rounded up (towards positive "
+"infinity)."
+msgstr ""
+
+#: doc/classes/Vector3.xml:58
+msgid "Returns the cross product of this vector and [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:68
+msgid ""
+"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/"
+"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by "
+"the given amount [code]weight[/code]. [code]weight[/code] is on the range of "
+"0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector3.xml:90
+msgid "Returns the distance between this vector and [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:97
+msgid ""
+"Returns the dot product of this vector and [code]b[/code]. This can be used "
+"to compare the angle between two vectors. For example, this can be used to "
+"determine whether an enemy is facing the player.\n"
+"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
+"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
+"angles wider than 90 degrees.\n"
+"When using unit (normalized) vectors, the result will always be between "
+"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
+"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
+"aligned.\n"
+"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:106
+msgid ""
+"Returns a new vector with all components rounded down (towards negative "
+"infinity)."
+msgstr ""
+
+#: doc/classes/Vector3.xml:112
+msgid ""
+"Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / "
+"v.x, 1.0 / v.y, 1.0 / v.z )[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:146
+msgid ""
+"Returns the result of the linear interpolation between this vector and "
+"[code]to[/code] by amount [code]t[/code]. [code]weight[/code] is on the "
+"range of 0.0 to 1.0, representing the amount of interpolation."
+msgstr ""
+
+#: doc/classes/Vector3.xml:152
+msgid ""
+"Returns the axis of the vector's largest value. See [code]AXIS_*[/code] "
+"constants. If all components are equal, this method returns [constant "
+"AXIS_X]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:158
+msgid ""
+"Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] "
+"constants. If all components are equal, this method returns [constant "
+"AXIS_Z]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:166
+msgid ""
+"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] "
+"amount."
+msgstr ""
+
+#: doc/classes/Vector3.xml:179
+msgid "Returns the outer product with [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:200
+msgid "Returns this vector projected onto another vector [code]b[/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:207
+msgid "Returns this vector reflected from a plane defined by the given normal."
+msgstr ""
+
+#: doc/classes/Vector3.xml:215
+msgid ""
+"Rotates this vector around a given axis by [code]phi[/code] radians. The "
+"axis must be a normalized vector."
+msgstr ""
+
+#: doc/classes/Vector3.xml:221
+msgid ""
+"Returns this vector with all components rounded to the nearest integer, with "
+"halfway cases rounded away from zero."
+msgstr ""
+
+#: doc/classes/Vector3.xml:227
+msgid ""
+"Returns a vector with each component set to one or negative one, depending "
+"on the signs of this vector's components. If a component is zero, it returns "
+"positive one."
+msgstr ""
+
+#: doc/classes/Vector3.xml:235
+msgid ""
+"Returns the signed angle to the given vector, in radians. The sign of the "
+"angle is positive in a counter-clockwise direction and negative in a "
+"clockwise direction when viewed from the side specified by the [code]axis[/"
+"code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:264
+msgid ""
+"Returns a diagonal matrix with the vector as main diagonal.\n"
+"This is equivalent to a Basis with no rotation or shearing and this vector's "
+"components set as the scale."
+msgstr ""
+
+#: doc/classes/Vector3.xml:277
+msgid ""
+"The vector's Z component. Also accessible by using the index position [code]"
+"[2][/code]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:282
+msgid ""
+"Enumerated value for the X axis. Returned by [method max_axis] and [method "
+"min_axis]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:285
+msgid ""
+"Enumerated value for the Y axis. Returned by [method max_axis] and [method "
+"min_axis]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:288
+msgid ""
+"Enumerated value for the Z axis. Returned by [method max_axis] and [method "
+"min_axis]."
+msgstr ""
+
+#: doc/classes/Vector3.xml:300
+msgid ""
+"Left unit vector. Represents the local direction of left, and the global "
+"direction of west."
+msgstr ""
+
+#: doc/classes/Vector3.xml:303
+msgid ""
+"Right unit vector. Represents the local direction of right, and the global "
+"direction of east."
+msgstr ""
+
+#: doc/classes/Vector3.xml:306
+msgid "Up unit vector."
+msgstr ""
+
+#: doc/classes/Vector3.xml:309
+msgid "Down unit vector."
+msgstr ""
+
+#: doc/classes/Vector3.xml:312
+msgid ""
+"Forward unit vector. Represents the local direction of forward, and the "
+"global direction of north."
+msgstr ""
+
+#: doc/classes/Vector3.xml:315
+msgid ""
+"Back unit vector. Represents the local direction of back, and the global "
+"direction of south."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml:4
+msgid "Physics body that simulates the behavior of a car."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml:7
+msgid ""
+"This node implements all the physics logic needed to simulate a car. It is "
+"based on the raycast vehicle system commonly found in physics engines. You "
+"will need to add a [CollisionShape] for the main body of your vehicle and "
+"add [VehicleWheel] nodes for the wheels. You should also add a "
+"[MeshInstance] to this node for the 3D model of your car but this model "
+"should not include meshes for the wheels. You should control the vehicle by "
+"using the [member brake], [member engine_force], and [member steering] "
+"properties and not change the position or orientation of this node "
+"directly.\n"
+"[b]Note:[/b] The origin point of your VehicleBody will determine the center "
+"of gravity of your vehicle so it is better to keep this low and move the "
+"[CollisionShape] and [MeshInstance] upwards.\n"
+"[b]Note:[/b] This class has known issues and isn't designed to provide "
+"realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
+"probably have to write your own physics integration using another "
+"[PhysicsBody] class."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml:18
+msgid ""
+"Slows down the vehicle by applying a braking force. The vehicle is only "
+"slowed down if the wheels are in contact with a surface. The force you need "
+"to apply to adequately slow down your vehicle depends on the [member "
+"RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a "
+"value in the 25 - 30 range for hard braking."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml:21
+msgid ""
+"Accelerates the vehicle by applying an engine force. The vehicle is only "
+"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
+"to [code]true[/code] and are in contact with a surface. The [member "
+"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
+"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
+"range for acceleration.\n"
+"[b]Note:[/b] The simulation does not take the effect of gears into account, "
+"you will need to add logic for this if you wish to simulate gears.\n"
+"A negative value will result in the vehicle reversing."
+msgstr ""
+
+#: doc/classes/VehicleBody.xml:27
+msgid ""
+"The steering angle for the vehicle. Setting this to a non-zero value will "
+"result in the vehicle turning when it's moving. Wheels that have [member "
+"VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be "
+"rotated."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:4
+msgid "Physics object that simulates the behavior of a wheel."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:7
+msgid ""
+"This node needs to be used as a child node of [VehicleBody] and simulates "
+"the behavior of one of its wheels. This node also acts as a collider to "
+"detect if the wheel is touching a surface.\n"
+"[b]Note:[/b] This class has known issues and isn't designed to provide "
+"realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
+"probably have to write your own physics integration using another "
+"[PhysicsBody] class."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:17
+msgid "Returns the rotational speed of the wheel in revolutions per minute."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:23
+msgid ""
+"Returns a value between 0.0 and 1.0 that indicates whether this wheel is "
+"skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 "
+"means not skidding (the wheel has full grip, e.g. dry asphalt road)."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:29
+msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:35
+msgid ""
+"Slows down the wheel by applying a braking force. The wheel is only slowed "
+"down if it is in contact with a surface. The force you need to apply to "
+"adequately slow down your vehicle depends on the [member RigidBody.mass] of "
+"the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - "
+"30 range for hard braking."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:38
+msgid ""
+"The damping applied to the spring when the spring is being compressed. This "
+"value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the "
+"car will keep bouncing as the spring keeps its energy. A good value for this "
+"is around 0.3 for a normal car, 0.5 for a race car."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:41
+msgid ""
+"The damping applied to the spring when relaxing. This value should be "
+"between 0.0 (no damping) and 1.0. This value should always be slightly "
+"higher than the [member damping_compression] property. For a [member "
+"damping_compression] value of 0.3, try a relaxation value of 0.5."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:44
+msgid ""
+"Accelerates the wheel by applying an engine force. The wheel is only speed "
+"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
+"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
+"[b]Note:[/b] The simulation does not take the effect of gears into account, "
+"you will need to add logic for this if you wish to simulate gears.\n"
+"A negative value will result in the wheel reversing."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:49
+msgid ""
+"The steering angle for the wheel. Setting this to a non-zero value will "
+"result in the vehicle turning when it's moving."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:52
+msgid ""
+"The maximum force the spring can resist. This value should be higher than a "
+"quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring "
+"will not carry the weight of the vehicle. Good results are often obtained by "
+"a value that is about 3× to 4× this number."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:55
+msgid ""
+"This value defines the stiffness of the suspension. Use a value lower than "
+"50 for an off-road car, a value between 50 and 100 for a race car and try "
+"something around 200 for something like a Formula 1 car."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:58
+msgid ""
+"This is the distance the suspension can travel. As Godot units are "
+"equivalent to meters, keep this setting relatively low. Try a value between "
+"0.1 and 0.3 depending on the type of car."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:61
+msgid ""
+"If [code]true[/code], this wheel will be turned when the car steers. This "
+"value is used in conjunction with [member VehicleBody.steering] and ignored "
+"if you are using the per-wheel [member steering] value instead."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:64
+msgid ""
+"If [code]true[/code], this wheel transfers engine force to the ground to "
+"propel the vehicle forward. This value is used in conjunction with [member "
+"VehicleBody.engine_force] and ignored if you are using the per-wheel [member "
+"engine_force] value instead."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:67
+msgid ""
+"This determines how much grip this wheel has. It is combined with the "
+"friction setting of the surface the wheel is in contact with. 0.0 means no "
+"grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the "
+"rear wheels slightly lower than the front wheels, or use a lower value to "
+"simulate tire wear.\n"
+"It's best to set this to 1.0 when starting out."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:71
+msgid "The radius of the wheel in meters."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:74
+msgid ""
+"This is the distance in meters the wheel is lowered from its origin point. "
+"Don't set this to 0.0 and move the wheel into position, instead move the "
+"origin point of your wheel (the gizmo in Godot) to the position the wheel "
+"will take when bottoming out, then use the rest length to move the wheel "
+"down to the position it should be in when the car is in rest."
+msgstr ""
+
+#: doc/classes/VehicleWheel.xml:77
+msgid ""
+"This value affects the roll of your vehicle. If set to 1.0 for all wheels, "
+"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
+"body roll."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:4
+msgid "Control for playing video streams."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:7
+msgid ""
+"Control node for playing video streams using [VideoStream] resources.\n"
+"Supported video formats are [url=https://www.webmproject.org/]WebM[/url] "
+"([code].webm[/code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg "
+"Theora[/url] ([code].ogv[/code], [VideoStreamTheora]), and any format "
+"exposed via a GDNative plugin using [VideoStreamGDNative].\n"
+"[b]Note:[/b] Due to a bug, VideoPlayer does not support localization "
+"remapping yet.\n"
+"[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to "
+"missing architecture-specific assembly optimizations, especially for VP8/VP9."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:18
+msgid ""
+"Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
+"stream is assigned."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:24
+msgid "Returns the current frame as a [Texture]."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:30
+msgid ""
+"Returns [code]true[/code] if the video is playing.\n"
+"[b]Note:[/b] The video is still considered playing if paused during playback."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:37
+msgid ""
+"Starts the video playback from the beginning. If the video is paused, this "
+"will not unpause the video."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:43
+msgid ""
+"Stops the video playback and sets the stream position to 0.\n"
+"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
+"of the video stream won't become the current frame."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:50
+msgid "The embedded audio track to play."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:53
+msgid "If [code]true[/code], playback starts when the scene loads."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:56
+msgid "Amount of time in milliseconds to store in buffer while playing."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:59
+msgid "Audio bus to use for sound playback."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:62
+msgid ""
+"If [code]true[/code], the video scales to the control size. Otherwise, the "
+"control minimum size will be automatically adjusted to match the video "
+"stream's dimensions."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:65
+msgid "If [code]true[/code], the video is paused."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:68
+msgid "The assigned video stream. See description for supported formats."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:71
+msgid ""
+"The current position of the stream, in seconds.\n"
+"[b]Note:[/b] Changing this value won't have any effect as seeking is not "
+"implemented yet, except in video formats implemented by a GDNative add-on."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:75
+msgid "Audio volume as a linear value."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:78
+msgid "Audio volume in dB."
+msgstr ""
+
+#: doc/classes/VideoPlayer.xml:84
+msgid "Emitted when playback is finished."
+msgstr ""
+
+#: doc/classes/VideoStream.xml:4
+msgid "Base resource for video streams."
+msgstr ""
+
+#: doc/classes/VideoStream.xml:7
+msgid ""
+"Base resource type for all video streams. Classes that derive from "
+"[VideoStream] can all be used as resource types to play back videos in "
+"[VideoPlayer]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml:4
+msgid "[VideoStream] resource for for video formats implemented via GDNative."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml:7
+msgid ""
+"[VideoStream] resource for for video formats implemented via GDNative.\n"
+"It can be used via [url=https://github.com/KidRigger/godot-"
+"videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
+"org]FFmpeg[/url] library."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml:16
+msgid "Returns the video file handled by this [VideoStreamGDNative]."
+msgstr ""
+
+#: modules/gdnative/doc_classes/VideoStreamGDNative.xml:23
+msgid ""
+"Sets the video file that this [VideoStreamGDNative] resource handles. The "
+"supported extensions depend on the GDNative plugins used to expose video "
+"formats."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml:4
+msgid "[VideoStream] resource for Ogg Theora videos."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml:7
+msgid ""
+"[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/"
+"url] video format with [code].ogv[/code] extension. The Theora codec is less "
+"efficient than [VideoStreamWebm]'s VP8 and VP9, but it requires less CPU "
+"resources to decode. The Theora codec is decoded on the CPU.\n"
+"[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] "
+"extension, you will have to rename the extension to [code].ogv[/code] to use "
+"those videos within Godot."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml:16
+msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]."
+msgstr ""
+
+#: modules/theora/doc_classes/VideoStreamTheora.xml:23
+msgid ""
+"Sets the Ogg Theora video file that this [VideoStreamTheora] resource "
+"handles. The [code]file[/code] name should have the [code].ogv[/code] "
+"extension."
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml:4
+msgid "[VideoStream] resource for WebM videos."
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml:7
+msgid ""
+"[VideoStream] resource handling the [url=https://www.webmproject.org/]WebM[/"
+"url] video format with [code].webm[/code] extension. Both the VP8 and VP9 "
+"codecs are supported. The VP8 and VP9 codecs are more efficient than "
+"[VideoStreamTheora], but they require more CPU resources to decode "
+"(especially VP9). Both the VP8 and VP9 codecs are decoded on the CPU.\n"
+"[b]Note:[/b] Alpha channel (also known as transparency) is not supported. "
+"The video will always appear to have a black background, even if it "
+"originally contains an alpha channel.\n"
+"[b]Note:[/b] There are known bugs and performance issues with WebM video "
+"playback in Godot. If you run into problems, try using the Ogg Theora format "
+"instead: [VideoStreamTheora]"
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml:17
+msgid "Returns the WebM video file handled by this [VideoStreamWebm]."
+msgstr ""
+
+#: modules/webm/doc_classes/VideoStreamWebm.xml:24
+msgid ""
+"Sets the WebM video file that this [VideoStreamWebm] resource handles. The "
+"[code]file[/code] name should have the [code].webm[/code] extension."
+msgstr ""
+
+#: doc/classes/Viewport.xml:4
+msgid "Creates a sub-view into the screen."
+msgstr ""
+
+#: doc/classes/Viewport.xml:7
+msgid ""
+"A Viewport creates a different view into the screen, or a sub-view inside "
+"another viewport. Children 2D Nodes will display on it, and children Camera "
+"3D nodes will render on it too.\n"
+"Optionally, a viewport can have its own 2D or 3D world, so they don't share "
+"what they draw with other viewports.\n"
+"If a viewport is a child of a [ViewportContainer], it will automatically "
+"take up its size, otherwise it must be set manually.\n"
+"Viewports can also choose to be audio listeners, so they generate positional "
+"audio depending on a 2D or 3D camera child of it.\n"
+"Also, viewports can be assigned to different screens in case the devices "
+"have multiple screens.\n"
+"Finally, viewports can also behave as render targets, in which case they "
+"will not be visible unless the associated texture is used to draw."
+msgstr ""
+
+#: doc/classes/Viewport.xml:16
+msgid "https://docs.godotengine.org/en/3.4/tutorials/viewports/index.html"
+msgstr ""
+
+#: doc/classes/Viewport.xml:18 doc/classes/ViewportTexture.xml:12
+msgid "https://godotengine.org/asset-library/asset/128"
+msgstr ""
+
+#: doc/classes/Viewport.xml:20
+msgid "https://godotengine.org/asset-library/asset/130"
+msgstr ""
+
+#: doc/classes/Viewport.xml:21
+msgid "https://godotengine.org/asset-library/asset/541"
+msgstr ""
+
+#: doc/classes/Viewport.xml:22 doc/classes/ViewportTexture.xml:14
+msgid "https://godotengine.org/asset-library/asset/586"
+msgstr ""
+
+#: doc/classes/Viewport.xml:28
+msgid ""
+"Returns the first valid [World] for this viewport, searching the [member "
+"world] property of itself and any Viewport ancestor."
+msgstr ""
+
+#: doc/classes/Viewport.xml:34
+msgid ""
+"Returns the first valid [World2D] for this viewport, searching the [member "
+"world_2d] property of itself and any Viewport ancestor."
+msgstr ""
+
+#: doc/classes/Viewport.xml:40
+msgid "Returns the active 3D camera."
+msgstr ""
+
+#: doc/classes/Viewport.xml:46
+msgid "Returns the total transform of the viewport."
+msgstr ""
+
+#: doc/classes/Viewport.xml:52
+msgid "Returns the topmost modal in the stack."
+msgstr ""
+
+#: doc/classes/Viewport.xml:58
+msgid "Returns the mouse position relative to the viewport."
+msgstr ""
+
+#: doc/classes/Viewport.xml:65
+msgid "Returns information about the viewport from the rendering pipeline."
+msgstr ""
+
+#: doc/classes/Viewport.xml:72
+msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant."
+msgstr ""
+
+#: doc/classes/Viewport.xml:78
+msgid "Returns the size override set with [method set_size_override]."
+msgstr ""
+
+#: doc/classes/Viewport.xml:84
+msgid ""
+"Returns the viewport's texture.\n"
+"[b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is "
+"flipped vertically. You can use [method Image.flip_y] on the result of "
+"[method Texture.get_data] to flip it back, for example:\n"
+"[codeblock]\n"
+"var img = get_viewport().get_texture().get_data()\n"
+"img.flip_y()\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/Viewport.xml:95
+msgid "Returns the viewport's RID from the [VisualServer]."
+msgstr ""
+
+#: doc/classes/Viewport.xml:101
+msgid "Returns the visible rectangle in global screen coordinates."
+msgstr ""
+
+#: doc/classes/Viewport.xml:107
+msgid ""
+"Returns the drag data from the GUI, that was previously returned by [method "
+"Control.get_drag_data]."
+msgstr ""
+
+#: doc/classes/Viewport.xml:113
+msgid "Returns [code]true[/code] if there are visible modals on-screen."
+msgstr ""
+
+#: doc/classes/Viewport.xml:119
+msgid ""
+"Returns [code]true[/code] if the viewport is currently performing a drag "
+"operation."
+msgstr ""
+
+#: doc/classes/Viewport.xml:136
+msgid ""
+"Returns [code]true[/code] if the size override is enabled. See [method "
+"set_size_override]."
+msgstr ""
+
+#: doc/classes/Viewport.xml:143
+msgid ""
+"Attaches this [Viewport] to the root [Viewport] with the specified "
+"rectangle. This bypasses the need for another node to display this "
+"[Viewport] but makes you responsible for updating the position of this "
+"[Viewport] manually."
+msgstr ""
+
+#: doc/classes/Viewport.xml:149
+msgid "Stops the input from propagating further down the [SceneTree]."
+msgstr ""
+
+#: doc/classes/Viewport.xml:157
+msgid ""
+"Sets the number of subdivisions to use in the specified quadrant. A higher "
+"number of subdivisions allows you to have more shadows in the scene at once, "
+"but reduces the quality of the shadows. A good practice is to have quadrants "
+"with a varying number of subdivisions and to have as few subdivisions as "
+"possible."
+msgstr ""
+
+#: doc/classes/Viewport.xml:166
+msgid ""
+"Sets the size override of the viewport. If the [code]enable[/code] parameter "
+"is [code]true[/code] the override is used, otherwise it uses the default "
+"size. If the size parameter is [code](-1, -1)[/code], it won't update the "
+"size."
+msgstr ""
+
+#: doc/classes/Viewport.xml:178
+msgid "Forces update of the 2D and 3D worlds."
+msgstr ""
+
+#: doc/classes/Viewport.xml:185
+msgid "Warps the mouse to a position relative to the viewport."
+msgstr ""
+
+#: doc/classes/Viewport.xml:191
+msgid "If [code]true[/code], the viewport will be used in AR/VR process."
+msgstr ""
+
+#: doc/classes/Viewport.xml:194
+msgid "If [code]true[/code], the viewport will process 2D audio streams."
+msgstr ""
+
+#: doc/classes/Viewport.xml:197
+msgid "If [code]true[/code], the viewport will process 3D audio streams."
+msgstr ""
+
+#: doc/classes/Viewport.xml:200
+msgid ""
+"The canvas transform of the viewport, useful for changing the on-screen "
+"positions of all child [CanvasItem]s. This is relative to the global canvas "
+"transform of the viewport."
+msgstr ""
+
+#: doc/classes/Viewport.xml:203
+msgid ""
+"If [code]true[/code], uses a fast post-processing filter to make banding "
+"significantly less visible. In some cases, debanding may introduce a "
+"slightly noticeable dithering pattern. It's recommended to enable debanding "
+"only when actually needed since the dithering pattern will make lossless-"
+"compressed screenshots larger.\n"
+"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
+"[code]true[/code] for debanding to be effective."
+msgstr ""
+
+#: doc/classes/Viewport.xml:207
+msgid "The overlay mode for test rendered geometry in debug purposes."
+msgstr ""
+
+#: doc/classes/Viewport.xml:210
+msgid ""
+"If [code]true[/code], the viewport will disable 3D rendering. For actual "
+"disabling use [code]usage[/code]."
+msgstr ""
+
+#: doc/classes/Viewport.xml:213
+msgid ""
+"Enables fast approximate antialiasing. FXAA is a popular screen-space "
+"antialiasing method, which is fast but will make the image look blurry, "
+"especially at lower resolutions. It can still work relatively well at large "
+"resolutions such as 1440p and 4K. Some of the lost sharpness can be "
+"recovered by enabling contrast-adaptive sharpening (see [member "
+"sharpen_intensity])."
+msgstr ""
+
+#: doc/classes/Viewport.xml:216
+msgid ""
+"The global canvas transform of the viewport. The canvas transform is "
+"relative to this."
+msgstr ""
+
+#: doc/classes/Viewport.xml:219
+msgid "If [code]true[/code], the viewport will not receive input events."
+msgstr ""
+
+#: doc/classes/Viewport.xml:222
+msgid ""
+"If [code]true[/code], the GUI controls on the viewport will lay pixel "
+"perfectly."
+msgstr ""
+
+#: doc/classes/Viewport.xml:227
+msgid ""
+"If [code]true[/code], the viewport rendering will receive benefits from High "
+"Dynamic Range algorithm. High Dynamic Range allows the viewport to receive "
+"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it "
+"does not store the full range of a floating point number.\n"
+"[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or "
+"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D."
+msgstr ""
+
+#: doc/classes/Viewport.xml:231
+msgid ""
+"If [code]true[/code], the result after 3D rendering will not have a linear "
+"to sRGB color conversion applied. This is important when the viewport is "
+"used as a render target where the result is used as a texture on a 3D object "
+"rendered in another viewport. It is also important if the viewport is used "
+"to create data that is not color based (noise, heightmaps, pickmaps, etc.). "
+"Do not enable this when the viewport is used as a texture on a 2D object or "
+"if the viewport is your final output. For the GLES2 driver this will convert "
+"the sRGB output to linear, this should only be used for VR plugins that "
+"require input in linear color space!"
+msgstr ""
+
+#: doc/classes/Viewport.xml:234
+msgid ""
+"The multisample anti-aliasing mode. A higher number results in smoother "
+"edges at the cost of significantly worse performance. A value of 4 is best "
+"unless targeting very high-end systems."
+msgstr ""
+
+#: doc/classes/Viewport.xml:237
+msgid ""
+"If [code]true[/code], the viewport will use [World] defined in [code]world[/"
+"code] property."
+msgstr ""
+
+#: doc/classes/Viewport.xml:240
+msgid ""
+"If [code]true[/code], the objects rendered by viewport become subjects of "
+"mouse picking process."
+msgstr ""
+
+#: doc/classes/Viewport.xml:243
+msgid ""
+"If [code]true[/code], renders the Viewport directly to the screen instead of "
+"to the root viewport. Only available in GLES2. This is a low-level "
+"optimization and should not be used in most cases. If used, reading from the "
+"Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more "
+"information see [method VisualServer.viewport_set_render_direct_to_screen]."
+msgstr ""
+
+#: doc/classes/Viewport.xml:246
+msgid ""
+"The clear mode when viewport used as a render target.\n"
+"[b]Note:[/b] This property is intended for 2D usage."
+msgstr ""
+
+#: doc/classes/Viewport.xml:250
+msgid "The update mode when viewport used as a render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml:253
+msgid ""
+"If [code]true[/code], the result of rendering will be flipped vertically."
+msgstr ""
+
+#: doc/classes/Viewport.xml:256
+msgid "The subdivision amount of the first quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml:259
+msgid "The subdivision amount of the second quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml:262
+msgid "The subdivision amount of the third quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml:265
+msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
+msgstr ""
+
+#: doc/classes/Viewport.xml:268
+msgid ""
+"The shadow atlas' resolution (used for omni and spot lights). The value will "
+"be rounded up to the nearest power of 2.\n"
+"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
+"created viewports default to a value of 0, this value must be set above 0 "
+"manually."
+msgstr ""
+
+#: doc/classes/Viewport.xml:272
+msgid ""
+"If set to a value greater than [code]0.0[/code], contrast-adaptive "
+"sharpening will be applied to the 3D viewport. This has a low performance "
+"cost and can be used to recover some of the sharpness lost from using FXAA. "
+"Values around [code]0.5[/code] generally give the best results. See also "
+"[member fxaa]."
+msgstr ""
+
+#: doc/classes/Viewport.xml:275
+msgid ""
+"The width and height of viewport. Must be set to a value greater than or "
+"equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed."
+msgstr ""
+
+#: doc/classes/Viewport.xml:278
+msgid "If [code]true[/code], the size override affects stretch as well."
+msgstr ""
+
+#: doc/classes/Viewport.xml:281
+msgid ""
+"If [code]true[/code], the viewport should render its background as "
+"transparent."
+msgstr ""
+
+#: doc/classes/Viewport.xml:284
+msgid "The rendering mode of viewport."
+msgstr ""
+
+#: doc/classes/Viewport.xml:287
+msgid "The custom [World] which can be used as 3D environment source."
+msgstr ""
+
+#: doc/classes/Viewport.xml:290
+msgid "The custom [World2D] which can be used as 2D environment source."
+msgstr ""
+
+#: doc/classes/Viewport.xml:297
+msgid "Emitted when a Control node grabs keyboard focus."
+msgstr ""
+
+#: doc/classes/Viewport.xml:302
+msgid ""
+"Emitted when the size of the viewport is changed, whether by [method "
+"set_size_override], resize of window, or some other means."
+msgstr ""
+
+#: doc/classes/Viewport.xml:308
+msgid "Do not update the render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml:311
+msgid ""
+"Update the render target once, then switch to [constant UPDATE_DISABLED]."
+msgstr ""
+
+#: doc/classes/Viewport.xml:314
+msgid ""
+"Update the render target only when it is visible. This is the default value."
+msgstr ""
+
+#: doc/classes/Viewport.xml:317
+msgid "Always update the render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml:320
+msgid "This quadrant will not be used."
+msgstr ""
+
+#: doc/classes/Viewport.xml:323
+msgid "This quadrant will only be used by one shadow map."
+msgstr ""
+
+#: doc/classes/Viewport.xml:326
+msgid "This quadrant will be split in 4 and used by up to 4 shadow maps."
+msgstr ""
+
+#: doc/classes/Viewport.xml:329
+msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps."
+msgstr ""
+
+#: doc/classes/Viewport.xml:332
+msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps."
+msgstr ""
+
+#: doc/classes/Viewport.xml:335
+msgid ""
+"This quadrant will be split 256 ways and used by up to 256 shadow maps. "
+"Unless the [member shadow_atlas_size] is very high, the shadows in this "
+"quadrant will be very low resolution."
+msgstr ""
+
+#: doc/classes/Viewport.xml:338
+msgid ""
+"This quadrant will be split 1024 ways and used by up to 1024 shadow maps. "
+"Unless the [member shadow_atlas_size] is very high, the shadows in this "
+"quadrant will be very low resolution."
+msgstr ""
+
+#: doc/classes/Viewport.xml:341
+msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum."
+msgstr ""
+
+#: doc/classes/Viewport.xml:344
+msgid "Amount of objects in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml:347
+msgid "Amount of vertices in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml:350
+msgid "Amount of material changes in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml:353
+msgid "Amount of shader changes in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml:356
+msgid "Amount of surface changes in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml:359 doc/classes/Viewport.xml:365
+msgid "Amount of draw calls in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml:362
+msgid "Amount of items or joined items in frame."
+msgstr ""
+
+#: doc/classes/Viewport.xml:368
+msgid "Represents the size of the [enum RenderInfo] enum."
+msgstr ""
+
+#: doc/classes/Viewport.xml:371
+msgid "Objects are displayed normally."
+msgstr ""
+
+#: doc/classes/Viewport.xml:374
+msgid "Objects are displayed without light information."
+msgstr ""
+
+#: doc/classes/Viewport.xml:377
+msgid ""
+"Objected are displayed semi-transparent with additive blending so you can "
+"see where they intersect."
+msgstr ""
+
+#: doc/classes/Viewport.xml:380
+msgid "Objects are displayed in wireframe style."
+msgstr ""
+
+#: doc/classes/Viewport.xml:383
+msgid "Multisample anti-aliasing mode disabled. This is the default value."
+msgstr ""
+
+#: doc/classes/Viewport.xml:386
+msgid "Use 2x Multisample Antialiasing."
+msgstr ""
+
+#: doc/classes/Viewport.xml:389
+msgid "Use 4x Multisample Antialiasing."
+msgstr ""
+
+#: doc/classes/Viewport.xml:392
+msgid ""
+"Use 8x Multisample Antialiasing. Likely unsupported on low-end and older "
+"hardware."
+msgstr ""
+
+#: doc/classes/Viewport.xml:395
+msgid ""
+"Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end "
+"hardware."
+msgstr ""
+
+#: doc/classes/Viewport.xml:398
+msgid ""
+"Allocates all buffers needed for drawing 2D scenes. This takes less VRAM "
+"than the 3D usage modes. Note that 3D rendering effects such as glow and HDR "
+"are not available when using this mode."
+msgstr ""
+
+#: doc/classes/Viewport.xml:401
+msgid ""
+"Allocates buffers needed for 2D scenes without allocating a buffer for "
+"screen copy. Accordingly, you cannot read from the screen. Of the [enum "
+"Usage] types, this requires the least VRAM. Note that 3D rendering effects "
+"such as glow and HDR are not available when using this mode."
+msgstr ""
+
+#: doc/classes/Viewport.xml:404
+msgid ""
+"Allocates full buffers for drawing 3D scenes and all 3D effects including "
+"buffers needed for 2D scenes and effects."
+msgstr ""
+
+#: doc/classes/Viewport.xml:407
+msgid ""
+"Allocates buffers needed for drawing 3D scenes. But does not allocate "
+"buffers needed for reading from the screen and post-processing effects. "
+"Saves some VRAM."
+msgstr ""
+
+#: doc/classes/Viewport.xml:410
+msgid "Always clear the render target before drawing."
+msgstr ""
+
+#: doc/classes/Viewport.xml:413
+msgid "Never clear the render target."
+msgstr ""
+
+#: doc/classes/Viewport.xml:416
+msgid ""
+"Clear the render target next frame, then switch to [constant "
+"CLEAR_MODE_NEVER]."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml:4
+msgid "Control for holding [Viewport]s."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml:7
+msgid ""
+"A [Container] node that holds a [Viewport], automatically setting its size.\n"
+"[b]Note:[/b] Changing a ViewportContainer's [member Control.rect_scale] will "
+"cause its contents to appear distorted. To change its visual size without "
+"causing distortion, adjust the node's margins instead (if it's not already "
+"in a container)."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml:16
+msgid ""
+"If [code]true[/code], the viewport will be scaled to the control's size."
+msgstr ""
+
+#: doc/classes/ViewportContainer.xml:19
+msgid ""
+"Divides the viewport's effective resolution by this value while preserving "
+"its scale. This can be used to speed up rendering.\n"
+"For example, a 1280×720 viewport with [member stretch_shrink] set to "
+"[code]2[/code] will be rendered at 640×360 while occupying the same size in "
+"the container.\n"
+"[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to "
+"work."
+msgstr ""
+
+#: doc/classes/ViewportTexture.xml:4
+msgid "Texture which displays the content of a [Viewport]."
+msgstr ""
+
+#: doc/classes/ViewportTexture.xml:7
+msgid ""
+"Displays the content of a [Viewport] node as a dynamic [Texture]. This can "
+"be used to mix controls, 2D, and 3D elements in the same scene.\n"
+"To create a ViewportTexture in code, use the [method Viewport.get_texture] "
+"method on the target viewport."
+msgstr ""
+
+#: doc/classes/ViewportTexture.xml:22
+msgid ""
+"The path to the [Viewport] node to display. This is relative to the scene "
+"root, not to the node which uses the texture."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml:4 doc/classes/VisibilityEnabler2D.xml:4
+msgid "Enables certain nodes only when approximately visible."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml:7
+msgid ""
+"The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes "
+"when they are not visible. It will only affect other nodes within the same "
+"scene as the VisibilityEnabler itself.\n"
+"If you just want to receive notifications, use [VisibilityNotifier] "
+"instead.\n"
+"[b]Note:[/b] VisibilityEnabler uses an approximate heuristic for performance "
+"reasons. It doesn't take walls and other occlusion into account. The "
+"heuristic is an implementation detail and may change in future versions. If "
+"you need precise visibility checking, use another method such as adding an "
+"[Area] node as a child of a [Camera] node and/or [method Vector3.dot].\n"
+"[b]Note:[/b] VisibilityEnabler will not affect nodes added after scene "
+"initialization."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml:19 doc/classes/VisibilityEnabler2D.xml:19
+msgid ""
+"Returns whether the enabler identified by given [enum Enabler] constant is "
+"active."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml:27 doc/classes/VisibilityEnabler2D.xml:27
+msgid ""
+"Sets active state of the enabler identified by given [enum Enabler] constant."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml:33
+msgid "If [code]true[/code], [RigidBody] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml:36 doc/classes/VisibilityEnabler2D.xml:39
+msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml:41 doc/classes/VisibilityEnabler2D.xml:53
+msgid "This enabler will pause [AnimationPlayer] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml:44
+msgid "This enabler will freeze [RigidBody] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler.xml:47 doc/classes/VisibilityEnabler2D.xml:71
+msgid "Represents the size of the [enum Enabler] enum."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml:7
+msgid ""
+"The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and "
+"other nodes when they are not visible. It will only affect nodes with the "
+"same root node as the VisibilityEnabler2D, and the root node itself.\n"
+"If you just want to receive notifications, use [VisibilityNotifier2D] "
+"instead.\n"
+"[b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an "
+"approximate heuristic with precision determined by [member ProjectSettings."
+"world/2d/cell_size]. If you need precise visibility checking, use another "
+"method such as adding an [Area2D] node as a child of a [Camera2D] node.\n"
+"[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene "
+"initialization."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml:33
+msgid "If [code]true[/code], [RigidBody2D] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml:36
+msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml:42
+msgid "If [code]true[/code], [Particles2D] nodes will be paused."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml:45
+msgid ""
+"If [code]true[/code], the parent's [method Node._physics_process] will be "
+"stopped."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml:48
+msgid ""
+"If [code]true[/code], the parent's [method Node._process] will be stopped."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml:56
+msgid "This enabler will freeze [RigidBody2D] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml:59
+msgid "This enabler will stop [Particles2D] nodes."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml:62
+msgid "This enabler will stop the parent's _process function."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml:65
+msgid "This enabler will stop the parent's _physics_process function."
