diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2023-05-12 13:09:56 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-05-12 14:14:05 +0200 |
commit | 9cd9a07c27fd73c87079a0bf22cfd39bc0ff170e (patch) | |
tree | fdae4dc3542d6c4a54aa647a19713e115c1833ce /doc | |
parent | 576ca447625b27327186095d02cfce3dca0f2504 (diff) |
i18n: Sync translations with Weblate
Diffstat (limited to 'doc')
-rw-r--r-- | doc/translations/es.po | 288 | ||||
-rw-r--r-- | doc/translations/fr.po | 586 | ||||
-rw-r--r-- | doc/translations/zh_CN.po | 4338 |
3 files changed, 448 insertions, 4764 deletions
diff --git a/doc/translations/es.po b/doc/translations/es.po index 398698fc4b..6a4217c98a 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -49,12 +49,13 @@ # Joinner Medina <devjoi2018@gmail.com>, 2023. # Denis Anfruns <daanfruns@gmail.com>, 2023. # Luis Ortiz <luisortiz66@hotmail.com>, 2023. +# Biel Serrano Sanchez <bielsesa@gmail.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-04-12 08:56+0000\n" -"Last-Translator: Luis Ortiz <luisortiz66@hotmail.com>\n" +"PO-Revision-Date: 2023-04-26 21:48+0000\n" +"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/es/>\n" "Language: es\n" @@ -62,7 +63,7 @@ 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 4.17-dev\n" +"X-Generator: Weblate 4.18-dev\n" msgid "Description" msgstr "Descripción" @@ -2448,24 +2449,6 @@ msgid "Returns [code]true[/code] if the array is empty." msgstr "Devuelve [code]true[/code] si el array es vacio." msgid "" -"Returns the maximum value contained in the array if all elements are of " -"comparable types. If the elements can't be compared, [code]null[/code] is " -"returned." -msgstr "" -"Devuelve el maximo valor contenido en el array si todos los elementos son de " -"tipos comparables. Si los elementos no pueden ser comparados, [code]null[/" -"code] es devuelto." - -msgid "" -"Returns the minimum value contained in the array if all elements are of " -"comparable types. If the elements can't be compared, [code]null[/code] is " -"returned." -msgstr "" -"Devuelve el minimo valor contenido en el array si todos los elementos son de " -"tipos comparables. Si los elementos no pueden ser comparados, [code]null[/" -"code] es devuelto." - -msgid "" "Resizes the array to contain a different number of elements. If the array " "size is smaller, elements are cleared, if bigger, new elements are " "[code]null[/code]." @@ -3935,16 +3918,6 @@ msgstr "" "para superponer sombras en una cámara de alimentación en AR." msgid "" -"If [code]true[/code], subsurface scattering is enabled. Emulates light that " -"penetrates an object's surface, is scattered, and then emerges." -msgstr "" -"Si [code]true[/code], se activa la dispersión subterránea. Emula la luz que " -"penetra en la superficie de un objeto, se dispersa y luego emerge." - -msgid "The strength of the subsurface scattering effect." -msgstr "La fuerza del efecto de dispersión del subsuelo." - -msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" @@ -4878,21 +4851,6 @@ msgstr "" "utiliza como el material para este elemento." msgid "" -"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible " -"if all of its antecedents are visible as well (in other words, [method " -"is_visible_in_tree] must return [code]true[/code]).\n" -"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " -"visible is to call one of the multiple [code]popup*()[/code] functions " -"instead." -msgstr "" -"Si [code]true[/code], se dibuja este [CanvasItem]. El nodo sólo es visible " -"si todos sus antecedentes también lo son (en otras palabras, [method " -"is_visible_in_tree] debe devolver [code]true[/code]).