diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-07-06 15:04:01 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-07-06 15:04:52 +0200 |
commit | 76d0a99707949c1c19363451ebfd59c3ac68a4b9 (patch) | |
tree | 4edebdab1384105a3965fa00402940b324d2ae88 /doc | |
parent | 550f9faa9c45a9431fcfeb7ef3972d4db65e90e7 (diff) |
i18n: Sync classref translations with Weblate
(cherry picked from commit 417f20f06c7449bfc3820cdfdde4183082cfb004)
Diffstat (limited to 'doc')
40 files changed, 4783 insertions, 1312 deletions
diff --git a/doc/translations/ar.po b/doc/translations/ar.po index dcfbccb71c..b21374a37f 100644 --- a/doc/translations/ar.po +++ b/doc/translations/ar.po @@ -12308,10 +12308,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19607,13 +19609,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19623,7 +19629,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19640,23 +19650,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -30018,7 +30028,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30592,10 +30605,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30919,6 +30933,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36350,7 +36369,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36463,6 +36482,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -50081,8 +50108,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58455,7 +58482,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59052,9 +59103,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60599,6 +60652,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66687,9 +66745,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66718,7 +66777,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/ca.po b/doc/translations/ca.po index 8576fd5bf3..0e33b91074 100644 --- a/doc/translations/ca.po +++ b/doc/translations/ca.po @@ -12252,10 +12252,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19537,13 +19539,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19553,7 +19559,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19570,23 +19580,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29935,7 +29945,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30509,10 +30522,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30835,6 +30849,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36235,7 +36254,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36346,6 +36365,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49925,8 +49952,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58295,7 +58322,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58892,9 +58943,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60431,6 +60484,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66505,9 +66562,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66536,7 +66594,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index dba0a87744..8d833031fe 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -12132,10 +12132,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19417,13 +19419,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19433,7 +19439,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19450,23 +19460,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29812,7 +29822,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30386,10 +30399,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30712,6 +30726,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36112,7 +36131,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36223,6 +36242,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49802,8 +49829,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58172,7 +58199,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58769,9 +58820,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60308,6 +60361,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66382,9 +66439,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66413,7 +66471,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/cs.po b/doc/translations/cs.po index e6d0fc8c49..85a9d50b28 100644 --- a/doc/translations/cs.po +++ b/doc/translations/cs.po @@ -12653,10 +12653,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19985,13 +19987,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -20001,7 +20007,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -20018,23 +20028,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -30408,7 +30418,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30982,10 +30995,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -31309,6 +31323,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36749,7 +36768,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36862,6 +36881,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -50499,8 +50526,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58889,7 +58916,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59486,9 +59537,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -61043,6 +61096,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -67164,9 +67222,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -67195,7 +67254,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/de.po b/doc/translations/de.po index 14a4d14da6..ae8d8f2165 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -14222,10 +14222,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -21703,13 +21705,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -21719,7 +21725,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -21736,23 +21746,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -32199,7 +32209,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -32773,10 +32786,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -33104,6 +33118,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -38619,7 +38638,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -38734,6 +38753,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -52484,8 +52511,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -60981,7 +61008,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -61582,9 +61633,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -63158,6 +63211,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Wenn [code]true[/code], wird die Textur zentriert." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -69471,9 +69529,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -69505,7 +69564,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/el.po b/doc/translations/el.po index 782205fcfa..d3cbf69925 100644 --- a/doc/translations/el.po +++ b/doc/translations/el.po @@ -12152,10 +12152,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19452,13 +19454,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19468,7 +19474,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19485,23 +19495,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29863,7 +29873,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30437,10 +30450,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30764,6 +30778,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36189,7 +36208,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36302,6 +36321,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49907,8 +49934,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58281,7 +58308,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58878,9 +58929,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60425,6 +60478,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Επιστρέφει το συνημίτονο της παραμέτρου." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66513,9 +66571,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66544,7 +66603,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/es.po b/doc/translations/es.po index 242710fe39..e38eb521c0 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -15915,10 +15915,12 @@ msgstr "" "horizontales y el tamaño de la pantalla." #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "La cámara se actualiza con la llamada [code]_physics_process[/code]." #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "La cámara se actualiza con la llamada de [code]_process[/code]." @@ -25571,16 +25573,18 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" -"Si [code]true[/code], el detalle de la sombra se sacrifica a cambio de " -"transiciones más suaves entre las divisiones." #: doc/classes/DirectionalLight.xml msgid "" @@ -25591,8 +25595,12 @@ msgstr "" "movimiento. Ver [enum ShadowDepthRange]." #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." -msgstr "La distancia máxima para las divisiones de la sombra." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." +msgstr "" #: doc/classes/DirectionalLight.xml msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." @@ -25606,11 +25614,12 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml +#, fuzzy 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" "La distancia de la cámara a la sombra se divide en 1. Relativo a [member " "directional_shadow_max_distance]. Sólo se utiliza cuando [member " @@ -25618,11 +25627,12 @@ msgstr "" "[code]SHADOW_PARALLEL_4_SPLITS[/code]." #: doc/classes/DirectionalLight.xml +#, fuzzy 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" "La distancia de la sombra se divide en dos. Relativo a [member " "directional_shadow_max_distance]. Sólo se utiliza cuando [member " @@ -25630,10 +25640,11 @@ msgstr "" "[code]SHADOW_PARALLEL_4_SPLITS[/code]." #: doc/classes/DirectionalLight.xml +#, fuzzy 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" "La distancia de la sombra se divide en dos y tres. Relativo a [member " "directional_shadow_max_distance]. Sólo se usa cuando [member " @@ -39542,7 +39553,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" "Habilita o deshabilita la acumulación de eventos de entrada similares " "enviados por el sistema operativo. Cuando la acumulación de entrada está " @@ -40301,10 +40315,11 @@ msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón." 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -40745,6 +40760,12 @@ msgstr "" "automáticamente el nuevo contenido." #: doc/classes/InterpolatedCamera.xml +#, fuzzy +msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "La llamada al proceso de la cámara. Ver [enum Camera2DProcessMode]." + +#: doc/classes/InterpolatedCamera.xml msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." @@ -47706,7 +47727,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -47821,6 +47842,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -65718,12 +65747,13 @@ msgstr "" "documentación del mapeo de sombras." #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" -"Tamaño para el atlas de sombras (usado para OmniLights y SpotLights). Vea la " -"documentación." +"Establece el tamaño de las imágenes del atlas de sombras (usado para omni y " +"focos). El valor se redondeará a la potencia más cercana de 2." #: doc/classes/ProjectSettings.xml msgid "" @@ -76413,10 +76443,32 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" -"Formatea la string reemplazando todas las ocurrencias de [code]placeholder[/" -"code] por [code]values[/code]." #: doc/classes/String.xml msgid "If the string is a valid file path, returns the base directory name." @@ -77186,13 +77238,12 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" -"Dibuja este cuadro de estilo usando un [CanvasItem] con un [RID] dado.\n" -"Puedes obtener un valor [RID] usando el [method Object.get_instance_id] en " -"un nodo derivado de [CanvasItem]." #: doc/classes/StyleBox.xml msgid "Returns the size of this [StyleBox] without the margins." @@ -79173,6 +79224,11 @@ msgstr "" "contextual." #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Si [code]true[/code], el cuerpo puede ser detectado por los rayos." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -87155,12 +87211,14 @@ msgstr "" "La cantidad de subdivisión del cuarto cuadrante en el atlas de las sombras." #: doc/classes/Viewport.xml +#, fuzzy 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" "La resolución del atlas de las sombras (usado para luces omni y spot). El " "valor se redondeará a la potencia más cercana de 2.\n" @@ -87197,9 +87255,12 @@ msgid "" msgstr "Si [code]true[/code], el viewport debería hacer su fondo transparente." #: doc/classes/Viewport.xml -#, fuzzy -msgid "The rendering mode of viewport." -msgstr "El modo de selección a utilizar." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." +msgstr "" #: doc/classes/Viewport.xml msgid "" diff --git a/doc/translations/fa.po b/doc/translations/fa.po index a8972b49a5..db8018d209 100644 --- a/doc/translations/fa.po +++ b/doc/translations/fa.po @@ -12573,10 +12573,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19858,13 +19860,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19874,7 +19880,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19891,23 +19901,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -30256,7 +30266,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30830,10 +30843,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -31156,6 +31170,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36562,7 +36581,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36673,6 +36692,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -50264,8 +50291,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58638,7 +58665,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59235,9 +59286,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60774,6 +60827,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66848,9 +66905,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66879,7 +66937,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/fi.po b/doc/translations/fi.po index 9c41935f5e..9317c255a7 100644 --- a/doc/translations/fi.po +++ b/doc/translations/fi.po @@ -12226,10 +12226,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19528,13 +19530,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19544,7 +19550,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19561,23 +19571,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29946,7 +29956,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30520,10 +30533,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30847,6 +30861,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36274,7 +36293,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36387,6 +36406,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49992,8 +50019,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58368,7 +58395,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58965,9 +59016,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60513,6 +60566,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Palauttaa parametrin kosinin." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66606,9 +66664,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66637,7 +66696,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/fil.po b/doc/translations/fil.po index 1ae1d0b02b..f7a8c0fd9b 100644 --- a/doc/translations/fil.po +++ b/doc/translations/fil.po @@ -12148,10 +12148,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19433,13 +19435,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19449,7 +19455,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19466,23 +19476,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29831,7 +29841,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30405,10 +30418,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30731,6 +30745,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36131,7 +36150,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36242,6 +36261,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49821,8 +49848,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58191,7 +58218,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58788,9 +58839,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60327,6 +60380,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66401,9 +66458,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66432,7 +66490,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 2dcac4940b..7b3d3c7435 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -61,7 +61,7 @@ msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2022-06-28 04:52+0000\n" +"PO-Revision-Date: 2022-07-06 04:47+0000\n" "Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fr/>\n" @@ -985,7 +985,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Linearly interpolates between two values by the factor defined in " "[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " @@ -1005,13 +1004,16 @@ msgid "" "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]." msgstr "" -"Interpolation linéaire entre deux valeurs par une valeur normalisée. C'est " -"l'inverse de [method inverse_lerp].\n" +"L'interpolation linéaire entre deux valeurs avec un facteur défini par " +"[code]weight[/code]. Pour faire une interpolation, [code]weight[/code] doit " +"être entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, des " +"valeurs en dehors de cet intervalle sont autorisés pour faire une " +"[i]extrapolation[/i].\n" "Si les arguments [code]from[/code] et [code]to[/code] sont de type [int] ou " -"[float], la valeur de retour est un [float].\n" +"[float], la valeur retournée est un [float].\n" "Si les deux sont du même type de vecteur ([Vector2], [Vector3] ou [Color]), " -"la valeur de retour sera du même type ([code]lerp[/code] appelle alors la " -"méthode du type de vecteur [code]linear_interpolate[/code]).\n" +"la valeur de retour sera du même type (puisque [code]lerp[/code] appelle " +"alors la méthode [code]linear_interpolate[/code] du même type).\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Retourne 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retourne Vector2(2, 3.5)\n" @@ -4060,6 +4062,10 @@ msgid "" "down on the key after it \"bottoms out\". This message is different from " "polyphonic after-touch as it indicates the highest pressure across all keys." msgstr "" +"Le message de pression de canal MIDI. Ce message est le plus souvent envoyé " +"en appuyant sur la touche après qu'il « se retire » . Ce message est " +"différent de l'après-touche polyphonique car il indique la plus haute " +"pression sur toutes les clés." #: doc/classes/@GlobalScope.xml msgid "" @@ -4074,6 +4080,9 @@ msgid "" "MIDI system exclusive message. This has behavior exclusive to the device " "you're receiving input from. Getting this data is not implemented in Godot." msgstr "" +"Le message exclusif du système MIDI. Cela a un comportement exclusif à " +"l'appareil dont vous recevez l'entrée. Obtenir cette donnée n'est pas " +"implémenté dans Godot." #: doc/classes/@GlobalScope.xml msgid "" @@ -4086,30 +4095,43 @@ msgid "" "MIDI song position pointer message. Gives the number of 16th notes since the " "start of the song. Getting this data is not implemented in Godot." msgstr "" +"Le message de position de chanson MIDI. Donne le nombre de seizième de note " +"depuis le début de la chanson. Obtenir cette donnée n'est pas implémenté " +"dans Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI song select message. Specifies which sequence or song is to be played. " "Getting this data is not implemented in Godot." msgstr "" +"Le message de sélectionne de la chanson. Spécifie quelle séquence ou quelle " +"chanson doit être jouée. Obtenir cette donnée n'est pas implémenté dans " +"Godot." #: doc/classes/@GlobalScope.xml msgid "" "MIDI tune request message. Upon receiving a tune request, all analog " "synthesizers should tune their oscillators." msgstr "" +"Le message de requête d'accordage MIDI. À la réception d'une requête " +"d'accordage, tous les synthétiseurs analogiques devraient accorder leurs " +"oscillateurs." #: doc/classes/@GlobalScope.xml msgid "" "MIDI timing clock message. Sent 24 times per quarter note when " "synchronization is required." msgstr "" +"Le message d'horloge MIDI. Envoyé 24 fois par quart de note lorsque la " +"synchronisation est requise." #: doc/classes/@GlobalScope.xml msgid "" "MIDI start message. Start the current sequence playing. This message will be " "followed with Timing Clocks." msgstr "" +"Le message de démarrage MIDI. Commence la séquence actuelle. Ce message sera " +"suivi avec un message d'horloge." #: doc/classes/@GlobalScope.xml msgid "MIDI continue message. Continue at the point the sequence was stopped." @@ -5206,7 +5228,6 @@ msgstr "" "entrée, le dialogue sera accepté." #: doc/classes/AcceptDialog.xml -#, fuzzy 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 " @@ -5214,9 +5235,11 @@ msgid "" "the [code]button[/code] will no longer emit this dialog's [signal " "custom_action] signal or cancel this dialog." msgstr "" -"Enlever le [code]bouton[/code] de la boite de la boîte de dialogue. Ne " -"libère PAS le bouton. Le bouton dois être un [Button] ajouté avec la méthode " -"[method add_button] ou [method add_cancel] ." +"Retire le [code]button[/code] de la boite de dialogue. Ne libère PAS le " +"[code]button[/code]. Le [code]button[/code] doit être un [Button] ajouté " +"avec la méthode [method add_button] ou [method add_cancel]. Après être " +"retiré, appuyer sur [code]button[/code] n'émettra plus le signal [signal " +"custom_action] du dialogue ni ne l'annulera." #: doc/classes/AcceptDialog.xml msgid "Sets autowrapping for the text in the dialog." @@ -8408,6 +8431,10 @@ msgid "" "binds animations to animation nodes.\n" "Once set, [Animation] nodes can be added to the [AnimationTreePlayer]." msgstr "" +"Le chemin vers le [AnimationPlayer] d'où cette [AnimationTreePlayer] " +"connecte les animations aux nœuds d'animation.\n" +"Une fois défini, les nœuds [Animation] peuvent être ajoutés au " +"[AnimationTreePlayer]." #: doc/classes/AnimationTreePlayer.xml msgid "The thread in which to update animations." @@ -8592,6 +8619,10 @@ msgid "" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" +"La vitesse à laquelle les objets arrêtent de se déplacer dans cette zone. " +"Représente la vitesse linéaire perdue par seconde.\n" +"Voir [member ProjectSettings.physics/3d/default_linear_damp] pour plus de " +"détails sur l'amortissement." #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "If [code]true[/code], other monitoring areas can detect this area." @@ -10832,6 +10863,9 @@ msgid "" "the AR/VR eyes to [VisualServer]. The value comes from an internal call to " "[method OS.get_ticks_usec]." msgstr "" +"Retourne l'horodatage absolu (en μs) de la dernière mise à jour des yeux AR/" +"VR du [ARVRServer] envoyée au [VisualServer]. La valeur est récupérée via un " +"appel interne à [method OS.get_ticks_usec]" #: doc/classes/ARVRServer.xml msgid "" @@ -10839,6 +10873,9 @@ msgid "" "difference between [method get_last_commit_usec] and [method " "get_last_process_usec] when committing." msgstr "" +"Retourne la durée (en μs) de la dernière trame. Ceci est calculé comme la " +"différence entre [method get_last_commit_usec] et [method " +"get_last_process_usec] lorsque vous commettez." #: doc/classes/ARVRServer.xml msgid "" @@ -10846,6 +10883,9 @@ msgid "" "callback. The value comes from an internal call to [method OS." "get_ticks_usec]." msgstr "" +"Retourne l'horodatage absolu (en μs) du dernier appel de mise à jour du " +"[ARVRServer]. La valeur vient est récupérée via un appel interne à [method " +"OS.get_ticks_usec]" #: doc/classes/ARVRServer.xml msgid "" @@ -12137,6 +12177,8 @@ 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 "" +"Le filtre passe-haut, en Hz. Les fréquences supérieures à cette valeur ne " +"seront pas affectées par la distorsion. La valeur peut aller de 1 à 20000 Hz." #: doc/classes/AudioEffectDistortion.xml msgid "Distortion type." @@ -12147,12 +12189,16 @@ msgid "" "Increases or decreases the volume after the effect. Value can range from -80 " "to 24." msgstr "" +"Augmente ou diminue le volume sonore après l'application de l'effet. La " +"valeur peut aller de -80 à 24 dB." #: doc/classes/AudioEffectDistortion.xml msgid "" "Increases or decreases the volume before the effect. Value can range from " "-60 to 60." msgstr "" +"Augmente ou diminue le volume sonore avant l'application de l'effet. La " +"valeur peut aller de -60 à 60 dB." #: doc/classes/AudioEffectDistortion.xml msgid "" @@ -12165,6 +12211,8 @@ msgid "" "Low-resolution digital distortion effect. You can use it to emulate the " "sound of early digital audio devices." msgstr "" +"Effet de distorsion numérique à basse résolution. Vous pouvez l'utiliser " +"pour émuler le son des tous premiers périphériques audio numériques." #: doc/classes/AudioEffectDistortion.xml msgid "" @@ -12530,6 +12578,10 @@ msgid "" "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "" +"Le facteur de suréchantillonnage à utiliser. Des valeurs plus élevées " +"entraînent une meilleure qualité, mais nécessitent plus de puissance du CPU " +"et peuvent provoquer des craquements audibles si le CPU n'est pas assez " +"puissant." #: doc/classes/AudioEffectPitchShift.xml msgid "" @@ -12818,6 +12870,8 @@ msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "" +"Retourne le [AudioEffectInstance] assigné au bus et aux indices de l'effet " +"donnés (et le canal en option)." #: doc/classes/AudioServer.xml msgid "Returns the index of the bus with the name [code]bus_name[/code]." @@ -12832,26 +12886,32 @@ msgid "" "Returns the peak volume of the left speaker at bus index [code]bus_idx[/" "code] and channel index [code]channel[/code]." msgstr "" +"Retourne le volume de crête du haut-parleur gauche à l'index du bus " +"[code]bus_idx[/code] et l'index du canal [code]canal[/code]." #: doc/classes/AudioServer.xml msgid "" "Returns the peak volume of the right speaker at bus index [code]bus_idx[/" "code] and channel index [code]channel[/code]." msgstr "" +"Retourne le volume de crête du haut-parleur droit à l'index de bus " +"[code]bus_idx[/code] et l'index de canal [code]canal[/code]." #: doc/classes/AudioServer.xml msgid "" "Returns the name of the bus that the bus at index [code]bus_idx[/code] sends " "to." msgstr "" +"Retourne le nom du bus vers lequel le bus à l'index [code]bus_idx[/code] " +"envoie l'audio." #: doc/classes/AudioServer.xml msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB." -msgstr "" +msgstr "Retourne le volume du bus à l'index [code]bus_idx[/code] en dB." #: doc/classes/AudioServer.xml msgid "Returns the names of all audio devices detected on the system." -msgstr "" +msgstr "Retourne les noms de tous les appareils audio détectés sur le système." #: doc/classes/AudioServer.xml #, fuzzy @@ -12887,6 +12947,8 @@ 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 "" +"Si [code]true[/code], l'effet à l'index [code]effect_idx[/code] sur le bus à " +"l'index [code]bus_idx[/code] est activé." #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted." @@ -12897,12 +12959,15 @@ msgstr "" msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode." msgstr "" +"Si [code]true[/code], le bus à l'index [code]bus_idx[/code] est en mode solo." #: doc/classes/AudioServer.xml msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" +"Verrouille la boucle principale du pilote audio.