+msgstr ""
+
+#: doc/classes/VisibilityEnabler2D.xml:68
+msgid "This enabler will stop [AnimatedSprite] nodes animations."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml:4 doc/classes/VisibilityNotifier2D.xml:4
+msgid "Detects approximately when the node is visible on screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml:7
+msgid ""
+"The VisibilityNotifier detects when it is visible on the screen. It also "
+"notifies when its bounding rectangle enters or exits the screen or a "
+"[Camera]'s view.\n"
+"If you want nodes to be disabled automatically when they exit the screen, "
+"use [VisibilityEnabler] instead.\n"
+"[b]Note:[/b] VisibilityNotifier uses an approximate heuristic for "
+"performance reasons. It doesn't take walls and other occlusion into account. "
+"The heuristic is an implementation detail and may change in future versions. "
+"If you need precise visibility checking, use another method such as adding "
+"an [Area] node as a child of a [Camera] node and/or [method Vector3.dot]."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml:17
+msgid ""
+"If [code]true[/code], the bounding box is on the screen.\n"
+"[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
+"once added to the scene tree, so this method will return [code]false[/code] "
+"right after it is instantiated, even if it will be on screen in the draw "
+"pass."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml:24
+msgid "The VisibilityNotifier's bounding box."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml:31
+msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml:37
+msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml:42
+msgid "Emitted when the VisibilityNotifier enters the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier.xml:47
+msgid "Emitted when the VisibilityNotifier exits the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml:7
+msgid ""
+"The VisibilityNotifier2D detects when it is visible on the screen. It also "
+"notifies when its bounding rectangle enters or exits the screen or a "
+"viewport.\n"
+"If you want nodes to be disabled automatically when they exit the screen, "
+"use [VisibilityEnabler2D] instead.\n"
+"[b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an "
+"approximate heuristic with precision determined by [member ProjectSettings."
+"world/2d/cell_size]. If you need precise visibility checking, use another "
+"method such as adding an [Area2D] node as a child of a [Camera2D] node."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml:18
+msgid ""
+"If [code]true[/code], the bounding rectangle is on the screen.\n"
+"[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
+"once added to the scene tree, so this method will return [code]false[/code] "
+"right after it is instantiated, even if it will be on screen in the draw "
+"pass."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml:25
+msgid "The VisibilityNotifier2D's bounding rectangle."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml:31
+msgid "Emitted when the VisibilityNotifier2D enters the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml:36
+msgid "Emitted when the VisibilityNotifier2D exits the screen."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml:42
+msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view."
+msgstr ""
+
+#: doc/classes/VisibilityNotifier2D.xml:48
+msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml:4
+msgid "Parent of all visual 3D nodes."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml:7
+msgid ""
+"The [VisualInstance] is used to connect a resource to a visual "
+"representation. All visual 3D nodes inherit from the [VisualInstance]. In "
+"general, you should not access the [VisualInstance] properties directly as "
+"they are accessed and managed by the nodes that inherit from "
+"[VisualInstance]. [VisualInstance] is the node representation of the "
+"[VisualServer] instance."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml:15
+msgid ""
+"Returns the [AABB] (also known as the bounding box) for this "
+"[VisualInstance]. See also [method get_transformed_aabb]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml:21
+msgid ""
+"Returns the RID of the resource associated with this [VisualInstance]. For "
+"example, if the Node is a [MeshInstance], this will return the RID of the "
+"associated [Mesh]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml:27
+msgid ""
+"Returns the RID of this instance. This RID is the same as the RID returned "
+"by [method VisualServer.instance_create]. This RID is needed if you want to "
+"call [VisualServer] functions directly on this [VisualInstance]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml:34
+msgid ""
+"Returns [code]true[/code] when the specified layer is enabled in [member "
+"layers] and [code]false[/code] otherwise."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml:40
+msgid ""
+"Returns the transformed [AABB] (also known as the bounding box) for this "
+"[VisualInstance].\n"
+"Transformed in this case means the [AABB] plus the position, rotation, and "
+"scale of the [Spatial]'s [Transform]. See also [method get_aabb]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml:48
+msgid ""
+"Sets the resource that is instantiated by this [VisualInstance], which "
+"changes how the engine handles the [VisualInstance] under the hood. "
+"Equivalent to [method VisualServer.instance_set_base]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml:56
+msgid "Enables a particular layer in [member layers]."
+msgstr ""
+
+#: doc/classes/VisualInstance.xml:62
+msgid ""
+"The render layer(s) this [VisualInstance] is drawn on.\n"
+"This object will only be visible for [Camera]s whose cull mask includes the "
+"render object this [VisualInstance] is set to."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:4
+msgid "A script implemented in the Visual Script programming environment."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:7
+msgid ""
+"A script implemented in the Visual Script programming environment. The "
+"script extends the functionality of all objects that instance it.\n"
+"[method Object.set_script] extends an existing object, if that object's "
+"class matches one of the script's base classes.\n"
+"You are most likely to use this class via the Visual Script editor or when "
+"writing plugins for it."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:12
+msgid ""
+"https://docs.godotengine.org/en/3.4/getting_started/scripting/visual_script/"
+"index.html"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:19
+msgid "Add a custom signal with the specified name to the VisualScript."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:26
+msgid "Add a function with the specified name to the VisualScript."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:36
+msgid "Add a node to a function of the VisualScript."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:45
+msgid ""
+"Add a variable to the VisualScript, optionally giving it a default value or "
+"marking it as exported."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:55
+msgid ""
+"Add an argument to a custom signal added with [method add_custom_signal]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:62
+msgid "Get the count of a custom signal's arguments."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:70
+msgid "Get the name of a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:78
+msgid "Get the type of a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:86
+msgid "Remove a specific custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:95
+msgid "Rename a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:104
+msgid "Change the type of a custom signal's argument."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:113
+msgid "Swap two of the arguments of a custom signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:124
+msgid ""
+"Connect two data ports. The value of [code]from_node[/code]'s "
+"[code]from_port[/code] would be fed into [code]to_node[/code]'s "
+"[code]to_port[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:135
+msgid ""
+"Disconnect two data ports previously connected with [method data_connect]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:142
+msgid "Returns the id of a function's entry point node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:149
+msgid "Returns the position of the center of the screen for a given function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:157
+msgid "Returns a node given its id and its function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:165
+msgid "Returns a node's position in pixels."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:172
+msgid "Returns the default (initial) value of a variable."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:179
+msgid "Returns whether a variable is exported."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:186
+msgid ""
+"Returns the information for a given variable as a dictionary. The "
+"information includes its name, type, hint and usage."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:193
+msgid "Returns whether a signal exists with the specified name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:204
+msgid "Returns whether the specified data ports are connected."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:211
+msgid "Returns whether a function exists with the specified name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:219
+msgid "Returns whether a node exists with the given id."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:229
+msgid "Returns whether the specified sequence ports are connected."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:236
+msgid "Returns whether a variable exists with the specified name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:243
+msgid "Remove a custom signal with the given name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:250
+msgid "Remove a specific function and its nodes from the script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:258
+msgid "Remove a specific node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:265
+msgid "Remove a variable with the given name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:273
+msgid "Change the name of a custom signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:281
+msgid "Change the name of a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:289
+msgid "Change the name of a variable."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:299
+msgid ""
+"Connect two sequence ports. The execution will flow from of [code]from_node[/"
+"code]'s [code]from_output[/code] into [code]to_node[/code].\n"
+"Unlike [method data_connect], there isn't a [code]to_port[/code], since the "
+"target node can have only one sequence port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:310
+msgid ""
+"Disconnect two sequence ports previously connected with [method "
+"sequence_connect]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:318
+msgid "Position the center of the screen for a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:325
+msgid "Set the base type of the script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:334
+msgid "Position a node on the screen."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:342
+msgid "Change the default (initial) value of a variable."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:350
+msgid "Change whether a variable is exported."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:358
+msgid ""
+"Set a variable's info, using the same format as [method get_variable_info]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScript.xml:367
+msgid "Emitted when the ports of a node are changed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:4
+msgid "A Visual Script node representing a constant from the base types."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:7
+msgid ""
+"A Visual Script node representing a constant from base types, such as "
+"[constant Vector3.AXIS_X]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:15
+msgid "The type to get the constant from."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml:18
+msgid "The name of the constant to return."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:4
+msgid "A Visual Script node used to call built-in functions."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:7
+msgid ""
+"A built-in function used inside a [VisualScript]. It is usually a math "
+"function or an utility function.\n"
+"See also [@GDScript], for the same functions in the GDScript language."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:16
+msgid "The function to be executed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:21
+msgid "Return the sine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:24
+msgid "Return the cosine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:27
+msgid "Return the tangent of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:30
+msgid "Return the hyperbolic sine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:33
+msgid "Return the hyperbolic cosine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:36
+msgid "Return the hyperbolic tangent of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:39
+msgid "Return the arc sine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:42
+msgid "Return the arc cosine of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:45
+msgid "Return the arc tangent of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:48
+msgid ""
+"Return the arc tangent of the input, using the signs of both parameters to "
+"determine the exact angle."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:51
+msgid "Return the square root of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:54
+msgid ""
+"Return the remainder of one input divided by the other, using floating-point "
+"numbers."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:57
+msgid ""
+"Return the positive remainder of one input divided by the other, using "
+"floating-point numbers."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:60
+msgid "Return the input rounded down."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:63
+msgid "Return the input rounded up."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:66
+msgid "Return the input rounded to the nearest integer."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:69
+msgid "Return the absolute value of the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:72
+msgid ""
+"Return the sign of the input, turning it into 1, -1, or 0. Useful to "
+"determine if the input is positive or negative."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:75
+msgid "Return the input raised to a given power."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:78
+msgid ""
+"Return the natural logarithm of the input. Note that this is not the typical "
+"base-10 logarithm function calculators use."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:81
+msgid ""
+"Return the mathematical constant [b]e[/b] raised to the specified power of "
+"the input. [b]e[/b] has an approximate value of 2.71828."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:84
+msgid ""
+"Return whether the input is NaN (Not a Number) or not. NaN is usually "
+"produced by dividing 0 by 0, though other ways exist."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:87
+msgid ""
+"Return whether the input is an infinite floating-point number or not. "
+"Infinity is usually produced by dividing a number by 0, though other ways "
+"exist."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:90
+msgid ""
+"Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is "
+"ease-in, 1+ is ease out. Negative values are in-out/out in."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:93
+msgid ""
+"Return the number of digit places after the decimal that the first non-zero "
+"digit occurs."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:96
+msgid "Return the input snapped to a given step."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:99
+msgid ""
+"Return a number linearly interpolated between the first two inputs, based on "
+"the third input. Uses the formula [code]a + (a - b) * t[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:106
+msgid "Moves the number toward a value, based on the third input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:109
+msgid ""
+"Return the result of [code]value[/code] decreased by [code]step[/code] * "
+"[code]amount[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:112
+msgid ""
+"Randomize the seed (or the internal state) of the random number generator. "
+"Current implementation reseeds using a number based on time."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:115
+msgid ""
+"Return a random 32 bits integer value. To obtain a random value between 0 to "
+"N (where N is smaller than 2^32 - 1), you can use it with the remainder "
+"function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:118
+msgid ""
+"Return a random floating-point value between 0 and 1. To obtain a random "
+"value between 0 to N, you can use it with multiplication."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:121
+msgid "Return a random floating-point value between the two inputs."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:124
+msgid "Set the seed for the random number generator."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:127
+msgid "Return a random value from the given seed, along with the new seed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:130
+msgid "Convert the input from degrees to radians."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:133
+msgid "Convert the input from radians to degrees."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:136
+msgid "Convert the input from linear volume to decibel volume."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:139
+msgid "Convert the input from decibel volume to linear volume."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:152
+msgid "Return the greater of the two numbers, also known as their maximum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:155
+msgid "Return the lesser of the two numbers, also known as their minimum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:158
+msgid ""
+"Return the input clamped inside the given range, ensuring the result is "
+"never outside it. Equivalent to [code]min(max(input, range_low), range_high)"
+"[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:161
+msgid "Return the nearest power of 2 to the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:164
+msgid "Create a [WeakRef] from the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:167
+msgid "Create a [FuncRef] from the input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:170
+msgid "Convert between types."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:173
+msgid ""
+"Return the type of the input as an integer. Check [enum Variant.Type] for "
+"the integers that might be returned."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:176
+msgid "Checks if a type is registered in the [ClassDB]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:179
+msgid "Return a character with the given ascii value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:182
+msgid "Convert the input to a string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:185
+msgid "Print the given string to the output window."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:188
+msgid "Print the given string to the standard error output."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:191
+msgid ""
+"Print the given string to the standard output, without adding a newline."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:194
+msgid "Serialize a [Variant] to a string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:197
+msgid ""
+"Deserialize a [Variant] from a string serialized using [constant VAR_TO_STR]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:200
+msgid "Serialize a [Variant] to a [PoolByteArray]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:203
+msgid ""
+"Deserialize a [Variant] from a [PoolByteArray] serialized using [constant "
+"VAR_TO_BYTES]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:206
+msgid ""
+"Return the [Color] with the given name and alpha ranging from 0 to 1.\n"
+"[b]Note:[/b] Names are defined in [code]color_names.inc[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:210
+msgid ""
+"Return a number smoothly interpolated between the first two inputs, based on "
+"the third input. Similar to [constant MATH_LERP], but interpolates faster at "
+"the beginning and slower at the end. Using Hermite interpolation formula:\n"
+"[codeblock]\n"
+"var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n"
+"return t * t * (3.0 - 2.0 * t)\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:223
+msgid "Represents the size of the [enum BuiltinFunc] enum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:4
+msgid "Gets a constant from a given class."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:7
+msgid ""
+"This node returns a constant from a given class, such as [constant "
+"TYPE_INT]. See the given class' documentation for available constants.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]value[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:19
+msgid "The constant's parent class."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptClassConstant.xml:22
+msgid ""
+"The constant to return. See the given class for its available constants."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml:4
+msgid "A Visual Script node used to annotate the script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml:7
+msgid ""
+"A Visual Script node used to display annotations in the script, so that code "
+"may be documented.\n"
+"Comment nodes can be resized so they encompass a group of nodes."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml:16
+msgid "The text inside the comment node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml:19
+msgid "The comment node's size (in pixels)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComment.xml:22
+msgid "The comment node's title."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComposeArray.xml:4
+msgid "A Visual Script Node used to create array from a list of items."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptComposeArray.xml:7
+msgid ""
+"A Visual Script Node used to compose array from the list of elements "
+"provided with custom in-graph UI hard coded in the VisualScript Editor."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCondition.xml:4
+msgid "A Visual Script node which branches the flow."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCondition.xml:7
+msgid ""
+"A Visual Script node that checks a [bool] input port. If [code]true[/code], "
+"it will exit via the \"true\" sequence port. If [code]false[/code], it will "
+"exit via the \"false\" sequence port. After exiting either, it exits via the "
+"\"done\" port. Sequence ports may be left disconnected.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]if (cond) is[/code]\n"
+"- Data (boolean): [code]cond[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]true[/code]\n"
+"- Sequence: [code]false[/code]\n"
+"- Sequence: [code]done[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml:4
+msgid "Gets a contant's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml:7
+msgid ""
+"This node returns a constant's value.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml:19
+msgid "The constant's type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstant.xml:22
+msgid "The constant's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstructor.xml:4
+msgid "A Visual Script node which calls a base type constructor."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptConstructor.xml:7
+msgid ""
+"A Visual Script node which calls a base type constructor. It can be used for "
+"type conversion as well."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:4
+msgid "A scripted Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:7
+msgid "A custom Visual Script node which can be scripted in powerful ways."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:15
+msgid "Return the node's title."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:21
+msgid "Return the node's category."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:27
+msgid "Return the count of input value ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:34
+msgid ""
+"Return the specified input port's hint. See the [enum @GlobalScope."
+"PropertyHint] hints."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:41
+msgid "Return the specified input port's hint string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:48
+msgid "Return the specified input port's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:55
+msgid ""
+"Return the specified input port's type. See the [enum Variant.Type] values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:61
+msgid "Return the amount of output [b]sequence[/b] ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:68
+msgid "Return the specified [b]sequence[/b] output's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:74
+msgid "Return the amount of output value ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:81
+msgid ""
+"Return the specified output port's hint. See the [enum @GlobalScope."
+"PropertyHint] hints."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:88
+msgid "Return the specified output port's hint string."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:95
+msgid "Return the specified output port's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:102
+msgid ""
+"Return the specified output port's type. See the [enum Variant.Type] values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:108
+msgid ""
+"Return the custom node's text, which is shown right next to the input "
+"[b]sequence[/b] port (if there is none, on the place that is usually taken "
+"by it)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:114
+msgid ""
+"Return the size of the custom node's working memory. See [method _step] for "
+"more details."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:120
+msgid "Return whether the custom node has an input [b]sequence[/b] port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:130
+msgid ""
+"Execute the custom node's logic, returning the index of the output sequence "
+"port to use or a [String] when there is an error.\n"
+"The [code]inputs[/code] array contains the values of the input ports.\n"
+"[code]outputs[/code] is an array whose indices should be set to the "
+"respective outputs.\n"
+"The [code]start_mode[/code] is usually [constant START_MODE_BEGIN_SEQUENCE], "
+"unless you have used the [code]STEP_*[/code] constants.\n"
+"[code]working_mem[/code] is an array which can be used to persist "
+"information between runs of the custom node. The size needs to be predefined "
+"using [method _get_working_memory_size].\n"
+"When returning, you can mask the returned value with one of the "
+"[code]STEP_*[/code] constants."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:141
+msgid "The start mode used the first time when [method _step] is called."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:144
+msgid ""
+"The start mode used when [method _step] is called after coming back from a "
+"[constant STEP_PUSH_STACK_BIT]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:147
+msgid ""
+"The start mode used when [method _step] is called after resuming from "
+"[constant STEP_YIELD_BIT]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:150
+msgid ""
+"Hint used by [method _step] to tell that control should return to it when "
+"there is no other node left to execute.\n"
+"This is used by [VisualScriptCondition] to redirect the sequence to the "
+"\"Done\" port after the [code]true[/code]/[code]false[/code] branch has "
+"finished execution."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:154
+msgid ""
+"Hint used by [method _step] to tell that control should return back, either "
+"hitting a previous [constant STEP_PUSH_STACK_BIT] or exiting the function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:159
+msgid ""
+"Hint used by [method _step] to tell that control should stop and exit the "
+"function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:162
+msgid ""
+"Hint used by [method _step] to tell that the function should be yielded.\n"
+"Using this requires you to have at least one working memory slot, which is "
+"used for the [VisualScriptFunctionState]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml:4
+#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml:7
+msgid ""
+"A Visual Script node which deconstructs a base type instance into its parts."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml:15
+msgid "The type to deconstruct."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEditor.xml:16
+msgid ""
+"Add a custom Visual Script node to the editor. It'll be placed under "
+"\"Custom Nodes\" with the [code]category[/code] as the parameter."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEditor.xml:24
+msgid ""
+"Remove a custom Visual Script node from the editor. Custom nodes already "
+"placed on scripts won't be removed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEditor.xml:31
+msgid "Emitted when a custom Visual Script node is added or removed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml:4
+msgid "Emits a specified signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml:7
+msgid ""
+"Emits a specified signal when it is executed.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]emit[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml:19
+msgid "The signal to emit."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml:4
+#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml:7
+msgid "A Visual Script node returning a singleton from [@GlobalScope]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml:15
+msgid "The singleton's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptExpression.xml:4
+msgid "A Visual Script node that can execute a custom expression."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptExpression.xml:7
+msgid ""
+"A Visual Script node that can execute a custom expression. Values can be "
+"provided for the input and the expression result can be retrieved from the "
+"output."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunction.xml:4
+msgid "A Visual Script node representing a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunction.xml:7
+msgid ""
+"[VisualScriptFunction] represents a function header. It is the starting "
+"point for the function body and can be used to tweak the function's "
+"properties (e.g. RPC mode)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:4
+msgid "A Visual Script node for calling a function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:7
+msgid ""
+"[VisualScriptFunctionCall] is created when you add or drag and drop a "
+"function onto the Visual Script graph. It allows to tweak parameters of the "
+"call, e.g. what object the function is called on."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:15
+msgid ""
+"The script to be used when [member call_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:18
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:15
+msgid ""
+"The base type to be used when [member call_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:21
+msgid ""
+"The type to be used when [member call_mode] is set to [constant "
+"CALL_MODE_BASIC_TYPE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:24
+msgid ""
+"[code]call_mode[/code] determines the target object on which the method will "
+"be called. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:27
+msgid "The name of the function to be called."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:30
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:21
+msgid ""
+"The node path to use when [member call_mode] is set to [constant "
+"CALL_MODE_NODE_PATH]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:33
+msgid ""
+"The mode for RPC calls. See [method Node.rpc] for more details and [enum "
+"RPCCallMode] for available options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:36
+msgid ""
+"The singleton to call the method on. Used when [member call_mode] is set to "
+"[constant CALL_MODE_SINGLETON]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:39
+msgid ""
+"Number of default arguments that will be used when calling the function. "
+"Can't be higher than the number of available default arguments in the "
+"method's declaration."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:42
+msgid ""
+"If [code]false[/code], call errors (e.g. wrong number of arguments) will be "
+"ignored."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:47
+msgid "The method will be called on this [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:50
+msgid "The method will be called on the given [Node] in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:53
+msgid ""
+"The method will be called on an instanced node with the given type and "
+"script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:56
+msgid "The method will be called on a GDScript basic type (e.g. [Vector2])."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:59
+msgid "The method will be called on a singleton."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:62
+msgid "The method will be called locally."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:65
+msgid "The method will be called remotely."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:68
+msgid "The method will be called remotely using an unreliable protocol."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:71
+msgid "The method will be called remotely for the given peer."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:74
+msgid ""
+"The method will be called remotely for the given peer, using an unreliable "
+"protocol."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:4
+msgid "A Visual Script node representing a function state."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:7
+msgid ""
+"[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be "
+"used to resume a paused function call."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:18
+msgid ""
+"Connects this [VisualScriptFunctionState] to a signal in the given object to "
+"automatically resume when it's emitted."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:24
+msgid "Returns whether the function state is valid."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:31
+msgid "Resumes the function to run from the point it was yielded."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml:4
+#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml:7
+msgid "A Visual Script node returning a constant from [@GlobalScope]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml:15
+msgid "The constant to be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml:4
+msgid "A Visual Script node for getting a value from an array or a dictionary."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexGet.xml:7
+msgid ""
+"[VisualScriptIndexGet] will return the value stored in an array or a "
+"dictionary under the given index."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml:4
+msgid "A Visual Script node for setting a value in an array or a dictionary."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIndexSet.xml:7
+msgid ""
+"[VisualScriptIndexSet] will set the value stored in an array or a dictionary "
+"under the given index to the provided new value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml:4
+msgid "A Visual Script node returning a state of an action."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml:7
+msgid ""
+"[VisualScriptInputAction] can be used to check if an action is pressed or "
+"released."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml:15
+msgid "Name of the action."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml:18
+msgid "State of the action to check. See [enum Mode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml:23
+msgid "[code]True[/code] if action is pressed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml:26
+msgid "[code]True[/code] if action is released (i.e. not pressed)."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml:29
+msgid "[code]True[/code] on the frame the action was pressed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptInputAction.xml:32
+msgid "[code]True[/code] on the frame the action was released."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIterator.xml:4
+msgid "Steps through items in a given input."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptIterator.xml:7
+msgid ""
+"This node steps through each item in a given input. Input can be any "
+"sequence data type, such as an [Array] or [String]. When each item has been "
+"processed, execution passed out the [code]exit[/code] Sequence port.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]for (elem) in (input)[/code]\n"
+"- Data (variant): [code]input[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]each[/code]\n"
+"- Sequence: [code]exit[/code]\n"
+"- Data (variant): [code]elem[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml:4
+msgid "A Visual Script virtual class for in-graph editable nodes."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml:7
+msgid ""
+"A Visual Script virtual class that defines the shape and the default "
+"behavior of the nodes that have to be in-graph editable nodes."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml:18
+msgid "Adds an input port to the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml:27
+msgid "Adds an output port to the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml:34
+msgid "Removes an input port from the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml:41
+msgid "Removes an output port from the Visual Script node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml:49
+msgid "Sets the name of an input port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml:57
+msgid "Sets the type of an input port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml:65
+msgid "Sets the name of an output port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLists.xml:73
+msgid "Sets the type of an output port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:4
+msgid "Gets a local variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:7
+msgid ""
+"Returns a local variable's value. \"Var Name\" must be supplied, with an "
+"optional type.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:19
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:21
+msgid "The local variable's type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:22
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:24
+msgid "The local variable's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:4
+msgid "Changes a local variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml:7
+msgid ""
+"Changes a local variable's value to the given input. The new value is also "
+"provided on an output Data port.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]set[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:4
+msgid "Commonly used mathematical constants."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:7
+msgid ""
+"Provides common math constants, such as Pi, on an output Data port.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]get[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:19
+msgid "The math constant."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:24
+msgid "Unity: [code]1[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:27
+msgid "Pi: [code]3.141593[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:30
+msgid "Pi divided by two: [code]1.570796[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:33
+msgid "Tau: [code]6.283185[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:36
+msgid ""
+"Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/"
+"code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:39
+msgid "Square root of two: [code]1.414214[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:42
+msgid "Infinity: [code]inf[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:45
+msgid "Not a number: [code]nan[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:48
+msgid "Represents the size of the [enum MathConstant] enum."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml:4
+msgid "A node which is part of a [VisualScript]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml:7
+msgid ""
+"A node which is part of a [VisualScript]. Not to be confused with [Node], "
+"which is a part of a [SceneTree]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml:16
+msgid ""
+"Returns the default value of a given port. The default value is used when "
+"nothing is connected to the port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml:22
+msgid "Returns the [VisualScript] instance the node is bound to."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml:28
+msgid ""
+"Notify that the node's ports have changed. Usually used in conjunction with "
+"[VisualScriptCustomNode] ."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml:36
+msgid "Change the default value of a given port."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptNode.xml:43
+msgid "Emitted when the available input/output ports are changed."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml:4
+msgid "A Visual Script node that performs an operation on two values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml:7
+msgid ""
+"[b]Input Ports:[/b]\n"
+"- Data (variant): [code]A[/code]\n"
+"- Data (variant): [code]B[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]result[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml:19
+msgid ""
+"The operation to be performed. See [enum Variant.Operator] for available "
+"options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptOperator.xml:22
+msgid ""
+"The type of the values for this operation. See [enum Variant.Type] for "
+"available options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPreload.xml:4
+msgid "Creates a new [Resource] or loads one from the filesystem."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPreload.xml:7
+msgid ""
+"Creates a new [Resource] or loads one from the filesystem.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (object): [code]res[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPreload.xml:19
+msgid "The [Resource] to load."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:4
+msgid "A Visual Script node returning a value of a property from an [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:7
+msgid ""
+"[VisualScriptPropertyGet] can return a value of any property from the "
+"current object or other objects."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:15
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:18
+msgid ""
+"The script to be used when [member set_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:18
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:21
+msgid ""
+"The base type to be used when [member set_mode] is set to [constant "
+"CALL_MODE_INSTANCE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:21
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:24
+msgid ""
+"The type to be used when [member set_mode] is set to [constant "
+"CALL_MODE_BASIC_TYPE]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:24
+msgid ""
+"The indexed name of the property to retrieve. See [method Object."
+"get_indexed] for details."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:27
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:30
+msgid ""
+"The node path to use when [member set_mode] is set to [constant "
+"CALL_MODE_NODE_PATH]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:30
+msgid ""
+"The name of the property to retrieve. Changing this will clear [member "
+"index]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:33
+msgid ""
+"[code]set_mode[/code] determines the target object from which the property "
+"will be retrieved. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:38
+msgid "The property will be retrieved from this [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:41
+msgid "The property will be retrieved from the given [Node] in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:44
+msgid ""
+"The property will be retrieved from an instanced node with the given type "
+"and script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:47
+msgid ""
+"The property will be retrieved from a GDScript basic type (e.g. [Vector2])."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:4
+msgid "A Visual Script node that sets a property of an [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:7
+msgid ""
+"[VisualScriptPropertySet] can set the value of any property from the current "
+"object or other objects."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:15
+msgid ""
+"The additional operation to perform when assigning. See [enum AssignOp] for "
+"options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:27
+msgid ""
+"The indexed name of the property to set. See [method Object.set_indexed] for "
+"details."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:33
+msgid ""
+"The name of the property to set. Changing this will clear [member index]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:36
+msgid ""
+"[code]set_mode[/code] determines the target object on which the property "
+"will be set. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:41
+msgid "The property will be set on this [Object]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:44
+msgid "The property will be set on the given [Node] in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:47
+msgid ""
+"The property will be set on an instanced node with the given type and script."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:50
+msgid "The property will be set on a GDScript basic type (e.g. [Vector2])."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:53
+msgid "The property will be assigned regularly."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:56
+msgid ""
+"The value will be added to the property. Equivalent of doing [code]+=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:59
+msgid ""
+"The value will be subtracted from the property. Equivalent of doing [code]-"
+"=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:62
+msgid ""
+"The property will be multiplied by the value. Equivalent of doing [code]*=[/"
+"code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:65
+msgid ""
+"The property will be divided by the value. Equivalent of doing [code]/=[/"
+"code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:68
+msgid ""
+"A modulo operation will be performed on the property and the value. "
+"Equivalent of doing [code]%=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:71
+msgid ""
+"The property will be binarly shifted to the left by the given value. "
+"Equivalent of doing [code]<<[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:74
+msgid ""
+"The property will be binarly shifted to the right by the given value. "
+"Equivalent of doing [code]>>[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:77
+msgid ""
+"A binary [code]AND[/code] operation will be performed on the property. "
+"Equivalent of doing [code]&=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:80
+msgid ""
+"A binary [code]OR[/code] operation will be performed on the property. "
+"Equivalent of doing [code]|=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:83
+msgid ""
+"A binary [code]XOR[/code] operation will be performed on the property. "
+"Equivalent of doing [code]^=[/code]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml:4
+msgid "Exits a function and returns an optional value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml:7
+msgid ""
+"Ends the execution of a function and returns control to the calling "
+"function. Optionally, it can return a [Variant] value.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]result[/code] (optional)\n"
+"[b]Output Ports:[/b]\n"
+"none"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml:20
+msgid "If [code]true[/code], the [code]return[/code] input port is available."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptReturn.xml:23
+msgid "The return value's data type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml:4
+msgid "Node reference."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml:7
+msgid ""
+"A direct reference to a node.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data: [code]node[/code] (obj)"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneNode.xml:19
+msgid "The node's path in the scene tree."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSceneTree.xml:4
+#: modules/visual_script/doc_classes/VisualScriptSceneTree.xml:7
+msgid "A Visual Script node for accessing [SceneTree] methods."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelect.xml:4
+msgid "Chooses between two input values."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelect.xml:7
+msgid ""
+"Chooses between two input values based on a Boolean condition.\n"
+"[b]Input Ports:[/b]\n"
+"- Data (boolean): [code]cond[/code]\n"
+"- Data (variant): [code]a[/code]\n"
+"- Data (variant): [code]b[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]out[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelect.xml:21
+msgid "The input variables' type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelf.xml:4
+msgid "Outputs a reference to the current instance."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSelf.xml:7
+msgid ""
+"Provides a reference to the node running the visual script.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (object): [code]instance[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSequence.xml:4
+msgid "Executes a series of Sequence ports."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSequence.xml:7
+msgid ""
+"Steps through a series of one or more output Sequence ports. The "
+"[code]current[/code] data port outputs the currently executing item.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]in order[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]1[/code]\n"
+"- Sequence: [code]2 - n[/code] (optional)\n"
+"- Data (int): [code]current[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSequence.xml:21
+msgid "The number of steps in the sequence."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSubCall.xml:4
+msgid "Calls a method called [code]_subcall[/code] in this object."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSubCall.xml:7
+msgid ""
+"[VisualScriptSubCall] will call method named [code]_subcall[/code] in the "
+"current script. It will fail if the method doesn't exist or the provided "
+"arguments are wrong."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSubCall.xml:16
+msgid "Called by this node."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSwitch.xml:4
+msgid "Branches program flow based on a given input's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptSwitch.xml:7
+msgid ""
+"Branches the flow based on an input's value. Use [b]Case Count[/b] in the "
+"Inspector to set the number of branches and each comparison's optional "
+"type.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]'input' is[/code]\n"
+"- Data (variant): [code]=[/code]\n"
+"- Data (variant): [code]=[/code] (optional)\n"
+"- Data (variant): [code]input[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence\n"
+"- Sequence (optional)\n"
+"- Sequence: [code]done[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:4
+msgid "A Visual Script node that casts the given value to another type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:7
+msgid ""
+"[VisualScriptTypeCast] will perform a type conversion to an [Object]-derived "
+"type."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:15
+msgid ""
+"The target script class to be converted to. If none, only the [member "
+"base_type] will be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:18
+msgid "The target type to be converted to."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml:4
+msgid "Gets a variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml:7
+msgid ""
+"Returns a variable's value. \"Var Name\" must be supplied, with an optional "
+"type.\n"
+"[b]Input Ports:[/b]\n"
+"none\n"
+"[b]Output Ports:[/b]\n"
+"- Data (variant): [code]value[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableGet.xml:19
+#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml:20
+msgid "The variable's name."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml:4
+msgid "Changes a variable's value."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptVariableSet.xml:7
+msgid ""
+"Changes a variable's value to the given input.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence\n"
+"- Data (variant): [code]set[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptWhile.xml:4
+msgid "Conditional loop."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptWhile.xml:7
+msgid ""
+"Loops while a condition is [code]true[/code]. Execution continues out the "
+"[code]exit[/code] Sequence port when the loop terminates.\n"
+"[b]Input Ports:[/b]\n"
+"- Sequence: [code]while(cond)[/code]\n"
+"- Data (bool): [code]cond[/code]\n"
+"[b]Output Ports:[/b]\n"
+"- Sequence: [code]repeat[/code]\n"
+"- Sequence: [code]exit[/code]"
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml:4
+msgid "A Visual Script node used to pause a function execution."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml:7
+msgid ""
+"[VisualScriptYield] will pause the function call and return "
+"[VisualScriptFunctionState], which can be used to resume the function."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml:15
+msgid ""
+"The mode to use for yielding. See [enum YieldMode] for available options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml:18
+msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml:23
+msgid "Yields during an idle frame."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml:26
+msgid "Yields during a physics frame."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYield.xml:29
+msgid "Yields a function and waits the given time."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:4
+msgid "A Visual Script node yielding for a signal."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:7
+msgid ""
+"[VisualScriptYieldSignal] will pause the function execution until the "
+"provided signal is emitted."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:18
+msgid ""
+"[code]call_mode[/code] determines the target object to wait for the signal "
+"emission. See [enum CallMode] for options."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:24
+msgid "The signal name to be waited for."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:29
+msgid "A signal from this [Object] will be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:32
+msgid "A signal from the given [Node] in the scene tree will be used."
+msgstr ""
+
+#: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:35
+msgid "A signal from an instanced node with the given type will be used."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:4
+msgid "Server for anything visible."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:7
+msgid ""
+"Server for anything visible. The visual server is the API backend for "
+"everything visible. The whole scene system mounts on it to display.\n"
+"The visual server is completely opaque, the internals are entirely "
+"implementation specific and cannot be accessed.\n"
+"The visual server can be used to bypass the scene system entirely.\n"
+"Resources are created using the [code]*_create[/code] functions.\n"
+"All objects are drawn to a viewport. You can use the [Viewport] attached to "
+"the [SceneTree] or you can create one yourself with [method "
+"viewport_create]. When using a custom scenario or canvas, the scenario or "
+"canvas needs to be attached to the viewport using [method "
+"viewport_set_scenario] or [method viewport_attach_canvas].\n"
+"In 3D, all visual objects must be associated with a scenario. The scenario "
+"is a visual representation of the world. If accessing the visual server from "
+"a running game, the scenario can be accessed from the scene tree from any "
+"[Spatial] node with [method Spatial.get_world]. Otherwise, a scenario can be "
+"created with [method scenario_create].\n"
+"Similarly, in 2D, a canvas is needed to draw all canvas items.\n"
+"In 3D, all visible objects are comprised of a resource and an instance. A "
+"resource can be a mesh, a particle system, a light, or any other 3D object. "
+"In order to be visible resources must be attached to an instance using "
+"[method instance_set_base]. The instance must also be attached to the "
+"scenario using [method instance_set_scenario] in order to be visible.\n"
+"In 2D, all visible objects are some form of canvas item. In order to be "
+"visible, a canvas item needs to be the child of a canvas attached to a "
+"viewport, or it needs to be the child of another canvas item that is "
+"eventually attached to the canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:18
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/optimization/using_servers.html"
+msgstr ""
+
+#: doc/classes/VisualServer.xml:28
+msgid "Sets images to be rendered in the window margin."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:38
+msgid ""
+"Sets margin size, where black bars (or images, if [method "
+"black_bars_set_images] was used) are rendered."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:44
+msgid ""
+"Creates a camera and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]camera_*[/code] "
+"VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:53
+msgid ""
+"Sets the cull mask associated with this camera. The cull mask describes "
+"which 3D layers are rendered by this camera. Equivalent to [member Camera."