\n" -"[b]Nota:[/b] Para los controles que heredan [Popup], la forma correcta de " -"hacerlos visibles es llamar a una de las múltiples funciones [code]popup*()[/" -"code] en su lugar." - -msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z " "index. If this node's Z index is 2 and its parent's effective Z index is 3, " "then this node's effective Z index will be 2 + 3 = 5." @@ -6074,15 +6032,6 @@ msgstr "" "inmediatamente." msgid "" -"Marks an input event as handled. Once you accept an input event, it stops " -"propagating, even to nodes listening to [method Node._unhandled_input] or " -"[method Node._unhandled_key_input]." -msgstr "" -"Marca un evento de entrada como manejado. Una vez que aceptas un evento de " -"entrada, deja de propagarse, incluso a los nodos que escuchan [method Node." -"_unhandled_input] o [method Node._unhandled_key_input]." - -msgid "" "Returns the mouse cursor shape the control displays on mouse hover. See " "[enum CursorShape]." msgstr "" @@ -6891,16 +6840,6 @@ msgstr "" "este nodo padre." msgid "" -"Snap makes the mesh snap to a given distance so that the faces of two meshes " -"can be perfectly aligned. A lower value results in greater precision but may " -"be harder to adjust." -msgstr "" -"El recorte hace que la malla se ajuste a una distancia determinada para que " -"las caras de dos mallas puedan estar perfectamente alineadas. Un valor más " -"bajo da como resultado una mayor precisión pero puede ser más difícil de " -"ajustar." - -msgid "" "Geometry of both primitives is merged, intersecting geometry is removed." msgstr "" "La geometría de ambas primitivas se fusiona, la geometría que se intersecta " @@ -8290,18 +8229,6 @@ msgstr "" "fase de física del bucle de juego." msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed." -msgstr "" -"Controla la velocidad o la lentitud del reloj del juego en comparación con " -"el de la vida real. El valor por defecto es 1.0. Un valor de 2.0 significa " -"que el juego se mueve el doble de rápido que en la vida real, mientras que " -"un valor de 0.5 significa que el juego se mueve a la mitad de la velocidad " -"normal." - -msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define " "multiple rendering options." msgstr "" @@ -9369,9 +9296,6 @@ msgstr "" "Un recurso interpolador de color que puede ser usado para generar colores " "entre puntos de color definidos por el usuario." -msgid "Returns the interpolated color specified by [code]offset[/code]." -msgstr "Devuelve el color interpolado especificado por [code]offset[/code]." - msgid "Cubic interpolation." msgstr "Interpolación cúbica." @@ -11292,18 +11216,6 @@ msgid "A singleton that deals with inputs." msgstr "Un singleton que se ocupa de las entradas." msgid "" -"A singleton that deals with inputs. This includes key presses, mouse buttons " -"and movement, joypads, and input actions. Actions and their events can be " -"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or " -"with the [InputMap] class." -msgstr "" -"Un singleton que se ocupa de las entradas. Esto incluye pulsaciones de " -"teclas, botones del ratón y movimiento, joypads y acciones de entrada. Las " -"acciones y sus eventos se pueden configurar en la pestaña [b]Mapa de " -"entradas[/b] en el [b]Proyecto > Configuración del proyecto[/b], o con la " -"clase [InputMap]." - -msgid "" "This will simulate pressing the specified action.\n" "The strength can be used for non-boolean actions, it's ranged between 0 and " "1 representing the intensity of the given action.\n" @@ -13995,17 +13907,6 @@ msgstr "" "escala de transformación local." msgid "" -"Returns [code]true[/code] if the node is present in the [SceneTree], its " -"[member visible] property is [code]true[/code] and all its antecedents are " -"also visible. If any antecedent is hidden, this node will not be visible in " -"the scene tree." -msgstr "" -"Devuelve [code]true[/code] si el nodo está presente en el [SceneTree], su " -"propiedad [member visible] es [code]true[/code] y todos sus antecedentes " -"también son visibles. Si algún antecedente está oculto, este nodo no será " -"visible en el árbol de la escena." - -msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians." msgstr "" @@ -14068,15 +13969,6 @@ msgstr "" "Cambia la posición del nodo por el desplazamiento dado [Vector3] en el " "espacio local." -msgid "" -"If [code]true[/code], this node is drawn. The node is only visible if all of " -"its antecedents are visible as well (in other words, [method " -"is_visible_in_tree] must return [code]true[/code])." -msgstr "" -"Si [code]true[/code], este nodo se dibuja. El nodo sólo es visible si todos " -"sus antecedentes también lo son (en otras