\n" +"[b]Note :[/b] Il est important de la déverrouiller après utilisation." #: doc/classes/AudioServer.xml msgid "" @@ -12930,6 +12995,7 @@ msgstr "Remplace le [AudioBusLayout] actuellement utilisé." msgid "" "Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]." msgstr "" +"Définit le nom du bus à l'index [code]bus_idx[/code] avec [code]name[/code]." #: doc/classes/AudioServer.xml msgid "" @@ -12944,6 +13010,8 @@ msgid "" "Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/" "code]." msgstr "" +"Définit le volume du bus à l'index [code]bus_idx[/code] à [code]volume_db[/" +"code]." #: doc/classes/AudioServer.xml msgid "Swaps the position of two effects in bus [code]bus_idx[/code]." @@ -12954,6 +13022,8 @@ msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "" +"Déverrouille la boucle principale du pilote audio. (Après le verrouillage, " +"vous devriez toujours le déverrouiller.)" #: doc/classes/AudioServer.xml msgid "Number of available audio buses." @@ -12998,6 +13068,8 @@ 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 "" +"Mets à l'échelle la fréquence à laquelle l'audio est joué (c'est-à-dire que " +"la valeur [code]0.5[/code] jouera l'audio deux fois plus vite)." #: doc/classes/AudioServer.xml msgid "Emitted when the [AudioBusLayout] changes." @@ -13029,6 +13101,9 @@ msgid "" "music playback, and support WAV (via [AudioStreamSample]) and OGG (via " "[AudioStreamOGGVorbis]) file formats." msgstr "" +"La classe de base pour les flux audio. Les flux audio sont utilisés pour les " +"effets sonores et la lecture de musique, et supportent les formats de " +"fichiers WAV (via [AudioStreamSample)] et OGG (via [AudioStreamOGGVorbis)]." #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml msgid "Audio streams" @@ -13060,6 +13135,15 @@ msgid "" "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" +"Ce flux audio ne joue pas de sons par défaut, les données audio doivent être " +"générées à partir d'un script. Voir aussi [AudioStreamGeneratorPlayback].\n" +"Voir aussi [AudioEffectSpectrumAnalyzer] pour l'analyse spectrale de l'audio " +"en temps réel.\n" +"[b]Note :[/b] En raison des contraintes de performance, il est préférable " +"d'utiliser cette classe à partir de code C# ou d'un langage compilée via " +"GDNative. Si vous souhaitez tout de même utiliser cette classe avec " +"GDScript, envisagez d'utiliser une fréquence [member mix_rate] plus faible " +"comme 11025 Hz ou 22050 Hz." #: doc/classes/AudioStreamGenerator.xml msgid "" @@ -13068,6 +13152,11 @@ msgid "" "resulting in increased CPU usage and more risk for audio cracking if the CPU " "can't keep up." msgstr "" +"La longueur de la mémoire tampon à générer (en secondes). Les valeurs " +"inférieures entraînent moins de latence, mais exigent que le script génère " +"les données audio plus rapidement, ce qui entraîne une utilisation plus " +"important du CPU et plus de risques de craquements audio si le CPU n'est pas " +"assez puissant." #: doc/classes/AudioStreamGenerator.xml msgid "" @@ -13130,6 +13219,11 @@ msgid "" "added again. Therefore, make sure your script can always generate and push " "new audio frames fast enough to avoid audio cracking." msgstr "" +"Retourne le nombre de frames de données audio restantes à jouer. Si ce " +"nombre atteint [code]0[/code], l'audio cessera de jouer jusqu'à ce que de " +"nouvelles frames soient ajoutés. Par conséquent, assurez-vous que votre " +"script peut toujours générer et pousser de nouveaux frames audio assez " +"rapidement pour éviter les craquements audio." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" @@ -13137,6 +13231,10 @@ msgid "" "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 "" +"Ajoute plusieurs frames de données audio dans la mémoire tampon. Ceci est " +"généralement plus efficace que [method push_frame] pour le C# et les " +"langages compilés avec GDNative, mais [method push_buffer] peut être " +"[i]moins[/i] efficace avec GDScript." #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" @@ -13144,6 +13242,10 @@ msgid "" "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 "" +"Ajouter une seule frame de données audio dans la mémoire tampon. Ceci est " +"généralement moins efficace que [method push_buffer] pour le C# et les " +"langages compilés avec GDNative, mais [method push_frame] peut être " +"[i]moins[/i] efficace avec GDScript." #: modules/minimp3/doc_classes/AudioStreamMP3.xml #, fuzzy @@ -13167,7 +13269,7 @@ msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "Time in seconds at which the stream starts after being looped." -msgstr "" +msgstr "Le temps en secondes où le flux commence après avoir bouclé." #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml msgid "OGG Vorbis audio stream driver." @@ -13182,6 +13284,8 @@ msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOGGVorbis] for usage." msgstr "" +"Peut jouer, boucler, faire pause dans l'audio. Voir [AudioStream] et " +"[AudioStreamOGGVorbis] pour l'utilisation." #: doc/classes/AudioStreamPlayer.xml msgid "Plays back audio non-positionally." @@ -13193,6 +13297,9 @@ msgid "" "To play audio positionally, use [AudioStreamPlayer2D] or " "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." msgstr "" +"Joue un flux audio indépendamment de la position.\n" +"Pour jouer audio en fonction de la position, utilisez [AudioStreamPlayer2D] " +"ou [AudioStreamPlayer3D] au lieu de [AudioStreamPlayer]." #: doc/classes/AudioStreamPlayer.xml msgid "Returns the position in the [AudioStream] in seconds." @@ -13281,6 +13388,7 @@ msgstr "L'audio sera joué sur tous les canaux surround." msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "" +"L'audio sera joué sur le deuxième canal, qui est généralement le centre." #: doc/classes/AudioStreamPlayer2D.xml msgid "Plays positional sound in 2D space." @@ -13295,6 +13403,13 @@ msgid "" "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" +"Joue l'audio étant amortit suivan la distance du centre d'écran.\n" +"Voir aussi [AudioStreamPlayer] pour jouer un son indépendemment de la " +"position.\n" +"[b]Note :[/b] Masquer un nœud [AudioStreamPlayer2D] ne désactive pas sa " +"sortie audio. Pour désactiver temporairement la sortie audio d'un " +"[AudioStreamPlayer2D], choisissez une valeur très basse pour [member " +"volume_db] comme [code]-100[/code] (qui n'est pas audible humainement)." #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml msgid "Returns the position in the [AudioStream]." @@ -13324,6 +13439,12 @@ msgid "" "\"water\" area so that sounds played in the water are redirected through an " "audio bus to make them sound like they are being played underwater." msgstr "" +"Détermine quelles calques du [Area2D] affectent le son pour les effets de " +"réverbération et du bus audio. Les zones peuvent être utilisées pour " +"rediriger le [AudioStream] afin qu'ils soient joués dans un certain bus " +"audio. Un exemple de la façon dont vous pouvez utiliser ceci est de faire " +"une zone \"eau\" de sorte que les sons joués dans l'eau sont redirigés par " +"un bus audio pour les faire sonner comme ils étaient joués sous l'eau." #: doc/classes/AudioStreamPlayer2D.xml msgid "Dampens audio over distance with this as an exponent." @@ -13399,6 +13520,10 @@ msgid "" "disable the dampening effect entirely, set this to [code]20500[/code] as " "this frequency is above the human hearing limit." msgstr "" +"Amortit l'audio en utilisant un filtre passe-bas au-dessus de la fréquence " +"spécifiée, en Hz. Pour désactiver entièrement l'effet d'amortissement, " +"définissez la fréquence à [code]20500[/code] car cette fréquence est " +"supérieure à la limite de l'audition humaine." #: doc/classes/AudioStreamPlayer3D.xml msgid "Amount how much the filter affects the loudness, in decibels." @@ -13579,6 +13704,13 @@ msgid "" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" +"AudioStreamSample stocke des échantillons sonores chargés depuis des " +"fichiers WAV. Pour jouer le son enregistré, utilisez un [AudioStreamPlayer] " +"(pour l'audio indépendamment de la position) ou AudioStreamPlayer2D]/" +"[AudioStreamPlayer3D (en fonction de la position). Le son peut être bouclé.\n" +"Cette classe peut également être utilisée pour stocker des données audio " +"dynamiques au format PCM. Voir aussi [AudioStreamGenerator] pour la " +"génération audio procédurale." #: doc/classes/AudioStreamSample.xml msgid "" @@ -13587,6 +13719,11 @@ msgid "" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[code]path[/code] if it is missing." msgstr "" +"Enregistre le AudioStreamSample dans un fichier WAV à l'emplacement " +"[code]path[/code]. Les échantillons au format IMA ADPCM peuvent être " +"enregistrés.\n" +"[b]Note :[/b] L'extension [code].wav[/code] est automatiquement ajoutée au " +"[code]path[/code] si elle manque." #: doc/classes/AudioStreamSample.xml msgid "" @@ -13594,6 +13731,10 @@ msgid "" "[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned " "PCM8 to signed PCM8, subtract 128 from each byte." msgstr "" +"Contient les données audio en octets.\n" +"[b]Note :[/b] Cette propriété s'attend à des données PCM8 signées. Pour " +"convertir des PCM8 non signés en PCM8, il faut soustraire 128 de chaque " +"octet." #: doc/classes/AudioStreamSample.xml msgid "Audio format. See [enum Format] constants for values." @@ -13607,6 +13748,9 @@ msgid "" "sample). This information will be imported automatically from the WAV file " "if present." msgstr "" +"Le point de départ de la boucle (en nombre de frames depuis le début de " +"l'échantillon). Ces informations seront automatiquement importées depuis le " +"fichier WAV si elles y sont présentes." #: doc/classes/AudioStreamSample.xml msgid "" @@ -13614,12 +13758,18 @@ msgid "" "sample). This information will be imported automatically from the WAV file " "if present." msgstr "" +"Le point de fin de la boucle (en nombre de frames depuis le début de " +"l'échantillon). Ces informations seront automatiquement importées depuis le " +"fichier WAV si elles y sont présentes." #: doc/classes/AudioStreamSample.xml msgid "" "The loop mode. This information will be imported automatically from the WAV " "file if present. See [enum LoopMode] constants for values." msgstr "" +"Le mode de boucle. Ces informations seront automatiquement importées depuis " +"fichier WAV si elles y sont présentes. Voir les constantes [enum LoopMode] " +"pour les valeurs possibles." #: doc/classes/AudioStreamSample.xml msgid "" @@ -13683,6 +13833,8 @@ msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "" +"Les données audio bouclent entre [member loop_begin] et [member loop_end], " +"jouant en arrière puis en avant." #: doc/classes/AudioStreamSample.xml msgid "" @@ -13698,6 +13850,9 @@ msgid "" "accessed in your shader scripts through the " "[code]texture(SCREEN_TEXTURE, ...)[/code] function." msgstr "" +"Copie une région de l'écran (ou l'écran entier) vers une mémoire tampon afin " +"qu'il puisse être accédé dans vos shaders avec la fonction " +"[code]texture(SCREEN_TEXTURE, ...)[/code]." #: doc/classes/BackBufferCopy.xml msgid "" @@ -13801,6 +13956,17 @@ msgid "" "[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 "" +"Le multiplicateur d'énergie à chaque rebond. Des valeurs plus élevées " +"rendront l'éclairage indirect plus lumineux. Une valeur de [code]1.0[/code] " +"représente un comportement physiquement réaliste, mais des valeurs plus " +"élevées peuvent être utilisées pour rendre l'éclairage indirect plus visible " +"avec un faible nombre de rebonds. Cela peut être utilisé pour accélérer les " +"temps de calcul des lumières en réduisant le nombre de [member bounces] puis " +"en augmentant [member bounce_indirect_energy]. Contrairement à [member " +"BakedLightmapData.energy], cette propriété n'affecte pas l'éclairage direct " +"émis par les lumières, les matériaux avec émission et l'environnement.\n" +"[b]Note :[/b] [member bounce_indirect_energy] a seulement un effet si " +"[member bounces] est à une valeur supérieure ou égale à [code]1[/code]." #: doc/classes/BakedLightmap.xml msgid "" @@ -13850,6 +14016,9 @@ msgid "" "[constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant " "ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" +"Le facteur d'énergie lorsque [member environment_mode] est défini à " +"[constant ENVIRONMENT_MODE_CUSTOM_COLOR] ou [constant " +"ENVIRONMENT_MODE_CUSTOM_SKY]." #: doc/classes/BakedLightmap.xml msgid "" @@ -14027,17 +14196,25 @@ msgid "" "directly (it doesn't display anything). Other types of buttons inherit from " "it." msgstr "" +"BaseButton est la classe de base abstraite pour les boutons, elle ne doit " +"donc pas être utilisée directement (elle ne montre rien du tout). D'autres " +"types de boutons héritent de cette classe." #: doc/classes/BaseButton.xml 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 "" +"Appelé quand le bouton est pressé. Si vous avez besoin de connaître l'état " +"du bouton activé (et que [member toggle_mode] est actif), utilisez plutôt " +"[méthode _toggled]." #: doc/classes/BaseButton.xml msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "" +"Appelé quand un bouton est basculé (seulement si [member toggle_mode] est " +"actif)." #: doc/classes/BaseButton.xml msgid "" @@ -14046,6 +14223,10 @@ msgid "" "to \"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" +"Retourne l'état visuel utilisé pour dessiner le bouton. Ceci est utile " +"surtout pour implémenter votre propre code d'affichage en surchargeant " +"_draw() ou en se connectant au signal \"draw\". L'état visuel du bouton est " +"défini par l'enumération [enum DrawMode]." #: doc/classes/BaseButton.xml #, fuzzy @@ -14065,6 +14246,13 @@ msgid "" "[b]Note:[/b] This method doesn't unpress other buttons in its button [member " "group]." msgstr "" +"Change l'état [member pressed] du bouton, sans émettre le signal [signal " +"toggled]. Utilisez lorsque vous voulez simplement changer l'état du bouton " +"sans envoyer l'événement quand il est manuellement pressé (par exemple au " +"moment de l'initialisation de la scène). Fonctionne seulement si [member " +"toggle_mode] est [code]true[/code].\n" +"[b]Note :[/b] Cette méthode ne déselectionne pas les autres boutons dans son " +"[member group]." #: doc/classes/BaseButton.xml msgid "" @@ -14080,12 +14268,18 @@ msgid "" "To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | " "BUTTON_MASK_RIGHT[/code]." msgstr "" +"La masque binaire pour choisir quels boutons de clic de la souris permet " +"d'appuyer sur ce bouton.\n" +"Pour permettre à la fois le clic gauche et le clic droit, utilisez " +"[code]BUTTON_MASK_LEFT | BUTTON_MASK_RIGHT[/code]." #: doc/classes/BaseButton.xml msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked " "or toggled." msgstr "" +"Si [code]true[/code], le bouton est désactivé et il ne peut donc pas être " +"appuyé ou basculé." #: doc/classes/BaseButton.xml msgid "" @@ -14093,6 +14287,9 @@ msgid "" "will be removed in Godot 4.0. This property no longer has any effect when " "set. Please use [member Control.focus_mode] instead." msgstr "" +"[i]Obsolète.[/i] Cette propriété est obsolète en raison de sa redondance et " +"sera enlevée dans Godot 4.0. Cette propriété n'a plus d'effet quand elle est " +"définie. Veuillez plutôt utiliser [member Control.focus_mode]." #: doc/classes/BaseButton.xml msgid "[ButtonGroup] associated to the button." @@ -14106,6 +14303,11 @@ msgid "" "Signals will be emitted at the same moment regardless of this property's " "value." msgstr "" +"Si [code]true[/code], le bouton reste pressé quand le clic est maintenu mais " +"que le curseur est déplacé en dehors du bouton.\n" +"[b]Note :[/b] Cette propriété n'affecte que l'aspect visuel du bouton. Les " +"signaux seront toujours émis au même moment, peu importe la valeur de cette " +"propriété." #: doc/classes/BaseButton.xml msgid "" @@ -14116,6 +14318,12 @@ msgid "" "emitted. If you want to change the pressed state without emitting that " "signal, use [method set_pressed_no_signal]." msgstr "" +"Si [code]true[/code], l'état du bouton est appuyé. Ce qui signifie que le " +"bouton est soit appuyé ou basculé (si [member toggle_mode] est actif). Ne " +"fonctionne que si [member toggle_mode] est [code]true[/code].\n" +"[b]Note :[/b] Activer [member pressed] émettra le signal [signal toggled]. " +"Si vous voulez changer l'état pressé sans émettre ce signal, utilisez plutôt " +"[method set_pressed_no_signal]." #: doc/classes/BaseButton.xml msgid "[ShortCut] associated to the button." @@ -14164,6 +14372,8 @@ msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "" +"L'état normal (c'est-à-dire non pressé, non survolé, non basculé ni activé) " +"des boutons." #: doc/classes/BaseButton.xml msgid "The state of buttons are pressed." @@ -14210,6 +14420,17 @@ msgid "" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" +"Une matrice 3×3 utilisée pour la rotation et la mise à l'échelle en 3D. " +"Presque toujours utilisé comme base orthogonale pour une Transform.\n" +"Contient 3 champs vectoriels X, Y et Z qui composent ses colonnes, qui sont " +"généralement interprétées comme les vecteurs de base locaux d'une " +"transformation. Pour une telle utilisation, c'est composé d'une mise à " +"l'échelle et d'une matrice de rotation, dans cet ordre (M = R.S)\n" +"Peut également être accessible comme un tableau de vecteurs 3D. Ces vecteurs " +"sont normalement orthogonaux l'un avec l'autre, mais ne sont pas " +"nécessairement normalisés (en raison de la mise à l'échelle).\n" +"Pour plus d'informations, lisez l'article de documentation « Matrices et " +"transformations »." #: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "Matrices and transforms" @@ -14221,7 +14442,6 @@ msgstr "Utiliser les transformations 3D" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml -#, fuzzy msgid "Matrix Transform Demo" msgstr "Démo de transformation matricielle" @@ -14256,16 +14476,21 @@ msgid "" "Consider using the [Quat] constructor instead, which uses a quaternion " "instead of Euler angles." msgstr "" +"Construit une matrice de base de rotation pure à partir des angles d'Euler " +"spécifiés (suivant la convention YXZ : lors de la *composition*, d'abord Y, " +"puis X, et enfin Z), qui sont donnés dans un vecteur comme (angle X, angle " +"Y, angle Z).\n" +"Vous pouvez considérer l'utilisation du constructeur [Quat], qui utilise un " +"quaternion au lieu des angles d'Euler." #: doc/classes/Basis.xml -#, fuzzy msgid "" "Constructs a pure rotation basis matrix, rotated around the given " "[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a " "normalized vector." msgstr "" -"Construit un quaternion qui tournera autour de l'axe donné selon l'angle " -"spécifié. L'axe doit être un vecteur normalisé." +"Construit un quaternion qui tournera autour de l'axe [code]axis[/code] par " +"[code]angle[/code] (en radians). L'axe doit être un vecteur normalisé." #: doc/classes/Basis.xml msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." @@ -14387,18 +14612,24 @@ msgid "" "The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" "code]." msgstr "" +"Le vecteur X (la colonne 0) de la matrice de la base. Équivalent à l'index " +"de tableau [code]0[/code]." #: doc/classes/Basis.xml doc/classes/Transform2D.xml msgid "" "The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" "code]." msgstr "" +"Le vecteur Y (la colonne 1) de la matrice de la base. Équivalent à l'index " +"de tableau [code]1[/code]." #: doc/classes/Basis.xml msgid "" "The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" "code]." msgstr "" +"Le vecteur Z (la colonne 2) de la matrice de la base. Équivalent à l'index " +"de tableau [code]2[/code]." #: doc/classes/Basis.xml msgid "" @@ -14407,24 +14638,34 @@ msgid "" "This constant can be used to make your code clearer, and for consistency " "with C#." msgstr "" +"La base d'identité, sans rotation ni mise à l'échelle.\n" +"Ceci est identique à [code]Basis()[/code] sans aucun paramètre. Cette " +"constante peut être utilisée pour que votre code soit plus clair, et pour la " +"cohérence avec C#." #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the X axis when used in a " "transformation." msgstr "" +"La base qui appliquera un effet miroir suivant l'axe X lorsqu'elle est " +"utilisée dans une transformation." #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the Y axis when used in a " "transformation." msgstr "" +"La base qui appliquera un effet miroir suivant l'axe Y lorsqu'elle est " +"utilisée dans une transformation." #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the Z axis when used in a " "transformation." msgstr "" +"La base qui appliquera un effet miroir suivant l'axe Z lorsqu'elle est " +"utilisée dans une transformation." #: doc/classes/BitMap.xml msgid "Boolean matrix." @@ -14436,6 +14677,10 @@ msgid "" "a binary matrix (every matrix element takes only one bit) and query the " "values using natural cartesian coordinates." msgstr "" +"Un tableau bidimensionnel de valeurs booléennes, peut être utilisé pour " +"stocker efficacement une matrice binaire (chaque élément matrice ne contient " +"qu'un bit) et faire des requêtes sur ces valeurs à l'aide de coordonnées " +"naturelles cartésiennes." #: doc/classes/BitMap.xml msgid "" @@ -14444,6 +14689,10 @@ msgid "" "are being converted into white pixels, and [code]false[/code] bits into " "black." msgstr "" +"Retourne une image de la même taille que la bitmap au format [enum.Format] " +"du type [code]FORMAT_L8[/code]. Les valeurs [code]true[/code] de l'image " +"seront converties en pixels blancs, et les valeurs [code]false[/code] en " +"noir." #: doc/classes/BitMap.xml msgid "" @@ -14459,6 +14708,10 @@ msgid "" "that position is equal to [code]threshold[/code] or less, and [code]true[/" "code] in other case." msgstr "" +"Crée un bitmap qui correspond aux dimensions de l'image donnée, chaque " +"élément du bitmap sera remplacé par [code]false[/code] si l'opacité de ce " +"pixel est inférieur ou égal à [code]threshold[/code], et [code]true[/code] " +"sinon." #: doc/classes/BitMap.xml msgid "Returns bitmap's value at the specified position." @@ -14481,6 +14734,12 @@ msgid "" "area where the morphological operation is applied. Pixels located outside " "the [code]rect[/code] are unaffected by [method grow_mask]." msgstr "" +"Applique une dilatation ou une érosion morphologique du bitmap. Si " +"[code]pixels[/code] est positif, une dilatation est appliquée au bitmap. Si " +"[code]pixels[/code] est négatif, une érosion est appliquée. [code]rect[/" +"code] définit la zone où l'opération morphologique est appliquée. Les pixels " +"situés à l'extérieur du [code]rect[/code] ne sont pas affectés par [method " +"grow_mask]." #: doc/classes/BitMap.xml msgid "Resizes the image to [code]new_size[/code]." @@ -14607,6 +14866,9 @@ 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 "" +"Retourne la [code]Transform2D[/code] du nœud pour la position de repos " +"[member rest] s'il n'a pas de parent, ou si sa position de repos est " +"relative à son parent." #: doc/classes/Bone2D.xml msgid "" @@ -14633,6 +14895,9 @@ msgid "" "for this node to attach to. The BoneAttachment node will copy the transform " "of the selected bone." msgstr "" +"Ce nœud doit être l'enfant d'un nœud [Skeleton]. Vous pouvez alors " +"sélectionner un os pour que ce nœud soit attaché. Le nœud BoneAttachment " +"copiera la transformation de l'os sélectionné." #: doc/classes/BoneAttachment.xml msgid "The name of the attached bone." @@ -14767,6 +15032,11 @@ msgid "" "Examples: [code]bool(\"False\")[/code] returns [code]true[/code], " "[code]bool(\"\")[/code] returns [code]false[/code]." msgstr "" +"Convertit une valeur [String] en valeur booléenne, cette méthode retournera " +"[code]false[/code] si [code]\"\"[/code] est donné, et [code]true[/code] pour " +"toute chaîne non vide.\n" +"Exemples : [code]bool(\"False\")[/code] retourne [code]true[/code], " +"[code]bool(\"\")[/code] retourne [code]false[/code]." #: doc/classes/BoxContainer.xml msgid "Base class for box containers." @@ -14777,12 +15047,16 @@ msgid "" "Arranges child controls vertically or horizontally, and rearranges the " "controls automatically when their minimum size changes." msgstr "" +"Arrange les contrôles enfants verticalement ou horizontalement, et " +"réorganise les contrôles automatiquement lorsque leur taille minimale change." #: doc/classes/BoxContainer.xml 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 "" +"Ajoute un contrôle à la boîte comme espace. Si [code]true[/code], " +"[code]begin[/code] insérera le contrôle d'espace devant les autres enfants." #: doc/classes/BoxContainer.xml msgid "" @@ -14819,20 +15093,22 @@ msgstr "" #: doc/classes/RigidBody.xml doc/classes/SphereShape.xml #: doc/classes/StaticBody.xml msgid "3D Physics Tests Demo" -msgstr "" +msgstr "Démo des tests de physique 3D" #: doc/classes/BoxShape.xml doc/classes/CollisionShape.xml #: modules/gridmap/doc_classes/GridMap.xml doc/classes/KinematicBody.xml #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml #: doc/classes/MeshLibrary.xml msgid "3D Kinematic Character Demo" -msgstr "" +msgstr "Démo de caractère cinématique 3D" #: doc/classes/BoxShape.xml msgid "" "The box's half extents. The width, height and depth of this shape is twice " "the half extents." msgstr "" +"La demi-étendue de la boîte. La largeur, la hauteur et la profondeur de " +"cette forme sont deux fois plus larges." #: doc/classes/Button.xml msgid "Standard themed Button." @@ -14893,7 +15169,7 @@ msgstr "" #: doc/classes/PoolStringArray.xml doc/classes/ProjectSettings.xml #: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml msgid "OS Test Demo" -msgstr "" +msgstr "Démo de test de système d'exploitation" #: doc/classes/Button.xml msgid "" @@ -14909,12 +15185,17 @@ msgid "" "clipped, when disabled the Button will always be wide enough to hold the " "text." msgstr "" +"Lorsque cette propriété est activée, un texte trop grand pour ce bouton sera " +"tronqué, et lorsque le bouton est désactivé, il sera toujours assez grand " +"pour contenir tout le texte." #: doc/classes/Button.xml msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect." msgstr "" +"Lorsque actif, l'icône du bouton s'étendra/se réduira selon la taille du " +"bouton et gardera son aspect." #: doc/classes/Button.xml msgid "Flat buttons don't display decoration." @@ -14927,6 +15208,11 @@ msgid "" "property of [Button] and [code]content_margin_*[/code] properties of the " "used [StyleBox]es." msgstr "" +"L'icône du bouton, si le texte est présent, l'icône sera placée avant le " +"texte.\n" +"Pour modifier la marge et l'espacement de l'icône, utilisez la propriété " +"[code]hseparation[/code] du thème pour le [Button] et les propriétés " +"[code]content_margin_*[/code] de la [StyleBox] utilisée." #: doc/classes/Button.xml msgid "" @@ -14934,6 +15220,10 @@ msgid "" "button. Uses the same [enum TextAlign] constants as the text alignment. If " "centered, text will draw on top of the icon." msgstr "" +"Spécifie si l'icône doit être alignée sur la gauche, la droite ou au centre " +"d'un bouton. Utilisez les mêmes constantes [enum TextAlign] que pour " +"l'alignement du texte. Si l'icône est centrée, elle sera affichée sous le " +"texte." #: doc/classes/Button.xml doc/classes/LinkButton.xml msgid "The button's text that will be displayed inside the button's area." @@ -14965,6 +15255,9 @@ msgid "" "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" +"La [Color] du texte utilisée lorsque le [Button] a le focus. Ne fait que " +"remplacer la couleur normale du texte du bouton. Les couleurs définies pour " +"les états désactivé, survolé et pressé sont prioritaires sur cette couleur." #: doc/classes/Button.xml msgid "Text [Color] used when the [Button] is being hovered." @@ -14992,6 +15285,9 @@ msgid "" "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" +"La [StyleBox] utilisée lorsque le [Button] a le focus. Elle est affichée par " +"dessus la [StyleBox] actuelle, donc en utilisant [StyleBoxEmpty], ne fera " +"que désactiver l'effet visuel quand le bouton a le focus." #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is being hovered." @@ -15015,6 +15311,10 @@ msgid "" "Only one allows being pressed.\n" "[member BaseButton.toggle_mode] should be [code]true[/code]." msgstr "" +"Un groupe de [Button]. Tous les boutons enfants directs et indirects " +"deviennent des boutons radios. Un seul de ces boutons peut être pressé à la " +"fois.