+"cull_mask]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:61
+msgid ""
+"Sets the environment used by this camera. Equivalent to [member Camera."
+"environment]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:72
+msgid ""
+"Sets camera to use frustum projection. This mode allows adjusting the "
+"[code]offset[/code] argument to create \"tilted frustum\" effects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:82
+msgid ""
+"Sets camera to use orthogonal projection, also known as orthographic "
+"projection. Objects remain the same size on the screen no matter how far "
+"away they are."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:92
+msgid ""
+"Sets camera to use perspective projection. Objects on the screen becomes "
+"smaller when they are far away."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:100
+msgid "Sets [Transform] of camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:108
+msgid ""
+"If [code]true[/code], preserves the horizontal aspect ratio which is "
+"equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves "
+"the vertical aspect ratio which is equivalent to [constant Camera."
+"KEEP_HEIGHT]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:114
+msgid ""
+"Creates a canvas and returns the assigned [RID]. It can be accessed with the "
+"RID that is returned. This RID will be used in all [code]canvas_*[/code] "
+"VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:125
+msgid "Adds a circle command to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:133
+msgid ""
+"If ignore is [code]true[/code], the VisualServer does not perform clipping."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:145
+msgid "Adds a line command to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:157
+msgid "Adds a mesh command to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:167
+msgid ""
+"Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its "
+"aabb at the moment."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:184
+msgid ""
+"Adds a nine patch image to the [CanvasItem]'s draw commands.\n"
+"See [NinePatchRect] for more explanation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:195
+msgid "Adds a particle system to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:208
+msgid "Adds a polygon to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:219
+msgid ""
+"Adds a polyline, which is a line from multiple points with a width, to the "
+"[CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:232
+msgid "Adds a primitive to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:241
+msgid "Adds a rectangle to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:249
+msgid ""
+"Adds a [Transform2D] command to the [CanvasItem]'s draw commands.\n"
+"This sets the extra_matrix uniform when executed. This affects the later "
+"commands of the canvas item."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:263
+msgid "Adds a textured rect to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:277
+msgid ""
+"Adds a texture rect with region setting to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:295
+msgid "Adds a triangle array to the [CanvasItem]'s draw commands."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:302
+msgid "Clears the [CanvasItem] and removes all commands in it."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:308
+msgid ""
+"Creates a new [CanvasItem] and returns its [RID]. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]canvas_item_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:317
+msgid "Sets clipping for the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:326
+msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:335
+msgid "Defines a custom drawing rectangle for the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:343
+msgid ""
+"Enables the use of distance fields for GUI elements that are rendering "
+"distance field based fonts."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:351
+msgid "Sets [CanvasItem] to be drawn behind its parent."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:359
+msgid "Sets the index for the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:367 doc/classes/VisualServer.xml:493
+#: doc/classes/VisualServer.xml:549
+msgid ""
+"The light mask. See [LightOccluder2D] for more information on light masks."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:375
+msgid "Sets a new material to the [CanvasItem]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:383
+msgid "Sets the color that modulates the [CanvasItem] and its children."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:391
+msgid ""
+"Sets the parent for the [CanvasItem]. The parent can be another canvas item, "
+"or it can be the root canvas that is attached to the viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:399
+msgid "Sets the color that modulates the [CanvasItem] without children."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:407
+msgid "Sets if [CanvasItem]'s children should be sorted by y-position."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:415
+msgid "Sets the [CanvasItem]'s [Transform2D]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:423
+msgid "Sets if the [CanvasItem] uses its parent's material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:431
+msgid "Sets if the canvas item (including its children) is visible."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:439
+msgid ""
+"If this is enabled, the Z index of the parent will be added to the "
+"children's Z index."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:447
+msgid ""
+"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are "
+"drawn first)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:455
+msgid ""
+"Attaches the canvas light to the canvas. Removes it from its previous canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:461
+msgid ""
+"Creates a canvas light and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all "
+"[code]canvas_light_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:470
+msgid ""
+"Attaches a light occluder to the canvas. Removes it from its previous canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:476
+msgid ""
+"Creates a light occluder and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all "
+"[code]canvas_light_ocluder_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:485
+msgid "Enables or disables light occluder."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:501
+msgid "Sets a light occluder's polygon."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:509
+msgid "Sets a light occluder's [Transform2D]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:517
+msgid "Sets the color for a light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:525
+msgid "Enables or disables a canvas light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:533
+msgid "Sets a canvas light's energy."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:541
+msgid "Sets a canvas light's height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:557
+msgid ""
+"The binary mask used to determine which layers this canvas light's shadows "
+"affects. See [LightOccluder2D] for more information on light masks."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:566
+msgid "The layer range that gets rendered with this light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:574
+msgid "The mode of the light, see [enum CanvasLightMode] constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:582
+msgid ""
+"Sets the texture's scale factor of the light. Equivalent to [member Light2D."
+"texture_scale]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:590
+msgid ""
+"Sets the width of the shadow buffer, size gets scaled to the next power of "
+"two for this."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:598
+msgid "Sets the color of the canvas light's shadow."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:606
+msgid "Enables or disables the canvas light's shadow."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:614
+msgid ""
+"Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] "
+"constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:622
+msgid "Sets the length of the shadow's gradient."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:630
+msgid "Smoothens the shadow. The lower, the smoother."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:638
+msgid ""
+"Sets texture to be used by light. Equivalent to [member Light2D.texture]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:646
+msgid ""
+"Sets the offset of the light's texture. Equivalent to [member Light2D."
+"offset]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:654
+msgid "Sets the canvas light's [Transform2D]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:663
+msgid ""
+"Sets the Z range of objects that will be affected by this light. Equivalent "
+"to [member Light2D.range_z_min] and [member Light2D.range_z_max]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:669
+msgid ""
+"Creates a new light occluder polygon and adds it to the VisualServer. It can "
+"be accessed with the RID that is returned. This RID will be used in all "
+"[code]canvas_occluder_polygon_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:678
+msgid ""
+"Sets an occluder polygons cull mode. See [enum "
+"CanvasOccluderPolygonCullMode] constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:687
+msgid "Sets the shape of the occluder polygon."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:695
+msgid "Sets the shape of the occluder polygon as lines."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:704
+msgid ""
+"A copy of the canvas item will be drawn with a local offset of the mirroring "
+"[Vector2]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:712
+msgid "Modulates all colors in the given canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:718
+msgid ""
+"Creates a directional light and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID can be used in most "
+"[code]light_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this directional light to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:728
+msgid ""
+"Draws a frame. [i]This method is deprecated[/i], please use [method "
+"force_draw] instead."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:734
+msgid ""
+"Creates an environment and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all "
+"[code]environment_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:747
+msgid ""
+"Sets the values to be used with the \"Adjustment\" post-process effect. See "
+"[Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:757
+msgid "Sets the ambient light parameters. See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:765
+msgid ""
+"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment."
+"background_mode]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:773
+msgid ""
+"Color displayed for clear areas of the scene (if using Custom color or Color"
+"+Sky background modes)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:781
+msgid "Sets the intensity of the background color."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:789
+msgid "Sets the maximum layer to use if using Canvas background mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:801
+msgid ""
+"Sets the values to be used with the \"DoF Far Blur\" post-process effect. "
+"See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:813
+msgid ""
+"Sets the values to be used with the \"DoF Near Blur\" post-process effect. "
+"See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:824
+msgid ""
+"Sets the variables to be used with the scene fog. See [Environment] for more "
+"details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:837
+msgid ""
+"Sets the variables to be used with the fog depth effect. See [Environment] "
+"for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:848
+msgid ""
+"Sets the variables to be used with the fog height effect. See [Environment] "
+"for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:866
+msgid ""
+"Sets the variables to be used with the \"glow\" post-process effect. See "
+"[Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:874
+msgid ""
+"Sets the [Sky] to be used as the environment's background when using "
+"[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:882
+msgid ""
+"Sets a custom field of view for the background [Sky]. Equivalent to [member "
+"Environment.background_sky_custom_fov]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:890
+msgid ""
+"Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent "
+"to [member Environment.background_sky_orientation]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:909
+msgid ""
+"Sets the variables to be used with the \"Screen Space Ambient Occlusion "
+"(SSAO)\" post-process effect. See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:922
+msgid ""
+"Sets the variables to be used with the \"screen space reflections\" post-"
+"process effect. See [Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:937
+msgid ""
+"Sets the variables to be used with the \"tonemap\" post-process effect. See "
+"[Environment] for more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:943
+msgid "Removes buffers and clears testcubes."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:951
+msgid ""
+"Forces a frame to be drawn when the function is called. Drawing a frame "
+"updates all [Viewport]s that are set to update. Use with extreme caution."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:957
+msgid "Synchronizes threads."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:964
+msgid "Tries to free an object in the VisualServer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:971
+msgid "Returns a certain information, see [enum RenderInfo] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:977
+msgid "Returns the id of the test cube. Creates one if none exists."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:983
+msgid "Returns the id of the test texture. Creates one if none exists."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:989
+msgid ""
+"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/"
+"SSE2\").\n"
+"[b]Note:[/b] When running a headless or server binary, this function returns "
+"an empty string."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:996
+msgid ""
+"Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n"
+"[b]Note:[/b] When running a headless or server binary, this function returns "
+"an empty string."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1003
+msgid "Returns the id of a white texture. Creates one if none exists."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1009
+msgid ""
+"Creates a GI probe and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]gi_probe_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this GI probe to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1018
+msgid ""
+"Returns the bias value for the GI probe. Bias is used to avoid self "
+"occlusion. Equivalent to [member GIProbeData.bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1025
+msgid ""
+"Returns the axis-aligned bounding box that covers the full extent of the GI "
+"probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1032
+msgid "Returns the cell size set by [method gi_probe_set_cell_size]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1039
+msgid "Returns the data used by the GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1046
+msgid ""
+"Returns the dynamic range set for this GI probe. Equivalent to [member "
+"GIProbe.dynamic_range]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1053
+msgid ""
+"Returns the energy multiplier for this GI probe. Equivalent to [member "
+"GIProbe.energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1060
+msgid ""
+"Returns the normal bias for this GI probe. Equivalent to [member GIProbe."
+"normal_bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1067
+msgid ""
+"Returns the propagation value for this GI probe. Equivalent to [member "
+"GIProbe.propagation]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1074
+msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1081
+msgid ""
+"Returns [code]true[/code] if the GI probe data associated with this GI probe "
+"is compressed. Equivalent to [member GIProbe.compress]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1088
+msgid ""
+"Returns [code]true[/code] if the GI probe is set to interior, meaning it "
+"does not account for sky light. Equivalent to [member GIProbe.interior]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1096
+msgid ""
+"Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe."
+"bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1104
+msgid ""
+"Sets the axis-aligned bounding box that covers the extent of the GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1112
+msgid "Sets the size of individual cells within the GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1120
+msgid ""
+"Sets the compression setting for the GI probe data. Compressed data will "
+"take up less space but may look worse. Equivalent to [member GIProbe."
+"compress]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1128
+msgid ""
+"Sets the data to be used in the GI probe for lighting calculations. Normally "
+"this is created and called internally within the [GIProbe] node. You should "
+"not try to set this yourself."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1136
+msgid ""
+"Sets the dynamic range of the GI probe. Dynamic range sets the limit for how "
+"bright lights can be. A smaller range captures greater detail but limits how "
+"bright lights can be. Equivalent to [member GIProbe.dynamic_range]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1144
+msgid ""
+"Sets the energy multiplier for this GI probe. A higher energy makes the "
+"indirect light from the GI probe brighter. Equivalent to [member GIProbe."
+"energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1152
+msgid ""
+"Sets the interior value of this GI probe. A GI probe set to interior does "
+"not include the sky when calculating lighting. Equivalent to [member GIProbe."
+"interior]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1160
+msgid ""
+"Sets the normal bias for this GI probe. Normal bias behaves similar to the "
+"other form of bias and may help reduce self-occlusion. Equivalent to [member "
+"GIProbe.normal_bias]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1168
+msgid ""
+"Sets the propagation of light within this GI probe. Equivalent to [member "
+"GIProbe.propagation]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1176
+msgid "Sets the to cell [Transform] for this GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1182
+msgid ""
+"Returns [code]true[/code] if changes have been made to the VisualServer's "
+"data. [method draw] is usually called if this happens."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1189
+msgid "Not yet implemented. Always returns [code]false[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1196
+msgid ""
+"Returns [code]true[/code] if the OS supports a certain feature. Features "
+"might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], "
+"[code]pvrtc[/code] and [code]skinning_fallback[/code].\n"
+"When rendering with GLES2, returns [code]true[/code] with "
+"[code]skinning_fallback[/code] in case the hardware doesn't support the "
+"default GPU skinning process."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1206
+msgid ""
+"Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to "
+"[method ImmediateGeometry.begin]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1213
+msgid ""
+"Clears everything that was set up between [method immediate_begin] and "
+"[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1221
+msgid ""
+"Sets the color to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1227
+msgid ""
+"Creates an immediate geometry and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]immediate_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this immediate geometry to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1236
+msgid ""
+"Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method "
+"ImmediateGeometry.end]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1243
+msgid "Returns the material assigned to the [ImmediateGeometry]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1251
+msgid ""
+"Sets the normal to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_normal]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1259
+msgid "Sets the material to be used to draw the [ImmediateGeometry]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1267
+msgid ""
+"Sets the tangent to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_tangent]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1275
+msgid ""
+"Sets the UV to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_uv]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1283
+msgid ""
+"Sets the UV2 to be used with next vertex. Equivalent to [method "
+"ImmediateGeometry.set_uv2]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1291
+msgid ""
+"Adds the next vertex using the information provided in advance. Equivalent "
+"to [method ImmediateGeometry.add_vertex]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1299
+msgid ""
+"Adds the next vertex using the information provided in advance. This is a "
+"helper class that calls [method immediate_vertex] under the hood. Equivalent "
+"to [method ImmediateGeometry.add_vertex]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1305
+msgid ""
+"Initializes the visual server. This function is called internally by "
+"platform-dependent code during engine initialization. If called from a "
+"running game, it will not do anything."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1313
+msgid ""
+"Attaches a unique Object ID to instance. Object ID must be attached to "
+"instance for proper culling with [method instances_cull_aabb], [method "
+"instances_cull_convex], and [method instances_cull_ray]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1321
+msgid ""
+"Attaches a skeleton to an instance. Removes the previous skeleton from the "
+"instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1327
+msgid ""
+"Creates a visual instance and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]instance_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"An instance is a way of placing a 3D object in the scenario. Objects like "
+"particles, meshes, and reflection probes need to be associated with an "
+"instance to be visible in the scenario using [method instance_set_base]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1337
+msgid ""
+"Creates a visual instance, adds it to the VisualServer, and sets both base "
+"and scenario. It can be accessed with the RID that is returned. This RID "
+"will be used in all [code]instance_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1346 doc/classes/VisualServer.xml:1365
+#: doc/classes/VisualServer.xml:1592 doc/classes/VisualServer.xml:2673
+msgid "Not implemented in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1354
+msgid ""
+"Sets the shadow casting setting to one of [enum ShadowCastingSetting]. "
+"Equivalent to [member GeometryInstance.cast_shadow]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1374
+msgid ""
+"Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
+"more details."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1382
+msgid ""
+"Sets a material that will override the material for all surfaces on the mesh "
+"associated with this instance. Equivalent to [member GeometryInstance."
+"material_override]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1390
+msgid ""
+"Sets the base of the instance. A base can be any of the 3D objects that are "
+"created in the VisualServer that can be displayed. For example, any of the "
+"light types, mesh, multimesh, immediate geometry, particle system, "
+"reflection probe, lightmap capture, and the GI probe are all types that can "
+"be set as the base of an instance in order to be displayed in the scenario."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1399
+msgid "Sets the weight for a given blend shape associated with this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1407
+msgid ""
+"Sets a custom AABB to use when culling objects from the view frustum. "
+"Equivalent to [method GeometryInstance.set_custom_aabb]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1415
+msgid "Function not implemented in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1423
+msgid ""
+"Sets a margin to increase the size of the AABB when culling objects from the "
+"view frustum. This allows you to avoid culling objects that fall outside the "
+"view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1431
+msgid ""
+"Sets the render layers that this instance will be drawn to. Equivalent to "
+"[member VisualInstance.layers]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1439
+msgid ""
+"Sets the scenario that the instance is in. The scenario is the 3D world that "
+"the objects will be displayed in."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1448
+msgid ""
+"Sets the material of a specific surface. Equivalent to [method MeshInstance."
+"set_surface_material]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1456
+msgid ""
+"Sets the world space transform of the instance. Equivalent to [member "
+"Spatial.transform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1467
+msgid "Sets the lightmap to use with this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1475
+msgid ""
+"Sets whether an instance is drawn or not. Equivalent to [member Spatial."
+"visible]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1483
+msgid ""
+"Returns an array of object IDs intersecting with the provided AABB. Only "
+"visual 3D nodes are considered, such as [MeshInstance] or "
+"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
+"actual nodes. A scenario RID must be provided, which is available in the "
+"[World] you want to query. This forces an update for all resources queued to "
+"update.\n"
+"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
+"game use cases, prefer physics collision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1492
+msgid ""
+"Returns an array of object IDs intersecting with the provided convex shape. "
+"Only visual 3D nodes are considered, such as [MeshInstance] or "
+"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
+"actual nodes. A scenario RID must be provided, which is available in the "
+"[World] you want to query. This forces an update for all resources queued to "
+"update.\n"
+"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
+"game use cases, prefer physics collision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1502
+msgid ""
+"Returns an array of object IDs intersecting with the provided 3D ray. Only "
+"visual 3D nodes are considered, such as [MeshInstance] or "
+"[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
+"actual nodes. A scenario RID must be provided, which is available in the "
+"[World] you want to query. This forces an update for all resources queued to "
+"update.\n"
+"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
+"game use cases, prefer physics collision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1511
+msgid ""
+"If [code]true[/code], this directional light will blend between shadow map "
+"splits resulting in a smoother transition between them. Equivalent to "
+"[member DirectionalLight.directional_shadow_blend_splits]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1519
+msgid ""
+"Sets the shadow depth range mode for this directional light. Equivalent to "
+"[member DirectionalLight.directional_shadow_depth_range]. See [enum "
+"LightDirectionalShadowDepthRangeMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1527
+msgid ""
+"Sets the shadow mode for this directional light. Equivalent to [member "
+"DirectionalLight.directional_shadow_mode]. See [enum "
+"LightDirectionalShadowMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1535
+msgid ""
+"Sets whether to use vertical or horizontal detail for this omni light. This "
+"can be used to alleviate artifacts in the shadow map. Equivalent to [member "
+"OmniLight.omni_shadow_detail]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1543
+msgid ""
+"Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual "
+"paraboloid is faster but may suffer from artifacts. Equivalent to [member "
+"OmniLight.omni_shadow_mode]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1551
+msgid ""
+"Sets the bake mode for this light, see [enum LightBakeMode] for options. The "
+"bake mode affects how the light will be baked in [BakedLightmap]s and "
+"[GIProbe]s."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1559
+msgid "Sets the color of the light. Equivalent to [member Light.light_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1567
+msgid ""
+"Sets the cull mask for this Light. Lights only affect objects in the "
+"selected layers. Equivalent to [member Light.light_cull_mask]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1575
+msgid ""
+"If [code]true[/code], light will subtract light instead of adding light. "
+"Equivalent to [member Light.light_negative]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1584
+msgid ""
+"Sets the specified light parameter. See [enum LightParam] for options. "
+"Equivalent to [method Light.set_param]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1600
+msgid ""
+"If [code]true[/code], reverses the backface culling of the mesh. This can be "
+"useful when you have a flat mesh that has a light behind it. If you need to "
+"cast a shadow on both sides of the mesh, set the mesh to use double sided "
+"shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent "
+"to [member Light.shadow_reverse_cull_face]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1608
+msgid ""
+"If [code]true[/code], light will cast shadows. Equivalent to [member Light."
+"shadow_enabled]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1616
+msgid ""
+"Sets the color of the shadow cast by the light. Equivalent to [member Light."
+"shadow_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1624
+msgid ""
+"Sets whether GI probes capture light information from this light. "
+"[i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This "
+"method is only kept for compatibility reasons and calls [method "
+"light_set_bake_mode] internally, setting the bake mode to [constant "
+"LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the "
+"given parameter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1630
+msgid ""
+"Creates a lightmap capture and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]lightmap_capture_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this lightmap capture to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1639
+msgid "Returns the size of the lightmap capture area."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1646
+msgid "Returns the energy multiplier used by the lightmap capture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1653
+msgid "Returns the octree used by the lightmap capture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1660
+msgid ""
+"Returns the cell subdivision amount used by this lightmap capture's octree."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1667
+msgid "Returns the cell transform for this lightmap capture's octree."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1674
+msgid "Returns [code]true[/code] if capture is in \"interior\" mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1682
+msgid ""
+"Sets the size of the area covered by the lightmap capture. Equivalent to "
+"[member BakedLightmapData.bounds]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1690
+msgid ""
+"Sets the energy multiplier for this lightmap capture. Equivalent to [member "
+"BakedLightmapData.energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1698
+msgid ""
+"Sets the \"interior\" mode for this lightmap capture. Equivalent to [member "
+"BakedLightmapData.interior]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1706
+msgid ""
+"Sets the octree to be used by this lightmap capture. This function is "
+"normally used by the [BakedLightmap] node. Equivalent to [member "
+"BakedLightmapData.octree]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1714
+msgid ""
+"Sets the subdivision level of this lightmap capture's octree. Equivalent to "
+"[member BakedLightmapData.cell_subdiv]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1722
+msgid ""
+"Sets the octree cell transform for this lightmap capture's octree. "
+"Equivalent to [member BakedLightmapData.cell_space_transform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1731
+msgid ""
+"Returns a mesh of a sphere with the given amount of horizontal and vertical "
+"subdivisions."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1737
+msgid ""
+"Creates an empty material and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]material_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1746
+msgid "Returns the value of a certain material's parameter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1754
+msgid ""
+"Returns the default value for the param if available. Otherwise returns an "
+"empty [Variant]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1761
+msgid ""
+"Returns the shader of a certain material's shader. Returns an empty RID if "
+"the material doesn't have a shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1769
+msgid "Sets a material's line width."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1777
+msgid "Sets an object's next material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1786
+msgid "Sets a material's parameter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1794
+msgid "Sets a material's render priority."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1802
+msgid "Sets a shader material's shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1813
+msgid ""
+"Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] "
+"constants for types."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1820
+msgid "Removes all surfaces from a mesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1826
+msgid ""
+"Creates a new mesh and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]mesh_*[/code] "
+"VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this mesh to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1835
+msgid "Returns a mesh's blend shape count."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1842
+msgid "Returns a mesh's blend shape mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1849
+msgid "Returns a mesh's custom aabb."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1856
+msgid "Returns a mesh's number of surfaces."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1864
+msgid "Removes a mesh's surface."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1872
+msgid "Sets a mesh's blend shape count."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1880
+msgid "Sets a mesh's blend shape mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1888
+msgid "Sets a mesh's custom aabb."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1896
+msgid "Returns a mesh's surface's aabb."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1904
+msgid "Returns a mesh's surface's vertex buffer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1912
+msgid "Returns a mesh's surface's amount of indices."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1920
+msgid "Returns a mesh's surface's amount of vertices."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1928
+msgid "Returns a mesh's surface's buffer arrays."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1936
+msgid "Returns a mesh's surface's arrays for blend shapes."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1944
+msgid "Returns the format of a mesh's surface."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1954
+msgid "Function is unused in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1971
+msgid "Returns a mesh's surface's index buffer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1979
+msgid "Returns a mesh's surface's material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1987
+msgid "Returns the primitive type of a mesh's surface."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:1995
+msgid "Returns the aabb of a mesh's surface's skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2004
+msgid "Sets a mesh's surface's material."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2014
+msgid ""
+"Updates a specific region of a vertex buffer for the specified surface. "
+"Warning: this function alters the vertex buffer directly with no safety "
+"mechanisms, you can easily corrupt your mesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2025
+msgid ""
+"Allocates space for the multimesh data. Format parameters determine how the "
+"data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum "
+"MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. "
+"Equivalent to [member MultiMesh.instance_count]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2031
+msgid ""
+"Creates a new multimesh on the VisualServer and returns an [RID] handle. "
+"This RID will be used in all [code]multimesh_*[/code] VisualServer "
+"functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this multimesh to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2040
+msgid ""
+"Calculates and returns the axis-aligned bounding box that encloses all "
+"instances within the multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2047
+msgid "Returns the number of instances allocated for this multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2054
+msgid ""
+"Returns the RID of the mesh that will be used in drawing this multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2061
+msgid "Returns the number of visible instances for this multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2069
+msgid "Returns the color by which the specified instance will be modulated."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2077
+msgid "Returns the custom data associated with the specified instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2085
+msgid "Returns the [Transform] of the specified instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2093
+msgid ""
+"Returns the [Transform2D] of the specified instance. For use when the "
+"multimesh is set to use 2D transforms."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2102
+msgid ""
+"Sets the color by which this instance will be modulated. Equivalent to "
+"[method MultiMesh.set_instance_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2111
+msgid ""
+"Sets the custom data for this instance. Custom data is passed as a [Color], "
+"but is interpreted as a [code]vec4[/code] in the shader. Equivalent to "
+"[method MultiMesh.set_instance_custom_data]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2120
+msgid ""
+"Sets the [Transform] for this instance. Equivalent to [method MultiMesh."
+"set_instance_transform]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2129
+msgid ""
+"Sets the [Transform2D] for this instance. For use when multimesh is used in "
+"2D. Equivalent to [method MultiMesh.set_instance_transform_2d]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2137
+msgid ""
+"Sets all data related to the instances in one go. This is especially useful "
+"when loading the data from disk or preparing the data from GDNative.\n"
+"\n"
+"All data is packed in one large float array. An array may look like this: "
+"Transform for instance 1, color data for instance 1, custom data for "
+"instance 1, transform for instance 2, color data for instance 2, etc.\n"
+"\n"
+"[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, "
+"[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float "
+"(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
+"code] is stored as 4 floats."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2149
+msgid ""
+"Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh."
+"mesh]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2157
+msgid ""
+"Sets the number of instances visible at a given time. If -1, all instances "
+"that have been allocated are drawn. Equivalent to [member MultiMesh."
+"visible_instance_count]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2163
+msgid ""
+"Creates a new omni light and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID can be used in most [code]light_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this omni light to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2171
+msgid ""
+"Creates a particle system and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]particles_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach these particles to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2180
+msgid ""
+"Calculates and returns the axis-aligned bounding box that contains all the "
+"particles. Equivalent to [method Particles.capture_aabb]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2187
+msgid "Returns [code]true[/code] if particles are currently set to emitting."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2194
+msgid ""
+"Returns [code]true[/code] if particles are not emitting and particles are "
+"set to inactive."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2201
+msgid ""
+"Add particle system to list of particle systems that need to be updated. "
+"Update will take place on the next frame, or on the next call to [method "
+"instances_cull_aabb], [method instances_cull_convex], or [method "
+"instances_cull_ray]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2208
+msgid ""
+"Reset the particles on the next update. Equivalent to [method Particles."
+"restart]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2216
+msgid ""
+"Sets the number of particles to be drawn and allocates the memory for them. "
+"Equivalent to [member Particles.amount]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2224
+msgid ""
+"Sets a custom axis-aligned bounding box for the particle system. Equivalent "
+"to [member Particles.visibility_aabb]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2232
+msgid ""
+"Sets the draw order of the particles to one of the named enums from [enum "
+"ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent "
+"to [member Particles.draw_order]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2241
+msgid ""
+"Sets the mesh to be used for the specified draw pass. Equivalent to [member "
+"Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles."
+"draw_pass_3], and [member Particles.draw_pass_4]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2249
+msgid ""
+"Sets the number of draw passes to use. Equivalent to [member Particles."
+"draw_passes]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2257
+msgid ""
+"Sets the [Transform] that will be used by the particles when they first emit."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2265
+msgid ""
+"If [code]true[/code], particles will emit over time. Setting to false does "
+"not reset the particles, but only stops their emission. Equivalent to "
+"[member Particles.emitting]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2273
+msgid ""
+"Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2281
+msgid ""
+"Sets the frame rate that the particle system rendering will be fixed to. "
+"Equivalent to [member Particles.fixed_fps]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2289
+msgid ""
+"If [code]true[/code], uses fractional delta which smooths the movement of "
+"the particles. Equivalent to [member Particles.fract_delta]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2297
+msgid ""
+"Sets the lifetime of each particle in the system. Equivalent to [member "
+"Particles.lifetime]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2305
+msgid ""
+"If [code]true[/code], particles will emit once and then stop. Equivalent to "
+"[member Particles.one_shot]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2313
+msgid ""
+"Sets the preprocess time for the particles' animation. This lets you delay "
+"starting an animation until after the particles have begun emitting. "
+"Equivalent to [member Particles.preprocess]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2321
+msgid ""
+"Sets the material for processing the particles.\n"
+"[b]Note:[/b] This is not the material used to draw the materials. Equivalent "
+"to [member Particles.process_material]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2330
+msgid ""
+"Sets the emission randomness ratio. This randomizes the emission of "
+"particles within their phase. Equivalent to [member Particles.randomness]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2338
+msgid ""
+"Sets the speed scale of the particle system. Equivalent to [member Particles."
+"speed_scale]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2346
+msgid ""
+"If [code]true[/code], particles use local coordinates. If [code]false[/code] "
+"they use global coordinates. Equivalent to [member Particles.local_coords]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2352
+msgid ""
+"Creates a reflection probe and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]reflection_probe_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this reflection probe to an instance using "
+"[method instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2362
+msgid ""
+"If [code]true[/code], reflections will ignore sky contribution. Equivalent "
+"to [member ReflectionProbe.interior_enable]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2370
+msgid ""
+"Sets the render cull mask for this reflection probe. Only instances with a "
+"matching cull mask will be rendered by this probe. Equivalent to [member "
+"ReflectionProbe.cull_mask]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2378
+msgid ""
+"If [code]true[/code], uses box projection. This can make reflections look "
+"more correct in certain situations. Equivalent to [member ReflectionProbe."
+"box_projection]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2386
+msgid ""
+"If [code]true[/code], computes shadows in the reflection probe. This makes "
+"the reflection much slower to compute. Equivalent to [member ReflectionProbe."