palabras, [method " -"is_visible_in_tree] debe devolver [code]true[/code])." - msgid "Emitted when node visibility changes." msgstr "Emitido cuando cambia la visibilidad del nodo." @@ -14192,6 +14084,9 @@ msgstr "" msgid "Add an action set." msgstr "Añadir un conjunto de acciones." +msgid "Add an interaction profile." +msgstr "Añadir un perfil de interacción." + msgid "Optimized translation." msgstr "Traducción optimizada." @@ -16823,9 +16718,6 @@ msgstr "" "Si [code]true[/code], utiliza un modelo de iluminación de material Lambert " "más rápido pero de menor calidad en lugar del Burley." -msgid "Quaternion." -msgstr "Cuaternario." - msgid "" "Constructs a quaternion that will rotate around the given axis by the " "specified angle. The axis must be a normalized vector." @@ -17294,9 +17186,6 @@ msgstr "Establece el [CanvasItem] para copiar un rectángulo al backbuffer." msgid "Sets the index for the [CanvasItem]." msgstr "Establece el índice para el [CanvasItem]." -msgid "Sets a new material to the [CanvasItem]." -msgstr "Establece un nuevo material para el [CanvasItem]." - msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "Establece si el [CanvasItem] utiliza el material de su padre." @@ -17409,27 +17298,6 @@ msgstr "" msgid "Modulates all colors in the given canvas." msgstr "Modula todos los colores en el canvas dado." -msgid "" -"Sets the values to be used with the \"Adjustment\" post-process effect. See " -"[Environment] for more details." -msgstr "" -"Establece los valores que se utilizarán con el efecto de post-proceso de " -"\"Ajuste\". Ver [Environment] para más detalles." - -msgid "" -"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." -"background_mode]." -msgstr "" -"Establece el [i]BGMode[/i] del medio ambiente. Equivalente a [member " -"Environment.background_mode]." - -msgid "" -"Color displayed for clear areas of the scene (if using Custom color or " -"Color+Sky background modes)." -msgstr "" -"Color mostrado para áreas claras de la escena (si se utilizan los modos de " -"fondo Color personalizado o Color+Sky)." - msgid "Sets the intensity of the background color." msgstr "Establece la intensidad del color de fondo." @@ -17438,13 +17306,6 @@ msgstr "" "Establece la capa máxima a usar si se utiliza el modo de fondo de canvas." msgid "" -"Sets the variables to be used with the \"screen space reflections\" post-" -"process effect. See [Environment] for more details." -msgstr "" -"Establece las variables que se utilizarán con el efecto de post-proceso " -"\"reflejos del espacio de la pantalla\". Ver [Environment] para más detalles." - -msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." msgstr "" @@ -17513,9 +17374,6 @@ msgstr "" "Establece el escenario en el que se encuentra la instancia. El escenario es " "el mundo tridimensional en el que se mostrarán los objetos." -msgid "Not implemented in Godot 3.x." -msgstr "No se implementó en Godot 3.x." - msgid "Returns the value of a certain material's parameter." msgstr "Devuelve el valor del parámetro de un determinado material." @@ -17716,9 +17574,6 @@ msgstr "" "una vez o cada fotograma. Ver [enum ReflectionProbeUpdateMode] para las " "opciones." -msgid "Sets the environment that will be used with this scenario." -msgstr "Establece el entorno que se utilizará con este escenario." - msgid "" "Sets the fallback environment to be used by this scenario. The fallback " "environment is used if no environment is set. Internally, this is used by " @@ -17729,23 +17584,6 @@ msgstr "" "Internamente, es usado por el editor para proporcionar un entorno por " "defecto." -msgid "" -"If [code]true[/code], the engine will generate wireframes for use with the " -"wireframe debug mode." -msgstr "" -"Si [code]true[/code], el motor generará mallas de alambre para su uso con el " -"modo de depuración de mallas de alambre." - -msgid "" -"Sets the default clear color which is used when a specific clear color has " -"not been selected." -msgstr "" -"Establece el color claro predeterminado que se utiliza cuando no se ha " -"seleccionado un color claro específico." - -msgid "Returns a shader's code." -msgstr "Devuelve un código de