\n" +"[member BaseButton.toggle_mode] devrait être [code]true[/code]." #: doc/classes/ButtonGroup.xml msgid "" @@ -15098,6 +15398,9 @@ msgid "" "[code]enable_next[/code] is [code]true[/code], request to make the next " "camera current, if any." msgstr "" +"Si c'est la caméra actuelle, elle ne sera plus l'actuelle. Si " +"[code]enable_next[/code] est [code]true[/code], passe à la caméra suivante " +"pour la rendre actuelle, s'il y en a une." #: doc/classes/Camera.xml msgid "Returns the camera's RID from the [VisualServer]." @@ -15110,6 +15413,10 @@ msgid "" "to the position and orientation of the camera by subclassed cameras such as " "[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]." msgstr "" +"Retourne la transformation de la caméra avec les décalages vertical ([member " +"v_offset]) et horizontal ([member h_offset]) ; et tout autre ajustement " +"apporté à la position et à l'orientation de la caméra par les sous-classes " +"de caméra comme [ClippedCamera], [InterpolatedCamera] et [ARVRCamera]." #: doc/classes/Camera.xml msgid "" @@ -15539,6 +15846,9 @@ msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" +"Le nœud [Viewport] personnalisé attaché à la [Camera2D]. Si [code]null[/" +"code] ou que ça n'est pas un [Viewport], ça utilise la fenêtre d'affichage " +"par défaut à la place." #: doc/classes/Camera2D.xml msgid "" @@ -15627,6 +15937,13 @@ msgid "" "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" +"Si [code]true[/code], la caméra s'arrête en douceur quand elle atteint ses " +"limites.\n" +"Cette propriété n'a aucun effet si [member smoothing_enabled] est " +"[code]false[/code].\n" +"[b]Note :[/b] Pour mettre immédiatement à jour la position de la caméra " +"activée sans ralenti, même avec ce réglage activé, appelez [method " +"reset_smoothing]." #: doc/classes/Camera2D.xml msgid "" @@ -15679,6 +15996,8 @@ msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "smoothing_enabled] is [code]true[/code]." msgstr "" +"La vitesse en pixels par seconde de l'effet de ralenti de la caméra quand " +"[member smoothing_enabled] est [code]true[/code]." #: doc/classes/Camera2D.xml msgid "" @@ -15687,6 +16006,10 @@ msgid "" "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 "" +"Le zoom de l'appareil photo relatif à la fenêtre d'affichage. Les valeurs " +"supérieures à [code]Vector2(1, 1)[/code] font un zoom arrière et les valeurs " +"plus petites un zoom avant. Par exemple, utilisez [code]Vector2(0.5, 0.5)[/" +"code] pour un zoom à 50%, et [code]Vector2(4, 4)[/code] pour un zoom 4×." #: doc/classes/Camera2D.xml msgid "" @@ -15705,10 +16028,12 @@ msgstr "" "et la taille de l'écran." #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "La caméra se met à jour avec le rappel [code]_physics_process[/code]." #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "La caméra se met à jour durant l'appel de [code]_process[/code]." @@ -16082,6 +16407,8 @@ msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" +"Dessine un [Mesh] en 2D, en utilisant la texture spécifiée. Voir " +"[MeshInstance2D] pour la documentation en rapport." #: doc/classes/CanvasItem.xml msgid "" @@ -16143,6 +16470,8 @@ msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" +"Dessine un [MultiMesh] en 2D avec la texture spécifiée. Voir " +"[MultiMeshInstance2D] pour la documentation en rapport." #: doc/classes/CanvasItem.xml msgid "" @@ -16381,6 +16710,8 @@ msgid "" "Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is " "in using the coordinate system of the [CanvasLayer]." msgstr "" +"Retourne la position de la souris dans le [CanvasLayer] que ce [CanvasItem] " +"utilise suivant le système de coordonnées du [CanvasLayer]." #: doc/classes/CanvasItem.xml msgid "Returns the global transform matrix of this item." @@ -16398,6 +16729,8 @@ msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "" +"Retourne la position de la souris dans le [CanvasItem] en utilisant le " +"système de coordonnées local au [CanvasItem]." #: doc/classes/CanvasItem.xml msgid "Returns the transform matrix of this item." @@ -16422,6 +16755,8 @@ msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" +"Cacher les [CanvasItem] s'ils sont actuellement visibles. C'est équivalent à " +"[member visible] à [code]false[/code]." #: doc/classes/CanvasItem.xml msgid "" @@ -16436,6 +16771,8 @@ msgid "" "Returns [code]true[/code] if the node is set as top-level. See [method " "set_as_toplevel]." msgstr "" +"Retourne [code]true[/code] si le nœud est défini comme de niveau supérieur. " +"Voir [méthode set_as_toplevel]." #: doc/classes/CanvasItem.xml msgid "" @@ -16452,16 +16789,24 @@ msgid "" "also visible. If any antecedent is hidden, this node will not be visible in " "the scene tree." msgstr "" +"Retourne [code]true[/code] si le nœud est présent dans le [SceneTree], que " +"sa propriété [member visible] est [code]true[/code] et que tous ses parents " +"sont également visibles. Si un parent est caché, ce nœud ne sera pas visible " +"dans l'arborescence de la scène." #: doc/classes/CanvasItem.xml msgid "Assigns [code]screen_point[/code] as this node's new local transform." msgstr "" +"Assigne [code]screen_point[/code] comme la nouvelle position locale de ce " +"nœud." #: doc/classes/CanvasItem.xml msgid "" "Transformations issued by [code]event[/code]'s inputs are applied in local " "space instead of global space." msgstr "" +"Les transformations émises par les entrées de [code]event[/code] sont " +"appliquées dans l'espace local au lieu de l'espace global." #: doc/classes/CanvasItem.xml msgid "" @@ -16503,12 +16848,18 @@ msgid "" "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" +"Affiche le [CanvasItem] s'il est actuellement caché. Ceci est équivalent à " +"[member visible] à [code]true[/code]. Pour les contrôles hérités de [Popup], " +"appelez plutôt l'une des fonctions [code]popup*()[/code] pour le rendre " +"visible." #: doc/classes/CanvasItem.xml msgid "" "Queue the [CanvasItem] for update. [constant NOTIFICATION_DRAW] will be " "called on idle time to request redraw." msgstr "" +"Ajoute le [CanvasItem] pour être mis à jour. [constant NOTIFICATION_DRAW] " +"sera émise sur le temps inoccupé pour demander la mise à jour." #: doc/classes/CanvasItem.xml msgid "" @@ -16543,6 +16894,8 @@ msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property " "is used as this one's material." msgstr "" +"Si [code]true[/code], la propriété [member material] du [CanvasItem] parent " +"est utilisée comme matériau de celui-ci." #: doc/classes/CanvasItem.xml msgid "" @@ -16553,12 +16906,21 @@ msgid "" "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" +"Si [code]true[/code], ce [CanvasItem] est affiché. Le nœud n'est visible que " +"si tous ses parents le sont également (en d'autres termes, [méthode " +"is_visible_in_tree] doit retourner [code]true[/code]).\n" +"[b]Note :[/b] Pour les contrôles qui héritent de [Popup], la bonne manière " +"de les rendre visible est plutôt d'appeler l'une des fonctions [code]popup*()" +"[/code]." #: doc/classes/CanvasItem.xml msgid "" "Emitted when the [CanvasItem] must redraw. This can only be connected " "realtime, as deferred will not allow drawing." msgstr "" +"Émis lorsque le [CanvasItem] doit être redessiné. Ça ne peut être que " +"connecté qu'en temps réel, puisque le différer peut ne pas permettre le " +"dessin." #: doc/classes/CanvasItem.xml msgid "Emitted when becoming hidden." @@ -16570,6 +16932,9 @@ msgid "" "or when an action is taking place that may have impacted these boundaries (e." "g. changing [member Sprite.texture])." msgstr "" +"Émis quand la position ou la taille du [Rect2] a changé, ou lorsqu'une " +"action a changé ces valeurs là (par exemple en changeant [member Sprite." +"texture])" #: doc/classes/CanvasItem.xml msgid "Emitted when the visibility (hidden/visible) changes." @@ -16708,6 +17073,7 @@ msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "" +"Fait le rendu du matériau avec et sans lumière des propriétés matérielles." #: doc/classes/CanvasItemMaterial.xml msgid "Render the material as if there were no light." @@ -16751,18 +17117,24 @@ msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" +"Masque tous les [CanvasItem] dans ce [CanvasLayer]. Ceci est équivalent à " +"définir [member visible] à [code]false[/code]." #: doc/classes/CanvasLayer.xml msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" +"Affiche tous les [CanvasItem] dans ce [CanvasLayer]. Ceci est équivalent à " +"définir [member visible] à [code]true[/code]." #: doc/classes/CanvasLayer.xml msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" +"Le nœud [Viewport] personnalisé assigné au [CanvasLayer]. Si [code]null[/" +"code], ça utilise la fenêtre d'affichage par défaut à la place." #: doc/classes/CanvasLayer.xml msgid "" @@ -16776,6 +17148,10 @@ msgid "" "into the foreground should have increasing scales, while layers moving into " "the background should have decreasing scales." msgstr "" +"Change la mise à l'échelle du calque en utilisant [member " +"follow_viewport_enable]. Les calques se déplaçant au premier plan devraient " +"avoir des mises à l'échelle croissantes, tandis que les calques se déplaçant " +"dans le fond devraient avoir des mises à l'échelle décroissantes." #: doc/classes/CanvasLayer.xml msgid "Layer index for draw order. Lower values are drawn first." @@ -16810,6 +17186,10 @@ msgid "" "Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't " "propagated to underlying layers." msgstr "" +"Si [code]false[/code], tous les [CanvasItem] dans ce [CanvasLayer] sont " +"cachés.\n" +"Contrairement à [member CanvasItem.visible], la visibilité d'un " +"[CanvasLayer] n'est pas propagée aux calques enfants." #: doc/classes/CanvasLayer.xml #, fuzzy @@ -16842,6 +17222,10 @@ msgid "" "[b]Note:[/b] The capsule's total height is equal to [member mid_height] + 2 " "* [member radius]." msgstr "" +"La hauteur de la partie du cylindrique au milieu de la capsule (donc sans " +"les bouts hémisphériques).\n" +"[b]Note :[/b] La hauteur totale de la capsule est égale à [member " +"mid_height] + 2 * [member radius]." #: doc/classes/CapsuleMesh.xml msgid "Number of radial segments on the capsule mesh." @@ -16880,12 +17264,16 @@ msgid "" "CenterContainer keeps children controls centered. This container keeps all " "children to their minimum size, in the center." msgstr "" +"CenterContainer garde centrés les contrôles enfants. Ce conteneur garde tous " +"les enfants à leur taille minimale, dans son centre." #: doc/classes/CenterContainer.xml msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" +"Si [code]true[/code], centre les enfants par rapport au coin supérieur " +"gauche du [CenterContainer])." #: doc/classes/CharFXTransform.xml msgid "" @@ -17190,6 +17578,9 @@ msgid "" "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" +"La couleur du texte du [CheckButton] quand il a le focus. Ne remplace que la " +"couleur de texte normale du bouton. Les états désactivés, survolé et pressés " +"sont prioritaire sur cette couleur." #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color when it's hovered." @@ -17209,10 +17600,12 @@ msgstr "La couleur de la police du texte du [CheckButton] quand il est appuyé." #: doc/classes/CheckButton.xml msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "" +"Le décalage vertical utilisé lors du rendu des icônes de basculement (en " +"pixels)." #: doc/classes/CheckButton.xml msgid "The separation between the toggle icon and the text (in pixels)." -msgstr "" +msgstr "La séparation entre l'icône de basculement et le texte (en pixels)." #: doc/classes/CheckButton.xml msgid "The [Font] to use for the [CheckButton] text." @@ -17258,6 +17651,8 @@ msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered " "and pressed." msgstr "" +"La [StyleBox] à afficher en fond lorsque le [CheckButton] est survolé et " +"appuyé." #: doc/classes/CheckButton.xml msgid "" @@ -17276,6 +17671,9 @@ msgid "" "small characters and its collision detection with everything else is very " "fast." msgstr "" +"Forme circulaire pour les collisions 2D. Cette forme est utile pour " +"modéliser les boules ou les petits caractères et sa détection des collisions " +"avec les autres éléments est très rapide." #: doc/classes/CircleShape2D.xml msgid "The circle's radius." @@ -17295,6 +17693,8 @@ msgid "" "Returns [code]true[/code] if you can instance objects from the specified " "[code]class[/code], [code]false[/code] in other case." msgstr "" +"Retourne [code]true[/code] si vous pouvez instancer des objets à partir de " +"[code]class[/code], [code]false[/code] dans un autre cas." #: doc/classes/ClassDB.xml msgid "Returns whether the specified [code]class[/code] is available or not." @@ -17305,12 +17705,17 @@ msgid "" "Returns a category associated with the class for use in documentation and " "the Asset Library. Debug mode required." msgstr "" +"Retourne une catégorie associée à la classe à utiliser dans la documentation " +"et la bibliothèque de ressources. Le mode débogage est nécessaire pour " +"récupérer cette information." #: doc/classes/ClassDB.xml msgid "" "Returns an array with all the keys in [code]enum[/code] of [code]class[/" "code] or its ancestry." msgstr "" +"Retourne un tableau avec toutes les clés dans l'énumeration [code]enum[/" +"code] de la [code]class[/code] ou de ses parents." #: doc/classes/ClassDB.xml #, fuzzy @@ -17335,6 +17740,8 @@ msgid "" "Returns an array with the names all the integer constants of [code]class[/" "code] or its ancestry." msgstr "" +"Retourne un tableau avec le nom de toutes les constantes entières de " +"[code]class[/code] ou de son parent." #: doc/classes/ClassDB.xml msgid "" @@ -17347,6 +17754,15 @@ msgid "" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" +"Retourne un tableau avec toutes les méthodes de [code]class[/code] ou son " +"parent si [code]no_inheritance[/code] est [code]false[/code]. Chaque élément " +"du tableau est un [Dictionary] avec les clés suivantes : [code]args[/code], " +"[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" +"code] et [code]return: (class_name, hint, hint_string, name, type, usage)[/" +"code].\n" +"[b]Note :[/b] Dans la version exportée, les informations de débogage ne sont " +"pas disponibles, les dictionnaires retournés ne contiendront donc que le nom " +"des méthodes." #: doc/classes/ClassDB.xml msgid "" @@ -17361,6 +17777,8 @@ 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 "" +"Retourne un tableau avec toutes les propriétés de [code]class[/code] ou de " +"son parent si [code]no_inheritance[/code] est [code]false[/code]." #: doc/classes/ClassDB.xml msgid "" @@ -17370,6 +17788,11 @@ msgid "" "[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, " "usage)[/code]." msgstr "" +"Retourne les données [code]signal[/code] de [code]class[/code] ou de son " +"parent. La valeur retournée est un [Dictionary] avec les clés suivantes : " +"[code]args[/code], [code]default_args[/code], [code]flags[/code], [code]id[/" +"code], [code]name[/code] et [code]return: (class_name, hint, hint_string, " +"name, type, usage)[/code]." #: doc/classes/ClassDB.xml msgid "" @@ -17377,6 +17800,9 @@ msgid "" "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 "" +"Retourne un tableau avec tous les signaux de [code]class[/code] ou son " +"parent si [code]no_inheritance[/code] est [code]false[/code]. Chaque élément " +"du tableau est un [Dictionary] comme détaillé dans [method class_get_signal]." #: doc/classes/ClassDB.xml msgid "" @@ -17391,6 +17817,8 @@ msgid "" "Returns whether [code]class[/code] or its ancestry has an integer constant " "called [code]name[/code] or not." msgstr "" +"Retourne si [code]class[/code] ou son parent a une constante entière appelée " +"[code]name[/code] ou non." #: doc/classes/ClassDB.xml msgid "" @@ -17483,6 +17911,8 @@ msgid "" "Returns [code]true[/code] if the specified bit index is on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" +"Retourne [code]true[/code] si l'index de bit spécifié est actif.\n" +"[b]Note :[/b] Les indices de bit vont de 0 à 19." #: doc/classes/ClippedCamera.xml msgid "Removes a collision exception with the specified node." @@ -17497,6 +17927,8 @@ msgid "" "Sets the specified bit index to the [code]value[/code].\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" +"Définit l'index de bit spécifié à [code]valeur[/code].\n" +"[b]Note :[/b] Les indices des bit vont de 0 à 19." #: doc/classes/ClippedCamera.xml msgid "If [code]true[/code], the camera stops on contact with [Area]s." @@ -17516,6 +17948,11 @@ msgid "" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" +"Le masque de collision de la caméra. Seuls les objets dans au moins une " +"calque de collision correspondant au masque seront détectés. Voir " +"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" +"and-masks]Calques et masques de collision[/url] dans la documentation pour " +"plus d'informations." #: doc/classes/ClippedCamera.xml msgid "" @@ -17541,6 +17978,13 @@ msgid "" "owners are not nodes and do not appear in the editor, but are accessible " "through code using the [code]shape_owner_*[/code] methods." msgstr "" +"CollisionObject est la classe de base pour les objets physiques. Il peut " +"contenir n'importe quel nombre de formes [Shape] de collision. Chaque forme " +"doit être assignée à un [i]propriétaire de forme[ /i]. Le CollisionObject " +"peut avoir n'importe quel nombre de propriétaires de forme. Les " +"propriétaires de forme ne sont pas des nœuds et ne apparaissent pas dans " +"l'éditeur, mais sont accessibles par le code en utilisant les méthodes " +"[code]shape_owner_*[/code]." #: doc/classes/CollisionObject.xml msgid "" @@ -17550,6 +17994,11 @@ msgid "" "surface at that point. Connect to the [signal input_event] signal to easily " "pick up these events." msgstr "" +"Reçoie les [InputEvent] non traités. [code]position[/code] est la position " +"dans l'espace global du curseur de la souris sur la surface de la forme avec " +"index [code]shape_idx[/code] et [code]normal[/code] est le vecteur de " +"normale de la surface à ce point. Connectez-vous au signal [signal " +"input_event] pour récupérer facilement ces événements." #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" @@ -18001,6 +18450,13 @@ msgid "" "only helper to create shapes, use [method CollisionObject." "shape_owner_get_shape] to get the actual shape." msgstr "" +"Un élément d'aide de l'éditeur pour créer et modifier des formes de " +"collision dans l'espace 3D. Vous pouvez utiliser ce nœud pour représenter " +"toutes sortes de formes de collision, par exemple, ajoutez-le à un [Area] " +"pour lui donner une forme de détection, ou l'ajoutez-le à un [PhysicsBody] " +"pour créer un objet solide. [b]IMPORTANT[/b] : c'est une aide de l'éditeur " +"qui ne sert qu'à créer des formes, utiliser [method CollisionObject." +"shape_owner_get_shape] pour obtenir la forme réelle." #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml #: doc/classes/Physics2DDirectBodyState.xml @@ -18048,6 +18504,13 @@ msgid "" "Editor-only helper to create shapes, use [method CollisionObject2D." "shape_owner_get_shape] to get the actual shape." msgstr "" +"Un élément d'aide de l'éditeur pour créer et modifier des formes de " +"collision dans l'espace 2D. Vous pouvez utiliser ce nœud pour représenter " +"toutes sortes de formes de collision, par exemple, ajoutez-le à un [Area] " +"pour lui donner une forme de détection, ou l'ajoutez-le à un [PhysicsBody] " +"pour créer un objet solide. [b]IMPORTANT[/b] : c'est une aide de l'éditeur " +"qui ne sert qu'à créer des formes, utiliser [method CollisionObject." +"shape_owner_get_shape] pour obtenir la forme réelle." #: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml #: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml @@ -18245,6 +18708,12 @@ msgid "" "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n" "[/codeblock]" msgstr "" +"Retourne une nouvelle couleur à partir de cette couleur en plus foncée par " +"le pourcentage donné (de 0 à 1).\n" +"[codeblock]\n" +"var green = Couleur(0.0, 1.0, 0.0) # Vert vif\n" +"var darkgreen = vert.darkened(0.2) # 20% plus foncé que le vert vif\n" +"/[codeblock]" #: doc/classes/Color.xml msgid "" @@ -18268,6 +18737,11 @@ msgid "" "This is useful when determining light or dark color. Colors with a luminance " "smaller than 0.5 can be generally considered dark." msgstr "" +"Retourne la luminosité de la couleur dans l'intervalle [code][0.0, 1.0][/" +"code].\n" +"Ceci est utile pour déterminer si c'est une couleur claire ou foncée. Les " +"couleurs avec une luminosité inférieure à 0,5 peuvent généralement être " +"considérées comme sombres." #: doc/classes/Color.xml msgid "" @@ -18428,7 +18902,7 @@ msgid "" "[/codeblock]" msgstr "" "Retourne la chaîne de caractères avec le code hexadécimal façon HTML au " -"format ARGB (par exemple [code]ff34f822[/code)].\n" +"format ARGB (par exemple [code]ff34f822[/code]).\n" "Définir [code]with_alpha[/code] à [code]false[/code] ne retourne pas la " "valeur alpha dans le code hexadécimal retourné.\n" "[codeblock]\n" @@ -18862,7 +19336,7 @@ msgstr "Couleur marron." #: doc/classes/Color.xml #, fuzzy msgid "Medium aquamarine color." -msgstr "Couleur bleu-marin moyenne." +msgstr "Couleur bleu-marine moyenne." #: doc/classes/Color.xml msgid "Medium blue color." @@ -19089,22 +19563,18 @@ msgid "Violet color." msgstr "Couleur violette." #: doc/classes/Color.xml -#, fuzzy msgid "Web gray color." msgstr "Couleur gris Web." #: doc/classes/Color.xml -#, fuzzy msgid "Web green color." -msgstr "Couleur verte web." +msgstr "Couleur vert Web." #: doc/classes/Color.xml -#, fuzzy msgid "Web maroon color." msgstr "Couleur marron Web." #: doc/classes/Color.xml -#, fuzzy msgid "Web purple color." msgstr "Couleur violet Web." @@ -19271,6 +19741,13 @@ msgid "" "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 "" +"Encapsule un [ColorPicker] le rendant accessible en appuyant sur un bouton. " +"En appuyant sur le bouton, le [ColorPicker] deviendra visible.\n" +"Voir aussi [BaseButton] qui contient des propriétés et des méthodes communes " +"associées à ce nœud.\n" +"[b]Note :[/b] Par défaut, le bouton peut ne pas être assez large pour que " +"les palettes de couleur soit visibles. Assurez-vous de configurer [member " +"Control.rect_min_size] avec une taille suffisante grande pour le bouton." #: doc/classes/ColorPickerButton.xml msgid "" @@ -19279,6 +19756,10 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"Retourne le [ColorPicker] que ce nœud bascule.\n" +"[b]Avertissement :[/b] Il s'agit d'un nœud interne requis, le retirer et le " +"supprimer peut causer un plantage. Si vous voulez le cacher ou l'un de ses " +"enfants, utilisez la propriété [member CanvasItem.visible]." #: doc/classes/ColorPickerButton.xml msgid "" @@ -19289,6 +19770,12 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"Retourne la commande suivante [PopupPanel] qui vous permet de vous connecter " +"aux signaux de la fenêtre surgissante. Cela vous permet de gérer les " +"événements lorsque le ColorPicker est affiché ou caché.\n" +"[b]Avertissement :[/b] Il s'agit d'un nœud interne requis, le retirer et le " +"supprimer peut causer un plantage. Si vous voulez le cacher ou l'un de ses " +"enfants, utilisez la propriété [member CanvasItem.visible]." #: doc/classes/ColorPickerButton.xml msgid "" @@ -19306,6 +19793,8 @@ msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "" +"Émis lorsque le [ColorPicker] est créé (le bouton est pressé pour la " +"première fois)." #: doc/classes/ColorPickerButton.xml msgid "Emitted when the [ColorPicker] is closed." @@ -19326,6 +19815,9 @@ msgid "" "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" +"La [Color] du texte utilisée lorsque le [ColorPickerButton] a le focus. Il " +"suffit de remplacer la couleur de texte normale du bouton. Les états " +"désactivé, survolé et pressé sont prioritaires par rapport à cette couleur." #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is being hovered." @@ -19358,6 +19850,9 @@ msgid "" "over the current [StyleBox], so using [StyleBoxEmpty] will just disable the " "focus visual effect." msgstr "" +"La [StyleBox] utilisée lorsque le [ColorPickerButton] a le focus. Il est " +"affiché par dessus la [StyleBox] actuelle, donc utiliser [StyleBoxEmpty] ne " +"fera que désactiver l'effet visuel de focus." #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." @@ -19380,6 +19875,8 @@ msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using [ReferenceRect] instead." msgstr "" +"Affiche un rectangle rempli de la couleur [member color]. Si vous devez " +"seulement afficher la bordure, utilisez plutôt un [ReferenceRect]." #: doc/classes/ColorRect.xml msgid "" @@ -19406,6 +19903,13 @@ msgid "" "work with static [PhysicsBody] nodes like [StaticBody] and will not work " "with [KinematicBody] or [RigidBody] with a mode other than Static." msgstr "" +"Une ressource en forme de polygone concave, qui peut être utilisée dans un " +"[PhysicsBody] ou une aire. Cette forme est créée à partir d'une liste de " +"triangles.\n" +"[b]Note :[/b] Lorsque qu'elle est utilisée pour les collisions, " +"[ConcavePolygonShape] ne fonctionnera qu'avec les nœuds statiques " +"[PhysicsBody] comme les [StaticBody] et non pas avec [KinematicBody] ou " +"[RigidBody] quand ils ne sont pas en mode Static." #: doc/classes/ConcavePolygonShape.xml msgid "Returns the faces (an array of triangles)." @@ -19432,6 +19936,18 @@ msgid "" "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 "" +"Une ressource en forme de polygone concave pour la physique 2D. Elle est " +"composée de segments et est optimal pour les collisions complexes de " +"concaves polygonales. Cependant, il n'est pas conseillé de l'utiliser pour " +"les nœuds [RigidBody2D]. Un CollisionPolygon2D décomposé en convexes " +"(solides) ou plusieurs objets convexes sont conseillés dans ce cas. Sinon, " +"une forme en polygone concave 2D est préférable pour les collisions " +"statiques.\n" +"La principale différence entre un [ConvexPolygonShape2D] et un " +"[ConcavePolygonShape2D] est qu'un polygone concave suppose qu'il contient " +"des zones creusées à l'intérieur et doit utiliser une méthode plus complexe " +"pour détecter les collisions, alors qu'un polygone convexe n'admet aucune " +"zone creusée pour pouvoir accélérer la détection des collisions." #: doc/classes/ConcavePolygonShape2D.xml msgid "" @@ -19702,6 +20218,11 @@ msgid "" "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 "" +"Charge le fichier de configuration crypté spécifié comme paramètre, en " +"utilisant le mode de passe [code]password[/code] donné pour le décrypter. Le " +"contenu du fichier est interprété puis chargé dans l'objet [ConfigFile] sur " +"lequel la méthode a été appelée.\n" +"Retourne un des codes [enum Error] ([code]OK[/code] si c'est un succès)." #: doc/classes/ConfigFile.xml msgid "" @@ -19709,6 +20230,10 @@ msgid "" "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 "" +"Interprète la chaîne passée comme étant le contenu d'un fichier de " +"configuration. La chaîne est interprétée puis chargée dans l'objet " +"ConfigFile sur lequel la méthode a été appelée.\n" +"Retourne un des codes [enum Error] ([code]OK[/code] si c'est un succès)." #: doc/classes/ConfigFile.xml msgid "" @@ -19716,6 +20241,9 @@ msgid "" "parameter. The output file uses an INI-style structure.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" +"Enregistre le contenu de l'objet [ConfigFile] au fichier spécifié en " +"paramètre. Le fichier de sortie utilise une structure de type INI.\n" +"Retourne un des codes [enum Error] ([code]OK[/code] si c'est un succès)." #: doc/classes/ConfigFile.xml msgid "" @@ -20413,6 +20941,10 @@ msgid "" "[member focus_neighbour_left], [member focus_neighbour_right] and [member " "focus_neighbour_top]." msgstr "" +"Retourne le voisin de focus identifié par la constante [code]margin[/code] " +"de l'énumération [enum Margin]. Une méthode de getter pour [member " +"focus_neighbour_bottom], [member focus_neighbour_left], [member " +"focus_neighbour_right] et [member focus_neighbour_top]." #: doc/classes/Control.xml msgid "" @@ -20427,12 +20959,18 @@ msgid "" "code].