+"enable_shadows]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2394
+msgid ""
+"Sets the size of the area that the reflection probe will capture. Equivalent "
+"to [member ReflectionProbe.extents]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2402
+msgid ""
+"Sets the intensity of the reflection probe. Intensity modulates the strength "
+"of the reflection. Equivalent to [member ReflectionProbe.intensity]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2410
+msgid ""
+"Sets the ambient light color for this reflection probe when set to interior "
+"mode. Equivalent to [member ReflectionProbe.interior_ambient_color]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2418
+msgid ""
+"Sets the energy multiplier for this reflection probes ambient light "
+"contribution when set to interior mode. Equivalent to [member "
+"ReflectionProbe.interior_ambient_energy]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2426
+msgid ""
+"Sets the contribution value for how much the reflection affects the ambient "
+"light for this reflection probe when set to interior mode. Useful so that "
+"ambient light matches the color of the room. Equivalent to [member "
+"ReflectionProbe.interior_ambient_contrib]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2434
+msgid ""
+"Sets the max distance away from the probe an object can be before it is "
+"culled. Equivalent to [member ReflectionProbe.max_distance]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2442
+msgid ""
+"Sets the origin offset to be used when this reflection probe is in box "
+"project mode. Equivalent to [member ReflectionProbe.origin_offset]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2450
+msgid ""
+"Sets how often the reflection probe updates. Can either be once or every "
+"frame. See [enum ReflectionProbeUpdateMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2459
+msgid ""
+"Schedules a callback to the corresponding named [code]method[/code] on "
+"[code]where[/code] after a frame has been drawn.\n"
+"The callback method must use only 1 argument which will be called with "
+"[code]userdata[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2466
+msgid ""
+"Creates a scenario and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]scenario_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"The scenario is the 3D world that all the visual instances exist in."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2476
+msgid ""
+"Sets the [enum ScenarioDebugMode] for this scenario. See [enum "
+"ScenarioDebugMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2484
+msgid "Sets the environment that will be used with this scenario."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2492
+msgid ""
+"Sets the fallback environment to be used by this scenario. The fallback "
+"environment is used if no environment is set. Internally, this is used by "
+"the editor to provide a default environment."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2501
+msgid ""
+"Sets the size of the reflection atlas shared by all reflection probes in "
+"this scenario."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2511
+msgid ""
+"Sets a boot image. The color defines the background color. If [code]scale[/"
+"code] is [code]true[/code], the image will be scaled to fit the screen size. "
+"If [code]use_filter[/code] is [code]true[/code], the image will be scaled "
+"with linear interpolation. If [code]use_filter[/code] is [code]false[/code], "
+"the image will be scaled with nearest-neighbor interpolation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2518
+msgid ""
+"If [code]true[/code], the engine will generate wireframes for use with the "
+"wireframe debug mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2525
+msgid ""
+"Sets the default clear color which is used when a specific clear color has "
+"not been selected."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2532
+msgid ""
+"Sets the scale to apply to the passage of time for the shaders' [code]TIME[/"
+"code] builtin.\n"
+"The default value is [code]1.0[/code], which means [code]TIME[/code] will "
+"count the real time as it goes by, without narrowing or stretching it."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2540
+msgid "Enables or disables occlusion culling."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2546
+msgid ""
+"Creates an empty shader and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all [code]shader_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2554
+msgid "Returns a shader's code."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2562
+msgid "Returns a default texture from a shader searched by name."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2569
+msgid "Returns the parameters of a shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2577
+msgid "Sets a shader's code."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2586
+msgid "Sets a shader's default texture. Overwrites the texture given by name."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2595
+msgid "Allocates the GPU buffers for this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2603
+msgid "Returns the [Transform] set for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2611
+msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2620
+msgid "Sets the [Transform] for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2629
+msgid "Sets the [Transform2D] for a specific bone of this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2635
+msgid ""
+"Creates a skeleton and adds it to the VisualServer. It can be accessed with "
+"the RID that is returned. This RID will be used in all [code]skeleton_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2643
+msgid "Returns the number of bones allocated for this skeleton."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2649
+msgid ""
+"Creates an empty sky and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all [code]sky_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2659
+msgid "Sets a sky's texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2665
+msgid ""
+"Creates a spot light and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID can be used in most [code]light_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method.\n"
+"To place in a scene, attach this spot light to an instance using [method "
+"instance_set_base] using the returned RID."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2686
+msgid "Allocates the GPU memory for the texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2694
+msgid "Binds the texture to a texture slot."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2700
+msgid ""
+"Creates an empty texture and adds it to the VisualServer. It can be accessed "
+"with the RID that is returned. This RID will be used in all [code]texture_*[/"
+"code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2709
+msgid ""
+"Creates a texture, allocates the space for an image, and fills in the image."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2715
+msgid "Returns a list of all the textures and their information."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2723
+msgid ""
+"Returns a copy of a texture's image unless it's a CubeMap, in which case it "
+"returns the [RID] of the image at one of the cubes sides."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2730
+msgid "Returns the depth of the texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2737
+msgid "Returns the flags of a texture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2744
+msgid "Returns the format of the texture's image."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2751
+msgid "Returns the texture's height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2758
+msgid "Returns the texture's path."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2765
+msgid "Returns the opengl id of the texture's image."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2772
+msgid "Returns the type of the texture, can be any of the [enum TextureType]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2779
+msgid "Returns the texture's width."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2788
+msgid ""
+"Sets the texture's image data. If it's a CubeMap, it sets the image data at "
+"a cube side."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2804
+msgid ""
+"Sets a part of the data for a texture. Warning: this function calls the "
+"underlying graphics API directly and may corrupt your texture if used "
+"improperly."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2812
+msgid "Sets the texture's flags. See [enum TextureFlags] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2820
+msgid "Sets the texture's path."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2827
+msgid ""
+"If [code]true[/code], sets internal processes to shrink all image data to "
+"half the size."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2844
+msgid ""
+"If [code]true[/code], the image will be stored in the texture's images array "
+"if overwritten."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2852
+msgid "Sets a viewport's camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2860
+msgid "Sets a viewport's canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2869
+msgid ""
+"Copies viewport to a region of the screen specified by [code]rect[/code]. If "
+"[member Viewport.render_direct_to_screen] is [code]true[/code], then "
+"viewport does not use a framebuffer and the contents of the viewport are "
+"rendered directly to screen. However, note that the root viewport is drawn "
+"last, therefore it will draw over the screen. Accordingly, you must set the "
+"root viewport to an area that does not cover the area that you have attached "
+"this viewport to.\n"
+"For example, you can set the root viewport to not render at all with the "
+"following code:\n"
+"[codeblock]\n"
+"func _ready():\n"
+" get_viewport().set_attach_to_screen_rect(Rect2())\n"
+" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
+"[/codeblock]\n"
+"Using this can result in significant optimization, especially on lower-end "
+"devices. However, it comes at the cost of having to manage your viewports "
+"manually. For a further optimization see, [method "
+"viewport_set_render_direct_to_screen]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2882
+msgid ""
+"Creates an empty viewport and adds it to the VisualServer. It can be "
+"accessed with the RID that is returned. This RID will be used in all "
+"[code]viewport_*[/code] VisualServer functions.\n"
+"Once finished with your RID, you will want to free the RID using the "
+"VisualServer's [method free_rid] static method."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2890
+msgid "Detaches the viewport from the screen."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2898
+msgid ""
+"Returns a viewport's render information. For options, see the [enum "
+"ViewportRenderInfo] constants."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2905
+msgid "Returns the viewport's last rendered frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2913
+msgid "Detaches a viewport from a canvas and vice versa."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2921
+msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2931
+msgid ""
+"Sets the stacking order for a viewport's canvas.\n"
+"[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] "
+"specifies the stacking order of the canvas among those in the same layer."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2941
+msgid "Sets the transformation of a viewport's canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2949
+msgid ""
+"Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2957
+msgid ""
+"Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
+"options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2965
+msgid "If [code]true[/code], a viewport's 3D rendering is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2973
+msgid ""
+"If [code]true[/code], rendering of a viewport's environment is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2981
+msgid "Sets the viewport's global transformation matrix."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2989
+msgid "If [code]true[/code], the viewport renders to hdr."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:2997
+msgid "If [code]true[/code], the viewport's canvas is not rendered."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3005
+msgid "Currently unimplemented in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3013
+msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3021
+msgid "Sets the viewport's parent to another viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3029
+msgid ""
+"If [code]true[/code], render the contents of the viewport directly to "
+"screen. This allows a low-level optimization where you can skip drawing a "
+"viewport to the root viewport. While this optimization can result in a "
+"significant increase in speed (especially on older devices), it comes at a "
+"cost of usability. When this is enabled, you cannot read from the viewport "
+"or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of "
+"certain window settings, such as the various stretch modes. Another "
+"consequence to be aware of is that in 2D the rendering happens in window "
+"coordinates, so if you have a viewport that is double the size of the "
+"window, and you set this, then only the portion that fits within the window "
+"will be drawn, no automatic scaling is possible, even if your game scene is "
+"significantly larger than the window size."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3037
+msgid ""
+"Sets a viewport's scenario.\n"
+"The scenario contains information about the [enum ScenarioDebugMode], "
+"environment information, reflection atlas etc."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3047
+msgid "Sets the shadow atlas quadrant's subdivision."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3055
+msgid ""
+"Sets the size of the shadow atlas's images (used for omni and spot lights). "
+"The value will be rounded up to the nearest power of 2."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3063
+msgid ""
+"Sets the sharpening [code]intensity[/code] for the [code]viewport[/code]. If "
+"set to a value greater than [code]0.0[/code], contrast-adaptive sharpening "
+"will be applied to the 3D viewport. This has a low performance cost and can "
+"be used to recover some of the sharpness lost from using FXAA. Values around "
+"[code]0.5[/code] generally give the best results. See also [method "
+"viewport_set_use_fxaa]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3072
+msgid "Sets the viewport's width and height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3080
+msgid ""
+"If [code]true[/code], the viewport renders its background as transparent."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3088
+msgid ""
+"Sets when the viewport should be updated. See [enum ViewportUpdateMode] "
+"constants for options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3096
+msgid ""
+"Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for "
+"options."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3104
+msgid ""
+"If [code]true[/code], the viewport uses augmented or virtual reality "
+"technologies. See [ARVRInterface]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3112
+msgid ""
+"If [code]true[/code], uses a fast post-processing filter to make banding "
+"significantly less visible. In some cases, debanding may introduce a "
+"slightly noticeable dithering pattern. It's recommended to enable debanding "
+"only when actually needed since the dithering pattern will make lossless-"
+"compressed screenshots larger.\n"
+"[b]Note:[/b] Only available on the GLES3 backend. [member Viewport.hdr] must "
+"also be [code]true[/code] for debanding to be effective."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3121
+msgid ""
+"Enables fast approximate antialiasing for this viewport. FXAA is a popular "
+"screen-space antialiasing method, which is fast but will make the image look "
+"blurry, especially at lower resolutions. It can still work relatively well "
+"at large resolutions such as 1440p and 4K. Some of the lost sharpness can be "
+"recovered by enabling contrast-adaptive sharpening (see [method "
+"viewport_set_sharpen_intensity])."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3129
+msgid "If [code]true[/code], the viewport's rendering is flipped vertically."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3135
+msgid ""
+"If [code]false[/code], disables rendering completely, but the engine logic "
+"is still being processed. You can call [method force_draw] to draw a frame "
+"even with rendering disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3141
+msgid ""
+"Emitted at the end of the frame, after the VisualServer has finished "
+"updating all the Viewports."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3146
+msgid ""
+"Emitted at the beginning of the frame, before the VisualServer updates all "
+"the Viewports."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3152
+msgid "Marks an error that shows that the index array is empty."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3155
+msgid "Number of weights/bones per vertex."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3158
+msgid "The minimum Z-layer for canvas items."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3161
+msgid "The maximum Z-layer for canvas items."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3164
+msgid ""
+"Max number of glow levels that can be used with glow post-process effect."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3167
+msgid "Unused enum in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3170
+msgid "The minimum renderpriority of all materials."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3173
+msgid "The maximum renderpriority of all materials."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3176
+msgid "Marks the left side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3179
+msgid "Marks the right side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3182
+msgid "Marks the bottom side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3185
+msgid "Marks the top side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3188
+msgid "Marks the front side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3191
+msgid "Marks the back side of a cubemap."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3194
+msgid "Normal texture with 2 dimensions, width and height."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3197
+msgid ""
+"Texture made up of six faces, can be looked up with a [code]vec3[/code] in "
+"shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3200
+msgid "An array of 2-dimensional textures."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3203
+msgid "A 3-dimensional texture with width, height, and depth."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3209
+msgid "Repeats the texture (instead of clamp to edge)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3222
+msgid "Repeats the texture with alternate sections mirrored."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3228
+msgid ""
+"Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant "
+"TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3231
+msgid "Shader is a 3D shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3234
+msgid "Shader is a 2D shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3237
+msgid "Shader is a particle shader."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3240
+msgid "Represents the size of the [enum ShaderMode] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3243
+msgid "Array is a vertex array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3246
+msgid "Array is a normal array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3249
+msgid "Array is a tangent array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3252
+msgid "Array is a color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3255
+msgid "Array is an UV coordinates array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3258
+msgid "Array is an UV coordinates array for the second UV coordinates."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3261
+msgid "Array contains bone information."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3264
+msgid "Array is weight information."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3267
+msgid "Array is index array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3273
+msgid "Flag used to mark a vertex array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3276
+msgid "Flag used to mark a normal array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3279
+msgid "Flag used to mark a tangent array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3282
+msgid "Flag used to mark a color array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3285
+msgid "Flag used to mark an UV coordinates array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3288
+msgid ""
+"Flag used to mark an UV coordinates array for the second UV coordinates."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3291
+msgid "Flag used to mark a bone information array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3294
+msgid "Flag used to mark a weights array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3297
+msgid "Flag used to mark an index array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3336
+msgid ""
+"Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
+"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
+"ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2], [constant "
+"ARRAY_COMPRESS_WEIGHTS], and [constant "
+"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3339
+msgid "Primitive to draw consists of points."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3342
+msgid "Primitive to draw consists of lines."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3345
+msgid "Primitive to draw consists of a line strip from start to end."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3348
+msgid ""
+"Primitive to draw consists of a line loop (a line strip with a line between "
+"the last and the first vertex)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3351
+msgid "Primitive to draw consists of triangles."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3354
+msgid ""
+"Primitive to draw consists of a triangle strip (the last 3 vertices are "
+"always combined to make a triangle)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3357
+msgid ""
+"Primitive to draw consists of a triangle strip (the last 2 vertices are "
+"always combined with the first to make a triangle)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3360
+msgid "Represents the size of the [enum PrimitiveType] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3369
+msgid "Is a directional (sun) light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3372
+msgid "Is an omni light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3375
+msgid "Is a spot light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3378
+msgid "The light's energy."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3381
+msgid "Secondary multiplier used with indirect light (light bounces)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3384
+msgid ""
+"The light's size, currently only used for soft shadows in baked lightmaps."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3387
+msgid "The light's influence on specularity."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3390
+msgid "The light's range."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3393
+msgid "The light's attenuation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3396
+msgid "The spotlight's angle."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3399
+msgid "The spotlight's attenuation."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3402
+msgid "Scales the shadow color."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3405
+msgid "Max distance that shadows will be rendered."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3408
+msgid "Proportion of shadow atlas occupied by the first split."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3411
+msgid "Proportion of shadow atlas occupied by the second split."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3414
+msgid ""
+"Proportion of shadow atlas occupied by the third split. The fourth split "
+"occupies the rest."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3417
+msgid ""
+"Normal bias used to offset shadow lookup by object normal. Can be used to "
+"fix self-shadowing artifacts."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3420
+msgid "Bias the shadow lookup to fix self-shadowing artifacts."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3423
+msgid ""
+"Increases bias on further splits to fix self-shadowing that only occurs far "
+"away from the camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3426
+msgid "Represents the size of the [enum LightParam] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3435
+msgid "Use a dual paraboloid shadow map for omni lights."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3438
+msgid ""
+"Use a cubemap shadow map for omni lights. Slower but better quality than "
+"dual paraboloid."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3441
+msgid "Use more detail vertically when computing shadow map."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3444
+msgid "Use more detail horizontally when computing shadow map."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3447
+msgid "Use orthogonal shadow projection for directional light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3450
+msgid "Use 2 splits for shadow projection when using directional light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3453
+msgid "Use 4 splits for shadow projection when using directional light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3456
+msgid ""
+"Keeps shadows stable as camera moves but has lower effective resolution."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3459
+msgid ""
+"Optimize use of shadow maps, increasing the effective resolution. But may "
+"result in shadows moving or flickering slightly."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3462
+msgid "Do not update the viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3465
+msgid "Update the viewport once then set to disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3468
+msgid "Update the viewport whenever it is visible."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3471
+msgid "Always update the viewport."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3474
+msgid "The viewport is always cleared before drawing."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3477
+msgid "The viewport is never cleared before drawing."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3480
+msgid ""
+"The viewport is cleared once, then the clear mode is set to [constant "
+"VIEWPORT_CLEAR_NEVER]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3483
+msgid "Multisample antialiasing is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3486
+msgid "Multisample antialiasing is set to 2×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3489
+msgid "Multisample antialiasing is set to 4×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3492
+msgid "Multisample antialiasing is set to 8×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3495
+msgid "Multisample antialiasing is set to 16×."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3498
+msgid ""
+"Multisample antialiasing is set to 2× on external texture. Special mode for "
+"GLES2 Android VR (Oculus Quest and Go)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3501
+msgid ""
+"Multisample antialiasing is set to 4× on external texture. Special mode for "
+"GLES2 Android VR (Oculus Quest and Go)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3504
+msgid "The Viewport does not render 3D but samples."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3507
+msgid "The Viewport does not render 3D and does not sample."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3510
+msgid "The Viewport renders 3D with effects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3513
+msgid "The Viewport renders 3D but without effects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3516
+msgid "Number of objects drawn in a single frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3519
+msgid "Number of vertices drawn in a single frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3522
+msgid "Number of material changes during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3525
+msgid "Number of shader changes during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3528
+msgid "Number of surface changes during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3531
+msgid "Number of draw calls during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3534
+msgid "Number of 2d items drawn this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3537
+msgid "Number of 2d draw calls during this frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3540
+msgid "Represents the size of the [enum ViewportRenderInfo] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3543
+msgid "Debug draw is disabled. Default setting."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3546
+msgid "Debug draw sets objects to unshaded."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3549
+msgid "Overwrites clear color to [code](0,0,0,0)[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3552
+msgid "Debug draw draws objects in wireframe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3555
+msgid "Do not use a debug mode."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3558
+msgid "Draw all objects as wireframe models."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3561
+msgid ""
+"Draw all objects in a way that displays how much overdraw is occurring. "
+"Overdraw occurs when a section of pixels is drawn and shaded and then "
+"another object covers it up. To optimize a scene, you should reduce overdraw."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3564
+msgid ""
+"Draw all objects without shading. Equivalent to setting all objects shaders "
+"to [code]unshaded[/code]."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3567
+msgid "The instance does not have a type."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3570
+msgid "The instance is a mesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3573
+msgid "The instance is a multimesh."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3576
+msgid "The instance is an immediate geometry."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3579
+msgid "The instance is a particle emitter."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3582
+msgid "The instance is a light."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3585
+msgid "The instance is a reflection probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3588
+msgid "The instance is a GI probe."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3591
+msgid "The instance is a lightmap capture."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3594
+msgid "Represents the size of the [enum InstanceType] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3597
+msgid ""
+"A combination of the flags of geometry instances (mesh, multimesh, immediate "
+"and particles)."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3600
+msgid "Allows the instance to be used in baked lighting."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3603
+msgid "When set, manually requests to draw geometry on next frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3606
+msgid "Represents the size of the [enum InstanceFlags] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3609
+msgid "Disable shadows from this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3612
+msgid "Cast shadows from this instance."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3615
+msgid ""
+"Disable backface culling when rendering the shadow of the object. This is "
+"slightly slower but may result in more correct shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3618
+msgid ""
+"Only render the shadows from the object. The object itself will not be drawn."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3621
+msgid "The nine patch gets stretched where needed."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3624
+msgid "The nine patch gets filled with tiles where needed."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3627
+msgid ""
+"The nine patch gets filled with tiles where needed and stretches them a bit "
+"if needed."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3630
+msgid "Adds light color additive to the canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3633
+msgid "Adds light color subtractive to the canvas."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3636
+msgid "The light adds color depending on transparency."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3639
+msgid "The light adds color depending on mask."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3642
+msgid "Do not apply a filter to canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3645
+msgid "Use PCF3 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3648
+msgid "Use PCF5 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3651
+msgid "Use PCF7 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3654
+msgid "Use PCF9 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3657
+msgid "Use PCF13 filtering to filter canvas light shadows."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3660
+msgid "Culling of the canvas occluder is disabled."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3663
+msgid "Culling of the canvas occluder is clockwise."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3666
+msgid "Culling of the canvas occluder is counterclockwise."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3669
+msgid "The amount of objects in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3672
+msgid "The amount of vertices in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3675
+msgid "The amount of modified materials in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3678
+msgid "The amount of shader rebinds in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3681
+msgid "The amount of surface changes in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3684
+msgid "The amount of draw calls in frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3687
+msgid "The amount of 2d items in the frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3690
+msgid "The amount of 2d draw calls in frame."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3705
+msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3708
+msgid ""
+"Hardware supports multithreading. This enum is currently unused in Godot 3.x."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3711
+msgid "Use [Transform2D] to store MultiMesh transform."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3714
+msgid "Use [Transform] to store MultiMesh transform."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3717
+msgid "MultiMesh does not use per-instance color."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3720
+msgid ""
+"MultiMesh color uses 8 bits per component. This packs the color into a "
+"single float."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3723
+msgid "MultiMesh color uses a float per channel."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3726
+msgid "MultiMesh does not use custom data."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3729
+msgid ""
+"MultiMesh custom data uses 8 bits per component. This packs the 4-component "
+"custom data into a single float."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3732
+msgid "MultiMesh custom data uses a float per component."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3735
+msgid "Reflection probe will update reflections once and then stop."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3738
+msgid ""
+"Reflection probe will update each frame. This mode is necessary to capture "
+"moving objects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3741
+msgid "Draw particles in the order that they appear in the particles array."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3744
+msgid "Sort particles based on their lifetime."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3747
+msgid "Sort particles based on their distance to the camera."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3750
+msgid "Use the clear color as background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3753
+msgid "Use a specified color as the background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3756
+msgid "Use a sky resource for the background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3759
+msgid ""
+"Use a custom color for background, but use a sky for shading and reflections."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3762
+msgid ""
+"Use a specified canvas layer as the background. This can be useful for "
+"instantiating a 2D scene in a 3D world."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3765
+msgid ""
+"Do not clear the background, use whatever was rendered last frame as the "
+"background."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3768
+msgid "Represents the size of the [enum EnvironmentBG] enum."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3771
+msgid "Use lowest blur quality. Fastest, but may look bad."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3774
+msgid "Use medium blur quality."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3777
+msgid "Used highest blur quality. Looks the best, but is the slowest."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3780
+msgid "Add the effect of the glow on top of the scene."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3783
+msgid ""
+"Blends the glow effect with the screen. Does not get as bright as additive."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3786
+msgid "Produces a subtle color disturbance around objects."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3789
+msgid "Shows the glow effect by itself without the underlying scene."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3792
+msgid "Output color as they came in."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3795
+msgid "Use the Reinhard tonemapper."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3798
+msgid "Use the filmic tonemapper."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3801
+msgid "Use the ACES tonemapper."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3804
+msgid "Use the ACES Fitted tonemapper."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3807
+msgid "Lowest quality of screen space ambient occlusion."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3810
+msgid "Medium quality screen space ambient occlusion."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3813
+msgid "Highest quality screen space ambient occlusion."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3816
+msgid "Disables the blur set for SSAO. Will make SSAO look noisier."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3819
+msgid "Perform a 1x1 blur on the SSAO output."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3822
+msgid "Performs a 2x2 blur on the SSAO output."
+msgstr ""
+
+#: doc/classes/VisualServer.xml:3825
+msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:4
+msgid "A custom shader program with a visual editor."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:7
+msgid ""
+"This class allows you to define a custom shader program that can be used for "
+"various materials to render objects.\n"
+"The visual shader editor creates the shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:20
+msgid "Adds the specified node to the shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:31
+msgid ""
+"Returns [code]true[/code] if the specified nodes and ports can be connected "
+"together."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:42 doc/classes/VisualShader.xml:64
+msgid "Connects the specified nodes and ports."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:53
+msgid ""
+"Connects the specified nodes and ports, even if they can't be connected. "
+"Such connection is invalid and will not function properly."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:72
+msgid ""
+"Returns the shader node instance with specified [code]type[/code] and "
+"[code]id[/code]."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:79
+msgid "Returns the list of connected nodes with the specified type."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:86
+msgid "Returns the list of all nodes in the shader with the specified type."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:94
+msgid "Returns the position of the specified node within the shader graph."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:111
+msgid ""
+"Returns [code]true[/code] if the specified node and port connection exist."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:119
+msgid "Removes the specified node from the shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:126
+msgid "Sets the mode of this shader."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:135
+msgid "Sets the position of the specified node."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:141
+msgid "The offset vector of the whole graph."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:146
+msgid "A vertex shader, operating on vertices."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:149
+msgid "A fragment shader, operating on fragments (pixels)."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:152
+msgid "A shader for light calculations."
+msgstr ""
+
+#: doc/classes/VisualShader.xml:155
+msgid "Represents the size of the [enum Type] enum."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:4
+msgid "Base class for nodes in a visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:7
+msgid ""
+"Visual shader graphs consist of various nodes. Each node in the graph is a "
+"separate object and they are represented as a rectangular boxes with title "
+"and a set of properties. Each node has also connection ports that allow to "
+"connect it to another nodes and control the flow of the shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:10
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/shading/visual_shaders.html"
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:16
+msgid ""
+"Returns an [Array] containing default values for all of the input ports of "
+"the node in the form [code][index0, value0, index1, value1, ...][/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:23
+msgid "Returns the default value of the input [code]port[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:30
+msgid ""
+"Sets the default input ports values using an [Array] of the form [code]"
+"[index0, value0, index1, value1, ...][/code]. For example: [code][0, "
+"Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:38
+msgid "Sets the default value for the selected input [code]port[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:44
+msgid ""
+"Sets the output port index which will be showed for preview. If set to "
+"[code]-1[/code] no port will be open for preview."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:50
+msgid ""
+"Emitted when the node requests an editor refresh. Currently called only in "
+"setter of [member VisualShaderNodeTexture.source], "
+"[VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their "
+"derivatives)."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:56
+msgid ""
+"Floating-point scalar. Translated to [code]float[/code] type in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:59
+msgid ""
+"3D vector of floating-point values. Translated to [code]vec3[/code] type in "
+"shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:62
+msgid "Boolean type. Translated to [code]bool[/code] type in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:65
+msgid "Transform type. Translated to [code]mat4[/code] type in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:68
+msgid ""
+"Sampler type. Translated to reference of sampler uniform in shader code. Can "
+"only be used for input ports in non-uniform nodes."
+msgstr ""
+
+#: doc/classes/VisualShaderNode.xml:71
+msgid "Represents the size of the [enum PortType] enum."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanConstant.xml:4
+msgid "A boolean constant to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanConstant.xml:7
+msgid ""
+"Has only one output port and no inputs.\n"
+"Translated to [code]bool[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanConstant.xml:16
+msgid "A boolean constant which represents a state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanUniform.xml:4
+msgid "A boolean uniform to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeBooleanUniform.xml:7
+msgid "Translated to [code]uniform bool[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorConstant.xml:4
+msgid "A [Color] constant to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorConstant.xml:7
+msgid ""
+"Has two output ports representing RGB and alpha channels of [Color].\n"
+"Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the "
+"shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorConstant.xml:16
+msgid "A [Color] constant which represents a state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml:4
+msgid "A [Color] function to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml:7
+msgid ""
+"Accept a [Color] to the input port and transform it according to [member "
+"function]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml:15
+msgid ""
+"A function to be applied to the input color. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml:20
+msgid ""
+"Converts the color to grayscale using the following formula:\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float max1 = max(c.r, c.g);\n"
+"float max2 = max(max1, c.b);\n"
+"float max3 = max(max1, max2);\n"
+"return vec3(max3, max3, max3);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorFunc.xml:30
+msgid ""
+"Applies sepia tone effect using the following formula:\n"
+"[codeblock]\n"
+"vec3 c = input;\n"
+"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
+"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
+"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
+"return vec3(r, g, b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:4
+msgid "A [Color] operator to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:7
+msgid "Applies [member operator] to two color inputs."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:15
+msgid ""
+"An operator to be applied to the inputs. See [enum Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:20
+msgid ""
+"Produce a screen effect with the following formula:\n"
+"[codeblock]\n"
+"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:26
+msgid ""
+"Produce a difference effect with the following formula:\n"
+"[codeblock]\n"
+"result = abs(a - b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:32
+msgid ""
+"Produce a darken effect with the following formula:\n"
+"[codeblock]\n"
+"result = min(a, b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:38
+msgid ""
+"Produce a lighten effect with the following formula:\n"
+"[codeblock]\n"
+"result = max(a, b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:44
+msgid ""
+"Produce an overlay effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = 2.0 * base * blend;\n"
+" } else {\n"
+" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:58
+msgid ""
+"Produce a dodge effect with the following formula:\n"
+"[codeblock]\n"
+"result = a / (vec3(1.0) - b);\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:64
+msgid ""
+"Produce a burn effect with the following formula:\n"
+"[codeblock]\n"
+"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:70
+msgid ""
+"Produce a soft light effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = base * (blend + 0.5);\n"
+" } else {\n"
+" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorOp.xml:84
+msgid ""
+"Produce a hard light effect with the following formula:\n"
+"[codeblock]\n"
+"for (int i = 0; i < 3; i++) {\n"
+" float base = a[i];\n"
+" float blend = b[i];\n"
+" if (base < 0.5) {\n"
+" result[i] = base * (2.0 * blend);\n"
+" } else {\n"
+" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
+" }\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorUniform.xml:4
+msgid "A [Color] uniform to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeColorUniform.xml:7
+msgid "Translated to [code]uniform vec4[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:4
+msgid "A comparison function for common types within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:7
+msgid ""
+"Compares [code]a[/code] and [code]b[/code] of [member type] by [member "
+"function]. Returns a boolean scalar. Translates to [code]if[/code] "
+"instruction in shader code."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:15
+msgid ""
+"Extra condition which is applied if [member type] is set to [constant "
+"CTYPE_VECTOR]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:18
+msgid "A comparison function. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:21
+msgid ""
+"The type to be used in the comparison. See [enum ComparisonType] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:26
+msgid "A floating-point scalar."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:29
+msgid "A 3D vector type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:32
+msgid "A boolean type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:35
+msgid "A transform ([code]mat4[/code]) type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:38
+msgid "Comparison for equality ([code]a == b[/code])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:41
+msgid "Comparison for inequality ([code]a != b[/code])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:44
+msgid ""
+"Comparison for greater than ([code]a > b[/code]). Cannot be used if [member "
+"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:47
+msgid ""
+"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used "
+"if [member type] set to [constant CTYPE_BOOLEAN] or [constant "
+"CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:50
+msgid ""
+"Comparison for less than ([code]a < b[/code]). Cannot be used if [member "
+"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:53
+msgid ""
+"Comparison for less than or equal ([code]a < b[/code]). Cannot be used if "
+"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:56
+msgid ""
+"The result will be true if all of component in vector satisfy the comparison "
+"condition."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCompare.xml:59
+msgid ""
+"The result will be true if any of component in vector satisfy the comparison "
+"condition."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml:4
+msgid "A [CubeMap] sampling node to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml:7
+msgid ""
+"Translated to [code]texture(cubemap, vec3)[/code] in the shader language. "
+"Returns a color vector and alpha channel as scalar."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml:15
+msgid ""
+"The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as "
+"[member source]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml:18
+msgid ""
+"Defines which source should be used for the sampling. See [enum Source] for "
+"options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml:21
+#: doc/classes/VisualShaderNodeTextureUniform.xml:18
+msgid ""
+"Defines the type of data provided by the source texture. See [enum "
+"TextureType] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml:26
+msgid ""
+"Use the [CubeMap] set via [member cube_map]. If this is set to [member "
+"source], the [code]samplerCube[/code] port is ignored."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml:29
+msgid ""
+"Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] "
+"port. If this is set to [member source], the [member cube_map] texture is "
+"ignored."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml:32
+#: doc/classes/VisualShaderNodeTexture.xml:44
+#: doc/classes/VisualShaderNodeTextureUniform.xml:23
+msgid "No hints are added to the uniform declaration."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml:35
+#: doc/classes/VisualShaderNodeTexture.xml:47
+#: doc/classes/VisualShaderNodeTextureUniform.xml:26
+msgid ""
+"Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper "
+"sRGB to linear conversion."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMap.xml:38
+#: doc/classes/VisualShaderNodeTexture.xml:50
+#: doc/classes/VisualShaderNodeTextureUniform.xml:29
+msgid ""
+"Adds [code]hint_normal[/code] as hint to the uniform declaration, which "
+"internally converts the texture for proper usage as normal map."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMapUniform.xml:4
+msgid "A [CubeMap] uniform node to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCubeMapUniform.xml:7
+msgid ""
+"Translated to [code]uniform samplerCube[/code] in the shader language. The "
+"output value can be used as port for [VisualShaderNodeCubeMap]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:4
+msgid ""
+"Virtual class to define custom [VisualShaderNode]s for use in the Visual "
+"Shader Editor."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:7
+msgid ""
+"By inheriting this class you can create a custom [VisualShader] script addon "
+"which will be automatically added to the Visual Shader Editor. The "
+"[VisualShaderNode]'s behavior is defined by overriding the provided virtual "
+"methods.\n"
+"In order for the node to be registered as an editor addon, you must use the "
+"[code]tool[/code] keyword and provide a [code]class_name[/code] for your "
+"custom script. For example:\n"
+"[codeblock]\n"
+"tool\n"
+"extends VisualShaderNodeCustom\n"
+"class_name VisualShaderNodeNoise\n"
+"[/codeblock]"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:16
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/"
+"visual_shader_plugins.html"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:22
+msgid ""
+"Override this method to define the category of the associated custom node in "
+"the Visual Shader Editor's members dialog. The path may look like "
+"[code]\"MyGame/MyFunctions/Noise\"[/code].\n"
+"Defining this method is [b]optional[/b]. If not overridden, the node will be "
+"filed under the \"Custom\" category."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:33
+msgid ""
+"Override this method to define the actual shader code of the associated "
+"custom node. The shader code should be returned as a string, which can have "
+"multiple lines (the [code]\"\"\"[/code] multiline string construct can be "
+"used for convenience).\n"
+"The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the "
+"string names of the various input and output variables, as defined by "
+"[code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in "
+"this class.\n"
+"The output ports can be assigned values in the shader code. For example, "
+"[code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/code].\n"
+"You can customize the generated code based on the shader [code]mode[/code] "
+"(see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader."
+"Type]).\n"
+"Defining this method is [b]required[/b]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:43
+msgid ""
+"Override this method to define the description of the associated custom node "
+"in the Visual Shader Editor's members dialog.\n"
+"Defining this method is [b]optional[/b]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:51
+msgid ""
+"Override this method to add shader code on top of the global shader, to "
+"define your own standard library of reusable methods, varyings, constants, "
+"uniforms, etc. The shader code should be returned as a string, which can "
+"have multiple lines (the [code]\"\"\"[/code] multiline string construct can "
+"be used for convenience).\n"
+"Be careful with this functionality as it can cause name conflicts with other "
+"custom nodes, so be sure to give the defined entities unique names.\n"
+"You can customize the generated code based on the shader [code]mode[/code] "
+"(see [enum Shader.Mode]).\n"
+"Defining this method is [b]optional[/b]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:60
+msgid ""
+"Override this method to define the amount of input ports of the associated "
+"custom node.\n"
+"Defining this method is [b]required[/b]. If not overridden, the node has no "
+"input ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:68
+msgid ""
+"Override this method to define the names of input ports of the associated "
+"custom node. The names are used both for the input slots in the editor and "
+"as identifiers in the shader code, and are passed in the [code]input_vars[/"
+"code] array in [method _get_code].\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"input ports are named as [code]\"in\" + str(port)[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:76
+msgid ""
+"Override this method to define the returned type of each input port of the "
+"associated custom node (see [enum VisualShaderNode.PortType] for possible "
+"types).\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
+"type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:83
+msgid ""
+"Override this method to define the name of the associated custom node in the "
+"Visual Shader Editor's members dialog and graph.\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"the node will be named as \"Unnamed\"."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:90
+msgid ""
+"Override this method to define the amount of output ports of the associated "
+"custom node.\n"
+"Defining this method is [b]required[/b]. If not overridden, the node has no "
+"output ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:98
+msgid ""
+"Override this method to define the names of output ports of the associated "
+"custom node. The names are used both for the output slots in the editor and "
+"as identifiers in the shader code, and are passed in the [code]output_vars[/"
+"code] array in [method _get_code].\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"output ports are named as [code]\"out\" + str(port)[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:106
+msgid ""
+"Override this method to define the returned type of each output port of the "
+"associated custom node (see [enum VisualShaderNode.PortType] for possible "
+"types).\n"
+"Defining this method is [b]optional[/b], but recommended. If not overridden, "
+"output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
+"type."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:113
+msgid ""
+"Override this method to define the return icon of the associated custom node "
+"in the Visual Shader Editor's members dialog.\n"
+"Defining this method is [b]optional[/b]. If not overridden, no return icon "
+"is shown."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeCustom.xml:120
+msgid ""
+"Override this method to define the subcategory of the associated custom node "
+"in the Visual Shader Editor's members dialog.\n"
+"Defining this method is [b]optional[/b]. If not overridden, the node will be "
+"filed under the root of the main category (see [method _get_category])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDeterminant.xml:4
+msgid ""
+"Calculates the determinant of a [Transform] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDeterminant.xml:7
+msgid "Translates to [code]determinant(x)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDotProduct.xml:4
+msgid "Calculates a dot product of two vectors within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeDotProduct.xml:7
+msgid "Translates to [code]dot(a, b)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeExpression.xml:4
+msgid ""
+"A custom visual shader graph expression written in Godot Shading Language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeExpression.xml:7
+msgid ""
+"Custom Godot Shading Language expression, with a custom amount of input and "
+"output ports.\n"
+"The provided code is directly injected into the graph's matching shader "
+"function ([code]vertex[/code], [code]fragment[/code], or [code]light[/"
+"code]), so it cannot be used to declare functions, varyings, uniforms, or "
+"global constants. See [VisualShaderNodeGlobalExpression] for such global "
+"definitions."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeExpression.xml:16
+msgid ""
+"An expression in Godot Shading Language, which will be injected at the start "
+"of the graph's matching shader function ([code]vertex[/code], "
+"[code]fragment[/code], or [code]light[/code]), and thus cannot be used to "
+"declare functions, varyings, uniforms, or global constants."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFaceForward.xml:4
+msgid ""
+"Returns the vector that points in the same direction as a reference vector "
+"within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFaceForward.xml:7
+msgid ""
+"Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. "
+"The function has three vector parameters: [code]N[/code], the vector to "
+"orient, [code]I[/code], the incident vector, and [code]Nref[/code], the "
+"reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] "
+"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-"
+"N[/code] is returned."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFresnel.xml:4
+msgid "A Fresnel effect to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeFresnel.xml:7
+msgid ""
+"Returns falloff based on the dot product of surface normal and view "
+"direction of camera (pass associated inputs to it)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGlobalExpression.xml:4
+msgid ""
+"A custom global visual shader graph expression written in Godot Shading "
+"Language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGlobalExpression.xml:7
+msgid ""
+"Custom Godot Shader Language expression, which is placed on top of the "
+"generated shader. You can place various function definitions inside to call "
+"later in [VisualShaderNodeExpression]s (which are injected in the main "
+"shader functions). You can also declare varyings, uniforms and global "
+"constants."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:4
+msgid ""
+"Base class for a family of nodes with variable amount of input and output "
+"ports within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:7
+msgid "Currently, has no direct usage, use the derived classes instead."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:18
+msgid ""
+"Adds an input port with the specified [code]type[/code] (see [enum "
+"VisualShaderNode.PortType]) and [code]name[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:27
+msgid ""
+"Adds an output port with the specified [code]type[/code] (see [enum "
+"VisualShaderNode.PortType]) and [code]name[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:33
+msgid "Removes all previously specified input ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:39
+msgid "Removes all previously specified output ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:45
+msgid ""
+"Returns a free input port ID which can be used in [method add_input_port]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:51
+msgid ""
+"Returns a free output port ID which can be used in [method add_output_port]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:57
+msgid ""
+"Returns the number of input ports in use. Alternative for [method "
+"get_free_input_port_id]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:63
+msgid ""
+"Returns a [String] description of the input ports as a colon-separated list "
+"using the format [code]id,type,name;[/code] (see [method add_input_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:69
+msgid ""
+"Returns the number of output ports in use. Alternative for [method "
+"get_free_output_port_id]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:75
+msgid ""
+"Returns a [String] description of the output ports as a colon-separated list "
+"using the format [code]id,type,name;[/code] (see [method add_output_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:82
+msgid "Returns [code]true[/code] if the specified input port exists."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:89
+msgid "Returns [code]true[/code] if the specified output port exists."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:96
+msgid ""
+"Returns [code]true[/code] if the specified port name does not override an "
+"existed port name and is valid within the shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:103
+msgid "Removes the specified input port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:110
+msgid "Removes the specified output port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:118
+msgid "Renames the specified input port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:126
+msgid ""
+"Sets the specified input port's type (see [enum VisualShaderNode.PortType])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:133
+msgid ""
+"Defines all input ports using a [String] formatted as a colon-separated "
+"list: [code]id,type,name;[/code] (see [method add_input_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:141
+msgid "Renames the specified output port."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:149
+msgid ""
+"Sets the specified output port's type (see [enum VisualShaderNode.PortType])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:156
+msgid ""
+"Defines all output ports using a [String] formatted as a colon-separated "
+"list: [code]id,type,name;[/code] (see [method add_output_port])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeGroupBase.xml:162
+msgid "The size of the node in the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeInput.xml:6
+msgid ""
+"Gives access to input variables (built-ins) available for the shader. See "
+"the shading reference for the list of available built-ins for each shader "
+"type (check [code]Tutorials[/code] section for link)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeInput.xml:9
+msgid ""
+"https://docs.godotengine.org/en/3.4/tutorials/shading/shading_reference/"
+"index.html"
+msgstr ""
+
+#: doc/classes/VisualShaderNodeInput.xml:20
+msgid ""
+"One of the several input constants in lower-case style like: \"vertex"
+"\"([code]VERTEX[/code]) or \"point_size\"([code]POINT_SIZE[/code])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml:4
+msgid ""
+"A boolean comparison operator to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml:7
+msgid ""
+"Returns the boolean result of the comparison between [code]INF[/code] or "
+"[code]NaN[/code] and a scalar parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml:15
+msgid "The comparison function. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml:20
+msgid "Comparison with [code]INF[/code] (Infinity)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeIs.xml:23
+msgid ""
+"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric "
+"results, e.g. division by zero)."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOuterProduct.xml:4
+msgid ""
+"Calculates an outer product of two vectors within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOuterProduct.xml:7
+msgid ""
+"[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a "
+"column vector (matrix with one column) and the second parameter [code]r[/"
+"code] as a row vector (matrix with one row) and does a linear algebraic "
+"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows "
+"is the number of components in [code]c[/code] and whose number of columns is "
+"the number of components in [code]r[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOutput.xml:4
+msgid "Represents the output shader parameters within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeOutput.xml:7
+msgid ""
+"This visual shader node is present in all shader graphs in form of \"Output"
+"\" block with multiple output value ports."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarClamp.xml:4
+msgid "Clamps a scalar value within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarClamp.xml:7
+msgid ""
+"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
+"values."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:4
+msgid "Calculates a scalar derivative within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:7
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:7
+msgid ""
+"This node is only available in [code]Fragment[/code] and [code]Light[/code] "
+"visual shaders."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:15
+msgid "The derivative type. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:20
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:20
+msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:23
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:23
+msgid "Derivative in [code]x[/code] using local differencing."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:26
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:26
+msgid "Derivative in [code]y[/code] using local differencing."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarInterp.xml:4
+msgid ""
+"Linearly interpolates between two scalars within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarInterp.xml:7
+msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSmoothStep.xml:4
+msgid "Calculates a scalar SmoothStep function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSmoothStep.xml:7
+msgid ""
+"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
+"language.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
+"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
+"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
+"and [code]1.0[/code] using Hermite polynomials."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSwitch.xml:4
+msgid "A boolean/scalar function for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeScalarSwitch.xml:7
+msgid ""
+"Returns an associated scalar if the provided boolean value is [code]true[/"
+"code] or [code]false[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeSwitch.xml:4
+msgid "A boolean/vector function for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeSwitch.xml:7
+msgid ""
+"Returns an associated vector if the provided boolean value is [code]true[/"
+"code] or [code]false[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml:4
+msgid "Performs a texture lookup within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml:7
+msgid ""
+"Performs a lookup operation on the provided texture, with support for "
+"multiple texture sources to choose from."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml:15
+msgid "Determines the source for the lookup. See [enum Source] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml:18
+msgid "The source texture, if needed for the selected [member source]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml:21
+msgid ""
+"Specifies the type of the texture if [member source] is set to [constant "
+"SOURCE_TEXTURE]. See [enum TextureType] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml:26
+msgid "Use the texture given as an argument for this function."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml:29
+msgid "Use the current viewport's texture as the source."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml:32
+msgid ""
+"Use the texture from this shader's texture built-in (e.g. a texture of a "
+"[Sprite])."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml:35
+msgid "Use the texture from this shader's normal map built-in."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml:38
+msgid "Use the depth texture available for this shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTexture.xml:41
+msgid "Use the texture provided in the input port for this function."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml:4
+msgid "Performs a uniform texture lookup within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml:7
+msgid ""
+"Performs a lookup operation on the texture provided as a uniform for the "
+"shader."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml:15
+msgid "Sets the default color if no texture is assigned to the uniform."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml:32
+msgid ""
+"Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a "
+"flowmap."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml:35
+msgid "Defaults to white color."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniform.xml:38
+msgid "Defaults to black color."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml:4
+msgid ""
+"Performs a uniform texture lookup with triplanar within the visual shader "
+"graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml:7
+msgid ""
+"Performs a lookup operation on the texture provided as a uniform for the "
+"shader, with support for triplanar mapping."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformCompose.xml:4
+msgid ""
+"Composes a [Transform] from four [Vector3]s within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformCompose.xml:7
+msgid ""
+"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. "
+"Each vector is one row in the matrix and the last column is a [code]vec4(0, "
+"0, 0, 1)[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformConstant.xml:4
+msgid "A [Transform] constant for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformConstant.xml:7
+msgid "A constant [Transform], which can be used as an input node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformConstant.xml:15
+msgid "A [Transform] constant which represents the state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformDecompose.xml:4
+msgid ""
+"Decomposes a [Transform] into four [Vector3]s within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformDecompose.xml:7
+msgid ""
+"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] "
+"values, one from each row of the matrix."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml:4
+msgid "Computes a [Transform] function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml:7
+msgid "Computes an inverse or transpose function on the provided [Transform]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml:15
+msgid "The function to be computed. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml:20
+msgid "Perform the inverse operation on the [Transform] matrix."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformFunc.xml:23
+msgid "Perform the transpose operation on the [Transform] matrix."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml:4
+msgid "Multiplies [Transform] by [Transform] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml:7
+msgid ""
+"A multiplication operation on two transforms (4x4 matrices), with support "
+"for different multiplication operators."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml:15
+msgid ""
+"The multiplication type to be performed on the transforms. See [enum "
+"Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml:20
+msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml:23
+msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml:26
+msgid ""
+"Performs a component-wise multiplication of transform [code]a[/code] by the "
+"transform [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformMult.xml:29
+msgid ""
+"Performs a component-wise multiplication of transform [code]b[/code] by the "
+"transform [code]a[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformUniform.xml:4
+msgid "A [Transform] uniform for use within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformUniform.xml:7
+msgid "Translated to [code]uniform mat4[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml:4
+msgid ""
+"Multiplies a [Transform] and a [Vector3] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml:7
+msgid ""
+"A multiplication operation on a transform (4x4 matrix) and a vector, with "
+"support for different multiplication operators."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml:15
+msgid ""
+"The multiplication type to be performed. See [enum Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml:20
+msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml:23
+msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml:26
+msgid ""
+"Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping "
+"the last row and column of the transform."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeTransformVecMult.xml:29
+msgid ""
+"Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping "
+"the last row and column of the transform."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniform.xml:4
+msgid "A base type for the uniforms within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniform.xml:7
+msgid ""
+"A uniform represents a variable in the shader which is set externally, i.e. "
+"from the [ShaderMaterial]. Uniforms are exposed as properties in the "
+"[ShaderMaterial] and can be assigned from the inspector or from a script."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniform.xml:15
+msgid ""
+"Name of the uniform, by which it can be accessed through the "
+"[ShaderMaterial] properties."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniformRef.xml:4
+msgid "A reference to an existing [VisualShaderNodeUniform]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniformRef.xml:7
+msgid ""
+"Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this "
+"uniform in different shaders or shader stages easily."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeUniformRef.xml:15
+msgid "The name of the uniform which this reference points to."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Constant.xml:4
+msgid "A [Vector3] constant to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Constant.xml:7
+msgid "A constant [Vector3], which can be used as an input node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Constant.xml:15
+msgid "A [Vector3] constant which represents the state of this node."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Uniform.xml:4
+msgid "A [Vector3] uniform to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVec3Uniform.xml:7
+msgid "Translated to [code]uniform vec3[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorClamp.xml:4
+msgid "Clamps a vector value within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorClamp.xml:7
+msgid ""
+"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
+"values. The operation is performed on each component of the vector "
+"individually."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorCompose.xml:4
+msgid "Composes a [Vector3] from three scalars within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorCompose.xml:7
+msgid ""
+"Creates a [code]vec3[/code] using three scalar values that can be provided "
+"from separate inputs."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDecompose.xml:4
+msgid ""
+"Decomposes a [Vector3] into three scalars within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDecompose.xml:7
+msgid ""
+"Takes a [code]vec3[/code] and decomposes it into three scalar values that "
+"can be used as separate inputs."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:4
+msgid "Calculates a vector derivative within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:15
+msgid "A derivative type. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDistance.xml:4
+msgid ""
+"Returns the distance between two points. To be used within the visual shader "
+"graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorDistance.xml:7
+msgid ""
+"Calculates distance from point represented by vector [code]p0[/code] to "
+"vector [code]p1[/code].\n"
+"Translated to [code]distance(p0, p1)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:4
+msgid "A vector function to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:7
+msgid "A visual shader node able to perform different functions using vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:15
+msgid "The function to be performed. See [enum Function] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:20
+msgid ""
+"Normalizes the vector so that it has a length of [code]1[/code] but points "
+"in the same direction."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:23
+msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:26
+msgid "Returns the opposite value of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:29
+msgid "Returns [code]1/vector[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:32
+msgid "Converts RGB vector to HSV equivalent."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:35
+msgid "Converts HSV vector to RGB equivalent."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:38
+msgid "Returns the absolute value of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:41
+msgid "Returns the arc-cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:44
+msgid "Returns the inverse hyperbolic cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:47
+msgid "Returns the arc-sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:50
+msgid "Returns the inverse hyperbolic sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:53
+msgid "Returns the arc-tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:56
+msgid "Returns the inverse hyperbolic tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:59
+msgid ""
+"Finds the nearest integer that is greater than or equal to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:62
+msgid "Returns the cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:65
+msgid "Returns the hyperbolic cosine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:68
+msgid "Converts a quantity in radians to degrees."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:71
+msgid "Base-e Exponential."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:74
+msgid "Base-2 Exponential."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:77
+msgid "Finds the nearest integer less than or equal to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:80
+msgid "Computes the fractional part of the argument."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:83
+msgid "Returns the inverse of the square root of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:86
+msgid "Natural logarithm."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:89
+msgid "Base-2 logarithm."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:92
+msgid "Converts a quantity in degrees to radians."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:95
+msgid "Finds the nearest integer to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:98
+msgid "Finds the nearest even integer to the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:101
+msgid ""
+"Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the "
+"parameter is negative, [code]1[/code] if it's positive and [code]0[/code] "
+"otherwise."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:104
+msgid "Returns the sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:107
+msgid "Returns the hyperbolic sine of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:110
+msgid "Returns the square root of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:113
+msgid "Returns the tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:116
+msgid "Returns the hyperbolic tangent of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:119
+msgid ""
+"Returns a value equal to the nearest integer to the parameter whose absolute "
+"value is not larger than the absolute value of the parameter."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorFunc.xml:122
+msgid "Returns [code]1.0 - vector[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorInterp.xml:4
+msgid ""
+"Linearly interpolates between two vectors within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorInterp.xml:7
+msgid ""
+"Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
+"[code]weight[/code] is a [Vector3] with weights for each component."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorLen.xml:4
+msgid "Returns the length of a [Vector3] within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorLen.xml:7
+msgid "Translated to [code]length(p0)[/code] in the shader language."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:4
+msgid "A vector operator to be used within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:7
+msgid ""
+"A visual shader node for use of vector operators. Operates on vector "
+"[code]a[/code] and vector [code]b[/code]."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:15
+msgid "The operator to be used. See [enum Operator] for options."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:20
+msgid "Adds two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:23
+msgid "Subtracts a vector from a vector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:26
+msgid "Multiplies two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:29
+msgid "Divides vector by vector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:32
+msgid "Returns the remainder of the two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:35
+msgid ""
+"Returns the value of the first parameter raised to the power of the second, "
+"for each component of the vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:38
+msgid "Returns the greater of two values, for each component of the vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:41
+msgid "Returns the lesser of two values, for each component of the vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:44
+msgid "Calculates the cross product of two vectors."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:47
+msgid "Returns the arc-tangent of the parameters."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:50
+msgid ""
+"Returns the vector that points in the direction of reflection. [code]a[/"
+"code] is incident vector and [code]b[/code] is the normal vector."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorOp.xml:53
+msgid ""
+"Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller "
+"than [code]b[/code] and [code]1.0[/code] otherwise."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorRefract.xml:4
+msgid ""
+"Returns the [Vector3] that points in the direction of refraction. For use "
+"within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorRefract.xml:7
+msgid ""
+"Translated to [code]refract(I, N, eta)[/code] in the shader language, where "
+"[code]I[/code] is the incident vector, [code]N[/code] is the normal vector "
+"and [code]eta[/code] is the ratio of the indices of the refraction."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarMix.xml:4
+msgid ""
+"Linearly interpolates between two vectors using a scalar. For use within the "
+"visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarMix.xml:7
+msgid ""
+"Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
+"[code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a "
+"scalar."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml:4
+msgid ""
+"Calculates a vector SmoothStep function using scalar within the visual "
+"shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml:7
+msgid ""
+"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
+"language, where [code]x[/code] is a scalar.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
+"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
+"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
+"and [code]1.0[/code] using Hermite polynomials."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarStep.xml:4
+msgid "Calculates a vector Step function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorScalarStep.xml:7
+msgid ""
+"Translates to [code]step(edge, x)[/code] in the shader language.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] "
+"and [code]1.0[/code] otherwise."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorSmoothStep.xml:4
+msgid "Calculates a vector SmoothStep function within the visual shader graph."
+msgstr ""
+
+#: doc/classes/VisualShaderNodeVectorSmoothStep.xml:7
+msgid ""
+"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
+"language, where [code]x[/code] is a vector.\n"
+"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
+"code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
+"code]. Otherwise the return value is interpolated between [code]0.0[/code] "
+"and [code]1.0[/code] using Hermite polynomials."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml:4
+msgid "Vertical scroll bar."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml:7
+msgid ""
+"Vertical version of [ScrollBar], which goes from top (min) to bottom (max)."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml:21
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] up. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/VScrollBar.xml:30
+msgid ""
+"Icon used as a button to scroll the [ScrollBar] down. Supports custom step "
+"using the [member ScrollBar.custom_step] property."
+msgstr ""
+
+#: doc/classes/VSeparator.xml:4
+msgid "Vertical version of [Separator]."
+msgstr ""
+
+#: doc/classes/VSeparator.xml:7
+msgid ""
+"Vertical version of [Separator]. Even though it looks vertical, it is used "
+"to separate objects horizontally."
+msgstr ""
+
+#: doc/classes/VSeparator.xml:17
+msgid ""
+"The width of the area covered by the separator. Effectively works like a "
+"minimum width."
+msgstr ""
+
+#: doc/classes/VSeparator.xml:20
+msgid ""
+"The style for the separator line. Works best with [StyleBoxLine] (remember "
+"to enable [member StyleBoxLine.vertical])."
+msgstr ""
+
+#: doc/classes/VSlider.xml:4
+msgid "Vertical slider."
+msgstr ""
+
+#: doc/classes/VSlider.xml:7
+msgid ""
+"Vertical slider. See [Slider]. This one goes from bottom (min) to top "
+"(max).\n"
+"[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
+"signals are part of the [Range] class which this class inherits from."
+msgstr ""
+
+#: doc/classes/VSlider.xml:34
+msgid "The background of the area below the grabber."
+msgstr ""
+
+#: doc/classes/VSlider.xml:39
+msgid ""
+"The background for the whole slider. Determines the width of the "
+"[code]grabber_area[/code]."
+msgstr ""
+
+#: doc/classes/VSplitContainer.xml:4
+msgid "Vertical split container."
+msgstr ""
+
+#: doc/classes/VSplitContainer.xml:7
+msgid ""
+"Vertical split container. See [SplitContainer]. This goes from top to bottom."
+msgstr ""
+
+#: doc/classes/WeakRef.xml:4
+msgid ""
+"Holds an [Object], but does not contribute to the reference count if the "
+"object is a reference."
+msgstr ""
+
+#: doc/classes/WeakRef.xml:7
+msgid ""
+"A weakref can hold a [Reference], without contributing to the reference "
+"counter. A weakref can be created from an [Object] using [method @GDScript."
+"weakref]. If this object is not a reference, weakref still works, however, "
+"it does not have any effect on the object. Weakrefs are useful in cases "
+"where multiple classes have variables that refer to each other. Without "
+"weakrefs, using these classes could lead to memory leaks, since both "
+"references keep each other from being released. Making part of the variables "
+"a weakref can prevent this cyclic dependency, and allows the references to "
+"be released."
+msgstr ""
+
+#: doc/classes/WeakRef.xml:15
+msgid "Returns the [Object] this weakref is referring to."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:13
+msgid "Closes this data channel, notifying the other peer."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:19
+msgid ""
+"Returns the number of bytes currently queued to be sent over this channel."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:25
+msgid ""
+"Returns the id assigned to this channel during creation (or auto-assigned "
+"during negotiation).\n"
+"If the channel is not negotiated out-of-band the id will only be available "
+"after the connection is established (will return [code]65535[/code] until "
+"then)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:32
+msgid "Returns the label assigned to this channel during creation."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:38
+msgid ""
+"Returns the [code]maxPacketLifeTime[/code] value assigned to this channel "
+"during creation.\n"
+"Will be [code]65535[/code] if not specified."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:45
+msgid ""
+"Returns the [code]maxRetransmits[/code] value assigned to this channel "
+"during creation.\n"
+"Will be [code]65535[/code] if not specified."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:52
+msgid ""
+"Returns the sub-protocol assigned to this channel during creation. An empty "
+"string if not specified."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:58
+msgid "Returns the current state of this channel, see [enum ChannelState]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:64
+msgid ""
+"Returns [code]true[/code] if this channel was created with out-of-band "
+"configuration."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:70
+msgid ""
+"Returns [code]true[/code] if this channel was created with ordering enabled "
+"(default)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:76
+msgid "Reserved, but not used for now."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:82
+msgid ""
+"Returns [code]true[/code] if the last received packet was transferred as "
+"text. See [member write_mode]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:88
+msgid ""
+"The transfer mode to use when sending outgoing packet. Either text or binary."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:93
+msgid ""
+"Tells the channel to send data over this channel as text. An external peer "
+"(non-Godot) would receive this as a string."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:96
+msgid ""
+"Tells the channel to send data over this channel as binary. An external peer "
+"(non-Godot) would receive this as array buffer or blob."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:99
+msgid "The channel was created, but it's still trying to connect."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:102
+msgid "The channel is currently open, and data can flow over it."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:105
+msgid ""
+"The channel is being closed, no new messages will be accepted, but those "
+"already in queue will be flushed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCDataChannel.xml:108
+msgid "The channel was closed, or connection failed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:4
+msgid ""
+"A simple interface to create a peer-to-peer mesh network composed of "
+"[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:7
+msgid ""
+"This class constructs a full mesh of [WebRTCPeerConnection] (one connection "
+"for each peer) that can be used as a [member MultiplayerAPI.network_peer].\n"
+"You can add each [WebRTCPeerConnection] via [method add_peer] or remove them "
+"via [method remove_peer]. Peers must be added in [constant "
+"WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate "
+"channels. This class will not create offers nor set descriptions, it will "
+"only poll them, and notify connections and disconnections.\n"
+"[signal NetworkedMultiplayerPeer.connection_succeeded] and [signal "
+"NetworkedMultiplayerPeer.server_disconnected] will not be emitted unless "
+"[code]server_compatibility[/code] is [code]true[/code] in [method "
+"initialize]. Beside that data transfer works like in a "
+"[NetworkedMultiplayerPeer]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:20
+msgid ""
+"Add a new peer to the mesh with the given [code]peer_id[/code]. The "
+"[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection."
+"STATE_NEW].\n"
+"Three channels will be created for reliable, unreliable, and ordered "
+"transport. The value of [code]unreliable_lifetime[/code] will be passed to "
+"the [code]maxPacketLifetime[/code] option when creating unreliable and "
+"ordered channels (see [method WebRTCPeerConnection.create_data_channel])."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:27
+msgid "Close all the add peer connections and channels, freeing all resources."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:34
+msgid ""
+"Return a dictionary representation of the peer with given [code]peer_id[/"
+"code] with three keys. [code]connection[/code] containing the "
+"[WebRTCPeerConnection] to this peer, [code]channels[/code] an array of three "
+"[WebRTCDataChannel], and [code]connected[/code] a boolean representing if "
+"the peer connection is currently connected (all three channels are open)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:40
+msgid ""
+"Returns a dictionary which keys are the peer ids and values the peer "
+"representation as in [method get_peer]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:47
+msgid ""
+"Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers "
+"map (it might not be connected though)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:55
+msgid ""
+"Initialize the multiplayer peer with the given [code]peer_id[/code] (must be "
+"between 1 and 2147483647).\n"
+"If [code]server_compatibilty[/code] is [code]false[/code] (default), the "
+"multiplayer peer will be immediately in state [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTED] and [signal "
+"NetworkedMultiplayerPeer.connection_succeeded] will not be emitted.\n"
+"If [code]server_compatibilty[/code] is [code]true[/code] the peer will "
+"suppress all [signal NetworkedMultiplayerPeer.peer_connected] signals until "
+"a peer with id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] "
+"connects and then emit [signal NetworkedMultiplayerPeer."
+"connection_succeeded]. After that the signal [signal "
+"NetworkedMultiplayerPeer.peer_connected] will be emitted for every already "
+"connected peer, and any new peer that might connect. If the server peer "
+"disconnects after that, signal [signal NetworkedMultiplayerPeer."
+"server_disconnected] will be emitted and state will become [constant "
+"NetworkedMultiplayerPeer.CONNECTION_CONNECTED]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCMultiplayer.xml:64
+msgid ""
+"Remove the peer with given [code]peer_id[/code] from the mesh. If the peer "
+"was connected, and [signal NetworkedMultiplayerPeer.peer_connected] was "
+"emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] "
+"will be emitted."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:4
+msgid "Interface to a WebRTC peer connection."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:7
+msgid ""
+"A WebRTC connection between the local computer and a remote peer. Provides "
+"an interface to connect, maintain and monitor the connection.\n"
+"Setting up a WebRTC connection between two peers from now on) may not seem a "
+"trivial task, but it can be broken down into 3 main steps:\n"
+"- The peer that wants to initiate the connection ([code]A[/code] from now "
+"on) creates an offer and send it to the other peer ([code]B[/code] from now "
+"on).\n"
+"- [code]B[/code] receives the offer, generate and answer, and sends it to "
+"[code]A[/code]).\n"
+"- [code]A[/code] and [code]B[/code] then generates and exchange ICE "
+"candidates with each other.\n"
+"After these steps, the connection should become connected. Keep on reading "
+"or look into the tutorial for more information."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:23
+msgid ""
+"Add an ice candidate generated by a remote peer (and received over the "
+"signaling server). See [signal ice_candidate_created]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:29
+msgid ""
+"Close the peer connection and all data channels associated with it.\n"
+"[b]Note:[/b] You cannot reuse this object for a new connection unless you "
+"call [method initialize]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:39
+msgid ""
+"Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with "
+"given [code]label[/code] and optionally configured via the [code]options[/"
+"code] dictionary. This method can only be called when the connection is in "
+"state [constant STATE_NEW].\n"
+"There are two ways to create a working data channel: either call [method "
+"create_data_channel] on only one of the peer and listen to [signal "
+"data_channel_received] on the other, or call [method create_data_channel] on "
+"both peers, with the same values, and the [code]negotiated[/code] option set "
+"to [code]true[/code].\n"
+"Valid [code]options[/code] are:\n"
+"[codeblock]\n"
+"{\n"
+" \"negotiated\": true, # When set to true (default off), means the "
+"channel is negotiated out of band. \"id\" must be set too. "
+"\"data_channel_received\" will not be called.\n"
+" \"id\": 1, # When \"negotiated\" is true this value must also be set to "
+"the same value on both peer.\n"
+"\n"
+" # Only one of maxRetransmits and maxPacketLifeTime can be specified, not "
+"both. They make the channel unreliable (but also better at real time).\n"
+" \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer "
+"will make to retransmits packets if they are not acknowledged.\n"
+" \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before "
+"giving up retransmitions of unacknowledged packets (in milliseconds).\n"
+" \"ordered\": true, # When in unreliable mode (i.e. either "
+"\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by "
+"default) specify if packet ordering is to be enforced.\n"
+"\n"
+" \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for "
+"this channel.\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] You must keep a reference to channels created this way, or it "
+"will be closed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:61
+msgid ""
+"Creates a new SDP offer to start a WebRTC connection with a remote peer. At "
+"least one [WebRTCDataChannel] must have been created before calling this "
+"method.\n"
+"If this functions returns [constant OK], [signal "
+"session_description_created] will be called when the session is ready to be "
+"sent."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:68
+msgid "Returns the connection state. See [enum ConnectionState]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:76
+msgid ""
+"Re-initialize this peer connection, closing any previously active "
+"connection, and going back to state [constant STATE_NEW]. A dictionary of "
+"[code]options[/code] can be passed to configure the peer connection.\n"
+"Valid [code]options[/code] are:\n"
+"[codeblock]\n"
+"{\n"
+" \"iceServers\": [\n"
+" {\n"
+" \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN "
+"servers.\n"
+" },\n"
+" {\n"
+" \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN "
+"servers.\n"
+" \"username\": \"a_username\", # Optional username for the TURN "
+"server.\n"
+" \"credential\": \"a_password\", # Optional password for the TURN "
+"server.\n"
+" }\n"
+" ]\n"
+"}\n"
+"[/codeblock]"
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:97
+msgid ""
+"Call this method frequently (e.g. in [method Node._process] or [method Node."
+"_physics_process]) to properly receive signals."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:105
+msgid ""
+"Sets the SDP description of the local peer. This should be called in "
+"response to [signal session_description_created].\n"
+"After calling this function the peer will start emitting [signal "
+"ice_candidate_created] (unless an [enum Error] different from [constant OK] "
+"is returned)."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:114
+msgid ""
+"Sets the SDP description of the remote peer. This should be called with the "
+"values generated by a remote peer and received over the signaling server.\n"
+"If [code]type[/code] is [code]offer[/code] the peer will emit [signal "
+"session_description_created] with the appropriate answer.\n"
+"If [code]type[/code] is [code]answer[/code] the peer will start emitting "
+"[signal ice_candidate_created]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:124
+msgid ""
+"Emitted when a new in-band channel is received, i.e. when the channel was "
+"created with [code]negotiated: false[/code] (default).\n"
+"The object will be an instance of [WebRTCDataChannel]. You must keep a "
+"reference of it or it will be closed automatically. See [method "
+"create_data_channel]."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:133
+msgid ""
+"Emitted when a new ICE candidate has been created. The three parameters are "
+"meant to be passed to the remote peer over the signaling server."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:140
+msgid ""
+"Emitted after a successful call to [method create_offer] or [method "
+"set_remote_description] (when it generates an answer). The parameters are "
+"meant to be passed to [method set_local_description] on this object, and "
+"sent to the remote peer over the signaling server."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:146
+msgid ""
+"The connection is new, data channels and an offer can be created in this "
+"state."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:149
+msgid ""
+"The peer is connecting, ICE is in progress, none of the transports has "
+"failed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:152
+msgid "The peer is connected, all ICE transports are connected."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:155
+msgid "At least one ICE transport is disconnected."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:158
+msgid "One or more of the ICE transports failed."
+msgstr ""
+
+#: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:161
+msgid ""
+"The peer connection is closed (after calling [method close] for example)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:4
+msgid "A WebSocket client implementation."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:7
+msgid ""
+"This class implements a WebSocket client compatible with any RFC 6455-"
+"compliant WebSocket server.\n"
+"This client can be optionally used as a network peer for the "
+"[MultiplayerAPI].\n"
+"After starting the client ([method connect_to_url]), you will need to "
+"[method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside "
+"[method Node._process]).\n"
+"You will receive appropriate signals when connecting, disconnecting, or when "
+"new data is available."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:22
+msgid ""
+"Connects to the given URL requesting one of the given [code]protocols[/code] "
+"as sub-protocol. If the list empty (default), no sub-protocol will be "
+"requested.\n"
+"If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will "
+"behave like a network peer for the [MultiplayerAPI], connections to non-"
+"Godot servers will not work, and [signal data_received] will not be "
+"emitted.\n"
+"If [code]false[/code] is passed instead (default), you must call "
+"[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], "
+"etc.) on the [WebSocketPeer] returned via [code]get_peer(1)[/code] and not "
+"on this object directly (e.g. [code]get_peer(1).put_packet(data)[/code]).\n"
+"You can optionally pass a list of [code]custom_headers[/code] to be added to "
+"the handshake HTTP request.\n"
+"[b]Note:[/b] To avoid mixed content warnings or errors in HTML5, you may "
+"have to use a [code]url[/code] that starts with [code]wss://[/code] (secure) "
+"instead of [code]ws://[/code]. When doing so, make sure to use the fully "
+"qualified domain name that matches the one defined in the server's SSL "
+"certificate. Do not connect directly via the IP address for [code]wss://[/"
+"code] connections, as it won't match with the SSL certificate.\n"
+"[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in "
+"HTML5 exports due to browsers restrictions."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:35
+msgid ""
+"Disconnects this client from the connected host. See [method WebSocketPeer."
+"close] for more information."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:41
+msgid "Return the IP address of the currently connected host."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:47
+msgid "Return the IP port of the currently connected host."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:53
+msgid ""
+"If specified, this [X509Certificate] will be the only one accepted when "
+"connecting to an SSL host. Any other certificate provided by the server will "
+"be regarded as invalid.\n"
+"[b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not "
+"supported in HTML5 exports due to browsers restrictions."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:57
+msgid ""
+"If [code]true[/code], SSL certificate verification is enabled.\n"
+"[b]Note:[/b] You must specify the certificates to be used in the Project "
+"Settings for it to work when exported."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:65
+msgid ""
+"Emitted when the connection to the server is closed. [code]was_clean_close[/"
+"code] will be [code]true[/code] if the connection was shutdown cleanly."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:70
+msgid "Emitted when the connection to the server fails."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:76
+msgid ""
+"Emitted when a connection with the server is established, [code]protocol[/"
+"code] will contain the sub-protocol agreed with the server."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:81
+msgid ""
+"Emitted when a WebSocket message is received.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
+"multiplayer peer."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketClient.xml:89
+msgid ""
+"Emitted when the server requests a clean close. You should keep polling "
+"until you get a [signal connection_closed] signal to achieve the clean "
+"close. See [method WebSocketPeer.close] for more details."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:4
+msgid "Base class for WebSocket server and client."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:7
+msgid ""
+"Base class for WebSocket server and client, allowing them to be used as "
+"network peer for the [MultiplayerAPI]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:16
+msgid ""
+"Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:26
+msgid ""
+"Configures the buffer sizes for this WebSocket peer. Default values can be "
+"specified in the Project Settings under [code]network/limits[/code]. For "
+"server, values are meant per connected peer.\n"
+"The first two parameters define the size and queued packets limits of the "
+"input buffer, the last two of the output buffer.\n"
+"Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. "
+"All parameters will be rounded up to the nearest power of two.\n"
+"[b]Note:[/b] HTML5 exports only use the input buffer since the output one is "
+"managed by browsers."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml:41
+msgid ""
+"Emitted when a packet is received from a peer.\n"
+"[b]Note:[/b] This signal is only emitted when the client or server is "
+"configured to use Godot multiplayer API."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:4
+msgid "A class representing a specific WebSocket connection."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:7
+msgid ""
+"This class represents a specific WebSocket connection, allowing you to do "
+"lower level operations with it.\n"
+"You can choose to write to the socket in binary or text mode, and you can "
+"recognize the mode used for writing by the other peer."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:18
+msgid ""
+"Closes this WebSocket connection. [code]code[/code] is the status code for "
+"the closure (see RFC 6455 section 7.4 for a list of valid status codes). "
+"[code]reason[/code] is the human readable reason for closing the connection "
+"(can be any UTF-8 string that's smaller than 123 bytes).\n"
+"[b]Note:[/b] To achieve a clean close, you will need to keep polling until "
+"either [signal WebSocketClient.connection_closed] or [signal WebSocketServer."
+"client_disconnected] is received.\n"
+"[b]Note:[/b] The HTML5 export might not support all status codes. Please "
+"refer to browser-specific documentation for more details."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:26
+msgid ""
+"Returns the IP address of the connected peer.\n"
+"[b]Note:[/b] Not available in the HTML5 export."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:33
+msgid ""
+"Returns the remote port of the connected peer.\n"
+"[b]Note:[/b] Not available in the HTML5 export."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:40
+msgid ""
+"Returns the current amount of data in the outbound websocket buffer. [b]Note:"
+"[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use "
+"an internal buffer."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:46
+msgid "Gets the current selected write mode. See [enum WriteMode]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:52
+msgid "Returns [code]true[/code] if this peer is currently connected."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:59
+msgid ""
+"Disable Nagle's algorithm on the underling TCP socket (default). See [method "
+"StreamPeerTCP.set_no_delay] for more information.\n"
+"[b]Note:[/b] Not available in the HTML5 export."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:67
+msgid "Sets the socket to use the given [enum WriteMode]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:73
+msgid ""
+"Returns [code]true[/code] if the last received packet was sent as a text "
+"payload. See [enum WriteMode]."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:79
+msgid ""
+"Specifies that WebSockets messages should be transferred as text payload "
+"(only valid UTF-8 is allowed)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketPeer.xml:82
+msgid ""
+"Specifies that WebSockets messages should be transferred as binary payload "
+"(any byte combination is allowed)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:4
+msgid "A WebSocket server implementation."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:7
+msgid ""
+"This class implements a WebSocket server that can also support the high-"
+"level multiplayer API.\n"
+"After starting the server ([method listen]), you will need to [method "
+"NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method "
+"Node._process]). When clients connect, disconnect, or send data, you will "
+"receive the appropriate signal.\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:20
+msgid ""
+"Disconnects the peer identified by [code]id[/code] from the server. See "
+"[method WebSocketPeer.close] for more information."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:41
+msgid "Returns [code]true[/code] if a peer with the given ID is connected."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:47
+msgid ""
+"Returns [code]true[/code] if the server is actively listening on a port."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:56
+msgid ""
+"Starts listening on the given port.\n"
+"You can specify the desired subprotocols via the \"protocols\" array. If the "
+"list empty (default), no sub-protocol will be requested.\n"
+"If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will "
+"behave like a network peer for the [MultiplayerAPI], connections from non-"
+"Godot clients will not work, and [signal data_received] will not be "
+"emitted.\n"
+"If [code]false[/code] is passed instead (default), you must call "
+"[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], "
+"etc.), on the [WebSocketPeer] returned via [code]get_peer(id)[/code] to "
+"communicate with the peer with given [code]id[/code] (e.g. "
+"[code]get_peer(id).get_available_packet_count[/code])."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:65
+msgid "Stops the server and clear its state."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:71
+msgid ""
+"When not set to [code]*[/code] will restrict incoming connections to the "
+"specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] "
+"will cause the server to listen only to the local host."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:74
+msgid ""
+"When using SSL (see [member private_key] and [member ssl_certificate]), you "
+"can set this to a valid [X509Certificate] to be provided as additional CA "
+"chain information during the SSL handshake."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:77
+msgid ""
+"The time in seconds before a pending client (i.e. a client that has not yet "
+"finished the HTTP handshake) is considered stale and forcefully disconnected."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:80
+msgid ""
+"When set to a valid [CryptoKey] (along with [member ssl_certificate]) will "
+"cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
+"[/code] protocol)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:83
+msgid ""
+"When set to a valid [X509Certificate] (along with [member private_key]) will "
+"cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
+"[/code] protocol)."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:92
+msgid ""
+"Emitted when a client requests a clean close. You should keep polling until "
+"you get a [signal client_disconnected] signal with the same [code]id[/code] "
+"to achieve the clean close. See [method WebSocketPeer.close] for more "
+"details."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:99
+msgid ""
+"Emitted when a new client connects. \"protocol\" will be the sub-protocol "
+"agreed with the client."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:106
+msgid ""
+"Emitted when a client disconnects. [code]was_clean_close[/code] will be "
+"[code]true[/code] if the connection was shutdown cleanly."