\n" "See [method get_color] for details." msgstr "" +"Retourne une [Font] du premier [Theme] correspondant dans l'arborescence si " +"ce [Theme] a une propriété de police nommée [code]name[/code] et du type de " +"thème [code]theme_type[/code].\n" +"Voir [method get_color] pour plus de détails." #: doc/classes/Control.xml 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 "" +"Retourne la position et la taille du contrôle par rapport au coin supérieur " +"gauche de l'écran. Voir [member rect_position] et [member rect_size]." #: doc/classes/Control.xml msgid "" @@ -20441,6 +20979,10 @@ msgid "" "code].\n" "See [method get_color] for details." msgstr "" +"Retourne une icône du premier [Theme] correspondant dans l'arborescence si " +"ce [Theme] a une propriété d'icône nommée [code]name[/code] et du type de " +"thème [code]theme_type[/code].\n" +"Voir [method get_color] pour plus de détails." #: doc/classes/Control.xml msgid "" @@ -20448,6 +20990,10 @@ msgid "" "Margin] enum. A getter method for [member margin_bottom], [member " "margin_left], [member margin_right] and [member margin_top]." msgstr "" +"Retourne l'ancre identifiée par la constante [code]margin[/code] de " +"l'énumeration [enum Margin]. Une méthode de getter pour [member " +"margin_bottom], [member margin_left], [member margin_right] et [member " +"margin_top]." #: doc/classes/Control.xml msgid "Returns the minimum size for this control. See [member rect_min_size]." @@ -20468,6 +21014,8 @@ 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 "" +"Retourne la position et la taille du contrôle par rapport au coin supérieur " +"gauche du contrôle parent. Voir [member rect_position] et [member rect_size]." #: doc/classes/Control.xml msgid "Returns the rotation (in radians)." @@ -20480,6 +21028,10 @@ msgid "" "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" +"Retourne une [StyleBox] du premier [Theme] correspondant dans l'arborescence " +"si ce [Theme] a une propriété de boîte de style nommée [code]name[/code] et " +"du type de thème [code]theme_type[/code].\n" +"Voir [method get_color] pour plus de détails." #: doc/classes/Control.xml msgid "" @@ -20506,6 +21058,13 @@ msgid "" "be clicked instead\n" "[/codeblock]" msgstr "" +"Crée un [InputEventMouseButton] qui tente de cliquer sur le contrôle. Si " +"l'événement est bien reçu, le contrôle prend le focus.\n" +"[codeblock]\n" +"func _process(delta:)\n" +" grab_click_focus() # Lorsque vous cliquez sur un autre contrôle, ce nœud " +"sera cliqué à la place\n" +"/[codeblock]" #: doc/classes/Control.xml msgid "" @@ -20522,6 +21081,10 @@ msgid "" "code].\n" "See [method get_color] for details." msgstr "" +"Retourne [code]true[/code] s'il y a un [Theme] correspondant dans " +"l'arborescence qui a une propriété de couleur nommé [code]name[/code] et du " +"type de thème [code]theme_type[/code].\n" +"Voir [method get_color] pour plus de détails." #: doc/classes/Control.xml msgid "" @@ -20540,6 +21103,10 @@ msgid "" "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" +"Retourne [code]true[/code] s'il y a un [Theme] correspondant dans " +"l'arborescence qui a une propriété de constante nommée [/code]name[/code] et " +"du type de thème [code]theme_type[/code].\n" +"Voir [method get_color] pour plus de détails." #: doc/classes/Control.xml msgid "" @@ -20612,6 +21179,12 @@ msgid "" "[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 "" +"Une méthode virtuelle à implémenter par l'utilisateur. Retourne si le " +"[code]point[/code] donné est à l'intérieur de ce contrôle.\n" +"Si ce n'est pas le cas, le comportement par défaut vérifie si le point se " +"trouve dans le rectant englobant du contrôle.\n" +"[b]Note :[/b] Si vous voulez vérifier si un point est à l'intérieur du " +"contrôle, vous pouvez utiliser [code]get_rect().has_point(point[/code]." #: doc/classes/Control.xml msgid "" @@ -20746,6 +21319,11 @@ msgid "" "If [code]keep_margins[/code] is [code]true[/code], control's position will " "also be updated." msgstr "" +"Définit les ancres avec le préréglage [code]preset[/code] de l'énumeration " +"[enum Control.LayoutPreset]. C'est le code équivalent à l'utilisation du " +"menu \"Mise en page\" dans l'éditeur 2D.\n" +"Si [code]keep_margins[/code] est [code]true[/code], la position du contrôle " +"sera également mise à jour." #: doc/classes/Control.xml msgid "" @@ -20883,6 +21461,10 @@ msgid "" "margin_bottom], [member margin_left], [member margin_right] and [member " "margin_top]." msgstr "" +"Régle la marge identifiée par la constante [code]margin[/code] de " +"l'énumeration [enum Margin] à [code]offset[/code]. Une méthode de setter " +"pour [member margin_bottom], [member margin_left], [member margin_right] et " +"[member margin_top]." #: doc/classes/Control.xml msgid "" @@ -20896,6 +21478,16 @@ msgid "" "Use parameter [code]margin[/code] to determine the gap between the [Control] " "and the edges." msgstr "" +"Définit les marges avec le préréglage [code]preset[/code] de l'énumeration " +"[enum Control.LayoutPreset]. C'est le code équivalent à l'utilisation du " +"menu Layout dans l'éditeur 2D.\n" +"Utilisez le paramètre [code]resize_mode[/code] avec des constantes de [enum " +"Control.LayoutPresetMode] pour mieux déterminer la taille résultante du " +"[Control]. La taille constante sera ignorée si elle est utilisée avec des " +"préréglages qui changent la taille, par exemple [code]PRESET_LEFT_WIDE[/" +"code].\n" +"Utiliser le paramètre [code]margin[/code] pour déterminer l'écart entre le " +"[Contrôle] et les bords." #: doc/classes/Control.xml msgid "" @@ -20903,6 +21495,9 @@ msgid "" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" +"Défini le [member rect_position] à la [code]position[/code] spécifiée.\n" +"Si [code]keep_margins[/code] est [code]true[/code], les ancres du contrôle " +"sont mis à jour au lieu des marges." #: doc/classes/Control.xml msgid "Sets the rotation (in radians)." @@ -20914,6 +21509,9 @@ msgid "" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" +"Définit la taille (voir [member rect_size]).\n" +"Si [code]keep_margins[/code] est [code]true[/code], les ancres du contrôle " +"sont mis à jour au lieu des marges." #: doc/classes/Control.xml msgid "" @@ -20941,6 +21539,10 @@ msgid "" "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" +"L'ancre du bord du bas du nœud par rapport à l'origine, le centre, ou la fin " +"de son contrôle parent. Il modifie la mise à jour de la marge inférieure " +"lorsque le nœud se déplace ou change la taille. Vous pouvez utiliser une des " +"constantes de [enum Anchor] suivant les besoins." #: doc/classes/Control.xml msgid "" @@ -20949,6 +21551,10 @@ msgid "" "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" +"L'ancre du bord gauche du nœud par rapport à l'origine, le centre ou la fin " +"de son contrôle parent. Il modifie la mise à jour de la marge gauche lorsque " +"le nœud se déplace ou change la taille. Vous pouvez utiliser une des " +"constantes de [enum Anchor] suivant les besoins." #: doc/classes/Control.xml msgid "" @@ -20957,6 +21563,10 @@ msgid "" "moves or changes size. You can use one of the [enum Anchor] constants for " "convenience." msgstr "" +"L'ancre du bord droit du nœud par rapport à l'origine, le centre ou la fin " +"de son contrôle parent. Il modifie la mise à jour de la marge droite lorsque " +"le nœud se déplace ou change la taille. Vous pouvez utiliser une des " +"constantes de [enum Anchor] suivant les besoins." #: doc/classes/Control.xml msgid "" @@ -20964,6 +21574,10 @@ msgid "" "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 "" +"L'ancre du bord du haut du nœud par rapport à l'origine, le centre ou la fin " +"de son contrôle parent. Il modifie la mise à jour de la marge supérieure " +"lorsque le nœud se déplace ou change la taille. Vous pouvez utiliser une des " +"constantes de [enum Anchor] suivant les besoins." #: doc/classes/Control.xml msgid "" @@ -21065,6 +21679,10 @@ msgid "" "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 "" +"Control la direction sur l'axe horizontal selon lequel le contrôle doit " +"croître si sa taille minimale horizontale est modifiée pour être supérieure " +"à sa taille actuelle, car le contrôle doit toujours avoir au moins sa taille " +"minimale." #: doc/classes/Control.xml msgid "" @@ -21072,6 +21690,10 @@ msgid "" "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 "" +"Control la direction sur l'axe vertical selon lequel le contrôle doit " +"croître si sa taille minimale verticale est changée pour être supérieure à " +"sa taille actuelle, car le contrôle doit toujours avoir au moins sa taille " +"minimale." #: doc/classes/Control.xml msgid "" @@ -21124,6 +21746,11 @@ msgid "" "handling. The viewport first hides the modal and after marks the input as " "handled." msgstr "" +"Active quand l'entrée doit se propager lorsque vous fermez le contrôle en " +"tant que modale.\n" +"Si [code]false[/code], arrête le traitement de l'événement lors de la " +"manipulation de l'événement d'entrée de la fenêtre d'affichage. La fenêtre " +"d'affichage cache d'abord la modale et après marque l'entrée comme traitée." #: doc/classes/Control.xml msgid "" @@ -21217,12 +21844,18 @@ msgid "" "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 "" +"Active quand le rendu des [CanvasItem] enfants doit être limité au rectangle " +"engobant de ce contrôle. Si [code]true[/code], des parties des enfants qui " +"seraient normalement visibles en-dehors de ce rectangle des contrôles seront " +"cachées." #: doc/classes/Control.xml msgid "" "The node's global position, relative to the world (usually to the top-left " "corner of the window)." msgstr "" +"La position globale du nœud, par rapport au coordonnées globales " +"(généralement au coin haut-gauche de la fenêtre)." #: doc/classes/Control.xml msgid "" @@ -21231,6 +21864,11 @@ msgid "" "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 "" +"La taille minimale du rectangle englobant. Si vous le fixez à une valeur " +"supérieure à (0, 0), le rectangle englobant du nœud aura toujours au moins " +"cette taille, même si son contenu est plus petit. Si cette taille est à (0, " +"0), le nœud sera redimensionné automatiquement pour s'adapter à son contenu, " +"qu'il s'agisse d'une texture ou d'un nœud enfant." #: doc/classes/Control.xml msgid "" @@ -21239,6 +21877,10 @@ msgid "" "around this pivot. Set this property to [member rect_size] / 2 to pivot " "around the Control's center." msgstr "" +"Par défaut, et le pivot du nœud est son coin supérieur gauche. Lorsque vous " +"modifiez son [member rect_rotation] ou [member rect_scale], il tournera ou " +"changera d'échelle autour de ce pivot. Définir cette propriété à [member " +"rect_size] / 2 permet de pivoter autour du centre du contrôle." #: doc/classes/Control.xml msgid "" @@ -21246,12 +21888,17 @@ msgid "" "rectangle's top-left corner. The property is not affected by [member " "rect_pivot_offset]." msgstr "" +"La position du nœud, par rapport à son parent. Elle correspond au coin " +"supérieur gauche du rectangle. La propriété n'est pas affectée par [member " +"rect_pivot_offset]." #: doc/classes/Control.xml msgid "" "The node's rotation around its pivot, in degrees. See [member " "rect_pivot_offset] to change the pivot's position." msgstr "" +"La rotation du nœud autour de son pivot, en degrés. Voir [member " +"rect_pivot_offset] pour modifier la position du pivot." #: doc/classes/Control.xml msgid "" @@ -21291,6 +21938,8 @@ msgid "" "The size of the node's bounding rectangle, in pixels. [Container] nodes " "update this property automatically." msgstr "" +"La taille du rectangle englobant du nœud, en pixels. Les nœuds [Container] " +"mettent à jour cette propriété automatiquement." #: doc/classes/Control.xml msgid "" @@ -21298,6 +21947,9 @@ msgid "" "on the X axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." msgstr "" +"Signale au [Container] parent qu'il devrait redimensionner et placer le nœud " +"sur l'axe X. Utilisez l'une des constantes [enum SizeFlags] pour changer les " +"drapeaux. Voyez les constantes pour apprendre ce que chacun fait." #: doc/classes/Control.xml msgid "" @@ -21307,6 +21959,11 @@ msgid "" "its neighbour a ratio of 1, this node will take two thirds of the available " "space." msgstr "" +"Si le nœud et au moins un de ses voisins utilisent le drapeau de taille " +"[constant SIZE_EXPAND], le [Container] parent le laissera prendre plus ou " +"moins d'espace selon cette propriété. Si ce nœud a un rapport d'étirement de " +"2 et son voisin un rapport de 1, ce nœud prendra les deux tiers (deux fois " +"plus que l'autre) de l'espace disponible." #: doc/classes/Control.xml msgid "" @@ -21314,12 +21971,17 @@ msgid "" "on the Y axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." msgstr "" +"Signale au [Container] parent qu'il devrait redimensionner et placer le nœud " +"sur l'axe Y. Utilisez l'une des constantes [enum SizeFlags] pour changer les " +"drapeaux. Voyez les constantes pour apprendre ce que chacun fait." #: doc/classes/Control.xml msgid "" "Changing this property replaces the current [Theme] resource this node and " "all its [Control] children use." msgstr "" +"Changer cette propriété remplace la ressource [Theme] actuelle que ce nœud " +"et tous ses [Contrôle] enfants utilisent." #: doc/classes/Control.xml msgid "" @@ -21388,6 +22050,12 @@ msgid "" "at least until the mouse is moved to reach the parent's [code]Rect[/code] " "area." msgstr "" +"Émis lorsque la souris entre dans le [code]Rect[/code] du contrôle, à " +"condition que l'événement l'atteigne.\n" +"[b]Note :[/b] [signal mouse_entered] ne sera pas émis si la souris entre " +"dans un nœud [Control] enfant avant d'entrer dans le [code]Rect[/code], au " +"moins jusqu'à ce que la souris soit déplacée pour atteindre le [code]Rect[/" +"code] du parent." #: doc/classes/Control.xml msgid "" @@ -21428,6 +22096,8 @@ msgid "" "Emitted when one of the size flags changes. See [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" +"Émis lorsque l'un des drapeaux de taille change. Voir [member " +"size_flags_horizontal] et [member size_flags_vertical]." #: doc/classes/Control.xml msgid "The node cannot grab focus. Use with [member focus_mode]." @@ -21446,11 +22116,16 @@ 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 "" +"Le nœud peut obtenir le focus lors d'un clic de souris ou en utilisant les " +"flèches et la touche de tabulation du clavier. À utiliser avec [member " +"focus_mode]." #: doc/classes/Control.xml msgid "" "Sent when the node changes size. Use [member rect_size] to get the new size." msgstr "" +"Envoyé quand le nœud change de taille. Utilisez [member rect_size] pour " +"obtenir la nouvelle taille." #: doc/classes/Control.xml msgid "Sent when the mouse pointer enters the node." @@ -21474,28 +22149,38 @@ msgid "" "control. Happens when you call one of the [code]add_*_override[/code] " "methods." msgstr "" +"Envoyé lorsque le [member theme] du nœud change, juste avant que Godot ne " +"redessine le contrôle. Ça arrive quand vous appelez l'une des méthodes " +"[code]add_*_override[/code]." #: doc/classes/Control.xml msgid "Sent when an open modal dialog closes. See [method show_modal]." msgstr "" +"Envoyé quand un dialogue modal ouvert se ferme. Voir [method show_modal]." #: doc/classes/Control.xml msgid "" "Sent when this node is inside a [ScrollContainer] which has begun being " "scrolled." msgstr "" +"Envoyé quand ce nœud est à l'intérieur d'un [ScrollContainer] qui a commencé " +"à défilé." #: doc/classes/Control.xml msgid "" "Sent when this node is inside a [ScrollContainer] which has stopped being " "scrolled." msgstr "" +"Envoyé quand ce nœud est à l'intérieur d'un [ScrollContainer] qui a cessé de " +"défilé." #: doc/classes/Control.xml msgid "" "Show the system's arrow mouse cursor when the user hovers the node. Use with " "[member mouse_default_cursor_shape]." msgstr "" +"Affiche le curseur système de la souris quand l'utilisateur survole le nœud. " +"À utiliser avec [member mouse_default_cursor_shape]." #: doc/classes/Control.xml msgid "" @@ -21623,72 +22308,98 @@ 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 "" +"Affiche le curseur système de la souris avec un séparateur vertical lorsque " +"l'utilisateur survole le nœud. Sur Windows, il est identique à [constant " +"CURSOR_VSIZE]." #: doc/classes/Control.xml 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 "" +"Affiche le curseur système de la souris avec un séparateur horizontal " +"lorsque l'utilisateur survole le nœud. Sur Windows, il est identique à " +"[constant CURSOR_HSIZE]." #: doc/classes/Control.xml msgid "" "Show the system's help mouse cursor when the user hovers the node, a " "question mark." msgstr "" +"Affiche le curseur système de la souris pour l'aide lorsque l'utilisateur " +"survole le nœud, avec un point d'interrogation." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the top-left of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" +"Magnétise toutes les 4 ancres jusqu'au coin gauche supérieur du rectangle " +"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the top-right of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" +"Magnétise toutes les 4 ancres jusqu'au coin droit du rectangle englobant du " +"contrôle parent. À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the bottom-left of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" +"Magnétise toutes les 4 ancres jusqu'au coin bas-gauche du rectangle " +"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the bottom-right of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" +"Magnétise toutes les 4 ancres jusqu'au coin bas-droit du rectangle englobant " +"du contrôle parent. À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml 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 "" +"Magnétise toutes les 4 ancres au centre du bord gauche du rectangle " +"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml 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 "" +"Magnétise toutes les 4 ancres au centre du bord supérieur du rectangle " +"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml 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 "" +"Magnétise toutes les 4 ancres au centre du bord droit du rectangle englobant " +"du contrôle parent. À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml 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 "" +"Magnétise toutes les 4 ancres au centre du bord du bas du rectangle " +"englobant du contrôle parent. À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" +"Magnétise les 4 ancres au centre du rectangle englobant de contrôle parent. " +"À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml msgid "" @@ -21696,6 +22407,10 @@ msgid "" "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 "" +"Magnétise les 4 ancres sur le bord gauche du contrôle parent. La marge " +"gauche devient alors relative au bord gauche et à la marge supérieure par " +"rapport au coin supérieur gauche du nœud parent). À utiliser avec [méthod " +"set_anchors_preset]." #: doc/classes/Control.xml msgid "" @@ -21704,6 +22419,11 @@ msgid "" "edge, and the right margin relative to the top right corner of the node's " "parent. Use with [method set_anchors_preset]." msgstr "" +"Magnétise toutes les 4 ancres sur le bord supérieur du contrôle parent. La " +"marge gauche devient alors par rapport au coin supérieur gauche, à la marge " +"supérieure par rapport au bord supérieur, et à la marge droite par rapport " +"au coin supérieur droit du nœud parent . À utiliser avec [méthod " +"set_anchors_preset]." #: doc/classes/Control.xml msgid "" @@ -21711,6 +22431,10 @@ msgid "" "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 "" +"Magnétise les 4 ancres au bord droit du contrôle parent. La marge droite " +"devient alors par rapport au bord droit et à la marge supérieure par rapport " +"au coin supérieur droit du nœud parent. À utiliser avec [méthod " +"set_anchors_preset]." #: doc/classes/Control.xml msgid "" @@ -21719,18 +22443,26 @@ msgid "" "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 "" +"Magnétise les 4 ancres au bord inférieur du contrôle parent. La marge gauche " +"devient alors par rapport au coin inférieur gauche, à la marge inférieure " +"par rapport au bord inférieur, et à la marge droite par rapport au coin " +"inférieur droit du nœud parent. À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to a vertical line that cuts the parent control in half. " "Use with [method set_anchors_preset]." msgstr "" +"Magnétise les 4 ancres sur une ligne verticale qui coupe le contrôle parent " +"en deux. À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to a horizontal line that cuts the parent control in " "half. Use with [method set_anchors_preset]." msgstr "" +"Magnétise les 4 ancres sur une ligne horizontale qui coupe le contrôle " +"parent en deux. À utiliser avec [méthod set_anchors_preset]." #: doc/classes/Control.xml msgid "" @@ -21739,6 +22471,11 @@ msgid "" "parent control. This is equivalent to the \"Full Rect\" layout option in the " "editor. Use with [method set_anchors_preset]." msgstr "" +"Magnétise toutes les 4 ancres aux angles respectifs du contrôle parent. " +"Réglez toutes les 4 marges à 0 après avoir appliqué ce préréglage et le " +"[Control] s'adaptera à son contrôle parent. Ceci est équivalent à l'option " +"de mise en page \"Rectangle complet\" dans l'éditeur. À utiliser avec " +"[méthod set_anchors_preset]." #: doc/classes/Control.xml msgid "The control will be resized to its minimum size." @@ -21762,6 +22499,9 @@ msgid "" "the available space without pushing any other node. Use with [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" +"Signale au [Container] parent d'étendre les limites de ce nœud pour remplir " +"tout l'espace disponible sans pousser un autre nœud. À utiliser avec [member " +"size_flags_horizontal] et [member size_flags_vertical]." #: doc/classes/Control.xml msgid "" @@ -21771,12 +22511,19 @@ msgid "" "size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and " "[member size_flags_vertical]." msgstr "" +"Signale au [Container] parent de laisser ce nœud prendre tout l'espace " +"disponible sur l'axe spécifié. Si plusieurs nœuds voisins sont prêts à " +"s'étendre, ils partagent l'espace en fonction de leur rapport d'étirement. " +"Voir [member size_flags_stretch_ratio]. À utiliser avec [member " +"size_flags_horizontal] et [member size_flags_vertical]." #: doc/classes/Control.xml msgid "" "Sets the node's size flags to both fill and expand. See the 2 constants " "above for more information." msgstr "" +"Définit les drapeaux de taille du nœud pour à la fois remplir et s'étendre. " +"Voir les 2 constantes ci-dessus pour plus d'informations." #: doc/classes/Control.xml msgid "" @@ -21882,6 +22629,10 @@ msgid "" "variables, like [member anchor_left]. To change all 4 anchors at once, use " "[method set_anchors_preset]." msgstr "" +"Magnétise l'un des 4 côtés d'ancrage à l'origine de l'ancrage [code]Rect[/" +"code], en haut à gauche. Utilisez-le avec l'une des variables membres " +"[code]anchor_[* /code], comme [member anchor_left]. Pour modifier les 4 " +"ancres à la fois, utilisez [method set_anchors_preset]." #: doc/classes/Control.xml msgid "" @@ -21890,6 +22641,10 @@ msgid "" "member variables, like [member anchor_left]. To change all 4 anchors at " "once, use [method set_anchors_preset]." msgstr "" +"Magnétise l'un des 4 côtés d'ancrage à l'extrémité de l'extrémité " +"[code]Rect[/code], en bas à droite. Utilisez-le avec l'une des variables " +"membres [code]anchor_[* /code], comme [member anchor_left]. Pour modifier " +"les 4 ancres à la fois, utilisez [method set_anchors_preset]." #: doc/classes/ConvexPolygonShape.xml msgid "Convex polygon shape for 3D physics." @@ -22110,7 +22865,6 @@ msgstr "L'amortissement varie le long de cette [Curve]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml -#, fuzzy msgid "Damping randomness ratio." msgstr "Ratio d’amortissement aléatoire." @@ -22139,6 +22893,8 @@ msgid "" "Sets the [Color]s to modulate particles by when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" +"Définit les [Color] pour moduler les particules en utilisant [constant " +"EMISSION_SHAPE_POINTS] ou [constant EMISSION_SHAPE_DIRECTED_POINTS]." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "" @@ -22153,6 +22909,9 @@ msgid "" "Sets the initial positions to spawn particles when using [constant " "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]." msgstr "" +"Définit les positions initiales pour les particules créées en utilisant " +"[constant EMISSION_SHAPE_POINTS] ou [constant " +"EMISSION_SHAPE_DIRECTED_POINTS]." #: doc/classes/CPUParticles.xml msgid "" @@ -22172,6 +22931,8 @@ msgid "" "The inner radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." msgstr "" +"Le rayon intérieur de l'émetteur en anneau quand définit à [constant " +"EMISSION_SHAPE_RING]." #: doc/classes/CPUParticles.xml msgid "" @@ -22404,6 +23165,9 @@ 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 "" +"La direction initiale de chaque particule dans l'intervalle de " +"[code]+spread[/code] à [code]-spread[/code] degrés. Appliquée aux plans sur " +"X/Z et aux plans sur Y/Z." #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -22633,6 +23397,8 @@ msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" +"Le rayon de la sphère si [member emission_shape] est [constant " +"EMISSION_SHAPE_SPHERE]." #: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml #: doc/classes/Particles2D.xml @@ -22682,6 +23448,8 @@ msgid "" "Particles will be emitted on the surface of a sphere flattened to two " "dimensions." msgstr "" +"Les particules seront émises à la surface d'une sphère aplatie en deux " +"dimensions." #: doc/classes/CPUParticles2D.xml msgid "Particles will be emitted in the area of a rectangle." @@ -22778,6 +23546,11 @@ msgid "" "string-comparison-with-double-hmac-strategy]this blog post[/url] for more " "information." msgstr "" +"Compare deux [PoolByteArray] pour l'égalité sans fuite temporelle " +"d'informations afin de prévenir les attaques temporelles.\n" +"Voir [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-" +"string-comparison-with-double-hmac-strategy]ce blog[/url] pour plus " +"d'informations." #: doc/classes/Crypto.xml msgid "" @@ -22816,6 +23589,8 @@ msgid "" "Generates an RSA [CryptoKey] that can be used for creating self-signed " "certificates and passed to [method StreamPeerSSL.accept_stream]." msgstr "" +"Génère une [CryptoKey] RSA qui peut être utilisé pour créer des certificats " +"autosignés et transmis à [method StreamPeerSSL.accept_stream]" #: doc/classes/Crypto.xml msgid "" @@ -22991,7 +23766,6 @@ msgid "" msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml -#, fuzzy msgid "A CSG Cylinder shape." msgstr "Une forme de cylindre CSG." @@ -23113,12 +23887,18 @@ msgid "" "shape. If [code]false[/code] the top half of the material is repeated every " "step of the extrusion." msgstr "" +"Lorsque [member mode] est [constant MODE_PATH], par défaut, la moitié " +"supérieure du [member material] est étirée sur toute la longueur de la forme " +"extrudée. Si [code]false[/code] la partie supérieure du matériau est répétée " +"à chaque étape de l'extrusion." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], the path interval or ratio of " "path points to extrusions." msgstr "" +"Lorsque [member mode] est [constant MODE_PATH], l'intervalle de chemin ou le " +"rapport de chemin pointe vers les extrusions." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -23126,6 +23906,10 @@ msgid "" "interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or " "subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])." msgstr "" +"Lorsque [member mode] est [constant MODE_PATH], cela déterminera si " +"l'intervalle doit être suivant la distance ([constant " +"PATH_INTERVAL_DISTANCE]) ou suivant une fraction des sous-divisions " +"([constant PATH_INTERVAL_SUBDIVIDE])." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -23133,6 +23917,9 @@ msgid "" "the path are joined, by adding an extrusion between the last and first " "points of the path." msgstr "" +"Lorsque [member mode] est [constant MODE_PATH], si [code]true[/code] les " +"extrémités du chemin sont jointes, en ajoutant une extrusion entre le " +"dernier et le premier points du chemin." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -23140,24 +23927,34 @@ msgid "" "[Transform] of the [CSGPolygon] is used as the starting point for the " "extrusions, not the [Transform] of the [member path_node]." msgstr "" +"Lorsque [member mode] est [constant MODE_PATH], si [code]true[/code] la " +"[Transform] du [CSGPolygon] est utilisée comme point de départ pour les " +"extrusions, et non pas la [Transform] du [member path_node]." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], the location of the [Path] " "object used to extrude the [member polygon]." msgstr "" +"Lorsque [member mode] est [constant MODE_PATH], l'emplacement de l'objet " +"[Path] utilisé pour extruder le [member polygon]." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], the [enum PathRotation] method " "used to rotate the [member polygon] as it is extruded." msgstr "" +"Lorsque [member mode] est [constant MODE_PATH], la méthode [enum " +"PathRotation] utilisée pour faire pivoter le [member polygon] selon son " +"extrusion." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is [constant MODE_PATH], extrusions that are less than " "this angle, will be merged together to reduce polygon count." msgstr "" +"Lorsque [member mode] est [constant MODE_PATH], les extrusions qui sont " +"inférieures à cet angle seront fusionnés pour réduire le nombre de polygones." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -23165,6 +23962,10 @@ msgid "" "path, in meters, the texture coordinates will tile. When set to 0, texture " "coordinates will match geometry exactly with no tiling." msgstr "" +"Lorsque [member mode] est [constant MODE_PATH], c'est la distance le long du " +"chemin, en mètres, que les coordonnées de texture seront répétées. Quand à " +"0, les coordonnées de texture correspondront exactement à la géométrie sans " +"répétition." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -23175,6 +23976,12 @@ msgid "" "[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh " "will be generated." msgstr "" +"Le tableau de points qui définit le polygone 2D extrudé. Cela peut être un " +"polygone convexe ou concave avec 3 points ou plus. Le polygone ne doit " +"[i]pas[/i] avoir de bords qui sont des intersections. Sinon, la " +"triangulation échouera et aucun maillage ne sera généré.\n" +"[b]Note :[/b] Si seulement 1 ou 2 points sont définis dans [member polygon], " +"aucun maillage ne sera généré." #: modules/csg/doc_classes/CSGPolygon.xml #, fuzzy @@ -23216,6 +24023,9 @@ msgid "" "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" +"La forme [member polygon] n'a pas pivoté.\n" +"[b]Note :[/b] Nécessite que les coordonnées Z du chemin diminuent en " +"continue pour assurer des formes viables." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -23224,12 +24034,17 @@ msgid "" "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" +"La forme [member polygon] est pivotée le long du chemin, mais elle n'est pas " +"pivotée autour de l'axe du chemin.\n" +"[b]Note :[/b] Nécessite que les coordonnées Z du chemin diminuent en " +"continue pour assurer des formes viables." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "The [member polygon] shape follows the path and its rotations around the " "path axis." msgstr "" +"La forme [member polygon] suit le chemin et pivote autour de l'axe du chemin." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" @@ -23237,12 +24052,17 @@ msgid "" "will determine the distance, in meters, each interval of the path will " "extrude." msgstr "" +"Lorsque [member mode] est défini à [constant MODE_PATH], [member " +"path_interval] déterminera la distance, en mètres, entre chaque intervalle " +"où le chemin s'extrudera." #: modules/csg/doc_classes/CSGPolygon.xml msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will subdivide the polygons along the path." msgstr "" +"Lorsque [member mode] est défini [constant MODE_PATH], [member " +"path_interval] divisera les polygones le long du chemin." #: modules/csg/doc_classes/CSGPrimitive.xml msgid "Base class for CSG primitives." @@ -23304,12 +24124,16 @@ msgid "" "Sets individual bits on the layer mask. Use this if you only need to change " "one layer's value." msgstr "" +"Définit des bits individuels sur le masque de calque. Utilisez ceci si vous " +"n'avez besoin que de changer de calque." #: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml msgid "" "Sets individual bits on the collision mask. Use this if you only need to " "change one layer's value." msgstr "" +"Définit des bits individuels sur le masque de collision. Utilisez ceci si " +"vous n'avez besoin que de changer de calque." #: modules/csg/doc_classes/CSGShape.xml msgid "" @@ -23624,6 +24448,16 @@ msgid "" "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" +"Générer un cuboïde [PrimitiveMesh] aligné sur les axes.\n" +"La projection des UV du cube est disposée selon une disposition de 3×2 qui " +"permet de placer une texture sur chaque face individuellement. Pour " +"appliquer la même texture sur toutes les faces, modifiez la propriété UV du " +"matériau actif à [code]Vector3(3, 2, 1)[/code].\n" +"[b]Note :[/b] Lors de l'utilisation d'une grande texture [CubeMesh] (par " +"exemple pour le sol), vous pouvez tomber sur des problèmes de jittering de " +"l'UV suivant l'angle de la caméra. Pour résoudre cela, augmentez [member " +"subdivide_depth], [member subdivide_height] et [member subdivide_width] " +"jusqu'à ce que vous ne remarquez plus le jittering de l'UV." #: doc/classes/CubeMesh.xml msgid "Size of the cuboid mesh." @@ -23632,14 +24466,17 @@ msgstr "Taille du maillage cuboïde." #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the Z axis." msgstr "" +"Le nombre de boucles de bord supplémentaires insérées le long de l'axe Z." #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the Y axis." msgstr "" +"Le nombre de boucles de bord supplémentaires insérées le long de l'axe Y." #: doc/classes/CubeMesh.xml msgid "Number of extra edge loops inserted along the X axis." msgstr "" +"Le nombre de boucles de bord supplémentaires insérées le long de l'axe X." #: doc/classes/CullInstance.xml msgid "Parent of all nodes that can be culled by the Portal system." @@ -23753,6 +24590,9 @@ msgid "" "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 "" +"Une courbe qui peut être sauvegardée et réutilisée pour d'autres objets. Par " +"défaut, elle va de [code]0[/code] à [code]1[/code] selon l'axe Y et les " +"positions sont relatives à la position [code]0.5[/code] de l'axe Y." #: doc/classes/Curve.xml msgid "" @@ -23762,6 +24602,12 @@ msgid "" "assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is " "set to [constant TANGENT_FREE]." msgstr "" +"Ajoute un point à la courbe. Pour chaque côté, si le [code]*_mode[/code] est " +"[constant TANGENT_LINEAR], l'angle [code]*_tangent[/code] (en degrés) " +"utilise la pente de la courbe définie par rapport à la demi-distance du " +"point adjacent. Permet des spécifier des tangentes personnalisées avec " +"[code]*_tangent[/code] si [code]*_mode[/code] est défini à [constant " +"TANGENT_FREE]." #: doc/classes/Curve.xml msgid "Recomputes the baked cache of points for the curve." @@ -23772,6 +24618,8 @@ msgid "" "Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units " "to their neighbor on the curve." msgstr "" +"Retire les points qui sont plus proches que [code]CMP_EPSILON[/code] " +"(0.00001) unités à leur voisin sur la courbe." #: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "Removes all points from the curve." @@ -23816,6 +24664,8 @@ msgid "" "Returns the Y value for the point that would exist at the X position " "[code]offset[/code] along the curve." msgstr "" +"Retourne la valeur Y pour un point qui existerait à la position X " +"[code]offset[/code] le long de la courbe." #: doc/classes/Curve.xml msgid "" @@ -23823,6 +24673,9 @@ msgid "" "[code]offset[/code] along the curve using the baked cache. Bakes the curve's " "points if not already baked." msgstr "" +"Retourne la valeur Y pour un point qui existerait à la position X " +"[code]offset[/code] le long de la courbe en utilisant le cache précalculé. " +"Précalcule les points de la courbe suivante si ça n'a pas déjà été fait." #: doc/classes/Curve.xml msgid "Removes the point at [code]index[/code] from the curve." @@ -23897,6 +24750,8 @@ msgid "" "The curve calculates the tangent on this side of the point as the slope " "halfway towards the adjacent point." msgstr "" +"La courbe calcule la tangente de ce côté du point comme la pente avec la " +"demi-distance du point adjacent." #: doc/classes/Curve.xml msgid "The total number of available tangent modes." @@ -24696,13 +25551,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -24714,8 +25573,12 @@ msgstr "" "Voir [enum ShadowDepthRange]." #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." -msgstr "Distance maximale pour les fractionnements d’ombre." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." +msgstr "" #: doc/classes/DirectionalLight.xml msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." @@ -24732,23 +25595,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -33073,9 +33936,8 @@ msgstr "" "[Gradient]." #: doc/classes/GradientTexture2D.xml -#, fuzzy msgid "Gradient-filled 2D texture." -msgstr "Texture remplie de gradients." +msgstr "Texture de gradient 2D." #: doc/classes/GradientTexture2D.xml msgid "" @@ -34350,9 +35212,8 @@ msgstr "" "valeur redimensionnera [member map_data]." #: doc/classes/HFlowContainer.xml -#, fuzzy msgid "Horizontal flow container." -msgstr "Conteneur de boîte horizontale." +msgstr "Conteneur de flux horizontal." #: doc/classes/HFlowContainer.xml msgid "Horizontal version of [FlowContainer]." @@ -36022,7 +36883,6 @@ msgstr "" "max_redirects]." #: doc/classes/Image.xml -#, fuzzy msgid "Image datatype." msgstr "Type de données d’image." @@ -37515,7 +38375,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -38155,10 +39018,11 @@ msgstr "Type d’évènement d’entrée pour les évènements de mouvement de s 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -38527,6 +39391,13 @@ msgstr "" "automatiquement." #: doc/classes/InterpolatedCamera.xml +#, fuzzy +msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" +"La méthode de mise à jour de la camera. Voir [enum Camera2DProcessMode]." + +#: doc/classes/InterpolatedCamera.xml msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." @@ -42519,37 +43390,32 @@ msgstr "" "un tableau des sommets donc ce tableau doit être présent." #: doc/classes/Mesh.xml -#, fuzzy msgid "Mesh array contains normals." msgstr "Un maillage de points contient des normales." #: doc/classes/Mesh.xml -#, fuzzy msgid "Mesh array contains tangents." msgstr "Un maillage de points contient des tangentes." #: doc/classes/Mesh.xml -#, fuzzy msgid "Mesh array contains colors." -msgstr "Un maillage de points contient les couleurs." +msgstr "Un maillage de points contient des couleurs." #: doc/classes/Mesh.xml -#, fuzzy msgid "Mesh array contains UVs." -msgstr "Un maillage de points contient les UV." +msgstr "Un maillage de points contient des UV." #: doc/classes/Mesh.xml msgid "Mesh array contains second UV." -msgstr "Un maillage de points contient les UV secondaires." +msgstr "Un maillage de points contient des UV secondaires." #: doc/classes/Mesh.xml -#, fuzzy msgid "Mesh array contains bones." -msgstr "Un maillage de points contient les os." +msgstr "Un maillage de points contient des os." #: doc/classes/Mesh.xml msgid "Mesh array contains bone weights." -msgstr "Un maillage de points contient les poids des os." +msgstr "Un maillage de points contient des poids d'os." #: doc/classes/Mesh.xml msgid "Mesh array uses indices." @@ -44554,7 +45420,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -44667,6 +45533,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -47349,7 +48223,7 @@ msgstr "" #: doc/classes/Node2D.xml msgid "Local [Transform2D]." -msgstr "[Transform2D] local." +msgstr "[Transform2D] locale." #: doc/classes/Node2D.xml msgid "" @@ -51953,7 +52827,7 @@ msgstr "Représente la taille de l'énumération [enum Monitor]." #: doc/classes/PHashTranslation.xml msgid "Optimized translation." -msgstr "Translation optimisée." +msgstr "Traduction optimisée." #: doc/classes/PHashTranslation.xml msgid "" @@ -59564,8 +60438,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -68718,10 +69592,32 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" -"Formate la chaîne de caractères en remplaçant toutes les occurences de " -"[code]placeholder[/code] par [code]values[/code]." #: doc/classes/String.xml msgid "If the string is a valid file path, returns the base directory name." @@ -69445,9 +70341,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -70427,12 +71325,12 @@ msgstr "" "[code]tab_idx[/code], le rendant non-interactif." #: doc/classes/TabContainer.xml -#, fuzzy 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 "" -"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." +"Si [code]hidden[/code] est [code]true[/code], cache l'onglet à l'index " +"[code]tab_idx[/code], se faisait disparaitre de l'aire des onglets." #: doc/classes/TabContainer.xml msgid "Sets an icon for the tab at index [code]tab_idx[/code]." @@ -71236,6 +72134,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "Si [code]true[/code], un clic droit affiche le menu contextuel." #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Si [code]true[/code], la valeur peut être sélectionnée et modifiée." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -74138,13 +75041,13 @@ msgstr "" "matrice. L'axe [code]axis[/code] doit être normalisé." #: doc/classes/Transform.xml -#, fuzzy msgid "" "Returns a copy of the transform with its basis and origin scaled by the " "given [code]scale[/code] factor, using matrix multiplication." msgstr "" -"Met à l'échelle le transform par le facteur d'échelle donné, en utilisant la " -"multiplication matricielle." +"Retourne une copie de la transformation avec sa base et son origine mis à " +"l'échelle par le facteur [code]scale[/code], en utilisant la multiplication " +"matricielle." #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" @@ -77426,9 +78329,8 @@ msgid "" msgstr "" #: doc/classes/VFlowContainer.xml -#, fuzzy msgid "Vertical flow container." -msgstr "Conteneur vertical." +msgstr "Conteneur de flux vertical." #: doc/classes/VFlowContainer.xml msgid "Vertical version of [FlowContainer]." @@ -77976,9 +78878,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -78011,8 +78914,12 @@ msgstr "" "l'arrière-plan de manière transparente." #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." -msgstr "Le mode de rendu de la fenêtre d'affichage." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." +msgstr "" #: doc/classes/Viewport.xml msgid "" diff --git a/doc/translations/gl.po b/doc/translations/gl.po index 39d5ab2f2b..3273cd8f98 100644 --- a/doc/translations/gl.po +++ b/doc/translations/gl.po @@ -12140,10 +12140,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19425,13 +19427,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19441,7 +19447,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19458,23 +19468,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29820,7 +29830,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30394,10 +30407,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30720,6 +30734,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36120,7 +36139,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36231,6 +36250,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49810,8 +49837,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58180,7 +58207,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58777,9 +58828,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60316,6 +60369,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66390,9 +66447,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66421,7 +66479,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/hi.po b/doc/translations/hi.po index a104e2ae6d..361c131a40 100644 --- a/doc/translations/hi.po +++ b/doc/translations/hi.po @@ -12139,10 +12139,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19424,13 +19426,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19440,7 +19446,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19457,23 +19467,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29819,7 +29829,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30393,10 +30406,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30719,6 +30733,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36119,7 +36138,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36230,6 +36249,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49809,8 +49836,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58179,7 +58206,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58776,9 +58827,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60315,6 +60368,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66389,9 +66446,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66420,7 +66478,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/hu.po b/doc/translations/hu.po index 280424c8c0..2732b7b56a 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -12158,10 +12158,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19443,13 +19445,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19459,7 +19465,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19476,23 +19486,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29838,7 +29848,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30412,10 +30425,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30738,6 +30752,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36138,7 +36157,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36249,6 +36268,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49828,8 +49855,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58198,7 +58225,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58795,9 +58846,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60334,6 +60387,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66408,9 +66465,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66439,7 +66497,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/id.po b/doc/translations/id.po index 2f741d544d..efc379cffd 100644 --- a/doc/translations/id.po +++ b/doc/translations/id.po @@ -12551,10 +12551,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19838,13 +19840,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19854,7 +19860,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19871,23 +19881,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -30244,7 +30254,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30818,10 +30831,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -31144,6 +31158,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36564,7 +36583,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36676,6 +36695,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -50277,8 +50304,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58650,7 +58677,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59247,9 +59298,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60790,6 +60843,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66865,9 +66922,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66896,7 +66954,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/is.po b/doc/translations/is.po index 4dd42d807e..bdd631ef18 100644 --- a/doc/translations/is.po +++ b/doc/translations/is.po @@ -12139,10 +12139,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19424,13 +19426,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19440,7 +19446,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19457,23 +19467,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29819,7 +29829,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30393,10 +30406,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30719,6 +30733,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36119,7 +36138,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36230,6 +36249,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49809,8 +49836,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58179,7 +58206,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58776,9 +58827,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60315,6 +60368,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66389,9 +66446,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66420,7 +66478,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/it.po b/doc/translations/it.po index 9157d2ecc0..3d9cd62b30 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -13170,10 +13170,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -20563,13 +20565,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -20579,7 +20585,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -20596,23 +20606,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -31009,7 +31019,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -31584,10 +31597,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -31914,6 +31928,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -37368,7 +37387,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -37481,6 +37500,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -51136,8 +51163,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -59529,7 +59556,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -60126,9 +60177,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -61688,6 +61741,13 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" +"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento " +"è disabilitato." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -67830,9 +67890,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -67864,7 +67925,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/ja.po b/doc/translations/ja.po index 75d4179693..8ace2ec0c8 100644 --- a/doc/translations/ja.po +++ b/doc/translations/ja.po @@ -15107,10 +15107,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -22561,13 +22563,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -22577,7 +22583,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -22594,23 +22604,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -33071,7 +33081,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -33645,10 +33658,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -33977,6 +33991,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -39508,7 +39527,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -39623,6 +39642,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -53345,8 +53372,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -62077,7 +62104,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -62674,9 +62725,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -64251,6 +64304,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "[code]true[/code] であれば、テクスチャは中央になります。" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -70432,9 +70490,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -70464,7 +70523,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/ko.po b/doc/translations/ko.po index a30a93f652..bd808074b9 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -15,12 +15,13 @@ # whatthesamuel <alex01763@gmail.com>, 2021. # 한수현 <shh1473@ajou.ac.kr>, 2022. # vrSono <global.sonogong@gmail.com>, 2022. +# 김태우 <ogosengi3@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-06-13 03:39+0000\n" -"Last-Translator: vrSono <global.sonogong@gmail.com>\n" +"PO-Revision-Date: 2022-06-29 10:30+0000\n" +"Last-Translator: 김태우 <ogosengi3@gmail.com>\n" "Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ko/>\n" "Language: ko\n" @@ -28,7 +29,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Weblate 4.13-dev\n" +"X-Generator: Weblate 4.13.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -88,7 +89,7 @@ msgstr "(%s를 덮어씀)" #: doc/tools/make_rst.py msgid "Default" -msgstr "" +msgstr "기본값" #: doc/tools/make_rst.py msgid "Setter" @@ -96,7 +97,7 @@ msgstr "Setter" #: doc/tools/make_rst.py msgid "value" -msgstr "" +msgstr "값" #: doc/tools/make_rst.py msgid "Getter" @@ -12316,10 +12317,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19650,13 +19653,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19666,7 +19673,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19683,23 +19694,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -30129,7 +30140,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30703,10 +30717,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -31030,6 +31045,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36462,7 +36482,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36575,6 +36595,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -50318,8 +50346,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58692,7 +58720,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59289,9 +59341,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60836,6 +60890,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "매개변수의 코사인 값을 반환합니다." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66936,9 +66995,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66967,7 +67027,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/lt.po b/doc/translations/lt.po index 1139bf4f82..2de21d55b3 100644 --- a/doc/translations/lt.po +++ b/doc/translations/lt.po @@ -12149,10 +12149,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19434,13 +19436,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19450,7 +19456,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19467,23 +19477,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29829,7 +29839,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30403,10 +30416,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30729,6 +30743,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36129,7 +36148,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36240,6 +36259,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49819,8 +49846,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58189,7 +58216,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58786,9 +58837,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60325,6 +60378,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66399,9 +66456,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66430,7 +66488,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/lv.po b/doc/translations/lv.po index 627035b696..45e3188446 100644 --- a/doc/translations/lv.po +++ b/doc/translations/lv.po @@ -12154,10 +12154,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19439,13 +19441,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19455,7 +19461,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19472,23 +19482,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29837,7 +29847,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30411,10 +30424,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30737,6 +30751,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36137,7 +36156,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36248,6 +36267,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49827,8 +49854,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58197,7 +58224,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58794,9 +58845,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60333,6 +60386,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66407,9 +66464,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66438,7 +66496,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/mr.po b/doc/translations/mr.po index d4e8907c1d..b943c79052 100644 --- a/doc/translations/mr.po +++ b/doc/translations/mr.po @@ -12137,10 +12137,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19422,13 +19424,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19438,7 +19444,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19455,23 +19465,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29817,7 +29827,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30391,10 +30404,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30717,6 +30731,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36117,7 +36136,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36228,6 +36247,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49807,8 +49834,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58177,7 +58204,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58774,9 +58825,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60313,6 +60366,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66387,9 +66444,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66418,7 +66476,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/nb.po b/doc/translations/nb.po index 9aa8c17200..53fca58f26 100644 --- a/doc/translations/nb.po +++ b/doc/translations/nb.po @@ -12149,10 +12149,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19434,13 +19436,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19450,7 +19456,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19467,23 +19477,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29829,7 +29839,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30403,10 +30416,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30729,6 +30743,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36129,7 +36148,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36240,6 +36259,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49819,8 +49846,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58189,7 +58216,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58786,9 +58837,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60325,6 +60378,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66399,9 +66456,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66430,7 +66488,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/ne.po b/doc/translations/ne.po index f129446976..24062d3cff 100644 --- a/doc/translations/ne.po +++ b/doc/translations/ne.po @@ -12137,10 +12137,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19422,13 +19424,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19438,7 +19444,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19455,23 +19465,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29817,7 +29827,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30391,10 +30404,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30717,6 +30731,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36117,7 +36136,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36228,6 +36247,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49807,8 +49834,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58177,7 +58204,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58774,9 +58825,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60313,6 +60366,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66387,9 +66444,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66418,7 +66476,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/nl.po b/doc/translations/nl.po index 7a96e774df..b2066a5491 100644 --- a/doc/translations/nl.po +++ b/doc/translations/nl.po @@ -12206,10 +12206,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19491,13 +19493,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19507,7 +19513,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19524,23 +19534,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29889,7 +29899,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30463,10 +30476,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30789,6 +30803,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36189,7 +36208,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36300,6 +36319,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49879,8 +49906,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58250,7 +58277,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58847,9 +58898,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60386,6 +60439,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66460,9 +66517,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66491,7 +66549,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/pl.po b/doc/translations/pl.po index 640cfea1c8..b28e575320 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -12651,10 +12651,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19963,13 +19965,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19979,7 +19985,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19996,23 +20006,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -30398,7 +30408,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30972,10 +30985,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -31302,6 +31316,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36769,7 +36788,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36882,6 +36901,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -50526,8 +50553,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58915,7 +58942,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59512,9 +59563,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -61063,6 +61116,13 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -67169,9 +67229,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -67203,7 +67264,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/pt.po b/doc/translations/pt.po index 54c5f5f2ef..99537cdd6b 100644 --- a/doc/translations/pt.po +++ b/doc/translations/pt.po @@ -9,12 +9,13 @@ # Renu <ifpilucas@gmail.com>, 2022. # Diogo Gomes <dgomes@graphnode.com>, 2022. # El_ExpertPlayer <xpertnathan37@gmail.com>, 2022. +# Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-06-13 03:39+0000\n" -"Last-Translator: El_ExpertPlayer <xpertnathan37@gmail.com>\n" +"PO-Revision-Date: 2022-06-29 10:31+0000\n" +"Last-Translator: Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>\n" "Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/pt/>\n" "Language: pt\n" @@ -22,7 +23,7 @@ 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 4.13-dev\n" +"X-Generator: Weblate 4.13.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -78,7 +79,7 @@ msgstr "Herdado por:" #: doc/tools/make_rst.py msgid "(overrides %s)" -msgstr "" +msgstr "(recopiar %s)" #: doc/tools/make_rst.py msgid "Default" @@ -86,7 +87,7 @@ msgstr "Padrão" #: doc/tools/make_rst.py msgid "Setter" -msgstr "Definidor" +msgstr "Setter" #: doc/tools/make_rst.py msgid "value" @@ -94,13 +95,13 @@ msgstr "valor" #: doc/tools/make_rst.py msgid "Getter" -msgstr "Buscador" +msgstr "Getter" #: doc/tools/make_rst.py msgid "" "This method should typically be overridden by the user to have any effect." msgstr "" -"Este método normalmente deve ser substituído pelo usuário para ter algum " +"Este método normalmente deve ser reescrito pelo usuário para que tenha algum " "efeito." #: doc/tools/make_rst.py @@ -907,7 +908,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Linearly interpolates between two values by the factor defined in " "[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " @@ -927,20 +927,25 @@ msgid "" "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]." msgstr "" -"Interpola linearmente entre dois valores através de um valor normalizado. " -"Este método é o oposto do método [method inverse_lerp].\n" +"Interpola linearmente entre dois valores pelo fator definido em " +"[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve " +"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusive). No entanto, " +"valores fora desse intervalo são permitidos e podem ser usados para realizar " +"[i]extrapolação[/i].\n" "Se os argumentos [code]from[/code] e [code]to[/code] forem do tipo [int] ou " -"[float], o retorno é um valor do tipo [float].\n" -"Se ambos são vetores de mesmo tipo ([Vector2], [Vector3] ou [Color]), o " -"valor retornado será do mesmo tipo ([code]lerp[/code] então chamará o método " -"[code]lerp[/code] do tipo de vetor em questão).\n" +"[float], o valor de retorno será um [float].\n" +"Se ambos forem do mesmo tipo de vetor ([Vector2], [Vector3] ou [Color]), o " +"valor de retorno será do mesmo tipo ([code]lerp[/code] então chama o método " +"[code]linear_interpolate[/code] do tipo de vetor).\n" "[codeblock]\n" -"lerp(0, 4, 0.75) # Retorna 3.0\n" -"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retorna Vector2(2, 3.5)\n" -"[/codeblock]" +"lerp(0, 4, 0,75) # Retorna 3,0\n" +"lerp(Vetor2(1, 5), Vetor2(3, 2), 0.5) # Retorna Vetor2(2, 3.5)\n" +"[/codeblock]\n" +"Veja também [method inverse_lerp] que realiza o inverso desta operação. Para " +"realizar a interpolação facilitada com [method lerp], combine-o com [method " +"easy] ou [method smoothstep]." #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" @@ -963,10 +968,12 @@ msgid "" "example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " "while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" -"Faz a interpolação linear entre dois ângulos (em radianos) por um valor " +"Interpola linearmente entre dois ângulos (em radianos) por um valor " "normalizado.\n" -"Semelhante à [method lerp], mas faz a interpolação corretamente quando os " -"ângulos passam através de [constant @GDScript.TAU].\n" +"Semelhante a [method lerp], mas interpola corretamente quando os ângulos " +"envolvem [constant @GDScript.TAU]. Para realizar a interpolação facilitada " +"com [method lerp_angle], combine-o com [method easy] ou [method " +"smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -975,7 +982,14 @@ msgstr "" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Nota:[/b] Este método lê o caminho mais curto entre [code]from[/code] e " +"[code]to[/code]. No entanto, quando esses dois ângulos estão aproximadamente " +"[code]PI + k * TAU[/code] separados para qualquer inteiro [code]k[/code], " +"não é óbvio de que maneira eles interpretam devido a erros de precisão de " +"ponto flutuante. Por exemplo, [code]lerp_angle(0, PI, weight)[/code] lê no " +"sentido anti-horário, enquanto [code]lerp_angle(0, PI + 5 * TAU, weight)[/" +"code] lê no sentido horário." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1463,7 +1477,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns a random floating point value between [code]from[/code] and " "[code]to[/code] (both endpoints inclusive).\n" @@ -1472,12 +1485,12 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" -"Intervalo aleatório, retorna qualquer número real entre [code]from[/code] e " -"[code]to[/code].\n" +"Retorna um valor de ponto flutuante aleatório entre [code]from[/code] e " +"[code]to[/code] (ambos os endpoints inclusive).\n" "[codeblock]\n" -"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime por exemplo 0.135591 " -"0.405263\n" -"[/codeblock]" +"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" +"[/codeblock]\n" +"[b]Nota:[/b] Isso é equivalente a [code]randf() * (to - from) + from[/code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4579,9 +4592,8 @@ msgstr "" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml -#, fuzzy msgid "Vector math" -msgstr "Vetor utilizado para matemática 2D." +msgstr "Matemática vetorial" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml @@ -5798,9 +5810,8 @@ msgstr "" #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml #: doc/classes/AnimationNodeTimeScale.xml #: doc/classes/AnimationNodeTransition.xml -#, fuzzy msgid "AnimationTree" -msgstr "Nó de animação." +msgstr "AnimationTree" #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml #: doc/classes/AnimationNodeBlend2.xml @@ -6493,9 +6504,8 @@ msgid "" msgstr "" #: doc/classes/AnimationPlayer.xml -#, fuzzy msgid "Animation tutorial index" -msgstr "Nó de animação." +msgstr "Índice do tutorial de animação" #: doc/classes/AnimationPlayer.xml msgid "" @@ -6784,9 +6794,8 @@ msgid "" msgstr "" #: doc/classes/AnimationTree.xml -#, fuzzy msgid "Using AnimationTree" -msgstr "Reseta este [AnimationTreePlayer]." +msgstr "Usando AnimationTree" #: doc/classes/AnimationTree.xml msgid "Manually advance the animations by the specified time (in seconds)." @@ -12958,10 +12967,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -13749,9 +13760,8 @@ msgstr "" "camada -1 ou abaixo)." #: doc/classes/CanvasLayer.xml -#, fuzzy msgid "Canvas layers" -msgstr "Camada para desenhar no ecrã." +msgstr "Camadas de tela" #: doc/classes/CanvasLayer.xml msgid "Returns the RID of the canvas used by this layer." @@ -14821,9 +14831,8 @@ msgstr "" #: doc/classes/Physics2DDirectSpaceState.xml #: doc/classes/PhysicsDirectBodyState.xml #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml -#, fuzzy msgid "Physics introduction" -msgstr "Interpolação cúbica." +msgstr "Introdução à física" #: doc/classes/CollisionShape.xml msgid "" @@ -16390,9 +16399,8 @@ msgid "GUI tutorial index" msgstr "" #: doc/classes/Control.xml -#, fuzzy msgid "Control node gallery" -msgstr "Tecla Control." +msgstr "Galeria de *nós* de controle" #: doc/classes/Control.xml msgid "All GUI Demos" @@ -20292,13 +20300,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -20308,7 +20320,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -20325,23 +20341,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -30704,7 +30720,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -31278,10 +31297,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -31608,6 +31628,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -37046,7 +37071,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -37159,6 +37184,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -38441,7 +38474,7 @@ msgstr "" #: doc/classes/Node.xml msgid "Nodes and Scenes" -msgstr "" +msgstr "Nós e Cenas" #: doc/classes/Node.xml msgid "All Demos" @@ -49310,68 +49343,67 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 3." -msgstr "" +msgstr "Nome opcional para a camada 3 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 30." -msgstr "" +msgstr "Nome opcional para a camada 30 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 31." -msgstr "" +msgstr "Nome opcional para a camada 31 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 32." -msgstr "" +msgstr "Nome opcional para a camada 32 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 4." -msgstr "" +msgstr "Nome opcional para a camada 4 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 5." -msgstr "" +msgstr "Nome opcional para a camada 5 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 6." -msgstr "" +msgstr "Nome opcional para a camada 6 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 7." -msgstr "" +msgstr "Nome opcional para a camada 7 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 8." -msgstr "" +msgstr "Nome opcional para a camada 8 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 9." -msgstr "" +msgstr "Nome opcional para a camada 9 de física 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 1." -msgstr "Nome opcional para a camada 1 da renderização 3D." +msgstr "Nome opcional para a camada 1 de renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 10." -msgstr "Nome opcional para a camada 10 da renderização 3D." +msgstr "Nome opcional para a camada 10 de renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 11." -msgstr "Nome opcional para a camada 11 da renderização 3D." +msgstr "Nome opcional para a camada 11 de renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 12." -msgstr "Nome opcional para a camada 12 da renderização 3D." +msgstr "Nome opcional para a camada 12 de renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 13." -msgstr "Nome opcional para a camada 13 da renderização 3D." +msgstr "Nome opcional para a camada 13 de renderização 3D." #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "Optional name for the 3D render layer 14." -msgstr "Nome opcional para a camada 14 da renderização 3D" +msgstr "Nome opcional para a camada 14 de renderização 3D." #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D render layer 15." @@ -49434,38 +49466,53 @@ 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 "" +"A localidade para retornar se uma tradução não estiver disponível em um " +"determinado idioma. Se deixado em branco, [code]en[/code] (inglês) será " +"usado." #: doc/classes/ProjectSettings.xml msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "" +"Se não estiver vazio, essa localidade será usada ao executar o projeto a " +"partir do editor." #: doc/classes/ProjectSettings.xml msgid "If [code]true[/code], logs all output to files." -msgstr "" +msgstr "Se [code]true[/code], registra todas os resultados nos arquivos." #: doc/classes/ProjectSettings.xml msgid "" "Desktop override for [member logging/file_logging/enable_file_logging], as " "log files are not readily accessible on mobile/Web platforms." msgstr "" +"Substituição da área de trabalho para [member logging/file_logging/" +"enable_file_logging], pois os arquivos de log não são facilmente acessíveis " +"em plataformas móveis/Web." #: doc/classes/ProjectSettings.xml msgid "" "Path to logs within the project. Using an [code]user://[/code] path is " "recommended." msgstr "" +"Caminho para logs dentro do projeto. Recomenda se utilizar um caminho " +"[code]user://[/code]." #: doc/classes/ProjectSettings.xml msgid "Specifies the maximum amount of log files allowed (used for rotation)." msgstr "" +"Especifica a quantidade máxima de arquivos de log permitidos (usados para " +"rotação)." #: doc/classes/ProjectSettings.xml 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 "" +"Godot usa uma fila de mensagens para adiar algumas chamadas de função. Se " +"você ficar sem espaço nela (você verá um erro), você pode aumentar o tamanho " +"aqui." #: doc/classes/ProjectSettings.xml msgid "" @@ -49474,6 +49521,11 @@ msgid "" "on threads. If servers get stalled too often when loading resources in a " "thread, increase this number." msgstr "" +"Isso é usado por servidores quando usado no modo multi-threading (servidores " +"e visual). Os RIDs são pré-alocados para evitar a interrupção do servidor " +"que os solicita em encadeamentos. Se os servidores ficarem paralisados com " +"muita frequência ao carregar recursos em um encadeamento, aumente esse " +"número." #: doc/classes/ProjectSettings.xml msgid "" @@ -49486,6 +49538,14 @@ msgid "" "in the editor, which also includes C# [code]tool[/code] scripts running " "within the editor as well as editor plugin code." msgstr "" +"A política a ser usada para exceções Mono (C#) não tratadas. O padrão " +"\"Terminate Application\" sai do projeto assim que uma exceção não tratada é " +"lançada. Em vez disso, \"Log Error\" registra uma mensagem de erro no " +"console e não interromperá a execução do projeto quando uma exceção não " +"tratada for lançada.\n" +"[b]Observação:[/b] A política de exceção não tratada é sempre definida como " +"\"Erro de log\" no editor, que também inclui scripts C# [code]tool[/code] " +"executados no editor, bem como o código do plug-in do editor." #: doc/classes/ProjectSettings.xml msgid "" @@ -49493,42 +49553,57 @@ msgid "" "map_set_cell_height].\n" "[b]Note:[/b] Currently not implemented." msgstr "" +"Altura de célula padrão para mapas de navegação 2D. Consulte [método " +"Navigation2DServer.map_set_cell_height].\n" +"[b]Observação:[/b] atualmente não implementado." #: doc/classes/ProjectSettings.xml msgid "" "Default cell size for 2D navigation maps. See [method Navigation2DServer." "map_set_cell_size]." msgstr "" +"Tamanho de célula padrão para mapas de navegação 2D. Consulte [method " +"Navigation2DServer.map_set_cell_size]." #: doc/classes/ProjectSettings.xml msgid "" "Default edge connection margin for 2D navigation maps. See [method " "Navigation2DServer.map_set_edge_connection_margin]." msgstr "" +"Margem de conexão de borda padrão para mapas de navegação 2D. Consulte " +"[method Navigation2DServer.map_set_edge_connection_margin]." #: doc/classes/ProjectSettings.xml msgid "" "Default cell height for 3D navigation maps. See [method NavigationServer." "map_set_cell_height]." msgstr "" +"Altura de célula padrão para mapas de navegação 3D. Consulte [method " +"NavigationServer.map_set_cell_height]." #: doc/classes/ProjectSettings.xml msgid "" "Default cell size for 3D navigation maps. See [method NavigationServer." "map_set_cell_size]." msgstr "" +"Tamanho de célula padrão para mapas de navegação 3D. Consulte [method " +"NavigationServer.map_set_cell_size]." #: doc/classes/ProjectSettings.xml msgid "" "Default edge connection margin for 3D navigation maps. See [method " "NavigationServer.map_set_edge_connection_margin]." msgstr "" +"Margem de conexão de borda padrão para mapas de navegação 3D. Consulte " +"[method NavigationServer.map_set_edge_connection_margin]." #: doc/classes/ProjectSettings.xml msgid "" "Default map up vector for 3D navigation maps. See [method NavigationServer." "map_set_up]." msgstr "" +"Vetor de mapa padrão para mapas de navegação 3D. Consulte [method " +"NavigationServer.map_set_up]." #: doc/classes/ProjectSettings.xml msgid "" @@ -49536,6 +49611,9 @@ msgid "" "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" +"Quantidade máxima de caracteres permitidos para enviar como saída do " +"depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não " +"travar a conexão do depurador." #: doc/classes/ProjectSettings.xml msgid "" @@ -49543,6 +49621,9 @@ msgid "" "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" +"Número máximo de erros permitidos a serem enviados como saída do depurador. " +"Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a " +"conexão do depurador." #: doc/classes/ProjectSettings.xml msgid "" @@ -49550,6 +49631,9 @@ msgid "" "this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" +"Quantidade máxima de mensagens permitidas para enviar como saída do " +"depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não " +"travar a conexão do depurador." #: doc/classes/ProjectSettings.xml msgid "" @@ -49557,6 +49641,9 @@ msgid "" "Over this value, content is dropped. This helps not to stall the debugger " "connection." msgstr "" +"Número máximo de avisos que podem ser enviados como saída do depurador. " +"Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a " +"conexão do depurador." #: doc/classes/ProjectSettings.xml msgid "" @@ -49564,56 +49651,64 @@ msgid "" "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 "" +"Tamanho padrão do fluxo de pares de pacotes para desserializar dados Godot " +"(em bytes, especificado como uma potência de dois). O valor padrão [code]16[/" +"code] é igual a 65.536 bytes. Acima desse tamanho, os dados são descartados." #: doc/classes/ProjectSettings.xml msgid "Timeout (in seconds) for connection attempts using TCP." -msgstr "" +msgstr "Tempo limite (em segundos) para tentativas de conexão usando TCP." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." -msgstr "" +msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebRTCDataChannel]." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer." -msgstr "" +msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketClient]." msgstr "" +"Número máximo de pacotes de entrada simultâneos para [WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer." -msgstr "" +msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketClient]." -msgstr "" +msgstr "Número máximo de pacotes de saída simultâneos para [WebSocketClient]." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer." -msgstr "" +msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketServer]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent input packets for [WebSocketServer]." msgstr "" +"Número máximo de pacotes de entrada simultâneos para [WebSocketServer]." #: doc/classes/ProjectSettings.xml msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer." -msgstr "" +msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketServer]." #: doc/classes/ProjectSettings.xml msgid "Maximum number of concurrent output packets for [WebSocketServer]." -msgstr "" +msgstr "Número máximo de pacotes de saída simultâneos para [WebSocketServer]." #: doc/classes/ProjectSettings.xml msgid "" "Amount of read ahead used by remote filesystem. Higher values decrease the " "effects of latency at the cost of higher bandwidth usage." msgstr "" +"Quantidade de leitura antecipada usada pelo sistema de arquivos remoto. " +"Valores mais altos diminuem os efeitos da latência ao custo de maior uso de " +"largura de banda." #: doc/classes/ProjectSettings.xml msgid "Page size used by remote filesystem (in bytes)." -msgstr "" +msgstr "Tamanho da página usado pelo sistema de arquivos remoto (em bytes)." #: doc/classes/ProjectSettings.xml msgid "" @@ -50756,8 +50851,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -59151,7 +59246,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59748,9 +59867,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -61291,6 +61412,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Se [code]true[/code], o objeto é desenhado por cima do pai dele." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -67385,9 +67511,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -67416,7 +67543,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po index b32492887a..b432963519 100644 --- a/doc/translations/pt_BR.po +++ b/doc/translations/pt_BR.po @@ -13209,10 +13209,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -20592,13 +20594,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -20608,7 +20614,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -20625,23 +20635,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -31043,7 +31053,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -31617,10 +31630,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -31951,6 +31965,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -37411,7 +37430,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -37525,6 +37544,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -51178,8 +51205,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -59588,7 +59615,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -60185,9 +60236,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -61746,6 +61799,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Retorna [code]true[/code] se o script pode ser instanciado." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -67861,9 +67919,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -67895,7 +67954,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/ro.po b/doc/translations/ro.po index 260a63446f..068587e37a 100644 --- a/doc/translations/ro.po +++ b/doc/translations/ro.po @@ -12169,10 +12169,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19454,13 +19456,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19470,7 +19476,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19487,23 +19497,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29852,7 +29862,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30426,10 +30439,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30752,6 +30766,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36152,7 +36171,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36263,6 +36282,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49843,8 +49870,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58213,7 +58240,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58810,9 +58861,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60349,6 +60402,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66423,9 +66480,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66454,7 +66512,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/ru.po b/doc/translations/ru.po index 36dbb7d50d..6455a611e5 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -48,12 +48,13 @@ # Bozhko Artyom Dmitrievich <jek_sun@mail.ru>, 2022. # FuzzMix <fmwolfiechad@gmail.com>, 2022. # МАН69К <weblate@mah69k.net>, 2022. +# Vadim Mitroshkin <Vadim7540@yandex.ru>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-06-08 06:47+0000\n" -"Last-Translator: FuzzMix <fmwolfiechad@gmail.com>\n" +"PO-Revision-Date: 2022-07-03 00:44+0000\n" +"Last-Translator: Bozhko Artyom Dmitrievich <jek_sun@mail.ru>\n" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ru/>\n" "Language: ru\n" @@ -62,7 +63,7 @@ msgstr "" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && " "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n" -"X-Generator: Weblate 4.13-dev\n" +"X-Generator: Weblate 4.13.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -154,7 +155,8 @@ msgstr "" #: doc/tools/make_rst.py msgid "" "This method accepts any number of arguments after the ones described here." -msgstr "Этот метод принимает любое количество аргументов после описанных." +msgstr "" +"Этот метод принимает любое количество аргументов после описанных здесь." #: doc/tools/make_rst.py msgid "This method is used to construct a type." @@ -533,7 +535,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Compares two values by checking their actual contents, recursing into any " "[Array] or [Dictionary] up to its deepest level.\n" @@ -559,9 +560,9 @@ msgstr "" "- Для [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" "code], [code]Object[/code] и [code]RID[/code], [code]deep_equal[/code] и " "[code]==[/code] работают одинаково.\n" -"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство и " -"только если обе переменные указывают на один и тот же [code]Dictionary[/" -"code], без рекурсии или просмотра содержимого вообще.\n" +"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство " +"тогда, и только тогда, когда обе переменные указывают на один и тот же " +"[code]Dictionary[/code], без рекурсии или просмотра содержимого вообще.\n" "- Для [code]Array[/code], [code]==[/code] считается равенством тогда, и " "только тогда, когда каждый элемент в первом [code]Array[/code] равен " "элементу во втором [code]Array[/code], как сообщает [code]==[/code]. Это " @@ -1006,7 +1007,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" @@ -1032,7 +1032,7 @@ msgstr "" "Линейная интерполяция между двумя углами (в радианах) по нормализованному " "значению.\n" "Аналогично [методу lerp], но корректно интерполируется, когда углы " -"оборачивают вокруг [constant @GDScript.TAU]. Чтобы выполнить упрощенную " +"оборачивают вокруг [константы @GDScript.TAU]. Чтобы выполнить упрощенную " "интерполяцию с помощью [метода lerp_angle], объедините его с [методом ease] " "или [методом smoothstep].\n" "[codeblock]\n" @@ -1043,7 +1043,14 @@ msgstr "" " var max_angle = deg2rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Примечание:[/b] Этот метод проходит через кратчайший путь между " +"[code]from[/code] и [code]to[/code]. Тем не менее, если разница между этими " +"двумя углами и любым целым числом [code]k[/code] приблизительно [code]PI + " +"k * TAU[/code], неочевидно в какую сторону [/code]из-за ошибок в точности " +"чисел с плавающей точкой. Например, [code]lerp_angle(0, PI, weight)[/code] " +"оборачивается против часовой стрелки, а [code]lerp_angle(0, PI + 5 * TAU, " +"weight)[/code] оборачивается по часовой." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1292,7 +1299,6 @@ msgstr "" "координат (оси X и Y)." #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the integer modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" @@ -1314,28 +1320,21 @@ msgstr "" "Возвращает целочисленный модуль [code]a/b[/code], который одинаково " "переносится как в положительный, так и в отрицательный.\n" "[codeblock]\n" -"var i = -6\n" -"while i < 5:\n" -" prints(i, posmod(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" "Produces:\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 -#, fuzzy msgid "" "Returns the result of [code]base[/code] raised to the power of [code]exp[/" "code].\n" @@ -1346,7 +1345,7 @@ msgstr "" "Возвращает результат возведения числа [code]x[/code] в степени [code]y[/" "code].\n" "[codeblock]\n" -"pow(2, 5) # Возвращает 32\n" +"pow(2, 5) # Возвращает 32.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1525,7 +1524,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" @@ -1534,7 +1532,7 @@ msgid "" msgstr "" "Преобразует угол, выраженный в радианах, в градусы.\n" "[codeblock]\n" -"rad2deg(0.523599) # Возвращает 30\n" +"rad2deg(0.523599) # Возвращает 30.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1581,7 +1579,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, 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 " @@ -1660,6 +1657,44 @@ msgid "" "3\n" "[/codeblock]" msgstr "" +"Возвращает массив с заданным диапазоном. [метод range] может быть вызван " +"тремя способами:\n" +"[code]range(n: int)[/code]: Начинается с 0, увеличивается с шагом в 1 и " +"останавливается [i]перед[/i] [code]n[/code]. Аргумент [code]n[/code] это " +"[b]эксклюзив[/b].\n" +"[code]range(b: int, n: int)[/code]: Начинается с [code]b[/code], " +"увеличивается с шагом в 1 и останавливается [i]перед[/i] [code]n[/code]. " +"Аргументы [code]b[/code] и [code]n[/code] это [b]инклюзив[/b] и " +"[b]эксклюзив[/b], соответственно.\n" +"[code]range(b: int, n: int, s: int)[/code]: Начинается с [code]b[/code], " +"увеличивается/уменьшается с шагом [code]s[/code], и останавливается " +"[i]перед[/i] [code]n[/code]. Аргументы [code]b[/code] и [code]n[/code] это " +"[b]инклюзив[/b] и [b]эксклюзив[/b], соответственно. Аргумент [code]s[/code] " +"[b]может[/b] быть негативным, но не [code]0[/code]. Если [code]s[/code] это " +"[code]0[/code], будет выведено сообщение об ошибке.\n" +"[метод range] преобразует все аргументы в [int] перед обработкой.\n" +"[b]Примечание:[/b] Возвращает пустой массив, если ни одно значение не " +"удовлетворяет ограничению на значение (e.g. [code]range(2, 5, -1)[/code] или " +"[code]range(5, 5, 1)[/code]).\n" +"Примеры:\n" +"[codeblock]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" +"[/codeblock]\n" +"Чтобы выполнить итерацию по [Array] в обратном порядке, используйте:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" +"[/codeblock]\n" +"Вывод:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1676,7 +1711,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Rounds [code]s[/code] to the nearest whole number, with halfway cases " "rounded away from zero.\n" @@ -1687,11 +1721,14 @@ msgid "" "[/codeblock]\n" "See also [method floor], [method ceil], [method stepify], and [int]." msgstr "" -"Округляет [code]s[/code] к ближайшему целому числу, при этом середины " -"округляются от нуля.\n" +"Округляет [code]s[/code] к ближайшему целому числу, при этом 0.5 округляется " +"в большую сторону.\n" "[codeblock]\n" -"round(2.6) # Возвращает 3\n" -"[/codeblock]" +"a = round(2.49) # Возвращает 2.0\n" +"a = round(2.5) # Возвращает 3.0\n" +"a = round(2.51) # Возвращает 3.0\n" +"[/codeblock]\n" +"См. также[метод floor], [метод ceil], [метод stepify], и [int]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -13799,10 +13836,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -21231,13 +21270,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -21247,7 +21290,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -21264,23 +21311,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -31684,7 +31731,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -32258,10 +32308,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -32586,6 +32637,11 @@ msgstr "Если [code]true[/code], текстура отражена по ве #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -38070,7 +38126,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -38183,6 +38239,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -51969,8 +52033,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -60441,7 +60505,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -61038,9 +61126,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -62598,6 +62688,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Если [code]true[/code], текстура будет центрирована." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -68866,9 +68961,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -68898,7 +68994,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/sk.po b/doc/translations/sk.po index 9fb9613f0d..4964bf3ce0 100644 --- a/doc/translations/sk.po +++ b/doc/translations/sk.po @@ -12140,10 +12140,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19425,13 +19427,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19441,7 +19447,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19458,23 +19468,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29823,7 +29833,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30397,10 +30410,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30723,6 +30737,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36123,7 +36142,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36234,6 +36253,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49813,8 +49840,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58183,7 +58210,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58780,9 +58831,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60319,6 +60372,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66393,9 +66450,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66424,7 +66482,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po index 765c89be10..89efbf0d11 100644 --- a/doc/translations/sr_Cyrl.po +++ b/doc/translations/sr_Cyrl.po @@ -12151,10 +12151,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19436,13 +19438,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19452,7 +19458,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19469,23 +19479,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29834,7 +29844,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30408,10 +30421,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30734,6 +30748,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36134,7 +36153,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36245,6 +36264,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49824,8 +49851,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58194,7 +58221,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58791,9 +58842,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60330,6 +60383,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66404,9 +66461,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66435,7 +66493,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/sv.po b/doc/translations/sv.po index 706b410d30..e562fe9d6f 100644 --- a/doc/translations/sv.po +++ b/doc/translations/sv.po @@ -12140,10 +12140,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19425,13 +19427,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19441,7 +19447,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19458,23 +19468,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29820,7 +29830,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30394,10 +30407,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30720,6 +30734,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36120,7 +36139,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36231,6 +36250,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49810,8 +49837,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58180,7 +58207,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58777,9 +58828,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60316,6 +60369,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66390,9 +66447,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66421,7 +66479,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/th.po b/doc/translations/th.po index 68c0dd503a..097eae8507 100644 --- a/doc/translations/th.po +++ b/doc/translations/th.po @@ -12246,10 +12246,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19535,13 +19537,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19551,7 +19557,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19568,23 +19578,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29961,7 +29971,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30551,10 +30564,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30881,6 +30895,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36308,7 +36327,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36420,6 +36439,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -50068,8 +50095,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58444,7 +58471,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59041,9 +59092,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60584,6 +60637,10 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66671,9 +66728,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66702,7 +66760,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/tl.po b/doc/translations/tl.po index 4361ff7318..7473388512 100644 --- a/doc/translations/tl.po +++ b/doc/translations/tl.po @@ -12223,10 +12223,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19508,13 +19510,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19524,7 +19530,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19541,23 +19551,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29909,7 +29919,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30483,10 +30496,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30809,6 +30823,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36233,7 +36252,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36344,6 +36363,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -49926,8 +49953,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58296,7 +58323,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -58893,9 +58944,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60435,6 +60488,13 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" +"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-" +"so-sort ay hindi pinapagana." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66515,9 +66575,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66546,7 +66607,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/tr.po b/doc/translations/tr.po index 01b71d7673..77fbf5f31a 100644 --- a/doc/translations/tr.po +++ b/doc/translations/tr.po @@ -18,12 +18,14 @@ # yigithan <yigithanermet38@gmail.com>, 2021. # Yusuf Yavuzyigit <yusufyavuzyigit25@gmail.com>, 2021, 2022. # Ramazan Aslan <legendraslan@gmail.com>, 2022. +# paledega <paledega@yandex.ru>, 2022. +# Yekez <yasintonge@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-06-13 03:39+0000\n" -"Last-Translator: Ramazan Aslan <legendraslan@gmail.com>\n" +"PO-Revision-Date: 2022-07-03 00:45+0000\n" +"Last-Translator: Yekez <yasintonge@gmail.com>\n" "Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/tr/>\n" "Language: tr\n" @@ -31,7 +33,7 @@ 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 4.13-dev\n" +"X-Generator: Weblate 4.13.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -83,7 +85,7 @@ msgstr "Miras:" #: doc/tools/make_rst.py msgid "Inherited By:" -msgstr "" +msgstr "Kalıtılan:" #: doc/tools/make_rst.py msgid "(overrides %s)" @@ -91,19 +93,21 @@ msgstr "" #: doc/tools/make_rst.py msgid "Default" -msgstr "" +msgstr "Varsayılan" #: doc/tools/make_rst.py +#, fuzzy msgid "Setter" -msgstr "" +msgstr "Ayarlayıcı" #: doc/tools/make_rst.py msgid "value" msgstr "değer" #: doc/tools/make_rst.py +#, fuzzy msgid "Getter" -msgstr "" +msgstr "Alıcı" #: doc/tools/make_rst.py msgid "" @@ -129,13 +133,15 @@ msgstr "" #: doc/tools/make_rst.py msgid "This method is used to construct a type." -msgstr "" +msgstr "Bu method bir veri tipi oluşturmak için kullanılır." #: doc/tools/make_rst.py msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "" +"Bu metod çağrılmak için bir örneklemeye ihtiyaç duymaz, bu yüzden doğrudan " +"sınıf adı ile çağırılabilir." #: doc/tools/make_rst.py msgid "" @@ -12925,10 +12931,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -20232,13 +20240,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -20248,7 +20260,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -20265,23 +20281,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -30657,7 +30673,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -31231,10 +31250,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -31560,6 +31580,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -37003,7 +37028,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -37116,6 +37141,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -50748,8 +50781,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -59131,7 +59164,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59728,9 +59785,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -61277,6 +61336,12 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "" +"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -67369,9 +67434,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -67402,7 +67468,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/uk.po b/doc/translations/uk.po index e943465bca..fe1ac7f153 100644 --- a/doc/translations/uk.po +++ b/doc/translations/uk.po @@ -12302,10 +12302,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19604,13 +19606,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19620,7 +19626,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19637,23 +19647,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -30019,7 +30029,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30593,10 +30606,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30920,6 +30934,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36354,7 +36373,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36467,6 +36486,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -50086,8 +50113,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58462,7 +58489,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59059,9 +59110,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60607,6 +60660,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Повертає косинус параметра." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66698,9 +66756,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66729,7 +66788,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/vi.po b/doc/translations/vi.po index 81411cebb9..4dbfaf376a 100644 --- a/doc/translations/vi.po +++ b/doc/translations/vi.po @@ -12598,10 +12598,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19903,13 +19905,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19919,7 +19925,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19936,23 +19946,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -30317,7 +30327,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30891,10 +30904,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -31219,6 +31233,11 @@ msgstr "Nếu [code]true[/code] thì lật dọc họa tiết." #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36655,7 +36674,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36768,6 +36787,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -50402,8 +50429,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58785,7 +58812,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59382,9 +59433,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60930,6 +60983,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -67026,9 +67084,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -67058,7 +67117,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index e39b32f496..2888f15fd1 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -62,7 +62,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-06-23 04:30+0000\n" +"PO-Revision-Date: 2022-07-05 23:52+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" @@ -5171,19 +5171,19 @@ msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], texture will be centered." -msgstr "为 [code]true[/code] 时纹理将被居中。" +msgstr "如果为 [code]true[/code],纹理将被居中。" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped horizontally." -msgstr "为 [code]true[/code] 时纹理将被水平翻转。" +msgstr "如果为 [code]true[/code],纹理将被水平翻转。" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped vertically." -msgstr "为 [code]true[/code] 时纹理将被垂直翻转。" +msgstr "如果为 [code]true[/code],纹理将被垂直翻转。" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "The displayed animation frame's index." @@ -7945,7 +7945,7 @@ msgstr "该区域音频总线的名称。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." -msgstr "为 [code]true[/code] 时该区域的音频总线将覆盖默认的音频总线。" +msgstr "如果为 [code]true[/code],该区域的音频总线将覆盖默认的音频总线。" #: doc/classes/Area.xml msgid "" @@ -7991,13 +7991,14 @@ msgstr "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "If [code]true[/code], other monitoring areas can detect this area." -msgstr "为 [code]true[/code] 时其他监测区域可以检测到这个区域。" +msgstr "如果为 [code]true[/code],其他监测区域可以检测到这个区域。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." -msgstr "为 [code]true[/code] 时该区域能够检测到进入和退出该区域的实体或区域。" +msgstr "" +"如果为 [code]true[/code],该区域能够检测到进入和退出该区域的实体或区域。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The area's priority. Higher priority areas are processed first." @@ -8013,7 +8014,7 @@ msgstr "" #: doc/classes/Area.xml msgid "If [code]true[/code], the area applies reverb to its associated audio." -msgstr "为 [code]true[/code] 时该区域会将混响应用于其相关音频。" +msgstr "如果为 [code]true[/code],该区域会将混响应用于其相关音频。" #: doc/classes/Area.xml msgid "The reverb bus name to use for this area's associated audio." @@ -12370,7 +12371,7 @@ msgstr "停止音频。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "If [code]true[/code], audio plays when added to scene tree." -msgstr "为 [code]true[/code] 时在添加到场景树时播放音频。" +msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "Bus on which this audio is playing." @@ -14962,7 +14963,7 @@ msgid "" "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" -"为 [code]true[/code] 时,相机会在达到极限时平滑地停止。\n" +"如果为 [code]true[/code],相机会在达到极限时平滑地停止。\n" "当 [member smoothing_enabled] 为 [code]false[/code] 时,该属性无效。\n" "[b]注意:[/b]要立即将相机的位置更新到限制范围内而不进行平滑,即使启用了此设" "置,也要调用 [method reset_smoothing]。" @@ -15003,15 +15004,15 @@ msgstr "相机的过程回调。请参阅[enum Camera2DProcessMode]。" #: doc/classes/Camera2D.xml msgid "If [code]true[/code], the camera view rotates with the target." -msgstr "为 [code]true[/code] 时,相机视图将随目标旋转。" +msgstr "如果为 [code]true[/code],相机视图将随目标旋转。" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly moves towards the target at " "[member smoothing_speed]." msgstr "" -"为 [code]true[/code] 时,相机将以 [member smoothing_speed] 的速度平滑地朝目标" -"移动。" +"如果为 [code]true[/code],相机将以 [member smoothing_speed] 的速度平滑地朝目" +"标移动。" #: doc/classes/Camera2D.xml msgid "" @@ -15045,10 +15046,12 @@ msgid "" msgstr "相机的位置要考虑垂直/水平偏移和屏幕尺寸。" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "相机通过 [code]_physics_process[/code] 回调进行更新。" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "相机通过 [code]_process[/code] 回调进行更新。" @@ -16766,11 +16769,11 @@ msgstr "" #: doc/classes/ClippedCamera.xml msgid "If [code]true[/code], the camera stops on contact with [Area]s." -msgstr "为 [code]true[/code] 时,相机将在与 [Area] 接触时停止。" +msgstr "如果为 [code]true[/code],相机将在与 [Area] 接触时停止。" #: doc/classes/ClippedCamera.xml msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s." -msgstr "为 [code]true[/code] 时,相机将在与 [PhysicsBody] 接触时停止。" +msgstr "如果为 [code]true[/code],相机将在与 [PhysicsBody] 接触时停止。" #: doc/classes/ClippedCamera.xml msgid "" @@ -21615,7 +21618,7 @@ msgstr "" msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." -msgstr "每个粒子使用的 [Mesh]。如果[code]null[/code],则粒子将是球形。" +msgstr "每个粒子使用的 [Mesh]。如果为 [code]null[/code],则粒子将为球形。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml @@ -21640,7 +21643,7 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's orbital velocity will vary along this [Curve]." -msgstr "每个粒子的轨道速度将沿此 [Curve] 变化。" +msgstr "每个粒子的轨道速度将跟随这个 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21661,7 +21664,7 @@ msgstr "径向加速度应用于每个粒子。使粒子加速远离原点。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's radial acceleration will vary along this [Curve]." -msgstr "每个粒子的径向加速度将沿此 [Curve] 变化。" +msgstr "每个粒子的径向加速度将跟随这个 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21676,31 +21679,31 @@ msgstr "发射寿命随机率。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial scale applied to each particle." -msgstr "初始比例应用于每个粒子。" +msgstr "每个粒子的初始缩放。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's scale will vary along this [Curve]." -msgstr "每个粒子的比例将随着 [Curve] 的变化而变化。" +msgstr "每个粒子的缩放将跟随这个 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Scale randomness ratio." -msgstr "标度随机率。" +msgstr "缩放随机率。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "" "Particle system's running speed scaling ratio. A value of [code]0[/code] can " "be used to pause the particles." -msgstr "粒子系统的运行速度缩放比例。值[code]0[/code]可用于暂停粒子。" +msgstr "粒子系统的运行速度缩放比例。将值设为 [code]0[/code] 可用于暂停粒子。" #: doc/classes/CPUParticles.xml 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 "" -"每个粒子的初始方向范围为[code]+spread[/code]至[code]-spread[/code]度。适用于" -"X/Z平面和Y/Z平面。" +"每个粒子的初始方向范围为 [code]+spread[/code] 至 [code]-spread[/code] 度。适" +"用于 X/Z 平面和 Y/Z 平面。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21713,7 +21716,7 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's tangential acceleration will vary along this [Curve]." -msgstr "每个粒子的切向加速度将沿此 [Curve] 变化。" +msgstr "每个粒子的切向加速度将跟随这个 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21932,23 +21935,23 @@ msgstr "每个粒子的初始颜色。如果定义了 [member texture],它将 msgid "" "Each particle's color will vary along this [Gradient] (multiplied with " "[member color])." -msgstr "每个粒子的颜色将随着这个 [Gradient] 变化,即与 [member color] 相乘。" +msgstr "每个粒子的颜色将随着这个 [Gradient] 变化(与 [member color] 相乘)。" #: doc/classes/CPUParticles2D.xml msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_RECTANGLE]." msgstr "" -"如果 [member emission_shape] 设置为 [constant EMISSION_SHAPE_RECTANGLE],则矩" -"形的范围。" +"[member emission_shape] 设置为 [constant EMISSION_SHAPE_RECTANGLE] 时,该矩形" +"的范围。" #: doc/classes/CPUParticles2D.xml msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" -"如果 [member emission_shape] 设置为 [constant EMISSION_SHAPE_SPHERE],则球体" -"的半径。" +"[member emission_shape] 设置为 [constant EMISSION_SHAPE_SPHERE] 时,该球体的" +"半径。" #: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml #: doc/classes/Particles2D.xml @@ -22070,7 +22073,7 @@ msgstr "" " key.save(\"user://generated.key\")\n" " cert.save(\"user://generated.crt\")\n" " # 加密\n" -" var data = \"Some data\"\n" +" var data = \"具体的数据\"\n" " var encrypted = crypto.encrypt(key, data.to_utf8())\n" " # 解密\n" " var decrypted = crypto.decrypt(key, encrypted)\n" @@ -24229,9 +24232,12 @@ msgstr "" "换的世界空间坐标(原点)会被忽略。只会用基来确定光线的方向。" #: doc/classes/DirectionalLight.xml +#, fuzzy 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" "远处阴影分裂的额外偏置量。如果自身阴影只产生远处的分裂,增加这个值可以修复它" "们。" @@ -24239,9 +24245,10 @@ msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" -"如果为 [code]true[/code],则会牺牲阴影细节,以换取更平滑的分割之间的过渡。" #: doc/classes/DirectionalLight.xml msgid "" @@ -24250,8 +24257,12 @@ msgid "" msgstr "优化阴影渲染的细节与运动。