+msgstr ""
+
+#: modules/websocket/doc_classes/WebSocketServer.xml:112
+msgid ""
+"Emitted when a new message is received.\n"
+"[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
+"multiplayer peer."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:4
+msgid "AR/VR interface using WebXR."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:7
+msgid ""
+"WebXR is an open standard that allows creating VR and AR applications that "
+"run in the web browser.\n"
+"As such, this interface is only available when running in an HTML5 export.\n"
+"WebXR supports a wide range of devices, from the very capable (like Valve "
+"Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like "
+"Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n"
+"Since WebXR is based on Javascript, it makes extensive use of callbacks, "
+"which means that [WebXRInterface] is forced to use signals, where other AR/"
+"VR interfaces would instead use functions that return a result immediately. "
+"This makes [WebXRInterface] quite a bit more complicated to initialize than "
+"other AR/VR interfaces.\n"
+"Here's the minimum code required to start an immersive VR session:\n"
+"[codeblock]\n"
+"extends Spatial\n"
+"\n"
+"var webxr_interface\n"
+"var vr_supported = false\n"
+"\n"
+"func _ready():\n"
+" # We assume this node has a button as a child.\n"
+" # This button is for the user to consent to entering immersive VR mode.\n"
+" $Button.connect(\"pressed\", self, \"_on_Button_pressed\")\n"
+"\n"
+" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
+" if webxr_interface:\n"
+" # WebXR uses a lot of asynchronous callbacks, so we connect to "
+"various\n"
+" # signals in order to receive them.\n"
+" webxr_interface.connect(\"session_supported\", self, "
+"\"_webxr_session_supported\")\n"
+" webxr_interface.connect(\"session_started\", self, "
+"\"_webxr_session_started\")\n"
+" webxr_interface.connect(\"session_ended\", self, "
+"\"_webxr_session_ended\")\n"
+" webxr_interface.connect(\"session_failed\", self, "
+"\"_webxr_session_failed\")\n"
+"\n"
+" # This returns immediately - our _webxr_session_supported() method\n"
+" # (which we connected to the \"session_supported\" signal above) "
+"will\n"
+" # be called sometime later to let us know if it's supported or not.\n"
+" webxr_interface.is_session_supported(\"immersive-vr\")\n"
+"\n"
+"func _webxr_session_supported(session_mode, supported):\n"
+" if session_mode == 'immersive-vr':\n"
+" vr_supported = supported\n"
+"\n"
+"func _on_Button_pressed():\n"
+" if not vr_supported:\n"
+" OS.alert(\"Your browser doesn't support VR\")\n"
+" return\n"
+"\n"
+" # We want an immersive VR session, as opposed to AR ('immersive-ar') or "
+"a\n"
+" # simple 3DoF viewer ('viewer').\n"
+" webxr_interface.session_mode = 'immersive-vr'\n"
+" # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting\n"
+" # experience (it puts you 1.6m above the ground if you have 3DoF "
+"headset),\n"
+" # whereas as 'local' puts you down at the ARVROrigin.\n"
+" # This list means it'll first try to request 'bounded-floor', then\n"
+" # fallback on 'local-floor' and ultimately 'local', if nothing else is\n"
+" # supported.\n"
+" webxr_interface.requested_reference_space_types = 'bounded-floor, local-"
+"floor, local'\n"
+" # In order to use 'local-floor' or 'bounded-floor' we must also\n"
+" # mark the features as required or optional.\n"
+" webxr_interface.required_features = 'local-floor'\n"
+" webxr_interface.optional_features = 'bounded-floor'\n"
+"\n"
+" # This will return false if we're unable to even request the session,\n"
+" # however, it can still fail asynchronously later in the process, so we\n"
+" # only know if it's really succeeded or failed when our\n"
+" # _webxr_session_started() or _webxr_session_failed() methods are "
+"called.\n"
+" if not webxr_interface.initialize():\n"
+" OS.alert(\"Failed to initialize\")\n"
+" return\n"
+"\n"
+"func _webxr_session_started():\n"
+" $Button.visible = false\n"
+" # This tells Godot to start rendering to the headset.\n"
+" get_viewport().arvr = true\n"
+" # This will be the reference space type you ultimately got, out of the\n"
+" # types that you requested above. This is useful if you want the game "
+"to\n"
+" # work a little differently in 'bounded-floor' versus 'local-floor'.\n"
+" print (\"Reference space type: \" + webxr_interface."
+"reference_space_type)\n"
+"\n"
+"func _webxr_session_ended():\n"
+" $Button.visible = true\n"
+" # If the user exits immersive mode, then we tell Godot to render to the "
+"web\n"
+" # page again.\n"
+" get_viewport().arvr = false\n"
+"\n"
+"func _webxr_session_failed(message):\n"
+" OS.alert(\"Failed to initialize: \" + message)\n"
+"[/codeblock]\n"
+"There are several ways to handle \"controller\" input:\n"
+"- Using [ARVRController] nodes and their [signal ARVRController."
+"button_pressed] and [signal ARVRController.button_release] signals. This is "
+"how controllers are typically handled in AR/VR apps in Godot, however, this "
+"will only work with advanced VR controllers like the Oculus Touch or Index "
+"controllers, for example. The buttons codes are defined by [url=https://"
+"immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-"
+"mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n"
+"- Using [method Node._unhandled_input] and [InputEventJoypadButton] or "
+"[InputEventJoypadMotion]. This works the same as normal joypads, except the "
+"[member InputEvent.device] starts at 100, so the left controller is 100 and "
+"the right controller is 101, and the button codes are also defined by "
+"[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-"
+"gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n"
+"- Using the [signal select], [signal squeeze] and related signals. This "
+"method will work for both advanced VR controllers, and non-traditional "
+"\"controllers\" like a tap on the screen, a spoken voice command or a button "
+"press on the device itself. The [code]controller_id[/code] passed to these "
+"signals is the same id as used in [member ARVRController.controller_id].\n"
+"You can use one or all of these methods to allow your game or app to support "
+"a wider or narrower set of devices and input methods, or to allow more "
+"advanced interations with more advanced devices."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:94
+msgid "https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot"
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:101
+msgid ""
+"Gets an [ARVRPositionalTracker] for the given [code]controller_id[/code].\n"
+"In the context of WebXR, a \"controller\" can be an advanced VR controller "
+"like the Oculus Touch or Index controllers, or even a tap on the screen, a "
+"spoken voice command or a button press on the device itself. When a non-"
+"traditional controller is used, interpret the position and orientation of "
+"the [ARVRPositionalTracker] as a ray pointing at the object the user wishes "
+"to interact with.\n"
+"Use this method to get information about the controller that triggered one "
+"of these signals:\n"
+"- [signal selectstart]\n"
+"- [signal select]\n"
+"- [signal selectend]\n"
+"- [signal squeezestart]\n"
+"- [signal squeeze]\n"
+"- [signal squeezestart]"
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:116
+msgid ""
+"Checks if the given [code]session_mode[/code] is supported by the user's "
+"browser.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
+"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n"
+"This method returns nothing, instead it emits the [signal session_supported] "
+"signal with the result."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:124
+msgid ""
+"The vertices of a polygon which defines the boundaries of the user's play "
+"area.\n"
+"This will only be available if [member reference_space_type] is "
+"[code]\"bounded-floor\"[/code] and only on certain browsers and devices that "
+"support it.\n"
+"The [signal reference_space_reset] signal may indicate when this changes."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:129
+msgid ""
+"A comma-seperated list of optional features used by [method ARVRInterface."
+"initialize] when setting up the WebXR session.\n"
+"If a user's browser or device doesn't support one of the given features, "
+"initialization will continue, but you won't be able to use the requested "
+"feature.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:135
+msgid ""
+"The reference space type (from the list of requested types set in the "
+"[member requested_reference_space_types] property), that was ultimately used "
+"by [method ARVRInterface.initialize] when setting up the WebXR session.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:139
+msgid ""
+"A comma-seperated list of reference space types used by [method "
+"ARVRInterface.initialize] when setting up the WebXR session.\n"
+"The reference space types are requested in order, and the first on supported "
+"by the users device or browser will be used. The [member "
+"reference_space_type] property contains the reference space type that was "
+"ultimately used.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:145
+msgid ""
+"A comma-seperated list of required features used by [method ARVRInterface."
+"initialize] when setting up the WebXR session.\n"
+"If a user's browser or device doesn't support one of the given features, "
+"initialization will fail and [signal session_failed] will be emitted.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
+"use a particular reference space type, it must be listed in either [member "
+"required_features] or [member optional_features]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:151
+msgid ""
+"The session mode used by [method ARVRInterface.initialize] when setting up "
+"the WebXR session.\n"
+"This doesn't have any effect on the interface when already initialized.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
+"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:156
+msgid ""
+"Indicates if the WebXR session's imagery is visible to the user.\n"
+"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
+"API/XRVisibilityState]WebXR's XRVisibilityState[/url], including "
+"[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-"
+"blurred\"[/code]."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:163
+msgid ""
+"Emitted to indicate that the reference space has been reset or "
+"reconfigured.\n"
+"When (or whether) this is emitted depends on the user's browser or device, "
+"but may include when the user has changed the dimensions of their play space "
+"(which you may be able to access via [member bounds_geometry]) or pressed/"
+"held a button to recenter their position.\n"
+"See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/"
+"reset_event]WebXR's XRReferenceSpace reset event[/url] for more information."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:171
+msgid ""
+"Emitted after one of the \"controllers\" has finished its \"primary action"
+"\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:178
+msgid ""
+"Emitted when one of the \"controllers\" has finished its \"primary action"
+"\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:185
+msgid ""
+"Emitted when one of the \"controllers\" has started its \"primary action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:191
+msgid ""
+"Emitted when the user ends the WebXR session (which can be done using UI "
+"from the browser or device).\n"
+"At this point, you should do [code]get_viewport().arvr = false[/code] to "
+"instruct Godot to resume rendering to the screen."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:198
+msgid ""
+"Emitted by [method ARVRInterface.initialize] if the session fails to start.\n"
+"[code]message[/code] may optionally contain an error message from WebXR, or "
+"an empty string if no message is available."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:204
+msgid ""
+"Emitted by [method ARVRInterface.initialize] if the session is successfully "
+"started.\n"
+"At this point, it's safe to do [code]get_viewport().arvr = true[/code] to "
+"instruct Godot to start rendering to the AR/VR device."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:212
+msgid ""
+"Emitted by [method is_session_supported] to indicate if the given "
+"[code]session_mode[/code] is supported or not."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:218
+msgid ""
+"Emitted after one of the \"controllers\" has finished its \"primary squeeze "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:225
+msgid ""
+"Emitted when one of the \"controllers\" has finished its \"primary squeeze "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:232
+msgid ""
+"Emitted when one of the \"controllers\" has started its \"primary squeeze "
+"action\".\n"
+"Use [method get_controller] to get more information about the controller."
+msgstr ""
+
+#: modules/webxr/doc_classes/WebXRInterface.xml:238
+msgid "Emitted when [member visibility_state] has changed."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:4
+msgid "Base class for window dialogs."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:7
+msgid ""
+"Windowdialog is the base class for all window-based dialogs. It's a by-"
+"default toplevel [Control] that draws a window decoration and allows motion "
+"and resizing."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:15
+msgid ""
+"Returns the close [TextureButton].\n"
+"[b]Warning:[/b] This is a required internal node, removing and freeing it "
+"may cause a crash. If you wish to hide it or any of its children, use their "
+"[member CanvasItem.visible] property."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:22
+msgid "If [code]true[/code], the user can resize the window."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:25
+msgid "The text displayed in the window's title bar."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:32
+msgid "The color of the title text."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:35
+msgid "The horizontal offset of the close button."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:41
+msgid ""
+"The thickness of the border that can be dragged when scaling the window (if "
+"[member resizable] is enabled)."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:44
+msgid "The vertical offset of the title text."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:47
+msgid "The font used to draw the title."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:50
+msgid "The icon for the close button."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:53
+msgid ""
+"The icon used for the close button when it's hovered with the mouse cursor."
+msgstr ""
+
+#: doc/classes/WindowDialog.xml:56
+msgid ""
+"The style for both the content background of the [WindowDialog] and the "
+"title bar. The title bar is created with a top border and an expand margin "
+"using the [code]panel[/code] stylebox."
+msgstr ""
+
+#: doc/classes/World.xml:4
+msgid "Class that has everything pertaining to a world."
+msgstr ""
+
+#: doc/classes/World.xml:7
+msgid ""
+"Class that has everything pertaining to a world. A physics space, a visual "
+"scenario and a sound space. Spatial nodes register their resources into the "
+"current world."
+msgstr ""
+
+#: doc/classes/World.xml:16
+msgid ""
+"Direct access to the world's physics 3D space state. Used for querying "
+"current and potential collisions."
+msgstr ""
+
+#: doc/classes/World.xml:19
+msgid "The World's [Environment]."
+msgstr ""
+
+#: doc/classes/World.xml:22
+msgid ""
+"The World's fallback_environment will be used if the World's [Environment] "
+"fails or is missing."
+msgstr ""
+
+#: doc/classes/World.xml:25
+msgid "The World's visual scenario."
+msgstr ""
+
+#: doc/classes/World.xml:28
+msgid "The World's physics space."
+msgstr ""
+
+#: doc/classes/World2D.xml:4
+msgid "Class that has everything pertaining to a 2D world."
+msgstr ""
+
+#: doc/classes/World2D.xml:7
+msgid ""
+"Class that has everything pertaining to a 2D world. A physics space, a "
+"visual scenario and a sound space. 2D nodes register their resources into "
+"the current 2D world."
+msgstr ""
+
+#: doc/classes/World2D.xml:16
+msgid ""
+"The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D "
+"drawing."
+msgstr ""
+
+#: doc/classes/World2D.xml:19
+msgid ""
+"Direct access to the world's physics 2D space state. Used for querying "
+"current and potential collisions. When using multi-threaded physics, access "
+"is limited to [code]_physics_process(delta)[/code] in the main thread."
+msgstr ""
+
+#: doc/classes/World2D.xml:22
+msgid ""
+"The [RID] of this world's physics space resource. Used by the "
+"[Physics2DServer] for 2D physics, treating it as both a space and an area."
+msgstr ""
+
+#: doc/classes/WorldEnvironment.xml:4
+msgid ""
+"Default environment properties for the entire scene (post-processing "
+"effects, lighting and background settings)."
+msgstr ""
+
+#: doc/classes/WorldEnvironment.xml:7
+msgid ""
+"The [WorldEnvironment] node is used to configure the default [Environment] "
+"for the scene.\n"
+"The parameters defined in the [WorldEnvironment] can be overridden by an "
+"[Environment] node set on the current [Camera]. Additionally, only one "
+"[WorldEnvironment] may be instanced in a given scene at a time.\n"
+"The [WorldEnvironment] allows the user to specify default lighting "
+"parameters (e.g. ambient lighting), various post-processing effects (e.g. "
+"SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, "
+"skybox). Usually, these are added in order to improve the realism/color "
+"balance of the scene."
+msgstr ""
+
+#: doc/classes/WorldEnvironment.xml:21
+msgid ""
+"The [Environment] resource used by this [WorldEnvironment], defining the "
+"default properties."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml:4
+msgid "An X509 certificate (e.g. for SSL)."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml:7
+msgid ""
+"The X509Certificate class represents an X509 certificate. Certificates can "
+"be loaded and saved like any other [Resource].\n"
+"They can be used as the server certificate in [method StreamPeerSSL."
+"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
+"certificate that should be accepted when connecting to an SSL server via "
+"[method StreamPeerSSL.connect_to_stream].\n"
+"[b]Note:[/b] Not available in HTML5 exports."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml:18
+msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
+msgstr ""
+
+#: doc/classes/X509Certificate.xml:25
+msgid ""
+"Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" "
+"file)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:4
+msgid ""
+"Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/"
+"XML]XML[/url] files."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:7
+msgid ""
+"This class can serve as base to make custom XML parsers. Since XML is a very "
+"flexible standard, this interface is low-level so it can be applied to any "
+"possible schema."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:15
+msgid "Gets the amount of attributes in the current element."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:22
+msgid ""
+"Gets the name of the attribute specified by the index in [code]idx[/code] "
+"argument."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:29
+msgid ""
+"Gets the value of the attribute specified by the index in [code]idx[/code] "
+"argument."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:35
+msgid "Gets the current line in the parsed file (currently not implemented)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:42
+msgid ""
+"Gets the value of a certain attribute of the current element by name. This "
+"will raise an error if the element has no such attribute."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:49
+msgid ""
+"Gets the value of a certain attribute of the current element by name. This "
+"will return an empty [String] if the attribute is not found."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:55
+msgid ""
+"Gets the contents of a text node. This will raise an error in any other type "
+"of node."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:61
+msgid ""
+"Gets the name of the current element node. This will raise an error if the "
+"current node type is neither [constant NODE_ELEMENT] nor [constant "
+"NODE_ELEMENT_END]."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:67
+msgid ""
+"Gets the byte offset of the current node since the beginning of the file or "
+"buffer."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:73
+msgid ""
+"Gets the type of the current node. Compare with [enum NodeType] constants."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:80
+msgid "Check whether the current element has a certain attribute."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:86
+msgid ""
+"Check whether the current element is empty (this only works for completely "
+"empty tags, e.g. [code]<element \\>[/code])."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:93
+msgid "Opens an XML file for parsing. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:100
+msgid "Opens an XML raw buffer for parsing. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:106
+msgid "Reads the next node of the file. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:113
+msgid ""
+"Moves the buffer cursor to a certain offset (since the beginning) and read "
+"the next node there. This returns an error code."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:119
+msgid ""
+"Skips the current section. If the node contains other elements, they will be "
+"ignored and the cursor will go to the closing of the current element."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:125
+msgid "There's no node (no file or buffer opened)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:128
+msgid "Element (tag)."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:131
+msgid "End of element."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:134
+msgid "Text node."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:137
+msgid "Comment node."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:140
+msgid "CDATA content."
+msgstr ""
+
+#: doc/classes/XMLParser.xml:143
+msgid "Unknown node."
+msgstr ""
+
+#: doc/classes/YSort.xml:4
+msgid "Sort all child nodes based on their Y positions."
+msgstr ""
+
+#: doc/classes/YSort.xml:7
+msgid ""
+"Sort all child nodes based on their Y positions. The child node must inherit "
+"from [CanvasItem] for it to be sorted. Nodes that have a higher Y position "
+"will be drawn later, so they will appear on top of nodes that have a lower Y "
+"position.\n"
+"Nesting of YSort nodes is possible. Children YSort nodes will be sorted in "
+"the same space as the parent YSort, allowing to better organize a scene or "
+"divide it in multiple ones, yet keep the unique sorting."
+msgstr ""
+
+#: doc/classes/YSort.xml:16
+msgid ""
+"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
+msgstr ""
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index c00845d5c6..b000877c89 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -7,12 +7,13 @@
# f0roots <f0rootss@gmail.com>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# FlooferLand <yunaflarf@gmail.com>, 2021.
+# N3mEee <n3mebusiness@gmail.com>, 2021.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-11-07 09:45+0000\n"
-"Last-Translator: FlooferLand <yunaflarf@gmail.com>\n"
+"PO-Revision-Date: 2021-12-14 15:28+0000\n"
+"Last-Translator: N3mEee <n3mebusiness@gmail.com>\n"
"Language-Team: Romanian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/ro/>\n"
"Language: ro\n"
@@ -21,7 +22,7 @@ msgstr ""
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : (n==0 || (n%100 > 0 && n%100 < "
"20)) ? 1 : 2;\n"
-"X-Generator: Weblate 4.9-dev\n"
+"X-Generator: Weblate 4.10-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -73,6 +74,9 @@ msgid ""
"utilities. Everything else is provided by objects. (Keywords: builtin, built "
"in, global functions.)"
msgstr ""
+"Lista funcţiilor de bază GDScript încorporate. Funcții matematice și alte "
+"utilități. Orice altceva este oferit de obiecte. (Cuvinte cheie: "
+"încorporate, integrate, funcţii globale.)"
#: modules/gdscript/doc_classes/@GDScript.xml:19
msgid ""
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index 4fdc48202c..ce0ecefe71 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -61,7 +61,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-12-09 23:13+0000\n"
+"PO-Revision-Date: 2021-12-16 09:50+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@@ -157,8 +157,7 @@ msgid ""
"[/codeblock]\n"
"Supported color names are the same as the constants defined in [Color]."
msgstr ""
-"根据标准名称 [code]name[/code] 和在0到1区间的值 [code]alpha[/code] 返回一个颜"
-"色。\n"
+"根据标准名称 [code]name[/code] 和值在 0 到 1 区间的 [code]alpha[/code] 返回一个颜色。\n"
"[codeblock]\n"
"red = ColorN(\"red\", 1)\n"
"[/codeblock]\n"
@@ -188,11 +187,11 @@ msgid ""
"c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
-"以弧度返回 [code]s[/code] 的反余弦值。用于求余弦 [code]s[/code] 的角度。"
-"[code]s[/code] 必须在 [code]-1.0[/code] 到 [code]1.0[/code] 之间(闭区间),"
-"否则 [method acos] 将返回 [constant NAN]。\n"
+"以弧度单位,返回 [code]s[/code] 的反余弦值。用于求余弦值为 [code]s[/code] 的角度。[code]s[/code] 必须在 "
+"[code]-1.0[/code] 到 [code]1.0[/code] 之间(闭区间),否则 [method acos] 将返回 [constant "
+"NAN]。\n"
"[codeblock]\n"
-"# c 是 0.523599,如果用 rad2deg(s) 转换一下就是 30 度\n"
+"# 运算后 c 是 0.523599(弧度),对应角度30度(可用 rad2deg(s) 转换求得)。\n"
"c = acos(0.866025)\n"
"[/codeblock]"
@@ -207,11 +206,11 @@ msgid ""
"s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
-"以弧度返回 [code]s[/code] 的反正弦值。用于求正弦 [code]s[/code] 的角度。"
-"[code]s[/code] 必须在 [code]-1.0[/code] 到 [code]1.0[/code] 之间(闭区间),"
-"否则 [method asin] 将返回 [constant NAN]。\n"
+"以弧度单位,返回 [code]s[/code] 的反正弦值。用于求正弦值为 [code]s[/code] 的角度。[code]s[/code] 必须在 "
+"[code]-1.0[/code] 到 [code]1.0[/code] 之间(闭区间),否则 [method asin] 将返回 [constant "
+"NAN]。\n"
"[codeblock]\n"
-"# s 是 0.523599,如果用 rad2deg(s) 转换一下就是 30 度\n"
+"# s 运算后是 0.523599(弧度),对应角度30度(可用 rad2deg(s) 转换)。\n"
"s = asin(0.5)\n"
"[/codeblock]"
@@ -241,23 +240,21 @@ msgid ""
"a message with clarifying details\n"
"[/codeblock]"
msgstr ""
-"断言条件 [code]condition[/code] 为 [code]true[/code]。如果条件 "
-"[code]condition[/code] 为 [code]false[/code] ,则会生成一个错误。如果是从编辑"
-"器运行的,正在运行的项目还会被暂停,直到手动恢复。该函数可以作为 [method "
-"push_error] 的加强版,用于向项目开发者或插件用户报错。\n"
-"[b]注意:[/b] 出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从"
-"编辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。"
-"否则,项目在以发行模式导出后将有不一致的行为。\n"
-"如果给出了可选的 [code]message[/code] 参数,在通用的“Assertion failed”消息之"
-"外,还会显示该信息。你可以使用它来提供关于断言失败原因的其他详细信息。\n"
+"断言条件 [code]condition[/code] 为 [code]true[/code]。如果条件 [code]condition[/code] "
+"为 [code]false[/code] ,则会生成一个错误。如果是从编辑器运行的,正在运行的项目还会被暂停,直到手动恢复。该函数可以作为 ["
+"method push_error] 的加强版,用于向项目开发者或插件用户报错。\n"
+"[b]注意:[/b] 出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从编辑器运行项目时执行。所以不要在 [method "
+"assert] 调用中加入具有副作用的代码。否则,项目在以发行模式导出后将有不一致的行为。\n"
+"如果给出了可选的 [code]message[/code] 参数,在通用的“Assertion "
+"failed”消息之外,还会显示该信息。你可以使用它来提供关于断言失败原因的其他详细信息。\n"
"[codeblock]\n"
"# 比如说我们希望 speed 始终在 0 和 20 之间\n"
"speed = -10\n"
"assert(speed < 20) # True,程序会继续执行\n"
"assert(speed >= 0) # False,程序会停止\n"
-"assert(speed >= 0 && speed < 20) # 你还可以在同一次判断中合并两个条件语句\n"
-"assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # 在消"
-"息中显示详情\n"
+"assert(speed >= 0 && speed < 20) # 你还可以在单次断言中合并两个条件语句\n"
+"assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # "
+"在消息中显示详情\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:95
@@ -271,10 +268,10 @@ msgid ""
"a = atan(0.5) # a is 0.463648\n"
"[/codeblock]"
msgstr ""
-"以弧度返回 [code]s[/code] 的反正切值。在三角函数中,使用它可以从一个角的正切"
-"得到这个角:[code]atan(tan(angle)) == angle[/code]。\n"
-"该方法不能知道这个角应该落在哪个象限。如果同时拥有 [code]y[/code] 和 "
-"[code]x[/code]可参考[method atan2]。\n"
+"以弧度返回 [code]s[/code] 的反正切值。在三角函数中,使用它可以由一个角的正切值得到这个角:[code]atan(tan(angle)) "
+"== angle[/code]。\n"
+"该方法无法确定这个角应该落在哪个象限。如果同时已知 [code]y[/code] 和 [code]x[/code] 值,可参考 [method "
+"atan2]。\n"
"[codeblock]\n"
"a = atan(0.5) # a 为 0.463648\n"
"[/codeblock]"
@@ -289,9 +286,9 @@ msgid ""
"a = atan2(0, -1) # a is 3.141593\n"
"[/codeblock]"
msgstr ""
-"以弧度返回 [code]y/x[/code] 的反正切。用于获取正切 [code]y/x[/code] 的角度。"
-"为了求解该值,该方法考虑两个参数的符号以确定象限。\n"
-"重要说明:按照惯例,Y 坐标优先。\n"
+"以弧度返回 [code]y/x[/code] 的反正切。用于获取正切值为 [code]y/x[/code] "
+"的角度。为了求解该值,该方法考虑两个参数的符号以确定象限。\n"
+"重要说明:按照惯例,Y 坐标为第一个参数。\n"
"[codeblock]\n"
"a = atan2(0, -1) # a 为 3.141593\n"
"[/codeblock]"
@@ -304,10 +301,8 @@ msgid ""
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats (remote code execution)."
msgstr ""
-"将字节数组解码返回一个值。当 [code]allow_objects[/code] 为 [code]true[/code] "
-"时,允许解码对象。\n"
-"[b]警告:[/b]反序列化得到的对象可能包含可执行的代码。如果序列化的对象来自不受"
-"信任的来源,请不要激活此选项,以避免潜在的安全威胁(远程执行代码)。"
+"将字节数组解码返回一个值。当 [code]allow_objects[/code] 为 [code]true[/code] 时,允许解码对象。\n"
+"[b]警告:[/b]反序列化得到的对象可能包含可执行的代码。如果序列化的对象的来源不可信,请不要激活此选项,以避免潜在的安全威胁(远程执行代码)。"
#: modules/gdscript/doc_classes/@GDScript.xml:128
#: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:145
@@ -315,8 +310,7 @@ msgid ""
"Converts a 2D point expressed in the cartesian coordinate system (X and Y "
"axis) to the polar coordinate system (a distance from the origin and an "
"angle)."
-msgstr ""
-"将 2D 点从笛卡尔坐标系(X 和 Y 轴)转换为极坐标系(与原点的距离和角度)。"
+msgstr "将 2D 点的坐标表示,从笛卡尔坐标系(X 和 Y 轴)转换为极坐标系(到原点的距离和角度)。"
#: modules/gdscript/doc_classes/@GDScript.xml:135
msgid ""
@@ -347,7 +341,7 @@ msgid ""
"[/codeblock]\n"
"This is the inverse of [method ord]."
msgstr ""
-"返回一个作为字符串的字符,该字符为给定 Unicode 码位(与 ASCII 码兼容)。\n"
+"返回一个单字符字符串,该字符为给定 Unicode 码位(与 ASCII 码兼容)。\n"
"[codeblock]\n"
"a = char(65) # a 是 \"A\"\n"
"a = char(65 + 32) # a 是 \"a\"\n"
@@ -365,12 +359,11 @@ msgid ""
"a = clamp(15, 1, 20) # a is 15\n"
"[/codeblock]"
msgstr ""
-"限制 [code]value[/code],返回一个不小于 [code]min[/code] 且不大于 [code]max[/"
-"code]的值。\n"
+"钳制 [code]value[/code] ,返回一个不小于 [code]min[/code] 且不大于 [code]max[/code] 的值。\n"
"[codeblock]\n"
-"a = clamp(1000, 1, 20) # a = 20\n"
-"a = clamp(-10, 1, 20) # a = 1\n"
-"a = clamp(15, 1, 20) # a = 15\n"
+"a = clamp(1000, 1, 20) # a 为 20\n"
+"a = clamp(-10, 1, 20) # a 为 1\n"
+"a = clamp(15, 1, 20) # a 为 15\n"
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml:175
@@ -429,7 +422,7 @@ msgstr "从分贝转换为线性能量(音频)。"
#: modules/gdscript/doc_classes/@GDScript.xml:218
msgid "Deprecated alias for [method step_decimals]."
-msgstr "弃用的 [method step_decimals] 的别名。"
+msgstr "[method step_decimals] 的弃用的别名。"
#: modules/gdscript/doc_classes/@GDScript.xml:227
msgid ""
@@ -456,7 +449,7 @@ msgid ""
"r = deg2rad(180) # r is 3.141593\n"
"[/codeblock]"
msgstr ""
-"将以度表示的角度转换为弧度。\n"
+"将角度值转换为弧度值。\n"
"[codeblock]\n"
"r = deg2rad(180) # r = 3.141593\n"
"[/codeblock]"
@@ -465,11 +458,9 @@ msgstr ""
msgid ""
"Converts a dictionary (previously created with [method inst2dict]) back to "
"an instance. Useful for deserializing."
-msgstr ""
-"将(之前使用 [method inst2dict] 创建的)字典转换回实例。适用于反序列化。"
+msgstr "将(之前使用 [method inst2dict] 创建的)字典转换回实例。适用于反序列化。"
#: modules/gdscript/doc_classes/@GDScript.xml:256
-#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -489,22 +480,20 @@ msgid ""
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
msgstr ""
-"基于用曲线 [code]curve[/code] 定义的缓动函数,返回“缓和”后的 [code]x[/code] "
-"的值。这个缓动函数是基于指数。曲线 [code]curve[/code] 可以是任何浮点数,具体"
-"数值会导致以下行为。\n"
+"返回 [code]x[/code] “缓动后”的值,结果基于使用 [code]curve[/code] "
+"值定义的缓动函数。该缓动函数是基于指数的。[code]curve[/code] 值可以是任意浮点数,具体数值会导致以下行为:\n"
"[codeblock]\n"
-"- 低于 -1.0(不包括):缓入缓出\n"
-"- 1.0:线性\n"
-"- 在 -1.0 和 0.0 之间(不包括):缓出缓入\n"
+"- 低于 -1.0(开区间):缓入缓出\n"
+"- -1.0:线性\n"
+"- 在 -1.0 和 0.0 之间(开区间):缓出缓入\n"
"- 0.0:恒定\n"
-"- 在 0.0 到 1.0 之间(不包括):缓入\n"
+"- 在 0.0 到 1.0 之间(开区间):缓出\n"
"- 1.0:线性\n"
-"- 大于 1.0(不包括):缓出\n"
+"- 大于 1.0(开区间):缓入\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
-"ease_cheatsheet.png]ease() 曲线值备忘图[/url]\n"
-"请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [Tween] 或 "
-"[AnimationPlayer]。"
+"ease_cheatsheet.png]ease() 曲线值速查表[/url]\n"
+"请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [Tween] 或 [AnimationPlayer]。"
#: modules/gdscript/doc_classes/@GDScript.xml:274
msgid ""
@@ -584,7 +573,7 @@ msgid ""
" 1.5 0.0 0.0\n"
"[/codeblock]"
msgstr ""
-"返回 [code]a/b[/code] 的浮点模数,该模数在正数和负数中均有包裹。\n"
+"返回 [code]a/b[/code] 的浮点模数,对正负数进行一致的循环。\n"
"[codeblock]\n"
"for i in 7:\n"
" var x = 0.5 * i - 1.5\n"
@@ -1108,7 +1097,7 @@ msgid ""
" 3 0 0\n"
"[/codeblock]"
msgstr ""
-"返回 [code]a/b[/code] 的整数模,它在正数和负数中均等地包裹。\n"
+"返回 [code]a/b[/code] 的整数模,对正负数进行一致的循环。\n"
"[codeblock]\n"
"for i in range(-3, 4):\n"
" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)] )\n"
@@ -2125,7 +2114,7 @@ msgid ""
"[b]Note:[/b] Only implemented on Android."
msgstr ""
"[JavaClassWrapper] 单例。\n"
-"[b]注意:[/b] 仅在Android上实现。"
+"[b]注意:[/b] 仅在 Android 上实现。"
#: doc/classes/@GlobalScope.xml:50
msgid ""
@@ -7699,24 +7688,21 @@ msgid ""
"The degree to which this area applies reverb to its associated audio. Ranges "
"from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
-"该区域对其相关音频应用混响的程度。范围从[code]0[/code]到[code]1[/code],精度"
-"为[code]0.1[/code]。"
+"该区域对其相关音频应用混响的程度。范围从 [code]0[/code] 到 [code]1[/code],精度为 [code]0.1[/code]。"
#: doc/classes/Area.xml:86
msgid "If [code]true[/code], the area applies reverb to its associated audio."
-msgstr "如果为[code]true[/code],则该区域将混响应用于其相关音频。"
+msgstr "为 [code]true[/code] 时该区域会将混响应用于其相关音频。"
#: doc/classes/Area.xml:89
msgid "The reverb bus name to use for this area's associated audio."
-msgstr "这个区域的相关音频要使用的混响总线名称."
+msgstr "该区域的相关音频要使用的混响总线名称。"
#: doc/classes/Area.xml:92
msgid ""
"The degree to which this area's reverb is a uniform effect. Ranges from "
"[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
-msgstr ""
-"这个区域的混响效果均匀的程度。范围从[code]0[/code]到[code]1[/code],精度为"
-"[code]0.1[/code]。"
+msgstr "该区域的混响效果均匀的程度。范围从 [code]0[/code] 到 [code]1[/code],精度为 [code]0.1[/code]。"
#: doc/classes/Area.xml:95 doc/classes/Area2D.xml:85
msgid ""
@@ -7730,9 +7716,8 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
-"当另一个Area进入这个Area时触发。需要将监控[member monitoring]设置为"
-"[code]true[/code]。\n"
-"[code]area[/code]参数是另外一个Area。"
+"当另一个 Area 进入这个 Area 时触发。需要将监控 [member monitoring] 设置为 [code]true[/code]。\n"
+"[code]area[/code] 参数是另外一个 Area。"
#: doc/classes/Area.xml:109
msgid ""
@@ -13807,6 +13792,9 @@ msgid ""
"property of [Button] and [code]content_margin_*[/code] properties of the "
"used [StyleBox]es."
msgstr ""
+"按钮的图标,存在文本时,图标会被放置于文本前方。\n"
+"如果想要编辑边距以及图标的间距,请使用 [Button] 的主题属性 [code]hseparation[/code] 以及所使用的 [StyleBox]"
+" 的 [code]content_margin_*[/code] 属性。"
#: doc/classes/Button.xml:47 doc/classes/LinkButton.xml:18
msgid "The button's text that will be displayed inside the button's area."
@@ -14039,9 +14027,9 @@ msgid ""
"code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
"world space units."
msgstr ""
-"通过指定 [code]size[/code] 、 [code]offset[/code] 以及以世界空间为单位的 "
-"[code]z_near[/code] 和 [code]z_far[/code] 裁剪平面,将相机投影设置为视锥模"
-"式,参阅 [constant PROJECTION_FRUSTUM]。"
+"通过指定大小 [code]size[/code] 、偏移量 [code]offset[/code] 以及以世界空间为单位的 "
+"[code]z_near[/code] 和 [code]z_far[/code] 裁剪平面,将相机投影设置为视锥模式(请参阅 [constant "
+"PROJECTION_FRUSTUM])。"
#: doc/classes/Camera.xml:112
msgid ""
@@ -16038,7 +16026,7 @@ msgstr ""
msgid ""
"Adds a collision exception so the camera does not collide with the specified "
"node."
-msgstr "添加碰撞异常,以使摄影机不会与指定的节点碰撞。"
+msgstr "添加碰撞例外,使相机不会与指定的节点碰撞。"
#: doc/classes/ClippedCamera.xml:23
msgid ""
@@ -16048,7 +16036,7 @@ msgstr "添加碰撞例外,以使相机不会与指定的[RID]碰撞。"
#: doc/classes/ClippedCamera.xml:29
msgid "Removes all collision exceptions."
-msgstr "删除所有碰撞异常。"
+msgstr "删除所有碰撞例外。"
#: doc/classes/ClippedCamera.xml:35
msgid "Returns the distance the camera has been offset due to a collision."
@@ -16064,11 +16052,11 @@ msgstr ""
#: doc/classes/ClippedCamera.xml:50
msgid "Removes a collision exception with the specified node."
-msgstr "删除与指定节点的冲突异常。"
+msgstr "删除与指定节点的碰撞例外。"
#: doc/classes/ClippedCamera.xml:57
msgid "Removes a collision exception with the specified [RID]."
-msgstr "删除指定[RID]的碰撞异常。"
+msgstr "删除指定 [RID] 的碰撞例外。"
#: doc/classes/ClippedCamera.xml:65
msgid ""
@@ -16694,15 +16682,13 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color constants cheatsheet[/url]"
msgstr ""
-"由红、绿、蓝、阿尔法(RGBA)分量表示的一种颜色。alpha分量通常用于透明度。一些"
-"属性(如CanvasItem.modulate)可以接受大于1的值(过亮或HDR颜色)。\n"
-"您也可以通过使用[method @GDScript.ColorN]或直接使用这里定义的颜色常量,从标准"
-"化颜色名称中创建颜色。标准化颜色集是基于[url=https://en.wikipedia.org/wiki/"
-"X11_color_names]X11 color names[/url]的。\n"
-"如果你想提供0到255范围内的值,你应该使用[method @GDScript.Color8]。\n"
-"[b]注意:[/b] 在布尔上下文中,如果一个Color等于[code]Color(0, 0, 0, 1)[/code]"
-"(不透明的黑色),那么它将评估为[code]false[/code]。否则,一个Color将始终评估为"
-"[code]true[/code]。\n"
+"由红、绿、蓝、阿尔法(RGBA)分量表示的一种颜色。alpha 分量通常用于透明度。一些属性(如 CanvasItem.modulate)可以接受大于 "
+"1 的值(过亮或 HDR 颜色)。\n"
+"您也可以通过使用 [method @GDScript.ColorN] 或直接使用这里定义的颜色常量,从标准化颜色名称中创建颜色。标准化颜色集是基于 "
+"[url=https://en.wikipedia.org/wiki/X11_color_names]X11 color names[/url] 的。\n"
+"如果你想提供 0 到 255 范围内的值,你应该使用 [method @GDScript.Color8]。\n"
+"[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑色)的 Color "
+"将被评估为[code]false[/code]。否则,一个 Color 将始终被评估为 [code]true[/code]。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color 常量速查表[/url]"
@@ -20532,11 +20518,10 @@ msgid "Rotation randomness ratio."
msgstr "旋转随机率。"
#: doc/classes/CPUParticles.xml:103 doc/classes/CPUParticles2D.xml:104
-#, fuzzy
msgid ""
"Initial angular velocity applied to each particle in [i]degrees[/i] per "
"second. Sets the speed of rotation of the particle."
-msgstr "应用于每个粒子的初始角速度。设置粒子的旋转速度。"
+msgstr "应用于每个粒子的初始角速度,单位为[i]度[/i]每秒。设置粒子的旋转速度。"
#: doc/classes/CPUParticles.xml:106 doc/classes/CPUParticles2D.xml:107
msgid "Each particle's angular velocity will vary along this [Curve]."
@@ -25049,7 +25034,7 @@ msgstr ""
#: doc/classes/EditorInterface.xml:4
msgid "Godot editor's interface."
-msgstr "Godot编辑器的界面。"
+msgstr "Godot 编辑器的界面。"
#: doc/classes/EditorInterface.xml:7
msgid ""
@@ -25061,32 +25046,29 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorPlugin.get_editor_interface]."
msgstr ""
-"EditorInterface让您可以控制Godot编辑器的窗口,它允许自定义窗口,保存和(重"
-"新)加载场景,渲染网格预览,检查和编辑资源和对象。它允许自定义窗口,保存和"
-"(重新)加载场景,渲染网格预览,检查和编辑资源和对象,并提供对"
-"[EditorSettings]、[EditorFileSystem]、[EditorResourcePreview]、"
-"[ScriptEditor]、编辑器视窗和场景信息的访问。\n"
-"[b]注意:[/b]这个类不应该直接实例化。相反,使用[method EditorPlugin."
-"get_editor_interface]访问单例。"
+"EditorInterface 让您可以控制 Godot 编辑器的窗口,它允许自定义窗口,保存和(重新)加载场景,渲染网格预览,检查和编辑资源和对象。它允"
+"许自定义窗口,保存和(重新)加载场景,渲染网格预览,检查和编辑资源和对象,并提供对 [EditorSettings]、[EditorFileSystem]"
+"、[EditorResourcePreview]、[ScriptEditor]、编辑器视窗和场景信息的访问。\n"
+"[b]注意:[/b]这个类不应该直接实例化。相反,使用 [method EditorPlugin.get_editor_interface] 访问单例。"
#: doc/classes/EditorInterface.xml:17
msgid ""
"Edits the given [Node]. The node will be also selected if it's inside the "
"scene tree."
-msgstr "编辑给定的[Node]。如果该节点在场景树内,将被选中。"
+msgstr "编辑给定的 [Node]。如果该节点在场景树内,将被选中。"
#: doc/classes/EditorInterface.xml:24
msgid ""
"Edits the given [Resource]. If the resource is a [Script] you can also edit "
"it with [method edit_script] to specify the line and column position."
-msgstr ""
+msgstr "编辑给定的 [Resource]。如果该资源是 [Script],你还可以使用 [method edit_script] 编辑,指定行列位置。"
#: doc/classes/EditorInterface.xml:34
msgid ""
"Edits the given [Script]. The line and column on which to open the script "
"can also be specified. The script will be open with the user-configured "
"editor for the script's language which may be an external editor."
-msgstr ""
+msgstr "编辑给定的 [Script]。还可以指定所打开脚本的行和列。打开脚本所使用的编辑器是由用户为该脚本的语言所配置,可能是外部编辑器。"
#: doc/classes/EditorInterface.xml:40
msgid ""
@@ -29074,6 +29056,11 @@ msgid ""
"can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know "
"the length) or [method get_as_text]."
msgstr ""
+"将 [code]string[/code] 字符串追加到文件中,不带换行,文本将被编码为 UTF-8。\n"
+"[b]注意:[/b]本方法是为写入文本文件准备的。字符串会被存储为 UTF-8 "
+"编码的缓冲区,不带字符串长度或末尾零,所以无法轻易读回。如果你想要在二进制文件中存储可取回的字符串,请考虑换用 [method "
+"store_pascal_string]。要从文本文件中获取字符串,你可以使用 [code]get_buffer(length)."
+"get_string_from_utf8()[/code](需要已知长度)或 [method get_as_text]。"
#: doc/classes/File.xml:384
msgid ""
@@ -34309,9 +34296,8 @@ msgid ""
"(0, 0, 0, 1.0)[/code]. This is the same as [method get_pixel], but with a "
"Vector2 argument instead of two integer arguments."
msgstr ""
-"如果图像被锁定,返回[code]src[/code]处的像素的颜色。如果图像被解锁,它总是返"
-"回[code](0, 0, 0, 1.0)[/code]值的[Color]。这与[method get_pixel]相同,只是用"
-"一个Vector2参数代替了两个整数参数。"
+"如果图像已锁定,返回 [code]src[/code] 处的像素的颜色。如果图像未被锁定,它总是返回值为 [code](0, 0, 0, 1."
+"0)[/code] 的 [Color]。这与 [method get_pixel] 相同,只是用一个 Vector2 参数代替了两个整数参数。"
#: doc/classes/Image.xml:213
msgid ""
@@ -34327,9 +34313,7 @@ msgstr "返回图像的大小(宽度和高度)。"
msgid ""
"Returns a [Rect2] enclosing the visible portion of the image, considering "
"each pixel with a non-zero alpha channel as visible."
-msgstr ""
-"返回一个包围图像可见部分的[Rect2]矩形,当每个像素alpha通道值非零时(即不透明)"
-"视为可见。"
+msgstr "返回一个包围图像可见部分的 [Rect2] 矩形,像素的 alpha 通道值非零时视为可见。"
#: doc/classes/Image.xml:231
msgid "Returns the image's width."
@@ -34352,11 +34336,10 @@ msgid ""
"Returns [code]true[/code] if all the image's pixels have an alpha value of "
"0. Returns [code]false[/code] if any pixel has an alpha value higher than 0."
msgstr ""
-"如果所有图像的像素的透明度(alpha )都是0,则返回[code]true[/code]。如果任何"
-"像素的透明度(alpha )高于0,则返回[code]false[/code]。"
+"如果图像中所有像素的不透明度(alpha)都是 0,则返回 [code]true[/code]。如果有任何像素的不透明度(alpha)高于 0,则返回 "
+"[code]false[/code]。"
#: doc/classes/Image.xml:262
-#, fuzzy
msgid ""
"Loads an image from file [code]path[/code]. See [url=https://docs."
"godotengine.org/en/3.4/tutorials/assets_pipeline/importing_images."
@@ -34367,13 +34350,12 @@ msgid ""
"the [code]user://[/code] directory, and may not work in exported projects.\n"
"See also [ImageTexture] description for usage examples."
msgstr ""
-"从文件 [code]path[/code] 加载图像。参阅[url=https://docs.godotengine.org/"
-"zh_CN/stable/getting_started/workflow/assets/importing_images.html#supported-"
-"image-formats]支持的图像格式[/url],了解支持的图像格式和限制。\n"
-"[b]警告:[/b]这个方法只能在编辑器中使用,或者在运行时需要加载外部图像的情况下"
-"使用,比如位于 [code]user://[/code] 目录下的图像,在导出的项目中可能无法工"
-"作。\n"
-"有关使用实例,参阅 [ImageTexture] 描述。"
+"从文件 [code]path[/code] 加载图像。请参阅 [url=https://docs.godotengine.org/zh_CN/"
+"stable/tutorials/assets_pipeline/importing_images.html#supported-image-"
+"formats]支持的图像格式[/url],了解支持的图像格式和限制。\n"
+"[b]警告:[/b]这个方法只能在编辑器中使用,或者在运行时需要加载外部图像的情况下使用,比如位于 [code]user://[/code] "
+"目录下的图像,在导出的项目中可能无法工作。\n"
+"有关使用实例,请参阅 [ImageTexture] 描述。"
#: doc/classes/Image.xml:271
msgid ""
@@ -35590,24 +35572,22 @@ msgstr ""
msgid ""
"Returns [code]true[/code] if you are pressing the key. You can pass a [enum "
"KeyList] constant."
-msgstr ""
-"如果你正在按压该键,则返回[code]true[/code]。你可以传递[enum KeyList]常量。"
+msgstr "如果你正在按压该键,则返回 [code]true[/code]。你可以传递 [enum KeyList] 常量。"
#: doc/classes/Input.xml:264
msgid ""
"Returns [code]true[/code] if you are pressing the mouse button specified "
"with [enum ButtonList]."
-msgstr ""
-"如果您按下由 [enum ButtonList] 指定的鼠标按键,则返回[code]true[/code]。"
+msgstr "如果你正在按压由 [enum ButtonList] 指定的鼠标按键,则返回 [code]true[/code]。"
#: doc/classes/Input.xml:271
-#, fuzzy
msgid ""
"Returns [code]true[/code] if you are pressing the key in the physical "
"location on the 101/102-key US QWERTY keyboard. You can pass a [enum "
"KeyList] constant."
msgstr ""
-"如果你正在按压该键,则返回[code]true[/code]。你可以传递[enum KeyList]常量。"
+"如果你正在按压该键,则返回[code]true[/code]。按键由 101/102 键美式 QWERTY 键盘上该键的物理位置确定。你可以传递 ["
+"enum KeyList] 常量。"
#: doc/classes/Input.xml:281
msgid ""
@@ -35618,8 +35598,7 @@ msgid ""
"triggered internally."
msgstr ""
"通知 [Input] 单例连接已更改,以更新 [code]device[/code] 索引的状态。\n"
-"这是内部使用的,不必从用户脚本中调用。有关内部触发的信号,请参阅 [signal "
-"joy_connection_changed]。"
+"这是内部使用的,不应从用户脚本中调用。有关内部触发的信号,请参阅 [signal joy_connection_changed]。"
#: doc/classes/Input.xml:289
msgid ""
@@ -37945,7 +37924,7 @@ msgstr "请求了方法调用,但 JSONRPC 子类中不存在该名称的函数
#: doc/classes/KinematicBody.xml:4
msgid "Kinematic body 3D node."
-msgstr "3D运动体节点。"
+msgstr "3D 运动学物体节点。"
#: doc/classes/KinematicBody.xml:7
msgid ""
@@ -37964,15 +37943,13 @@ msgid ""
"while performing collision tests. This makes them really useful to implement "
"characters that collide against a world, but don't require advanced physics."
msgstr ""
-"运动体是特殊类型的物体,指在让用户控制。它们完全不受物理影响;对于其他类型的"
-"物体,如角色或刚体,它们与静态体是一样的。然而,它们有两个主要用途。\n"
-"[b]模拟运动:[/b]当这些物体被手动移动时,无论是从代码还是从[AnimationPlayer]"
-"(将[member AnimationPlayer.playback_process_mode]设置为 \"physics\"),物理"
-"将自动估算其线性和角速度。这使得它们对于移动平台或其他AnimationPlayer控制的物"
-"体非常有用,比如一扇门、一座能打开的桥等。\n"
-"[b]运动型角色:[/b] KinematicBody也有一个API用于移动物体([method "
-"move_and_collide]和[method move_and_slide]方法),同时执行碰撞测试。这使得它"
-"们在实现对世界进行碰撞,但不需要高级物理的角色时非常有用。"
+"运动体是特殊类型的物体,指在让用户控制。它们完全不受物理影响;对于其他类型的物体,如角色或刚体,它们与静态体是一样的。然而,它们有两个主要用途。\n"
+"[b]模拟运动:[/b]当这些物体被手动移动时,无论是从代码还是从 [AnimationPlayer](将 [member AnimationPlayer"
+".playback_process_mode] 设置为“physics”),物理将自动估算其线性和角速度。这使得它们对于移动平台或其他 "
+"AnimationPlayer 控制的物体非常有用,比如门、能打开的桥等。\n"
+"[b]运动学角色:[/b]除了可以执行碰撞检测之外,KinematicBody 也有用于移动对象的 API([method "
+"move_and_collide] 和 [method move_and_slide] "
+"方法)。这使得它们在实现对世界进行碰撞,但不需要高级物理的角色时非常有用。"
#: doc/classes/KinematicBody.xml:12 doc/classes/KinematicBody2D.xml:12
msgid ""
@@ -37987,8 +37964,8 @@ msgid ""
"Returns [code]true[/code] if the specified [code]axis[/code] is locked. See "
"also [member move_lock_x], [member move_lock_y] and [member move_lock_z]."
msgstr ""
-"如果指定的 [code]axis[/code] 被锁定,则返回 [code]true[/code]。参阅[member "
-"move_lock_x]、[member move_lock_y]和[member move_lock_z]。"
+"如果指定的轴 [code]axis[/code] 被锁定,则返回 [code]true[/code]。请参阅 [member move_lock_x]、["
+"member move_lock_y]、[member move_lock_z]。"
#: doc/classes/KinematicBody.xml:30
msgid ""
@@ -43891,6 +43868,17 @@ msgid ""
" non_internal_groups.push_back(group)\n"
"[/codeblock]"
msgstr ""
+"返回罗列该节点所在分组的数组。\n"
+"[b]注意:[/b]出于性能原因,[i]不保证[/i]节点分组的顺序。不应该依赖节点分组的顺序,因为每次运行得到的顺序都可能不同。\n"
+"[b]注意:[/b]引擎内部会使用一些分组名称(均由下划线开头)。如果想避免与内部分组冲突,请勿添加名称以下划线开头的自定义分组。要在遍历 ["
+"method get_groups] 时排除内部分组,请使用下面这段代码:\n"
+"[codeblock]\n"
+"# 只保存节点的非内部分组(字符串数组)。\n"
+"var non_internal_groups = []\n"
+"for group in get_groups():\n"
+" if not group.begins_with(\"_\"):\n"
+" non_internal_groups.push_back(group)\n"
+"[/codeblock]"
#: doc/classes/Node.xml:218
msgid ""
@@ -44333,6 +44321,8 @@ msgid ""
"Note that the replaced node is not automatically freed, so you either need "
"to keep it in a variable for later use or free it using [method Object.free]."
msgstr ""
+"将场景中的某个节点替换为给定的节点。经过该节点的订阅会丢失。\n"
+"请注意,被替换的节点不会被自动释放,所以你需要将它放入变量以备后续使用,或者使用 [method Object.free] 将其释放。"
#: doc/classes/Node.xml:530
msgid ""
@@ -44655,7 +44645,7 @@ msgstr ""
#: doc/classes/Node.xml:713
msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
-msgstr "暂停模式。这将决定[SceneTree]被暂停时节点的行为。"
+msgstr "暂停模式。暂停 [SceneTree] 时该节点的行为。"
#: doc/classes/Node.xml:716
msgid ""
@@ -44689,17 +44679,15 @@ msgstr "在节点退出树之后触发,并且不再处于活动状态。"
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will)."
-msgstr ""
-"当节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也可"
-"以称为“析构函数”)。"
+msgstr "当节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也可以称之为“析构函数”)。"
#: doc/classes/Node.xml:748
msgid "Notification received when the node enters a [SceneTree]."
-msgstr "当节点进入[SceneTree]时收到该通知。"
+msgstr "当节点进入 [SceneTree] 时收到该通知。"
#: doc/classes/Node.xml:751
msgid "Notification received when the node is about to exit a [SceneTree]."
-msgstr "当节点即将退出[SceneTree]时收到该通知。"
+msgstr "当节点即将退出 [SceneTree] 时收到该通知。"
#: doc/classes/Node.xml:754
msgid "Notification received when the node is moved in the parent."
@@ -44743,7 +44731,7 @@ msgstr ""
msgid ""
"Notification received when a node is unparented (parent removed it from the "
"list of children)."
-msgstr "当节点失去父节点时收到的通知(父节点将其从子节点列表中删除)。"
+msgstr "当节点失去父节点时收到的通知(父节点将其从子节点列表中删除)。"
#: doc/classes/Node.xml:779
msgid "Notification received when the node is instanced."
@@ -44759,7 +44747,7 @@ msgstr "拖动结束时收到的通知。"
#: doc/classes/Node.xml:788
msgid "Notification received when the node's [NodePath] changed."
-msgstr "当节点的[NodePath]改变时收到的通知。"
+msgstr "当节点的 [NodePath] 改变时收到的通知。"
#: doc/classes/Node.xml:791
msgid ""
@@ -44796,11 +44784,11 @@ msgstr ""
#: doc/classes/Node.xml:858
msgid "Stops processing when the [SceneTree] is paused."
-msgstr "当[SceneTree]被暂停时,停止 process。"
+msgstr "当 [SceneTree] 被暂停时,停止 process。"
#: doc/classes/Node.xml:861
msgid "Continue to process regardless of the [SceneTree] pause state."
-msgstr "不管[SceneTree]的暂停状态如何,继续 process。"
+msgstr "不管 [SceneTree] 的暂停状态如何,继续 process。"
#: doc/classes/Node.xml:864
msgid "Duplicate the node's signals."
@@ -44827,8 +44815,7 @@ msgstr ""
msgid ""
"A 2D game object, inherited by all 2D-related nodes. Has a position, "
"rotation, scale, and Z index."
-msgstr ""
-"一个2D游戏对象,由所有2D相关的节点继承。有一个位置、旋转、比例和Z索引。"
+msgstr "2D 游戏对象,被所有 2D 相关的节点继承。具有位置、旋转、缩放和 Z 索引。"
#: doc/classes/Node2D.xml:7
msgid ""
@@ -44837,9 +44824,8 @@ msgid ""
"Node2D as a parent node to move, scale and rotate children in a 2D project. "
"Also gives control of the node's render order."
msgstr ""
-"一个2D游戏对象,有一个变换(位置、旋转和比例)。所有的2D节点,包括物理对象和"
-"精灵,都继承自Node2D。使用Node2D作为父节点来移动、缩放和旋转2D项目中的子节"
-"点。还可以控制节点的渲染顺序。"
+"2D 游戏对象,具有变换(位置、旋转、缩放)。所有的 2D 节点,包括物理对象和精灵,都继承自 Node2D。使用 Node2D 作为父节点来移动、"
+"缩放和旋转 2D 项目中的子节点。还可以控制节点的渲染顺序。"
#: doc/classes/Node2D.xml:11 doc/classes/Vector2.xml:16
msgid "https://github.com/godotengine/godot-demo-projects/tree/master/2d"
@@ -44847,7 +44833,7 @@ msgstr "https://github.com/godotengine/godot-demo-projects/tree/master/2d"
#: doc/classes/Node2D.xml:18
msgid "Multiplies the current scale by the [code]ratio[/code] vector."
-msgstr "将当前比例乘以[code]ratio[/code]向量。"
+msgstr "将当前缩放乘以 [code]ratio[/code] 向量。"
#: doc/classes/Node2D.xml:25
msgid ""
@@ -44857,21 +44843,21 @@ msgid ""
msgstr ""
"以弧度为单位返回节点和 [code]point[/code] 之间的角度。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
-"node2d_get_angle_to.png]返回的角度说明[/url]"
+"node2d_get_angle_to.png]返回的角度的示意图。[/url]"
#: doc/classes/Node2D.xml:33
msgid "Returns the [Transform2D] relative to this node's parent."
-msgstr "返回相对于此节点的父节点的[Transform2D]。"
+msgstr "返回相对于此节点的父节点的 [Transform2D]。"
#: doc/classes/Node2D.xml:40
msgid "Adds the [code]offset[/code] vector to the node's global position."
-msgstr "将[code]offset[/code]向量添加到节点的全局位置。"
+msgstr "将 [code]offset[/code] 向量添加到节点的全局位置。"
#: doc/classes/Node2D.xml:47
msgid ""
"Rotates the node so it points towards the [code]point[/code], which is "
"expected to use global coordinates."
-msgstr "旋转节点,使其指向[code]point[/code],请传入全局坐标。"
+msgstr "旋转节点,使其指向 [code]point[/code],请传入全局坐标。"
#: doc/classes/Node2D.xml:55
msgid ""
@@ -44923,7 +44909,7 @@ msgstr ""
#: doc/classes/Node2D.xml:91
msgid ""
"Translates the node by the given [code]offset[/code] in local coordinates."
-msgstr "通过给定的[code]offset[/code]将节点在本地坐标中进行变换。"
+msgstr "通过给定的 [code]offset[/code] 将节点在本地坐标中进行变换。"
#: doc/classes/Node2D.xml:97
msgid "Global position."
@@ -45213,10 +45199,9 @@ msgid ""
"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" "
"autoload was registered)."
msgstr ""
-"如果节点路径是绝对的(而不是相对的),即以斜线字符([code]/[/code])开始,返"
-"回[code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/code])"
-"或自动加载(例如,[code]\"/global\"[/code]如果注册了一个 \"全局 \"自动加"
-"载)。"
+"如果节点路径是绝对的(而不是相对的),即以斜线字符([code]/[/code])开始,返回[code]true[/code]。绝对节点路径可以用来访问根"
+"节点([code]\"/root\"[/code])或自动加载(例如[code]\"/global\"[/code] "
+"如果注册了一个叫“global”的自动加载项)。"
#: doc/classes/NodePath.xml:123
msgid "Returns [code]true[/code] if the node path is empty."
@@ -45258,9 +45243,7 @@ msgstr ""
msgid ""
"If [code]true[/code], the resulting texture contains a normal map created "
"from the original noise interpreted as a bump map."
-msgstr ""
-"如果[code]true[/code],产生的纹理包含一个由原始噪声创建的法线贴图,解释为凹凸"
-"贴图。"
+msgstr "如果 [code]true[/code],产生的纹理包含一个由原始噪声创建的法线贴图,解释为凹凸贴图。"
#: modules/opensimplex/doc_classes/NoiseTexture.xml:25
msgid ""
@@ -45276,7 +45259,7 @@ msgstr "生成的纹理的高度。"
#: modules/opensimplex/doc_classes/NoiseTexture.xml:32
msgid "The [OpenSimplexNoise] instance used to generate the noise."
-msgstr "用来生成噪声的[OpenSimplexNoise]实例。"
+msgstr "用来生成噪声的 [OpenSimplexNoise] 实例。"
#: modules/opensimplex/doc_classes/NoiseTexture.xml:35
msgid ""
@@ -45688,7 +45671,6 @@ msgstr ""
"- [code]method_name[/code] 是信号所连接的方法的名称。"
#: doc/classes/Object.xml:203
-#, fuzzy
msgid ""
"Gets the object's property indexed by the given [NodePath]. The node path "
"should be relative to the current object and can use the colon character "
@@ -45699,9 +45681,11 @@ msgid ""
"property paths. For the purpose of nodes, use [method Node."
"get_node_and_resource] instead."
msgstr ""
-"获取由给定的[NodePath]索引的对象的属性。节点路径应该是相对于当前对象的,可以"
-"使用冒号字符([code]:[/code])来访问嵌套属性。例子。[code]\"position:x\"[/"
-"code] 或 [code]\"material:next_pass:blend_mode\"[/code]。"
+"获取由给定的 [NodePath] "
+"索引的对象的属性。节点路径应该是相对于当前对象的,可以使用冒号字符([code]:[/code])来访问嵌套属性。例如:[code]\"position:"
+"x\"[/code] 或 [code]\"material:next_pass:blend_mode\"[/code]。\n"
+"[b]注意:[/b]虽然该方法的参数是 [NodePath] 节点路径,但是它实际并不支持指向场景树中 [Node] "
+"节点的路径,只能使用冒号分隔的子属性路径。针对节点的话,请改用 [method Node.get_node_and_resource]。"
#: doc/classes/Object.xml:210
msgid ""
@@ -48334,24 +48318,21 @@ msgid ""
" push_error(\"An error occurred while saving the scene to disk.\")\n"
"[/codeblock]"
msgstr ""
-"场景文件的一个简化接口。提供对可以在场景资源本身上执行的操作和检查的访问。\n"
-"可以用来将一个节点保存到一个文件中。当保存时,该节点以及它所拥有的所有节点都"
-"会被保存(参阅 [Node] 中的属性 [code]owner[/code])。\n"
-"[b]注意:[/b] 节点不需要拥有自己。\n"
-"[b]一个加载已保存场景的示例:[/b]\n"
+"场景文件的简化接口。提供针对场景资源本身的操作和检查。\n"
+"可以用来将节点保存到文件中。当保存时,该节点以及它所拥有的所有节点都会被保存(请参阅 [Node] 中的属性 [code]owner[/code])。\n"
+"[b]注意:[/b]节点不需要拥有自己。\n"
+"[b]加载已保存场景的示例:[/b]\n"
"[codeblock]\n"
-"# 如果在编译时不知道路径,就使用 `load()`而不是 `preload()` 。\n"
+"# 如果在编译时不知道路径,就使用 `load()` 而不是 `preload()`。\n"
"var scene = preload(\"res://scene.tscn\").instance()\n"
-"#将该节点作为脚本所依附的节点的一个子节点。\n"
+"# 将该节点作为脚本所依附的节点的一个子节点。\n"
"add_child(scene)\n"
"[/codeblock]\n"
-"[b]保存一个具有不同所有者节点的例子:[/b] 下面的例子创建了3个对象:"
-"[code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] "
-"([code]rigid[/code]) 和 [code]CollisionObject2D[/code] ([code]collision[/"
-"code]) 。[code]collision[/code] 是 [code]rigid[/code]的一个子节点,rigid 是 "
-"[code]node[/code]的一个子节点。只有 [code]rigid[/code] 被 [code]node[/code]拥"
-"有,因此 [code]pack[/code]将只保存这两个节点,不保存 [code]collision[/"
-"code]。\n"
+"[b]保存具有不同所有者节点的例子:[/b]下面的例子创建了 3 个对象:[code]Node2D[/code]([code]node[/code])、["
+"code]RigidBody2D[/code]([code]rigid[/code])、[code]CollisionObject2D[/code]([c"
+"ode]collision[/code])。[code]collision[/code] 是 [code]rigid[/code] 的子节点、rigid "
+"是 [code]node[/code] 的子节点。只有 [code]rigid[/code] 被 [code]node[/code]拥有,因此 "
+"[code]pack[/code] 只会保存这两个节点,不会保存 [code]collision[/code]。\n"
"[codeblock]\n"
"# 创建对象。\n"
"var node = Node2D.new()\n"
@@ -48362,11 +48343,11 @@ msgstr ""
"rigid.add_child(collision)\n"
"node.add_child(rigid)\n"
"\n"
-"# 改变`rigid`的所有者,但不改变`collision`的所有者。\n"
+"# 改变 `rigid` 的所有者,但不改变 `collision` 的所有者。\n"
"rigid.owner = node\n"
"\n"
"var scene = PackedScene.new()\n"
-"# 现在只有`node`和`rigid`被打包。\n"
+"# 现在只有 `node` 和 `rigid` 被打包。\n"
"var result = scene.pack(node)\n"
"if result == OK:\n"
" var error = ResourceSaver.save(\"res://path/name.scn\", scene) # 或者 "
@@ -48377,12 +48358,12 @@ msgstr ""
#: doc/classes/PackedScene.xml:47
msgid "Returns [code]true[/code] if the scene file has nodes."
-msgstr "如果场景文件有节点,返回[code]true[/code]。"
+msgstr "如果场景文件有节点,返回 [code]true[/code]。"
#: doc/classes/PackedScene.xml:53
msgid ""
"Returns the [code]SceneState[/code] representing the scene file contents."
-msgstr "返回代表场景文件内容的[code]SceneState[/code]。"
+msgstr "返回代表场景文件内容的 [code]SceneState[/code]。"
#: doc/classes/PackedScene.xml:60
msgid ""
@@ -48390,14 +48371,13 @@ msgid ""
"instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] "
"notification on the root node."
msgstr ""
-"实例化场景的节点层次结构。触发子场景实例化。在根节点上触发一个 [constant "
-"Node.NOTIFICATION_INSTANCED]通知。"
+"实例化场景的节点层次结构。触发子场景实例化。在根节点上触发一个 [constant Node.NOTIFICATION_INSTANCED] 通知。"
#: doc/classes/PackedScene.xml:67
msgid ""
"Pack will ignore any sub-nodes not owned by given node. See [member Node."
"owner]."
-msgstr "包将忽略不属于给定节点的任何子节点。参阅[member Node.owner]。"
+msgstr "包将忽略不属于给定节点的任何子节点。请参阅 [member Node.owner]。"
#: doc/classes/PackedScene.xml:73
msgid ""
@@ -49217,7 +49197,6 @@ msgid "Sets the [Texture] for the specified [enum Parameter]."
msgstr "为指定的 [enum Parameter] 设置 [Texture]。"
#: doc/classes/ParticlesMaterial.xml:77
-#, fuzzy
msgid ""
"Initial rotation applied to each particle, in degrees.\n"
"[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
@@ -49225,8 +49204,8 @@ msgid ""
"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
msgstr ""
"应用于每个粒子的初始旋转,以度为单位。\n"
-"仅在 [member flag_disable_z] 或 [member flag_rotate_y] 为 [code]true[/code] "
-"或用于绘制粒子的 [SpatialMaterial] 使用 [constant SpatialMaterial."
+"[b]注意:[/b]仅在 [member flag_disable_z] 或 [member flag_rotate_y] 为 "
+"[code]true[/code] 或用于绘制粒子的 [SpatialMaterial] 使用 [constant SpatialMaterial."
"BILLBOARD_PARTICLES] 时应用。"
#: doc/classes/ParticlesMaterial.xml:81
@@ -49234,7 +49213,6 @@ msgid "Each particle's rotation will be animated along this [CurveTexture]."
msgstr "每个粒子的旋转将沿着这个[CurveTexture]动画。"
#: doc/classes/ParticlesMaterial.xml:87
-#, fuzzy
msgid ""
"Initial angular velocity applied to each particle in [i]degrees[/i] per "
"second. Sets the speed of rotation of the particle.\n"
@@ -49242,9 +49220,9 @@ msgid ""
"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
msgstr ""
-"应用于每个粒子的初始角速度。设置粒子的旋转速度。\n"
-"仅在 [member flag_disable_z] 或 [member flag_rotate_y] 为 [code]true[/code] "
-"或用于绘制粒子的 [SpatialMaterial] 使用 [constant SpatialMaterial."
+"应用于每个粒子的初始角速度,单位为[i]度[/i]每秒。设置粒子的旋转速度。\n"
+"[b]注意:[/b]仅在 [member flag_disable_z] 或 [member flag_rotate_y] 为 "
+"[code]true[/code] 或用于绘制粒子的 [SpatialMaterial] 使用 [constant SpatialMaterial."
"BILLBOARD_PARTICLES] 时应用。"
#: doc/classes/ParticlesMaterial.xml:91
@@ -49372,7 +49350,6 @@ msgid ""
msgstr "每个粒子的线性加速度将沿着这个[CurveTexture]变化。"
#: doc/classes/ParticlesMaterial.xml:208
-#, fuzzy
msgid ""
"Orbital velocity applied to each particle. Makes the particles circle around "
"origin. Specified in number of full rotations around origin per second.\n"
@@ -49380,7 +49357,7 @@ msgid ""
"code]."
msgstr ""
"每个粒子的轨道速度。使粒子绕原点旋转。以每秒绕原点的完整旋转数指定。\n"
-"仅当[member flag_disable_z]为[code]true[/code]时可用。"
+"[b]注意:[/b]仅当 [member flag_disable_z] 为 [code]true[/code] 时可用。"
#: doc/classes/ParticlesMaterial.xml:212
msgid "Each particle's orbital velocity will vary along this [CurveTexture]."
@@ -50156,9 +50133,8 @@ msgid "Calls the built-in force integration code."
msgstr "调用内置的力集成代码。"
#: doc/classes/Physics2DDirectBodyState.xml:157 doc/classes/RigidBody2D.xml:101
-#, fuzzy
msgid "The body's rotational velocity in [i]radians[/i] per second."
-msgstr "物体的旋转速度。"
+msgstr "物体的旋转速度,单位为[i]弧度[/i]每秒。"
#: doc/classes/Physics2DDirectBodyState.xml:160
#: doc/classes/PhysicsDirectBodyState.xml:164
@@ -50171,9 +50147,8 @@ msgid "The inverse of the mass of the body."
msgstr "物体质量的倒数。"
#: doc/classes/Physics2DDirectBodyState.xml:166
-#, fuzzy
msgid "The body's linear velocity in pixels per second."
-msgstr "鼠标速度以像素/秒为单位。"
+msgstr "物体的线性速度,单位为像素每秒。"
#: doc/classes/Physics2DDirectBodyState.xml:169
#: doc/classes/PhysicsDirectBodyState.xml:175
@@ -51381,7 +51356,7 @@ msgstr "将一个物体添加到这个物体不能碰撞的物体列表中。"
msgid ""
"Returns an array of nodes that were added as collision exceptions for this "
"body."
-msgstr "返回作为碰撞异常添加的节点数组。"
+msgstr "返回该物体的碰撞例外节点数组。"
#: doc/classes/PhysicsBody.xml:30 doc/classes/PhysicsBody2D.xml:30
#: doc/classes/SoftBody.xml:58
@@ -51484,12 +51459,11 @@ msgstr "由接触产生的冲量。仅适用于子弹物理。"
msgid ""
"The body's rotational velocity in axis-angle format. The magnitude of the "
"vector is the rotation rate in [i]radians[/i] per second."
-msgstr ""
+msgstr "物体的旋转速度,使用轴-角格式。向量的大小表示旋转率,单位为[i]弧度[/i]每秒。"
#: doc/classes/PhysicsDirectBodyState.xml:170
-#, fuzzy
msgid "The body's linear velocity in units per second."
-msgstr "物体的线速度。"
+msgstr "物体的线速度,单位为单位每秒。"
#: doc/classes/PhysicsDirectSpaceState.xml:4
msgid "Direct access object to a space in the [PhysicsServer]."
@@ -56305,6 +56279,9 @@ msgid ""
"[b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is "
"enabled."
msgstr ""
+"在 2D 物理包围体积层次结构中,为对象的界限进行的额外扩展。可以减小 BVH 的处理量,代价是让宽相略变粗糙,可能在某些情况下为物理带来压力。\n"
+"默认值在大多数情况下可以很好地工作。为 0.0 时将关闭该优化,较大的值可能能够更好地处理较大、较快的运动物体。\n"
+"[b]注意:[/b]仅在启用 [member ProjectSettings.physics/2d/use_bvh] 时使用。"
#: doc/classes/ProjectSettings.xml:1025
msgid ""
@@ -56564,6 +56541,9 @@ msgid ""
"[b]Note:[/b] Used only if [member ProjectSettings.physics/3d/godot_physics/"
"use_bvh] is enabled."
msgstr ""
+"在 3D 物理包围体积层次结构中,为对象的界限进行的额外扩展。可以减小 BVH 的处理量,代价是让宽相略变粗糙,可能在某些情况下为物理带来压力。\n"
+"默认值在大多数情况下可以很好地工作。为 0.0 时将关闭该优化,较大的值可能能够更好地处理较大、较快的运动物体。\n"
+"[b]注意:[/b]仅在启用 [member ProjectSettings.physics/3d/use_bvh] 时使用。"
#: doc/classes/ProjectSettings.xml:1109
msgid ""
@@ -57353,10 +57333,9 @@ msgid ""
"code] will not be available in shaders and post-processing effects will not "
"be available in the [Environment]."
msgstr ""
-"用于帧缓冲区分配的策略。它越简单,使用的资源就越少(但支持的功能也越少)。如"
-"果设置为 \"2D无采样 \"或 \"3D无特效\",将不分配采样缓冲区。这意味着"
-"[code]SCREEN_TEXTURE[/code]和[code]DEPTH_TEXTURE[/code]将不能在着色器中使用,"
-"而后处理效果将不能在[Environment]中使用。"
+"用于帧缓冲区的分配策略。它越简单,使用的资源就越少(但支持的功能也越少)。如果设置为“2D Without Sampling”(2D 无采样)或“3D "
+"Without Effects”(3D 无特效),将不分配采样缓冲区。这意味着 [code]SCREEN_TEXTURE[/code] 和 "
+"[code]DEPTH_TEXTURE[/code] 将不能在着色器中使用,后期处理特效将不能在 [Environment] 中使用。"
#: doc/classes/ProjectSettings.xml:1353
msgid ""
@@ -57616,9 +57595,12 @@ msgid ""
"[b]Note:[/b] Used only if [member ProjectSettings.rendering/quality/"
"spatial_partitioning/use_bvh] is enabled."
msgstr ""
+"在 3D 渲染包围体积层次结构中,为对象的界限进行的额外扩展。可以减小 BVH 的处理量,代价是让精确度稍微降低。\n"
+"默认值在大多数情况下可以很好地工作。为 0.0 时将关闭该优化,较大的值可能能够更好地处理较大、较快的运动物体。\n"
+"[b]注意:[/b]仅在启用 [member ProjectSettings.rendering/quality/"
+"spatial_partitioning/use_bvh] 时使用。"
#: doc/classes/ProjectSettings.xml:1449
-#, fuzzy
msgid ""
"The rendering octree balance can be changed to favor smaller ([code]0[/"
"code]), or larger ([code]1[/code]) branches.\n"
@@ -57626,9 +57608,10 @@ msgid ""
"[b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/"
"spatial_partitioning/use_bvh] is enabled."
msgstr ""
-"渲染八叉树(octree)的平衡可以改变为有利于更小的 ([code]0[/code]) 或更大的 "
-"([code]1[/code]) 分支。\n"
-"在某些项目中,较大的分支可以显着提高性能。"
+"渲染八叉树的平衡值可以改变为有利于更小的([code]0[/code])或更大的([code]1[/code])的分支。\n"
+"在某些项目中,较大的分支可以显着提高性能。\n"
+"[b]注意:[/b]启用 [member ProjectSettings.rendering/quality/spatial_partitioning/"
+"use_bvh] 时不会使用。"
#: doc/classes/ProjectSettings.xml:1454
msgid ""
@@ -58307,17 +58290,17 @@ msgstr ""
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified node."