见 [enum ShadowDepthRange]。" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." -msgstr "阴影分割的最大距离。" +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." +msgstr "" #: doc/classes/DirectionalLight.xml msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." @@ -24264,32 +24275,35 @@ msgid "" msgstr "当物体垂直于光线时,可用于修复自身阴影的特殊情况。" #: doc/classes/DirectionalLight.xml +#, fuzzy 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" "相机到影子分割1的距离。相对于[member directional_shadow_max_distance]。只有当" "[member directional_shadow_mode]是[code]SHADOW_PARALLEL_2_SPLITS[/code]或" "[code]SHADOW_PARALLEL_4_SPLITS[/code]时才使用。" #: doc/classes/DirectionalLight.xml +#, fuzzy 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" "阴影分割1到分割2的距离。相对于[member directional_shadow_max_distance]。仅在" "[member directional_shadow_mode]为[code]SHADOW_PARALLEL_2_SPLITS[/code]或" "[code]SHADOW_PARALLEL_4_SPLITS[/code]时使用。" #: doc/classes/DirectionalLight.xml +#, fuzzy 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" "从影子分割2到分割3的距离。相对于[member directional_shadow_max_distance]。只" "有当[member directional_shadow_mode]为[code]SHADOW_PARALLEL_4_SPLITS[/code]时" @@ -24905,9 +24919,9 @@ msgid "" "control whose size changes over time, unless a pixel art aesthetic is " "desired." msgstr "" -"为 [code]true[/code] 时将使用过滤功能。如果字体过度采样被禁用或无效,这将使字" -"体在缩放时变得模糊,而非像素化。当在尺寸随时变化的控件中使用字体时,建议启用" -"这个功能,除非是像素设计。" +"如果为 [code]true[/code],将使用过滤功能。如果字体过度采样被禁用或无效,这将" +"使字体在缩放时变得模糊,而非像素化。当在尺寸随时变化的控件中使用字体时,建议" +"启用这个功能,除非是像素设计。" #: doc/classes/DynamicFont.xml msgid "" @@ -24915,8 +24929,8 @@ msgid "" "appearance when downscaling it if font oversampling is disabled or " "ineffective." msgstr "" -"为 [code]true[/code] 时将使用 mipmap 多级渐远纹理。在字体过度采样被禁用或无效" -"时,可改善字体缩小时的表现。" +"如果为 [code]true[/code],将使用 mipmap 多级渐远纹理。在字体过度采样被禁用或" +"无效时,可改善字体缩小时的表现。" #: doc/classes/DynamicFont.xml msgid "Spacing at the top." @@ -24950,8 +24964,8 @@ 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 "" -"为 [code]true[/code] 时将以抗锯齿方式渲染该字体。此属性既适用于主字体,也适用" -"于其轮廓(如果有)。" +"如果为 [code]true[/code],将以抗锯齿方式渲染该字体。此属性既适用于主字体,也" +"适用于其轮廓(如果有)。" #: doc/classes/DynamicFontData.xml msgid "The path to the vector font file." @@ -26310,8 +26324,8 @@ msgid "" "If [code]true[/code], enables distraction-free mode which hides side docks " "to increase the space available for the main view." msgstr "" -"为 [code]true[/code] 时将启用专注模式,该模式会隐藏侧边面板,增加主视图的可用" -"空间。" +"如果为 [code]true[/code],将启用专注模式,该模式会隐藏侧边面板,增加主视图的" +"可用空间。" #: doc/classes/EditorPlugin.xml msgid "Used by the editor to extend its functionality." @@ -26325,7 +26339,7 @@ msgid "" "editor." msgstr "" "编辑器使用插件来扩展功能。最常见的插件类型是编辑给定的节点或资源类型、导入插" -"件和导出插件。另请参阅[EditorScript]向编辑器添加函数。" +"件和导出插件。另请参阅 [EditorScript] 向编辑器添加函数。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26344,7 +26358,7 @@ msgstr "" "将控件添加到底部面板(包含“输出”“调试”“动画”等)。返回对添加的按钮的引用。您" "可以根据需要隐藏/显示按钮。停用插件后,请确保使用 [method " "remove_control_from_bottom_panel] 移除自定义控件,并使用 [method Node." -"queue_free] 释放。" +"queue_free] 将其释放。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26357,11 +26371,11 @@ msgid "" "with [method remove_control_from_container] and free it with [method Node." "queue_free]." msgstr "" -"将自定义控件添加到容器中(参阅 [enum CustomControlContainer])。在编辑器用户" -"界面中,有许多位置可以添加自定义控件。\n" +"将自定义控件添加到容器中(见 [enum CustomControlContainer])。在编辑器用户界" +"面中,有许多位置可以添加自定义控件。\n" "请记住,您必须自己管理您的自定义控件的可见性(并且很可能在添加后隐藏它)。\n" -"当你的插件停用时,请确保使用 [method remove_control_from_container] 删除你的" -"自定义控件,并使用 [method Node.queue_free] 释放它。" +"当你的插件被停用时,请确保使用 [method remove_control_from_container] 删除你" +"的自定义控件,并使用 [method Node.queue_free] 将其释放。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26535,7 +26549,7 @@ msgstr "" msgid "" "Called by the engine when the user disables the [EditorPlugin] in the Plugin " "tab of the project settings window." -msgstr "当用户在项目设置窗口的插件选项卡中禁用[EditorPlugin]时,由引擎调用。" +msgstr "当用户在项目设置窗口的插件选项卡中禁用 [EditorPlugin] 时,由引擎调用。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26569,8 +26583,8 @@ msgid "" " return false\n" "[/codeblock]" msgstr "" -"当2D编辑器的视窗被更新时,由引擎调用。使用 [code]overlay[/code] [Control] 进" -"行绘制。你可以通过调用 [method update_overlays] 手动更新视窗。\n" +"引擎会在 2D 编辑器的视区发生更新时调用。使用 [code]overlay[/code] [Control] " +"进行绘制。你可以通过调用 [method update_overlays] 手动更新视窗。\n" "[codeblock]\n" "func forward_canvas_draw_over_viewport(overlay):\n" " # 在光标位置画一个圆。\n" @@ -26661,7 +26675,7 @@ msgid "" " return false\n" "[/codeblock]" msgstr "" -"当3D编辑器的视窗被更新时,由引擎调用。使用 [code]overlay[/code] 控件 " +"引擎会在 3D 编辑器的视区发生更新时调用。使用 [code]overlay[/code] 控件 " "[Control] 进行绘制。你可以通过调用 [method update_overlays] 更新覆盖手动更新" "视窗。\n" "[codeblock]\n" @@ -26993,9 +27007,9 @@ msgid "" "inside [method forward_spatial_gui_input]. It might be especially usable if " "your plugin will want to use raycast in the scene." msgstr "" -"如果你想在[method forward_spatial_gui_input]里面接收来自3D视图屏幕的输入,请" -"使用这个方法。如果你的插件想要在场景中使用光线广播,那么这个方法可能特别有" -"用。" +"如果你想在 [method forward_spatial_gui_input] 里面接收来自 3D 视图屏幕的输" +"入,请使用这个方法。如果你的插件想要在场景中使用光线投射,那么这个方法可能特" +"别有用。" #: doc/classes/EditorPlugin.xml msgid "" @@ -28874,7 +28888,7 @@ msgid "" "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 "" -"为 [code]true[/code] 时表示该脚本目前正在编辑器内运行。这对 [code]tool[/" +"如果为 [code]true[/code],表示该脚本目前正在编辑器内运行。这对 [code]tool[/" "code] 脚本很有用,可以在特定条件下绘制编辑器辅助内容,或者防止在编辑器中意外" "地运行会影响场景状态的“游戏”代码。\n" "[codeblock]\n" @@ -37613,6 +37627,7 @@ msgid "Controls the mouse mode. See [enum MouseMode] for more information." msgstr "控制鼠标模式。详情请参阅 [enum MouseMode]。" #: doc/classes/Input.xml +#, fuzzy msgid "" "If [code]true[/code], similar input events sent by the operating system are " "accumulated. When input accumulation is enabled, all input events generated " @@ -37623,7 +37638,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" "如果为 [code]true[/code],会对操作系统发送的类似输入事件进行累积。当启用输入" "累积时,在一帧中产生的所有输入事件将被合并,并在该帧完成渲染时发出。因此,这" @@ -38355,13 +38373,15 @@ msgid "Input event type for mouse motion events." msgstr "鼠标移动事件的输入事件类型。" #: doc/classes/InputEventMouseMotion.xml +#, fuzzy 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -38763,6 +38783,12 @@ msgid "" msgstr "如果为 [code]true[/code],并且设置了目标,相机将自动移动。" #: doc/classes/InterpolatedCamera.xml +#, fuzzy +msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "相机的过程回调。请参阅[enum Camera2DProcessMode]。" + +#: doc/classes/InterpolatedCamera.xml msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." @@ -45389,7 +45415,7 @@ msgstr "" "允许代理偏离理想路径的最大距离。可能为了防撞而产生偏离。超出最大距离时,会重" "新计算理想路径。" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -45522,6 +45548,14 @@ msgstr "" "位域,用于决定该 [NavigationAgent2D] 所属的导航地图层。请求路径时,代理会忽略" "没有任何匹配层的导航网格。" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "用于模拟可步行区域和障碍物的网格。" @@ -51787,8 +51821,8 @@ 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 "" -"显示游戏中的所有资源。也可以通过在[code]tofile[/code]中指定文件路径将该列表写" -"入文件。" +"显示游戏中的所有资源。也可以通过在 [code]tofile[/code] 中指定文件路径将该列表" +"写入文件。" #: doc/classes/OS.xml msgid "Shows the list of loaded textures sorted by size in memory." @@ -51808,16 +51842,17 @@ msgid "" "Windows or bounce the dock icon on OSX.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"要求用户注意该窗口。它会在Windows上闪烁任务栏按钮,或在OSX上弹出Dock图标。\n" -"[b]注意:[/b]这个方法在Linux、macOS和Windows上实现。" +"要求用户注意该窗口。它会在 Windows 上闪烁任务栏按钮,或在 OSX 上让 Dock 图标" +"弹跳。\n" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" "At the moment this function is only used by [code]AudioDriverOpenSL[/code] " "to request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" -"目前,这个函数只被[code]AudioDriverOpenSL[/code]用来请求Android上" -"[code]RECORD_AUDIO[/code]的权限。" +"目前,这个函数只被 [code]AudioDriverOpenSL[/code] 用来请求 Android 上 " +"[code]RECORD_AUDIO[/code] 的权限。" #: doc/classes/OS.xml msgid "" @@ -51826,9 +51861,9 @@ msgid "" "applications.\n" "[b]Note:[/b] This method is implemented on Android." msgstr "" -"通过这个功能,你可以申请危险的权限,因为在Android应用程序中,正常的权限会在安" +"你可以通过这个函数申请危险的权限,因为在 Android 应用程序中,正常的权限会在安" "装时自动授予。\n" -"[b]注意:[/b]此方法在Android上实现。" +"[b]注意:[/b]这个方法在 Android 上实现。" #: doc/classes/OS.xml msgid "" @@ -51875,15 +51910,15 @@ msgstr "" "应用程序可以通过使用 [method get_ime_selection] 和 [method get_ime_text] 函数" "来检索组合状态。\n" "输入完成时提交完成的组合字符串。\n" -"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml 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 "" -"设置 IME 建议列表弹出窗口的位置(在窗口坐标中)。\n" -"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。" +"设置 IME 建议列表弹出窗口的位置(使用窗口坐标)。\n" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -51896,7 +51931,7 @@ msgstr "" "使用多尺寸平台特定图标文件设置游戏的图标(在 Windows 上是 [code]*.ico[/" "code],在 macOS 上是 [code]*.icns[/code])。\n" "适当的大小子图标用于窗口标题、任务栏/程序坞和窗口选择对话框。\n" -"[b]注意:[/b]此方法在 macOS 和 Windows 上实现。" +"[b]注意:[/b]这个方法在 macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "Sets the name of the current thread." @@ -51904,7 +51939,7 @@ msgstr "设置当前线程的名称。" #: doc/classes/OS.xml msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]." -msgstr "如果[code]enabled[/code]为 [code]true[/code],则启用备份保存。" +msgstr "如果 [code]enabled[/code] 为 [code]true[/code],则启用备份保存。" #: doc/classes/OS.xml msgid "" @@ -51912,7 +51947,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "设置窗口是否应始终位于顶部。\n" -"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -51937,18 +51972,18 @@ msgstr "" "设置窗口的一个接受鼠标事件的多边形区域。该区域外的鼠标事件将被传递出去。\n" "传递一个空数组将禁用穿透支持(所有鼠标事件将被窗口拦截,这是默认行为)。\n" "[codeblock]\n" -"# 设置区域,使用Path2D节点。\n" -"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points() )\n" +"# 设置区域,使用 Path2D 节点。\n" +"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n" "\n" -"# 设置区域,使用Polygon2D节点。\n" +"# 设置区域,使用 Polygon2D 节点。\n" "OS.set_window_mouse_passthrough($Polygon2D.polygon)\n" "\n" "# 重置区域为默认值。\n" -"OS.set_window_mouse_passthrough([] )\n" +"OS.set_window_mouse_passthrough([])\n" "[/codeblock]\n" -"[b]注意:[/b]在Windows上,位于区域外的窗口部分不会被绘制,而在Linux和macOS上" -"则会。\n" -"[b]注意:[/b]这个方法在Linux、macOS和Windows上实现。" +"[b]注意:[/b]在 Windows 上,位于区域外的窗口部分不会被绘制,而在 Linux 和 " +"macOS 上则会。\n" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -51960,7 +51995,7 @@ msgstr "" "将窗口标题设置为指定的字符串。\n" "[b]注意:[/b]应该偶尔使用,不要每帧都设置,因为这会对某些窗口管理器的性能产生" "负面影响。\n" -"[b]注意:[/b]该方法在 HTML5、Linux、macOS 和 Windows 上实现。" +"[b]注意:[/b]这个方法在 HTML5、Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -51991,7 +52026,7 @@ msgstr "" "[code]mailto[/code] URL 方案[/url]。\n" "可以使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 " "[code]user://[/code] 路径转换为本方法所使用的系统路径。\n" -"[b]注意:[/b]本方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实" +"[b]注意:[/b]这个方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实" "现。" #: doc/classes/OS.xml @@ -52011,7 +52046,7 @@ msgstr "" "测)。\n" "需要把 [code]multiline[/code] 参数设置为 [code]true[/code] 才能输入多行文本," "如在 [TextEdit] 中。\n" -"[b]注意:[/b]此方法在 Android、iOS 和 UWP 上实现。" +"[b]注意:[/b]这个方法在 Android、iOS 和 UWP 上实现。" #: doc/classes/OS.xml msgid "The clipboard from the host OS. Might be unavailable on some platforms." @@ -52330,27 +52365,27 @@ msgstr "" #: doc/classes/OS.xml msgid "Landscape screen orientation." -msgstr "横向屏幕方向。" +msgstr "横屏方向。" #: doc/classes/OS.xml msgid "Portrait screen orientation." -msgstr "纵向屏幕方向。" +msgstr "竖屏方向。" #: doc/classes/OS.xml msgid "Reverse landscape screen orientation." -msgstr "反转横向屏幕方向。" +msgstr "倒横屏方向。" #: doc/classes/OS.xml msgid "Reverse portrait screen orientation." -msgstr "反转纵向屏幕方向。" +msgstr "倒竖屏方向。" #: doc/classes/OS.xml msgid "Uses landscape or reverse landscape based on the hardware sensor." -msgstr "根据硬件传感器使用横向或反向横向。" +msgstr "根据硬件传感器使用横屏或倒横屏方向。" #: doc/classes/OS.xml msgid "Uses portrait or reverse portrait based on the hardware sensor." -msgstr "根据硬件传感器使用纵向或反向纵向。" +msgstr "根据硬件传感器使用竖屏或倒竖屏。" #: doc/classes/OS.xml msgid "Uses most suitable orientation based on the hardware sensor." @@ -52542,7 +52577,7 @@ msgstr "" #: doc/classes/PackedScene.xml msgid "If passed to [method instance], blocks edits to the scene state." -msgstr "如果传递给[method instance],则阻止对场景状态的编辑。" +msgstr "如果传递给 [method instance],则阻止对场景状态的编辑。" #: doc/classes/PackedScene.xml msgid "" @@ -52561,7 +52596,7 @@ msgid "" msgstr "" "如果传递给 [method instance],向本地场景提供本地场景资源。只有主场景应该接收" "主编辑状态。\n" -"[b]注意:[/b]只在编辑器构建中可用。" +"[b]注意:[/b]仅在编辑器构建中可用。" #: doc/classes/PackedScene.xml msgid "" @@ -52653,10 +52688,10 @@ msgid "" "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" -"[i]已废弃。[/i] 你应该使用 [code]get_var[/code] 和 [code]put_var[/code] 参数" -"来代替它。\n" -"如果为 [code]true[/code],多人游戏API将允许在RPC/RSETs期间对对象进行编码和解" -"码。\n" +"[i]已废弃。[/i]你应该使用 [code]get_var[/code] 和 [code]put_var[/code] 参数来" +"代替它。\n" +"如果为 [code]true[/code],多人游戏 API 将允许在 RPC/RSET 期间对对象进行编码和" +"解码。\n" "[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信" "任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" @@ -52739,17 +52774,17 @@ msgstr "表示当前正在与远程对等方进行握手的 [PacketPeerDTLS] 的 #: doc/classes/PacketPeerDTLS.xml msgid "" "A status representing a [PacketPeerDTLS] that is connected to a remote peer." -msgstr "表示连接到远程对等方的[PacketPeerDTLS]的状态。" +msgstr "表示连接到远程对等方的 [PacketPeerDTLS] 的状态。" #: doc/classes/PacketPeerDTLS.xml msgid "A status representing a [PacketPeerDTLS] in a generic error state." -msgstr "表示处于一般错误状态的[PacketPeerDTLS]的状态。" +msgstr "表示处于一般错误状态的 [PacketPeerDTLS] 的状态。" #: doc/classes/PacketPeerDTLS.xml msgid "" "An error status that shows a mismatch in the DTLS certificate domain " "presented by the host and the domain requested for validation." -msgstr "显示主机提供的DTLS证书域与请求验证的域不匹配的错误状态。" +msgstr "显示主机提供的 DTLS 证书域与请求验证的域不匹配的错误状态。" #: doc/classes/PacketPeerStream.xml msgid "Wrapper to use a PacketPeer over a StreamPeer." @@ -52768,16 +52803,16 @@ msgstr "" #: doc/classes/PacketPeerStream.xml msgid "The wrapped [StreamPeer] object." -msgstr "被·包装的[StreamPeer]对象。" +msgstr "被包装的 [StreamPeer] 对象。" #: doc/classes/PacketPeerUDP.xml msgid "UDP packet peer." -msgstr "UDP数据包客户端。" +msgstr "UDP 数据包客户端。" #: doc/classes/PacketPeerUDP.xml msgid "" "UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s." -msgstr "UDP数据包对等体。可以用来发送原始的UDP数据包以及[Variant]。" +msgstr "UDP 数据包对等体。可以用来发送原始的 UDP 数据包以及 [Variant]。" #: doc/classes/PacketPeerUDP.xml msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on." @@ -52905,9 +52940,9 @@ msgid "" "[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 "" -"设置发送数据包和变量的目标地址和端口。如果需要,将使用DNS解析一个主机名。\n" +"设置发送数据包和变量的目标地址和端口。如果需要,将使用 DNS 解析主机名。\n" "[b]注意:[/b]在向广播地址(例如:[code]255.255.255.255[/code])发送数据包之" -"前,必须启用[method set_broadcast_enabled]。" +"前,必须启用 [method set_broadcast_enabled]。" #: doc/classes/PacketPeerUDP.xml msgid "" @@ -53047,8 +53082,8 @@ msgid "" "limit, the background will stop scrolling. Must be lower than [member " "scroll_limit_end] to work." msgstr "" -"开始滚动的左上角限制。如果相机超出这个限制,背景将停止滚动。必须低于[member " -"scroll_limit_end]才能工作。" +"开始滚动的左上角限制。如果相机超出这个限制,背景将停止滚动。必须低于 [member " +"scroll_limit_end] 才能工作。" #: doc/classes/ParallaxBackground.xml msgid "" @@ -53056,8 +53091,8 @@ msgid "" "limit, the background will stop scrolling. Must be higher than [member " "scroll_limit_begin] to work." msgstr "" -"右下角限制滚动结束。如果相机超出这个限制,背景将停止滚动。必须高于[member " -"scroll_limit_begin]才能工作。" +"右下角限制滚动结束。如果相机超出这个限制,背景将停止滚动。必须高于 [member " +"scroll_limit_begin] 才能工作。" #: doc/classes/ParallaxBackground.xml msgid "" @@ -53065,8 +53100,8 @@ msgid "" "[Camera2D], but can be used to manually manage scrolling when no camera is " "present." msgstr "" -"视差背景的滚动值。使用[Camera2D]时自动计算,但可用于手动管理无摄像头时的滚" -"动。" +"视差背景的滚动值。使用 [Camera2D] 时会自动计算,但也可用于手动管理无摄像机时" +"的滚动。" #: doc/classes/ParallaxLayer.xml msgid "A parallax scrolling layer to be used with [ParallaxBackground]." @@ -53092,15 +53127,15 @@ msgid "" "scrolling background. If an axis is set to [code]0[/code], the [Texture] " "will not be mirrored." msgstr "" -"视差图层的[Texture]镜像。用于创建无限滚动的背景。如果一个轴被设置为[code]0[/" -"code],[Texture]将不会被镜像。" +"视差图层的 [Texture] 镜像。用于创建无限滚动的背景。如果某个轴被设置为 " +"[code]0[/code],[Texture] 将不会被镜像。" #: doc/classes/ParallaxLayer.xml msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." msgstr "" -"ParallaxLayer 相对于父 ParallaxBackground 的偏移量 [member " +"该 ParallaxLayer 的偏移量,相对于父 ParallaxBackground 的 [member " "ParallaxBackground.scroll_offset]。" #: doc/classes/ParallaxLayer.xml @@ -62852,10 +62887,13 @@ msgid "" msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." -msgstr "阴影图集的尺寸(用于 OmniLight 和 SpotLight)。见文档。" +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." +msgstr "" +"设置阴影图集的图像大小(用于全向光和聚光)。该值将被四舍五入到最接近的 2 的" +"幂。" #: doc/classes/ProjectSettings.xml msgid "" @@ -64068,8 +64106,8 @@ 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" +"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 " @@ -66926,11 +66964,12 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" -"当与另一个[PhysicsBody2D]或[TileMap]发生碰撞时触发。需要将[member " -"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设" -"置得足够高以检测所有的碰撞。如果[TileSet]有碰撞[Shape2D],就会检测到[TileMap]" -"的。\n" -"[code]body[/code]是其他[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树中。" +"当与另一个 [PhysicsBody2D] 或 [TileMap] 发生碰撞时触发。需要将 [member " +"contact_monitor] 设置为 [code]true[/code],并且将 [member contacts_reported] " +"设置得足够高以检测所有的碰撞。如果[TileSet] 有碰撞 [Shape2D],就会检测到 " +"[TileMap] 的。\n" +"[code]body[/code] 是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存在于" +"树中。" #: doc/classes/RigidBody2D.xml msgid "" @@ -67001,20 +67040,22 @@ msgid "" "RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node " "with [code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当这个RigidBody2D的一个[Shape2D]和另一个[PhysicsBody2D]或[TileMap]的[Shape2D]" -"之间的碰撞结束时触发。要求[member contact_monitor]设置为 [code]true[/code]," -"[member contacts_reported]设置得足够高以检测所有的碰撞。如果[TileSet]有碰撞" -"[Shape2D],就会检测到[TileMap]的。\n" -"[code]body_rid[/code] [Physics2DServer]使用的其他[PhysicsBody2D]或[TileSet]的" -"[CollisionObject2D]的 [RID]。\n" -"[code]body[/code] 另一个[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树" -"中。\n" -"[code]body_shape_index[/code] 由[Physics2DServer]使用的其他[PhysicsBody2D]或" -"[TileMap]的[Shape2D]的索引。用[code]body." -"shape_owner_get_owner(body_shape_index)[/code]获得[CollisionShape2D]节点。\n" -"[code]local_shape_index[/code]这个RigidBody2D的[Shape2D]的索引,由" -"[Physics2DServer]使用。用[code]self.shape_owner_get_owner(local_shape_index)" -"[/code]获取[CollisionShape2D]节点。" +"当这个 RigidBody2D 的一个 [Shape2D] 和另一个 [PhysicsBody2D] 或 [TileMap] 的 " +"[Shape2D] 之间的碰撞结束时触发。要求 [member contact_monitor] 设置为 " +"[code]true[/code],[member contacts_reported] 设置得足够高以检测所有的碰撞。" +"如果 [TileSet] 有碰撞 [Shape2D],就会检测到 [TileMap] 的。\n" +"[code]body_rid[/code] [Physics2DServer] 使用的其他 [PhysicsBody2D] 或 " +"[TileSet] 的 [CollisionObject2D] 的 [RID]。\n" +"[code]body[/code] 另一个 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存在于" +"树中。\n" +"[code]body_shape_index[/code] 由 [Physics2DServer] 使用的其他 " +"[PhysicsBody2D] 或 [TileMap] 的 [Shape2D]的索引。用 [code]body." +"shape_owner_get_owner(body_shape_index)[/code] 获得 [CollisionShape2D] 节" +"点。\n" +"[code]local_shape_index[/code] 这个 RigidBody2D 的 [Shape2D] 的索引,由 " +"[Physics2DServer] 使用。用 [code]self." +"shape_owner_get_owner(local_shape_index)[/code] 获取 [CollisionShape2D] 节" +"点。" #: doc/classes/RigidBody2D.xml msgid "" @@ -67032,14 +67073,14 @@ msgstr "静态模式。物体的行为就像一个[StaticBody2D],不会移动 msgid "" "Character mode. Similar to [constant MODE_RIGID], but the body can not " "rotate." -msgstr "角色模式。与[constant MODE_RIGID]类似,但主体不能旋转。" +msgstr "角色模式。与 [constant MODE_RIGID] 类似,但主体不能旋转。" #: doc/classes/RigidBody2D.xml msgid "" "Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved " "by code." msgstr "" -"运动学模式。这个物体的行为就像一个[KinematicBody2D],必须通过代码来移动。" +"运动学模式。这个物体的行为就像一个 [KinematicBody2D],必须通过代码来移动。" #: doc/classes/RigidBody2D.xml msgid "" @@ -67053,14 +67094,13 @@ msgstr "" msgid "" "Continuous collision detection enabled using raycasting. This is faster than " "shapecasting but less precise." -msgstr "使用射线投射启用连续碰撞检测。这比 shapecasting 快,但精度较低。" +msgstr "使用射线投射启用连续碰撞检测。这比形状投射快,但精度较低。" #: doc/classes/RigidBody2D.xml msgid "" "Continuous collision detection enabled using shapecasting. This is the " "slowest CCD method and the most precise." -msgstr "" -"使用 shapecasting 启用连续碰撞检测。这是最慢的 CCD 方法,也是最精确的。" +msgstr "使用形状投射启用连续碰撞检测。这是最慢的 CCD 方法,也是最精确的。" #: doc/classes/Room.xml msgid "Room node, used to group objects together locally for [Portal] culling." @@ -67611,8 +67651,8 @@ msgid "" "scene as the result of [method PackedScene.get_state]." msgstr "" "维护一个与场景相关的资源、节点、导出的和重写的属性以及内置脚本的列表。\n" -"这个类不能直接实例化,它是作为[method PackedScene.get_state]的结果为一个给定" -"的场景检索的。" +"这个类不能直接实例化,它是作为 [method PackedScene.get_state] 的结果为一个给" +"定的场景检索的。" #: doc/classes/SceneState.xml msgid "" @@ -67640,7 +67680,7 @@ msgstr "" #: doc/classes/SceneState.xml msgid "Returns the method connected to the signal at [code]idx[/code]." -msgstr "返回连接到[code]idx[/code]处信号的方法。" +msgstr "返回连接到 [code]idx[/code] 处信号的方法。" #: doc/classes/SceneState.xml msgid "Returns the name of the signal at [code]idx[/code]." @@ -67720,9 +67760,9 @@ msgid "" "If [code]for_parent[/code] is [code]true[/code], returns the path of the " "[code]idx[/code] node's parent instead." msgstr "" -"返回 [code]idx[/code]处的节点的路径。\n" -"如果[code]for_parent[/code]是[code]true[/code],则返回 [code]idx[/code]节点的" -"父节点的路径。" +"返回 [code]idx[/code] 处的节点的路径。\n" +"如果 [code]for_parent[/code] 是 [code]true[/code],则返回 [code]idx[/code] 节" +"点的父节点的路径。" #: doc/classes/SceneState.xml msgid "" @@ -67757,8 +67797,8 @@ msgid "" "Returns [code]true[/code] if the node at [code]idx[/code] is an " "[InstancePlaceholder]." msgstr "" -"如果[code]idx[/code]处的节点是一个[InstancePlaceholder],返回 [code]true[/" -"code]。" +"如果 [code]idx[/code] 处的节点是一个 [InstancePlaceholder],则返回 " +"[code]true[/code]。" #: doc/classes/SceneState.xml msgid "" @@ -67958,7 +67998,7 @@ msgstr "返回此 [SceneTree] 的 [member network_peer] 的唯一对等 ID。" #: doc/classes/SceneTree.xml msgid "Returns the number of nodes in this [SceneTree]." -msgstr "返回此[SceneTree]中的节点数。" +msgstr "返回此 [SceneTree] 中的节点数。" #: doc/classes/SceneTree.xml msgid "Returns a list of all nodes assigned to the given group." @@ -67974,7 +68014,7 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "Returns the sender's peer ID for the most recently received RPC call." -msgstr "返回最近收到的RPC调用的发送者的对等ID。" +msgstr "返回最近收到的 RPC 调用的发送者的对等 ID。" #: doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if the given group exists." @@ -68316,23 +68356,23 @@ msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等 #: doc/classes/SceneTree.xml msgid "Call a group with no flags (default)." -msgstr "调用没有标志的组(默认)。" +msgstr "对组进行调用时,不使用标志(默认)。" #: doc/classes/SceneTree.xml msgid "Call a group in reverse scene order." -msgstr "以相反的场景顺序调用组。" +msgstr "对组进行调用时,使用逆场景序。" #: doc/classes/SceneTree.xml msgid "Call a group immediately (calls are normally made on idle)." -msgstr "立即调用一个组(调用通常在空闲时进行)。" +msgstr "对组进行调用时,立即执行(正常情况下是在空闲时调用的)。" #: doc/classes/SceneTree.xml msgid "Call a group only once even if the call is executed many times." -msgstr "即使调用多次执行,也只调用一次组。" +msgstr "对组进行调用时,即便执行了多次调用也只调用一次。" #: doc/classes/SceneTree.xml msgid "No stretching." -msgstr "未拉伸。" +msgstr "不拉伸。" #: doc/classes/SceneTree.xml msgid "Render stretching in higher resolution (interpolated)." @@ -68342,7 +68382,7 @@ msgstr "以更高的分辨率渲染拉伸(插值)。" msgid "" "Keep the specified display resolution. No interpolation. Content may appear " "pixelated." -msgstr "保持指定的显示分辨率。没有插值。内容可能会出现像素化。" +msgstr "保持指定的显示分辨率。不做插值。内容可能会出现像素化。" #: doc/classes/SceneTree.xml msgid "" @@ -68360,13 +68400,13 @@ msgstr "在任意轴上用黑条填充来保持相同的长宽比。这可以防 msgid "" "Expand vertically. Left/right black bars may appear if the window is too " "wide." -msgstr "垂直展开。如果窗口太宽,可能会出现左/右黑条。" +msgstr "垂直扩展。如果窗口太宽,可能会出现左/右黑条。" #: doc/classes/SceneTree.xml msgid "" "Expand horizontally. Top/bottom black bars may appear if the window is too " "tall." -msgstr "水平展开。如果窗口太高,可能会出现顶部/底部黑条。" +msgstr "水平扩展。如果窗口太高,可能会出现顶部/底部黑条。" #: doc/classes/SceneTree.xml msgid "" @@ -68393,9 +68433,9 @@ msgid "" "The timer will be dereferenced after its time elapses. To preserve the " "timer, you can keep a reference to it. See [Reference]." msgstr "" -"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 " +"由场景树管理的一次性定时器,它在完成时发 [signal timeout] 信号。另请参阅 " "[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" +"与 [Timer] 不同,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" @@ -73594,9 +73634,32 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" -"格式化字符串,将所有的 [code]placeholder[/code] 替换为 [code]values[/code]。" #: doc/classes/String.xml msgid "If the string is a valid file path, returns the base directory name." @@ -74414,13 +74477,12 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" -"使用具有给定 [RID] 的 [CanvasItem] 绘制此StyleBox。\n" -"您可以在 [CanvasItem] 派生节点上使用 [method Object.get_instance_id] 获取 " -"[RID] 值。" #: doc/classes/StyleBox.xml msgid "Returns the size of this [StyleBox] without the margins." @@ -76272,6 +76334,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "如果为 [code]true[/code],则可以选择和编辑该值。" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -83788,12 +83855,14 @@ msgid "The subdivision amount of the fourth quadrant on the shadow atlas." msgstr "阴影图集上第四象限的细分量。" #: doc/classes/Viewport.xml +#, fuzzy 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" "阴影图集的分辨率(用于全向光和聚光)。该值将四舍五入到最接近的 2 的幂。\n" "[b]注意:[/b]如果设置为 0,阴影将不可见。由于用户创建的视区默认值为 0,因此必" @@ -83830,8 +83899,12 @@ msgid "" msgstr "如果为 [code]true[/code],该视窗应使其背景渲染为透明。" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." -msgstr "视窗的渲染模式。" +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." +msgstr "" #: doc/classes/Viewport.xml msgid "" diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index 84b16d22a6..63312338fc 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -12257,10 +12257,12 @@ msgid "" msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "" @@ -19559,13 +19561,17 @@ msgstr "" #: doc/classes/DirectionalLight.xml 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." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19575,7 +19581,11 @@ msgid "" msgstr "" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." msgstr "" #: doc/classes/DirectionalLight.xml @@ -19592,23 +19602,23 @@ msgstr "" 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml 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]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" #: doc/classes/DirectionalLight.xml @@ -29977,7 +29987,10 @@ msgid "" "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." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" #: doc/classes/Input.xml @@ -30551,10 +30564,11 @@ msgstr "" 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, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] 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." @@ -30878,6 +30892,11 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "" + +#: doc/classes/InterpolatedCamera.xml +msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." msgstr "" @@ -36311,7 +36330,7 @@ msgid "" "maximum distance is exceeded, it recalculates the ideal path." msgstr "" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -36424,6 +36443,14 @@ msgid "" "least one matching layer." msgstr "" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "" @@ -50041,8 +50068,8 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." msgstr "" #: doc/classes/ProjectSettings.xml @@ -58417,7 +58444,31 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" #: doc/classes/String.xml @@ -59014,9 +59065,11 @@ msgstr "" #: doc/classes/StyleBox.xml 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." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" #: doc/classes/StyleBox.xml @@ -60562,6 +60615,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "回傳參數的餘弦值。" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -66655,9 +66713,10 @@ msgstr "" 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." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" #: doc/classes/Viewport.xml @@ -66686,7 +66745,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." msgstr "" #: doc/classes/Viewport.xml |