-msgstr "添加一个碰撞异常,这样射线就不会报告与指定节点的碰撞情况。"
+msgstr "添加碰撞例外,这样射线就不会报告与指定节点的碰撞情况。"
#: doc/classes/RayCast.xml:29 doc/classes/RayCast2D.xml:28
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified [RID]."
-msgstr "添加一个碰撞异常,这样射线就不会报告与指定的[RID]发生碰撞。"
+msgstr "添加碰撞例外,这样射线就不会报告与指定 [RID] 的碰撞。"
#: doc/classes/RayCast.xml:35 doc/classes/RayCast2D.xml:34
msgid "Removes all collision exceptions for this ray."
-msgstr "删除此射线的所有碰撞异常。"
+msgstr "删除此射线的所有碰撞例外。"
#: doc/classes/RayCast.xml:41
msgid ""
@@ -58381,13 +58364,13 @@ msgstr "返回是否有任何对象与射线的向量相交(考虑向量长度
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified node."
-msgstr "移除碰撞异常,这样射线就会报告与指定节点的碰撞。"
+msgstr "移除碰撞例外,这样射线就会报告与指定节点的碰撞。"
#: doc/classes/RayCast.xml:96 doc/classes/RayCast2D.xml:93
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified [RID]."
-msgstr "移除一个碰撞异常,这样射线就会用指定的[RID]报告碰撞。"
+msgstr "移除碰撞例外,这样射线就会报告与指定的 [RID] 的碰撞。"
#: doc/classes/RayCast.xml:104
msgid ""
@@ -58477,16 +58460,14 @@ msgid ""
"queries are required between physics frames (or during the same frame) use "
"[method force_raycast_update] after adjusting the raycast."
msgstr ""
-"RayCast表示一条从原点到目标位置[code]cast_to[/code]的直线。它被用来查询2D空"
-"间,以便沿着射线的路径找到最近的物体。\n"
-"RayCast2D可以忽略一些物体,通过[code]add_exception[/code]将它们添加到异常列表"
-"中,通过设置碰撞层进行适当的过滤,或者通过类型掩码过滤物体类型。\n"
-"RayCast2D可以被配置为报告[Area2D]([member collide_with_areas])和"
-"[PhysicsBody2D]([member collide_with_bodies])之间或彼此间的碰撞。\n"
-"只有被激活的Raycast才能够查询空间并报告碰撞情况。\n"
-"RayCast2D在每一个物理帧中计算交集(见[Node]),结果被缓存起来,以便以后可以用"
-"到下一帧。如果在物理帧之间需要多次查询(或在同一帧中),请在调整射线广播后使"
-"用[method force_raycast_update]。"
+"RayCast 表示一条从原点到目标位置 [code]cast_to[/code] 的直线。它被用来查询2D空间,以便沿着射线的路径找到最近的物体。\n"
+"RayCast2D 可以忽略一些物体,通过 [code]add_exception[/code] "
+"将它们添加到异常列表中,通过设置碰撞层进行适当的过滤,或者通过类型掩码过滤物体类型。\n"
+"RayCast2D 可以被配置为报告 [Area2D]([member collide_with_areas])和 [PhysicsBody2D](["
+"member collide_with_bodies])之间或彼此间的碰撞。\n"
+"只有被激活的 Raycast 才能够查询空间并报告碰撞情况。\n"
+"RayCast2D 在每一个物理帧中计算交集(见 [Node]),结果被缓存起来,以便以后可以用到下一帧。如果在物理帧之间需要多次查询(或在同一帧中),"
+"请在调整射线广播后使用 [method force_raycast_update]。"
#: doc/classes/RayCast2D.xml:40
msgid ""
@@ -60241,9 +60222,9 @@ msgid ""
"The [code]line[/code] argument is the index of the line to remove, it can "
"take values in the interval [code][0, get_line_count() - 1][/code]."
msgstr ""
-"删除标签中的一行内容。如果该行存在,返回[code]true[/code]。\n"
-"[code]line[/code]参数是要删除的行的索引,它可以在[code][0, get_line_count() "
-"- 1][/code]的区间内取值。"
+"删除标签中的一行内容。如果该行存在,则返回 [code]true[/code]。\n"
+"参数 [code]line[/code] 是要删除的行的索引,可以在 [code][0, get_line_count() - 1][/code] "
+"的区间内取值。"
#: doc/classes/RichTextLabel.xml:224
msgid "Scrolls the window's top line to match [code]line[/code]."
@@ -60807,16 +60788,14 @@ msgstr ""
"default_linear_damp]。"
#: doc/classes/RigidBody.xml:169
-#, fuzzy
msgid ""
"The body's linear velocity in units per second. Can be used sporadically, "
"but [b]don't set this every frame[/b], because physics may run in another "
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
-"物体的线速度。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因为物理可能在另一"
-"个线程中运行,并且以不同的间隔。使用[method _integrate_forces]作为你的进程循"
-"环,以精确控制物体状态。"
+"物体的线速度,单位为单位每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
+"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
#: doc/classes/RigidBody.xml:172 doc/classes/RigidBody2D.xml:149
msgid "The body's mass."
@@ -61229,16 +61208,14 @@ msgstr ""
"default_linear_damp]。"
#: doc/classes/RigidBody2D.xml:146
-#, fuzzy
msgid ""
"The body's linear velocity in pixels per second. Can be used sporadically, "
"but [b]don't set this every frame[/b], because physics may run in another "
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
-"物体的线速度。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因为物理可能在另一"
-"个线程中运行,并且以不同的间隔。使用[method _integrate_forces]作为你的进程循"
-"环,以精确控制物体状态。"
+"物体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
+"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
#: doc/classes/RigidBody2D.xml:152
msgid "The body's mode. See [enum Mode] for possible values."
@@ -62677,7 +62654,6 @@ msgid "One-shot timer."
msgstr "一次性定时器。"
#: doc/classes/SceneTreeTimer.xml:7
-#, fuzzy
msgid ""
"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
"completion. See also [method SceneTree.create_timer].\n"
@@ -62691,21 +62667,20 @@ msgid ""
"[/codeblock]\n"
"The timer will be automatically freed after its time elapses."
msgstr ""
-"一个由场景树管理的一次性定时器,它在完成时发出[signal timeout]。也请参阅"
-"[method SceneTree.create_timer]。\n"
-"与[Timer]相反,它不需要实例化节点。常用于创建一个一次性的延迟定时器,如下面的"
-"例子。\n"
+"由场景树管理的一次性定时器,它在完成时发[signal timeout] 信号。请参阅 [method SceneTree.create_timer]。"
+"\n"
+"与 [Timer] 相反,它不需要实例化节点。常用于创建一次性的延迟定时器,如下面的例子:\n"
"[codeblock]\n"
"func some_function():\n"
-" print(\"计时器开始.\")\n"
+" print(\"计时器开始。\")\n"
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
" print(\"计时器结束。\")\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"时间结束后,该计时器将被自动释放。"
#: doc/classes/SceneTreeTimer.xml:23
-#, fuzzy
msgid "The time remaining (in seconds)."
-msgstr "剩余时间。"
+msgstr "剩余时间(单位为秒)。"
#: doc/classes/SceneTreeTimer.xml:29 doc/classes/Timer.xml:61
msgid "Emitted when the timer reaches 0."
@@ -68548,6 +68523,10 @@ msgid ""
"[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this "
"node. Adding [Tabs] as children is not needed."
msgstr ""
+"将子 [Control] 安排在选项卡视图中,为每个控件都创建一个选项卡。活动选项卡对应 [Control] 的 [code]visible[/code]"
+" 属性会被设为 [code]true[/code],所有其他子节点则为 [code]false[/code]。\n"
+"会忽略非 [Control] 子节点。\n"
+"[b]注意:[/b]可点击的选项卡本身的绘制是由该节点进行的。无需添加 [Tabs] 作为子节点。"
#: doc/classes/TabContainer.xml:17
msgid "Returns the child [Control] node located at the active tab index."
@@ -69159,38 +69138,32 @@ msgid "Returns the text of a specific line."
msgstr "返回特定行的文本。"
#: doc/classes/TextEdit.xml:144
-#, fuzzy
msgid ""
"Returns the line and column at the given position. In the returned vector, "
"[code]x[/code] is the column, [code]y[/code] is the line."
-msgstr ""
-"返回指向反射方向的向量。[code]a[/code]是入射向量,[code]b[/code]是法向量。"
+msgstr "返回位于给定位置的行和列。返回的向量中,[code]x[/code] 是列、[code]y[/code] 是行。"
#: doc/classes/TextEdit.xml:150
msgid "Returns the amount of total lines in the text."
msgstr "返回文本中的总行数。"
#: doc/classes/TextEdit.xml:156
-#, fuzzy
msgid "Returns the height of a largest line."
-msgstr "返回内容的高度。"
+msgstr "返回最大行的高度。"
#: doc/classes/TextEdit.xml:164
-#, fuzzy
msgid ""
"Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/"
"code]."
-msgstr "将插槽[code]idx[/code]的左侧(输入)类型设置为[code]type_left[/code]。"
+msgstr "返回位于行 [code]line[/code] 的 [code]wrap_index[/code] 的像素宽度。"
#: doc/classes/TextEdit.xml:171
-#, fuzzy
msgid "Returns the number of times the given line is wrapped."
-msgstr "返回可见行数。"
+msgstr "返回给定行换行的次数。"
#: doc/classes/TextEdit.xml:178
-#, fuzzy
msgid "Returns an array of [String]s representing each wrapped index."
-msgstr "返回事件的 [String] 字符串表示。"
+msgstr "返回代表各个换行索引的 [String] 数组。"
#: doc/classes/TextEdit.xml:184
msgid ""
@@ -69214,6 +69187,9 @@ msgid ""
"[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use "
"[method get_rect_at_line_column] to get the top side position."
msgstr ""
+"返回给定行 [code]line[/code] 和列 [code]column[/code] 的本地位置。如果返回向量的 [code]x[/code] "
+"或 [code]y[/code] 等于 [code]-1[/code],该位置位于该控件的可视范围之外。\n"
+"[b]注意:[/b]位置的 Y 对应行的底部。请使用 [method get_rect_at_line_column] 来获取顶部位置。"
#: doc/classes/TextEdit.xml:202
msgid ""
@@ -69225,6 +69201,9 @@ msgid ""
"of the line, unlike [method get_pos_at_line_column] which returns the bottom "
"side."
msgstr ""
+"返回位于给定行 [code]line[/code] 和列 [code]column[/code] 的字形大小。如果返回的矩形位置的 "
+"[code]x[/code] 或 [code]y[/code] 等于 [code]-1[/code],该位置位于该控件的可视范围之外。\n"
+"[b]注意:[/b]位置的 Y 对应行的顶部,而 [method get_pos_at_line_column] 返回的则是底部位置。"
#: doc/classes/TextEdit.xml:209
msgid "Returns the selection begin column."
@@ -69247,9 +69226,8 @@ msgid "Returns the selection end line."
msgstr "返回选择结束行。"
#: doc/classes/TextEdit.xml:239
-#, fuzzy
msgid "Returns the total width of all gutters and internal padding."
-msgstr "返回所有纹理及其信息的列表。"
+msgstr "返回所有栏位及内部边距的总宽度。"
#: doc/classes/TextEdit.xml:245
msgid ""
@@ -69300,9 +69278,8 @@ msgid ""
msgstr "当指定的行[code]line[/code]被标记为安全时返回[code]true[/code]。"
#: doc/classes/TextEdit.xml:313
-#, fuzzy
msgid "Returns if the given line is wrapped."
-msgstr "返回图块的指定形状。"
+msgstr "返回给定的行是否换行。"
#: doc/classes/TextEdit.xml:319
msgid "Returns [code]true[/code] if the selection is active."
@@ -69426,9 +69403,8 @@ msgid ""
msgstr "取消隐藏之前由 [method set_line_as_hidden] 设置为隐藏的所有行。"
#: doc/classes/TextEdit.xml:454
-#, fuzzy
msgid "If [code]true[/code], the bookmark gutter is visible."
-msgstr "为 [code]true[/code] 时断点栏可见。"
+msgstr "为 [code]true[/code] 时书签栏可见。"
#: doc/classes/TextEdit.xml:457
msgid "If [code]true[/code], the breakpoint gutter is visible."
@@ -69608,11 +69584,11 @@ msgstr "从头到尾搜索。"
#: doc/classes/TextEdit.xml:590
msgid "Used to access the result column from [method search]."
-msgstr "用来访问搜索[method search]的结果列。"
+msgstr "用来访问搜索 [method search] 的结果列。"
#: doc/classes/TextEdit.xml:593
msgid "Used to access the result line from [method search]."
-msgstr "用于访问搜索[method search]的结果行。"
+msgstr "用于访问搜索 [method search] 的结果行。"
#: doc/classes/TextEdit.xml:602
msgid ""
@@ -69622,11 +69598,11 @@ msgstr "将剪贴板上的文本粘贴在选定的文本上(或光标的位置
#: doc/classes/TextEdit.xml:605
msgid "Erases the whole [TextEdit] text."
-msgstr "擦除整个[TextEdit]文本。"
+msgstr "擦除整个 [TextEdit] 文本。"
#: doc/classes/TextEdit.xml:608
msgid "Selects the whole [TextEdit] text."
-msgstr "选择整个[TextEdit]文本。"
+msgstr "选择整个 [TextEdit] 文本。"
#: doc/classes/TextEdit.xml:614
msgid "Redoes the previous action."
@@ -69744,16 +69720,16 @@ msgid ""
"Draws the texture using a [CanvasItem] with the [VisualServer] API. "
"Equivalent to [method VisualServer.canvas_item_add_texture_rect]."
msgstr ""
-"使用[VisualServer]API的[CanvasItem]来绘制纹理。相当于方法[method "
-"VisualServer.canvas_item_add_texture_rect]。"
+"使用 [VisualServer] API 的 [CanvasItem] 来绘制纹理。相当于方法 [method VisualServer."
+"canvas_item_add_texture_rect]。"
#: doc/classes/Texture.xml:48
msgid ""
"Draws a part of the texture using a [CanvasItem] with the [VisualServer] "
"API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]."
msgstr ""
-"使用[VisualServer]API的[CanvasItem]来绘制纹理的一个部分。相当于方法[method "
-"VisualServer.canvas_item_add_texture_rect_region]。"
+"使用 [VisualServer] API 的 [CanvasItem] 来绘制纹理的一个部分。相当于方法 [method VisualServer."
+"canvas_item_add_texture_rect_region]。"
#: doc/classes/Texture.xml:54
msgid ""
@@ -69783,15 +69759,15 @@ msgstr "如果这个 [Texture] 有 Alpha 通道,则返回 [code]true[/code]。
msgid ""
"The texture's [enum Flags]. [enum Flags] are used to set various properties "
"of the [Texture]."
-msgstr "纹理的[enum Flags]。[enum Flags]用于设置[Texture]的各种属性。"
+msgstr "纹理的 [enum Flags]。[enum Flags] 用于设置 [Texture] 的各种属性。"
#: doc/classes/Texture.xml:89
msgid ""
"Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant "
"FLAG_FILTER] are enabled."
msgstr ""
-"默认的标志。[constant FLAG_MIPMAPS]、[constant FLAG_REPEAT] 和 [constant "
-"FLAG_FILTER]均被启用。"
+"默认的标志。[constant FLAG_MIPMAPS]、[constant FLAG_REPEAT] 和 [constant FLAG_FILTER]"
+" 均被启用。"
#: doc/classes/Texture.xml:92 doc/classes/VisualServer.xml:3206
msgid ""
@@ -69806,7 +69782,7 @@ msgid ""
"repetition."
msgstr ""
"重复纹理(而不是限制到边)。\n"
-"[b]注意:[/b] 使用[AtlasTexture]时忽略,因为它们不支持重复。"
+"[b]注意:[/b]使用 [AtlasTexture] 时忽略,因为它们不支持重复。"
#: doc/classes/Texture.xml:99 doc/classes/VisualServer.xml:3212
msgid "Uses a magnifying filter, to enable smooth zooming in of the texture."
@@ -69833,7 +69809,7 @@ msgid ""
"repetition."
msgstr ""
"重复纹理的交替部分,并对其进行镜像。\n"
-"[b]注意:[/b] 在使用[AtlasTexture]时被忽略,因为它们不支持重复。"
+"[b]注意:[/b]在使用 [AtlasTexture] 时被忽略,因为它们不支持重复。"
#: doc/classes/Texture.xml:113 doc/classes/VisualServer.xml:3225
msgid "Texture is a video surface."
@@ -69855,9 +69831,9 @@ msgid ""
"code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
"code] options."
msgstr ""
-"以指定的[code]width[/code]、[code]height[/code]和[code]depth[/code]创建"
-"Texture3D。参阅[enum Image.Format]的[code]format[/code]选项。参阅[enum "
-"TextureLayered.Flags]枚举器的[code]flags[/code]选项。"
+"以指定的 [code]width[/code]、[code]height[/code] 和 [code]depth[/code] 创建 "
+"Texture3D。[code]format[/code] 的可选值见 [enum Image.Format]。[code]flags[/code] "
+"的可选值见 [enum TextureLayered.Flags] 枚举值。"
#: doc/classes/TextureArray.xml:4
msgid "Array of textures stored in a single primitive."
@@ -69927,11 +69903,10 @@ msgid ""
"See also [BaseButton] which contains common properties and methods "
"associated with this node."
msgstr ""
-"[TextureButton]的功能与[Button]相同,只是它使用精灵sprites而不是Godot的"
-"[Theme]主题资源。它的创建速度更快,但它不像更复杂的[Control]那样支持本土化"
-"(localization)。\n"
-"\"正常\"状态必须包含一个纹理([member texture_normal]);其他纹理是可选的。\n"
-"也请参阅[BaseButton],它包含了与该节点相关的通用属性和方法。"
+"[TextureButton] 的功能与 [Button] 相同,只是它使用精灵而不是 Godot 的 [Theme] 主题资源。它的创建速度更快,"
+"但它不像更复杂的 [Control] 那样支持本地化。\n"
+"“正常”状态必须包含一个纹理([member texture_normal]);其他纹理是可选的。\n"
+"也请参阅 [BaseButton],它包含了与该节点相关的通用属性和方法。"
#: doc/classes/TextureButton.xml:18
msgid ""
@@ -69939,8 +69914,8 @@ msgid ""
"bounding rectangle using the [member stretch_mode]. If [code]false[/code], "
"the texture will not scale with the node."
msgstr ""
-"如果[code]true[/code],纹理会使用[member stretch_mode]拉伸到节点的边界矩形的"
-"边缘。如果[code]false[/code],纹理将不随节点缩放。"
+"为 [code]true[/code] 时纹理会使用 [member stretch_mode] 拉伸到节点的边界矩形的边缘。为 "
+"[code]false[/code] 时纹理将不随节点缩放。"
#: doc/classes/TextureButton.xml:27
msgid ""
@@ -69948,9 +69923,8 @@ msgid ""
"rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to "
"one of the [enum StretchMode] constants. See the constants to learn more."
msgstr ""
-"控制纹理在你调整节点的边界矩形时的行为,[b]只有在[/b][member expand]为"
-"[code]true[/code]的情况下。把它设置为[enum StretchMode]常量之一。请看常量来了"
-"解更多。"
+"控制纹理在你调整节点的边界矩形时的行为,[b]只有在[/b][member expand] 为 [code]true[/code] 的情况下。把它设置为 "
+"[enum StretchMode] 常量之一。请看常量来了解更多。"
#: doc/classes/TextureButton.xml:30
msgid ""
@@ -69979,7 +69953,7 @@ msgstr "当鼠标悬停在节点上时显示的纹理。"
msgid ""
"Texture to display by default, when the node is [b]not[/b] in the disabled, "
"focused, hover or pressed state."
-msgstr "当节点[b]not[/b]未处于禁用、焦点、悬停或按下的状态时,默认显示的纹理。"
+msgstr "节点[b]不处于[/b]禁用、聚焦、悬停、按下状态时,默认显示的纹理。"
#: doc/classes/TextureButton.xml:45
msgid ""
@@ -69987,8 +69961,7 @@ msgid ""
"focus and the player presses the Enter key or if the player presses the "
"[member BaseButton.shortcut] key."
msgstr ""
-"如果节点有键盘焦点且玩家按下回车键,或者玩家按下[member BaseButton.shortcut]"
-"键,则鼠标悬停在节点上时显示的纹理。"
+"如果节点有键盘焦点且玩家按下回车键,或者玩家按下 [member BaseButton.shortcut] 键,则鼠标悬停在节点上时显示的纹理。"
#: doc/classes/TextureButton.xml:50 doc/classes/TextureRect.xml:38
msgid "Scale to fit the node's bounding rectangle."
@@ -70030,7 +70003,7 @@ msgstr "缩放纹理,使较短的一边适应边界矩形。另一边则裁剪
#: doc/classes/TextureLayered.xml:4
msgid "Base class for 3D texture types."
-msgstr "3D纹理类型的基类。"
+msgstr "3D 纹理类型的基类。"
#: doc/classes/TextureLayered.xml:7
msgid ""
@@ -70040,10 +70013,9 @@ msgid ""
"layer specifies the depth or Z-index, they can be treated as a bunch of 2D "
"slices. Similarly, for [TextureArray]s, the layer specifies the array layer."
msgstr ""
-"是[Texture3D]和[TextureArray]的基类。不能直接使用,但包含访问和使用"
-"[Texture3D]和[TextureArray]的所有必要功能。数据是以每层为单位设置的。对于"
-"[Texture3D],层指定了深度或Z-index,它们可以被视为一堆二维切片。同样地,对于"
-"[TextureArray],层指定了数组层。"
+"是 [Texture3D] 和 [TextureArray] 的基类。不能直接使用,但包含访问和使用 [Texture3D] 和 "
+"[TextureArray] 的所有必要功能。数据是以每层为单位设置的。对于 [Texture3D],层指定了深度或 "
+"Z-index,它们可以被视为一堆二维切片。同样地,对于 [TextureArray],层指定了数组层。"
#: doc/classes/TextureLayered.xml:15
msgid ""
@@ -72162,7 +72134,6 @@ msgstr ""
"通过这个变换对指定的[Vector3]、[Plane]、[AABB]或[PoolVector3Array]进行变换。"
#: doc/classes/Transform.xml:135
-#, fuzzy
msgid ""
"Inverse-transforms the given [Vector3], [Plane], [AABB], or "
"[PoolVector3Array] by this transform, under the assumption that the "
@@ -72171,8 +72142,9 @@ msgid ""
"affine transformations (e.g. with scaling) see [method affine_inverse] "
"method."
msgstr ""
-"返回变换的反值,假设该变换是由旋转和平移组成的(没有缩放,对有缩放的变换使用 "
-"[method affine_inverse])。"
+"将给定的 [Vector3]、[Plane]、[AABB]、[PoolVector3Array] "
+"做该变换的逆变换,前提假设是该变换仅由旋转和平移构成(不包括缩放)。等价于调用该变换的 [code]inverse()."
+"xform(v)[/code]。仿射变换(即包含缩放)请参阅 [method affine_inverse] 方法。"
#: doc/classes/Transform.xml:141
msgid ""
@@ -72311,7 +72283,6 @@ msgid ""
msgstr "通过此变换对指定的[Vector2]、[Rect2]或[PoolVector2Array]进行变换。"
#: doc/classes/Transform2D.xml:141
-#, fuzzy
msgid ""
"Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by "
"this transform, under the assumption that the transformation is composed of "
@@ -72319,8 +72290,9 @@ msgid ""
"xform(v)[/code] on this transform. For affine transformations (e.g. with "
"scaling) see [method affine_inverse] method."
msgstr ""
-"返回变换的反值,假设该变换是由旋转和平移组成的(没有缩放,对有缩放的变换使用 "
-"[method affine_inverse])。"
+"将给定的 [Vector2]、[Rect2]、[PoolVector2Array] 做该变换的逆变换,前提假设是该变换仅由旋转和平移构成(不包括缩放)。"
+"等价于调用该变换的 [code]inverse().xform(v)[/code]。仿射变换(即包含缩放)请参阅 [method "
+"affine_inverse] 方法。"
#: doc/classes/Transform2D.xml:147
msgid ""
@@ -73518,12 +73490,10 @@ msgid ""
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]"
msgstr ""
-"需要让数值属性在一定范围内做插值的动画可以使用 Tween。[i]Tween[/i] 这个名字来"
-"自动画技术 [i]in-betweening[/i](补间动画):你指定[i]关键帧[/i],而计算机则"
-"在关键帧之间插补出其他帧。\n"
-"[Tween] 比 [AnimationPlayer] 更适合于事先不知道最终数值的动画。例如,插值动态"
-"选择的相机变焦值最好用 [Tween] 节点完成;用 [AnimationPlayer] 节点做同样的事"
-"情会很困难。\n"
+"需要让数值属性在一定范围内做插值的动画可以使用 Tween。[i]Tween[/i] 这个名字来自动画技术 [i]in-"
+"betweening[/i](补间动画):你指定[i]关键帧[/i],而计算机则在关键帧之间插补出其他帧。\n"
+"[Tween] 比 [AnimationPlayer] 更适合于事先不知道最终数值的动画。例如,插值动态选择的相机变焦值最好用 [Tween] 节点完成;"
+"用 [AnimationPlayer] 节点做同样的事情会很困难。\n"
"下面是一个简短的使用例子,让一个 2D 节点在两个位置之间平滑移动:\n"
"[codeblock]\n"
"var tween = get_node(\"Tween\")\n"
@@ -73532,18 +73502,16 @@ msgstr ""
" Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n"
"tween.start()\n"
"[/codeblock]\n"
-"许多方法都需要提供属性名称,比如上面的 [code]\"position\"[/code]。你可以通过"
-"在检查器中将鼠标悬停在该属性上找到正确的属性名称。你也可以通过使用 "
-"[code]\"property:component\"[/code] 直接提供一个属性的分量(例如 "
+"许多方法都需要提供属性名称,比如上面的 [code]\"position\"[/code]。你可以通过在检查器中将鼠标悬停在该属性上找到正确的属性名称。"
+"你也可以通过使用 [code]\"property:component\"[/code] 直接提供一个属性的分量(例如 "
"[code]position:x[/code]),动画就只会对这个分量起效。\n"
-"许多方法接受过渡类型 [code]trans_type[/code] 和缓动类型 [code]easy_type[/"
-"code]。前者接受 [enum TransitionType] 常量,指的是处理动画时间的方式(请参阅 "
-"[url=https://easings.net/]easings.net[/url] 的一些例子)。后者接受 [enum "
-"EaseType] 常量,控制 [code]trans_type[/code] 应用于插值的位置(开头、结尾、或"
-"两处都是)。如果你不知道该选哪个过渡和缓动,你可以用 [constant EASE_IN_OUT] "
-"尝试不同的 [enum TransitionType] 常数,然后使用看起来最好的那个。\n"
+"许多方法接受过渡类型 [code]trans_type[/code] 和缓动类型 [code]easy_type[/code]。前者接受 [enum "
+"TransitionType] 常量,指的是处理动画时间的方式(请参阅 [url=https://easings.net/]easings."
+"net[/url] 的一些例子)。后者接受 [enum EaseType] 常量,控制 [code]trans_type[/code] "
+"应用于插值的位置(开头、结尾、或两处都是)。如果你不知道该选哪个过渡和缓动,你可以用 [constant EASE_IN_OUT] 尝试不同的 ["
+"enum TransitionType] 常数,然后使用看起来最好的那个。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
-"tween_cheatsheet.png]Tween 缓动与过渡类型参考页[/url]"
+"tween_cheatsheet.png]Tween 缓动与过渡类型速查表[/url]"
#: doc/classes/Tween.xml:36
msgid ""
@@ -73942,11 +73910,11 @@ msgid ""
" connected = true\n"
"[/codeblock]"
msgstr ""
-"一个简单的服务器,它打开一个UDP套接字,并在收到新的数据包时,返回连接的"
-"[PacketPeerUDP]。参阅[method PacketPeerUDP.connect_to_host]。 \n"
-"在启动服务器,即[method listen]后,你将需要定期[method poll]它,例如在"
-"[method Node._process]内,处理新的数据包,将它们传递给适当的[PacketPeerUDP],"
-"并接受新的连接。 下面是一个关于如何使用它的小例子。\n"
+"一个简单的服务器,它打开一个 UDP 套接字,并在收到新的数据包时,返回连接的 [PacketPeerUDP]。请参阅 [method "
+"PacketPeerUDP.connect_to_host]。\n"
+"启动服务器后([method listen]),你将需要定期 [method poll] 它(例如在 [method Node._process] "
+"内),才会处理新的数据包、将它们传递给适当的 [PacketPeerUDP]、接受新连接。\n"
+"下面是一个关于如何使用它的小例子。\n"
"[codeblock]\n"
"# server.gd\n"
"extends Node\n"
@@ -73958,20 +73926,20 @@ msgstr ""
" server.listen(4242)\n"
"\n"
"func _process(delta):\n"
-" server.poll() # Important!\n"
+" server.poll() # 重要!\n"
" if server.is_connection_available():\n"
" var peer : PacketPeerUDP = server.take_connection()\n"
" var pkt = peer.get_packet()\n"
-" print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
+" print(\"接受到 peer:%s:%s\" % [peer.get_packet_ip(), peer."
"get_packet_port()])\n"
-" print(\"Received data: %s\" % [pkt.get_string_from_utf8()])\n"
-" # Reply so it knows we received the message.\n"
+" print(\"收到数据:%s\" % [pkt.get_string_from_utf8()])\n"
+" # 发出回复,这样对方就能知道我们收到了消息。\n"
" peer.put_packet(pkt)\n"
-" # Keep a reference so we can keep contacting the remote peer.\n"
+" # 保持引用,这样就可以不断与远程 peer 联系。\n"
" peers.append(peer)\n"
"\n"
" for i in range(0, peers.size()):\n"
-" pass # Do something with the connected peers.\n"
+" pass # 与已连接的 peer 进行交互\n"
"\n"
"[/codeblock]\n"
"[codeblock]\n"
@@ -73986,10 +73954,10 @@ msgstr ""
"\n"
"func _process(delta):\n"
" if !connected:\n"
-" # Try to contact server\n"
-" udp.put_packet(\"The answer is... 42!\".to_utf8())\n"
+" # 尝试联系服务器\n"
+" udp.put_packet(\"答案是……42!\".to_utf8())\n"
" if udp.get_available_packet_count() > 0:\n"
-" print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
+" print(\"已连接:%s\" % udp.get_packet().get_string_from_utf8())\n"
" connected = true\n"
"[/codeblock]"
@@ -76005,18 +75973,16 @@ msgid "https://godotengine.org/asset-library/asset/586"
msgstr "https://godotengine.org/asset-library/asset/586"
#: doc/classes/Viewport.xml:28
-#, fuzzy
msgid ""
"Returns the first valid [World] for this viewport, searching the [member "
"world] property of itself and any Viewport ancestor."
-msgstr "返回视窗的3D世界,如果没有,则返回父视窗的世界。"
+msgstr "返回该视窗的首个有效 [World],在它自身及任何 Viewport 祖先节点的 [member world] 属性中查找。"
#: doc/classes/Viewport.xml:34
-#, fuzzy
msgid ""
"Returns the first valid [World2D] for this viewport, searching the [member "
"world_2d] property of itself and any Viewport ancestor."
-msgstr "返回视窗的3D世界,如果没有,则返回父视窗的世界。"
+msgstr "返回该视窗的首个有效 [World2D],在它自身及任何 Viewport 祖先节点的 [member world_2d] 属性中查找。"
#: doc/classes/Viewport.xml:40
msgid "Returns the active 3D camera."
@@ -78282,52 +78248,51 @@ msgstr "数学常量。"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:24
msgid "Unity: [code]1[/code]."
-msgstr "Unity: [code]1[/code]."
+msgstr "Unity:[code]1[/code]。"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:27
msgid "Pi: [code]3.141593[/code]."
-msgstr "Pi: [code]3.141593[/code]."
+msgstr "Pi:[code]3.141593[/code]。"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:30
msgid "Pi divided by two: [code]1.570796[/code]."
-msgstr "Pi除以2: [code]1.570796[/code]."
+msgstr "Pi 除以 2:[code]1.570796[/code]。"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:33
msgid "Tau: [code]6.283185[/code]."
-msgstr "Tau: [code]6.283185[/code]."
+msgstr "Tau:[code]6.283185[/code]。"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:36
msgid ""
"Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/"
"code]."
-msgstr "数学常量[code]e[/code],自然对数基数。[code]2.718282[/code]."
+msgstr "数学常量 [code]e[/code],自然对数基数:[code]2.718282[/code]。"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:39
msgid "Square root of two: [code]1.414214[/code]."
-msgstr "2的平方根:[code]1.414214[/code]。"
+msgstr "2 的平方根:[code]1.414214[/code]。"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:42
msgid "Infinity: [code]inf[/code]."
-msgstr "无穷大:[code]inf[/code]。"
+msgstr "无穷大:[code]inf[/code]。"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:45
msgid "Not a number: [code]nan[/code]."
-msgstr "不是数字: [code]nan[/code]。"
+msgstr "不是数字:[code]nan[/code]。"
#: modules/visual_script/doc_classes/VisualScriptMathConstant.xml:48
msgid "Represents the size of the [enum MathConstant] enum."
-msgstr "表示[enum MathConstant]枚举的大小。"
+msgstr "表示 [enum MathConstant] 枚举的大小。"
#: modules/visual_script/doc_classes/VisualScriptNode.xml:4
msgid "A node which is part of a [VisualScript]."
-msgstr "属于[VisualScript]的一个节点。"
+msgstr "属于 [VisualScript] 的一个节点。"
#: modules/visual_script/doc_classes/VisualScriptNode.xml:7
msgid ""
"A node which is part of a [VisualScript]. Not to be confused with [Node], "
"which is a part of a [SceneTree]."
-msgstr ""
-"属于[VisualScript]的一个节点。不要与[Node]混淆,后者是[SceneTree]的一部分。"
+msgstr "属于 [VisualScript] 的一个节点。不要与 [Node] 混淆,后者是 [SceneTree] 的一部分。"
#: modules/visual_script/doc_classes/VisualScriptNode.xml:16
msgid ""
@@ -78355,7 +78320,7 @@ msgstr "当可用的输入/输出端口更改时触发。"
#: modules/visual_script/doc_classes/VisualScriptOperator.xml:4
msgid "A Visual Script node that performs an operation on two values."
-msgstr "一个Visual Script节点,对两个值执行操作。"
+msgstr "一个 Visual Script 节点,对两个值执行操作。"
#: modules/visual_script/doc_classes/VisualScriptOperator.xml:7
msgid ""
@@ -78365,11 +78330,11 @@ msgid ""
"[b]Output Ports:[/b]\n"
"- Data (variant): [code]result[/code]"
msgstr ""
-"[b]Input Ports:[/b]\n"
-"- Data (variant): [code]A[/code]\n"
-"- Data (variant): [code]B[/code]\n"
-"[b]Output Ports:[/b]\n"
-"- Data (variant): [code]result[/code]"
+"[b]输入端口:[/b]\n"
+"- 数据(variant):[code]A[/code]\n"
+"- 数据(variant):[code]B[/code]\n"
+"[b]输出端口:[/b]\n"
+"- 数据(variant):[code]result[/code]"
#: modules/visual_script/doc_classes/VisualScriptOperator.xml:19
msgid ""