shader." - msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "" "Devuelve el conjunto [Transform] para un hueso específico de este esqueleto." @@ -17789,21 +17627,9 @@ msgstr "" "Establece el modo de dibujo de depuración de un viewport. Ver [enum " "ViewportDebugDraw] para las opciones." -msgid "If [code]true[/code], the viewport's canvas is not rendered." -msgstr "Si [code]true[/code], el canvas del viewport no se renderiza." - msgid "Sets the viewport's global transformation matrix." msgstr "Establece la matriz de transformación global del Viewport." -msgid "Sets the viewport's parent to another viewport." -msgstr "Establece el padre del viewport a otra viewport." - -msgid "Sets the shadow atlas quadrant's subdivision." -msgstr "Establece la subdivisión del cuadrante del atlas de las sombras." - -msgid "Sets the viewport's width and height." -msgstr "Establece el ancho y la altura del viewport." - msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "Si [code]true[/code], el viewport hace que su fondo sea transparente." @@ -17836,24 +17662,12 @@ msgstr "La capa Z mínima para los objetos del canvas." msgid "The maximum Z-layer for canvas items." msgstr "La máxima capa Z para los objetos del canvas." -msgid "" -"Max number of glow levels that can be used with glow post-process effect." -msgstr "" -"Número máximo de niveles de brillo que se pueden utilizar con el efecto de " -"post-procesado de brillo." - -msgid "Unused enum in Godot 3.x." -msgstr "La lista no utilizada en Godot 3.x." - msgid "Shader is a 3D shader." msgstr "Shader es un shader 3D." msgid "Shader is a 2D shader." msgstr "Shader es un shader 2D." -msgid "Shader is a particle shader." -msgstr "Shader es un shader de partículas." - msgid "Represents the size of the [enum ShaderMode] enum." msgstr "Representa el tamaño del enum [enum ShaderMode]." @@ -17863,46 +17677,27 @@ msgstr "La prioridad mínima de renderizado de todos los materiales." msgid "The maximum renderpriority of all materials." msgstr "La máxima prioridad de renderización de todos los materiales." -msgid "Array is a vertex array." -msgstr "El array es un array de vértices." - msgid "Array is a normal array." msgstr "El array es un array normales." msgid "Array is a tangent array." msgstr "El Array es una array de tangentes." -msgid "Array is a color array." -msgstr "El Array es un array de colores." - msgid "Array is an UV coordinates array." msgstr "El Array es un array de coordenadas UV." -msgid "Array is an UV coordinates array for the second UV coordinates." -msgstr "" -"El Array es un array de coordenadas UV para las segundas coordenadas UV." - msgid "Array contains bone information." msgstr "El Array contiene información sobre los huesos." msgid "Array is weight information." msgstr "El Array contiene la información de pesos." -msgid "Array is index array." -msgstr "El Array es un array de índices." - -msgid "Flag used to mark a vertex array." -msgstr "Bandera usada para marcar un array de vértices." - msgid "Flag used to mark a normal array." msgstr "Bandera usada para marcar una array de normales." msgid "Flag used to mark a tangent array." msgstr "Bandera usada para marcar un array de tangentes." -msgid "Flag used to mark a color array." -msgstr "Bandera usada para marcar un array de colores." - msgid "Flag used to mark an UV coordinates array." msgstr "Bandera usada para marcar un conjunto de coordenadas UV." @@ -17947,15 +17742,6 @@ msgstr "Representa el tamaño del enum [enum PrimitiveType]." msgid "Use [Transform2D] to store MultiMesh transform." msgstr "Use [Transform2D] para almacenar la transformada de MultiMalla." -msgid "Is a directional (sun) light." -msgstr "Es una luz direccional (sol)." - -msgid "Is an omni light." -msgstr "Es una luz omnipresente." - -msgid "Is a spot light." -msgstr "Es un foco de luz." - msgid "The light's influence on specularity." msgstr "La influencia de la luz en la especularidad." @@ -17971,9 +17757,6 @@ msgstr "El ángulo del foco." msgid "The spotlight's attenuation." msgstr "La atenuación del foco." -msgid "Max distance that shadows will be rendered." -msgstr "La distancia máxima a la que las sombras se renderizarán." - msgid "Proportion of shadow atlas occupied by the first split." msgstr "Proporción de atlas de sombras ocupados por la primera división." @@ -18046,31 +17829,6 @@ msgstr "Clasificar las partículas en función de su vida útil." msgid "Sort particles based on their distance to the camera." msgstr "Clasifica las partículas según su distancia a la cámara." -msgid "Do not update the viewport." -msgstr "No actualice el viewport." - -msgid "Update the viewport once then set to disabled." -msgstr "Actualiza el viewport una vez y luego ponlo en desactivado." - -msgid "Update the viewport whenever it is visible." -msgstr "Actualice el viewport siempre que sea visible." - -msgid "Always update the viewport." -msgstr "Siempre actualiza el viewport." - -msgid "The viewport is always cleared before drawing." -msgstr "El viewport siempre se limpia antes de dibujar." - -msgid "The viewport is never cleared before drawing." -msgstr "El viewport nunca se limpia antes de dibujar." - -msgid "" -"The viewport is cleared once, then the clear mode is set to [constant " -"VIEWPORT_CLEAR_NEVER]." -msgstr "" -"El viewport se borra una vez, luego el modo de borrado se establece en " -"[constant VIEWPORT_CLEAR_NEVER]." - msgid "Number of objects drawn in a single frame." msgstr "Número de objetos dibujados en un solo fotograma." @@ -18424,15 +18182,6 @@ msgstr "" "Añade una etiqueta [code]font[/code] a la pila de etiquetas. Anula las " "fuentes predeterminadas para su duración." -msgid "" -"Adds a [code][font][/code] tag with a italics font to the tag stack. This is " -"the same as adding a [code][i][/code] tag if not currently in a [code][b][/" -"code] tag." -msgstr "" -"Añade una etiqueta [code]font[/code] con una fuente en cursiva a la pila de " -"etiquetas. Esto es lo mismo que añadir una etiqueta [code]i[/code] si no " -"está actualmente en una etiqueta [code]b[/code]." - msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "" "Añade una etiqueta [code]font[/code] con una fuente monoespacio a la pila de " @@ -18964,12 +18713,6 @@ msgstr "" "hijos enfocados (incluyendo los niños indirectos) para asegurarse de que son " "completamente visibles." -msgid "The current horizontal scroll value." -msgstr "El valor actual de desplazamiento horizontal." - -msgid "The current vertical scroll value." -msgstr "El valor actual de scroll vertical." - msgid "Emitted when scrolling stops." msgstr "Emitido cuando el scroll se detiene." @@ -19659,13 +19402,6 @@ msgstr "" msgid "Returns the smallest border width out of all four borders." msgstr "Devuelve el menor ancho de borde de los cuatro bordes." -msgid "" -"This changes the size of the faded ring. Higher values can be used to " -"achieve a \"blurry\" effect." -msgstr "" -"Esto cambia el tamaño del anillo descolorido. Se pueden usar valores más " -"altos para lograr un efecto \"borroso\"." - msgid "The background color of the stylebox." msgstr "El color de fondo de la caja de estilo." @@ -22202,9 +21938,6 @@ msgstr "[VideoStream] recurso para los videos de Ogg Theora." msgid "Returns the visible rectangle in global screen coordinates." msgstr "Devuelve el RID del viewport del [VisualServer]." -msgid "Stops the input from propagating further down the [SceneTree]." -msgstr "Evita que la entrada se propague más abajo en el [SceneTree]." - msgid "" "Sets the number of subdivisions to use in the specified quadrant. A higher " "number of subdivisions allows you to have more shadows in the scene at once, " @@ -22328,13 +22061,6 @@ msgstr "Los objetos se muestran en el estilo wireframe." msgid "Texture which displays the content of a [Viewport]." msgstr "Textura que muestra el contenido de un [Viewport]." -msgid "" -"The path to the [Viewport] node to display. This is relative to the scene " -"root, not to the node which uses the texture." -msgstr "" -"La ruta al nodo [Viewport] para visualizar. Es relativa a la raíz de la " -"escena, no al nodo que usa la textura." - msgid "Enables certain nodes only when approximately visible." msgstr "Habilita ciertos nodos sólo cuando son aproximadamente visibles." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 5c764f41a4..6386105950 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -68,13 +68,14 @@ # GuruWP <guruwp@protonmail.com>, 2023. # Paul Cordellier <cordellierp@gmail.com>, 2023. # Alexis Robin <arobin9999@gmail.com>, 2023. +# "Dimitri A." <dimitripilot3@gmail.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2023-04-03 15:09+0000\n" -"Last-Translator: Paul Cordellier <cordellierp@gmail.com>\n" +"PO-Revision-Date: 2023-04-30 10:49+0000\n" +"Last-Translator: \"Dimitri A.\" <dimitripilot3@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fr/>\n" "Language: fr\n" @@ -82,7 +83,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.17-dev\n" +"X-Generator: Weblate 4.18-dev\n" msgid "Description" msgstr "Description" @@ -390,56 +391,6 @@ msgstr "" "[/codeblock]" msgid "" -"Returns [code]true[/code] if [param value] is an instance of [param type]. " -"The [param type] value must be one of the following:\n" -"- A constant from the [enum Variant.Type] enumeration, for example [constant " -"TYPE_INT].\n" -"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" -"- A [Script] (you can use any class, including inner one).\n" -"Unlike the right operand of the [code]is[/code] operator, [param type] can " -"be a non-constant value. The [code]is[/code] operator supports more features " -"(such as typed arrays) and is more performant. Use the operator instead of " -"this method if you do not need dynamic type checking.\n" -"Examples:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " -"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " -"above options, this method will raise an runtime error.\n" -"See also [method @GlobalScope.typeof], [method type_exists], [method Array." -"is_same_typed] (and other [Array] methods)." -msgstr "" -"Renvoie [code]true[/code] si [param value] est une instance de [param type]. " -"La valeur de [param type] doit être l'une des suivantes :\n" -"- Une constante de l'énumération [enum Variant.Type], par exemple [constant " -"TYPE_INT].\n" -"- Une classe dérivée de [Object] qui existe dans [ClassDB], par exemple " -"[Node].\n" -"- Un [Script] (vous pouvez utiliser n'importe quelle classe, y compris une " -"classe interne).\n" -"Contrairement à l'opérande droit de l'opérateur [code]is[/code], [param " -"type] peut être une valeur non constante. L'opérateur [code]is[/code] prend " -"en charge davantage de fonctionnalités (telles que les tableaux typés) et " -"est plus performant. Utilisez l'opérateur au lieu de cette méthode si vous " -"n'avez pas besoin d'une vérification dynamique des types.\n" -"Exemples :\n" -"[bloc de code]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]Note :[/b] Si [param value] et/ou [param type] sont des objets libérés " -"(voir [method @GlobalScope.is_instance_valid]), ou si [param type] n'est pas " -"l'une des options ci-dessus, cette méthode lèvera une erreur d'exécution.\n" -"Voir aussi [method @GlobalScope.typeof], [method type_exists], [method Array." -"is_same_typed] (et autres méthodes [Array])." - -msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String], the element count of any array type or the " "size of a [Dictionary]. For every other Variant type, a run-time error is " @@ -465,58 +416,6 @@ msgstr "" "[/codeblock]" msgid "" -"Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script " -"or in the scene), the resource is loaded from disk on function call, which " -"might cause a slight delay, especially when loading large scenes. To avoid " -"unnecessary delays when loading something multiple times, either store the " -"resource in a variable or use [method preload].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " -"from the FileSystem dock into the current script.\n" -"[codeblock]\n" -"# Load a scene called \"main\" located in the root of the project directory " -"and cache it in a variable.\n" -"var main = load(\"res://main.tscn\") # main will contain a PackedScene " -"resource.\n" -"[/codeblock]\n" -"[b]Important:[/b] The path must be absolute. A relative path will always " -"return [code]null[/code].\n" -"This function is a simplified version of [method ResourceLoader.load], which " -"can be used for more advanced scenarios.\n" -"[b]Note:[/b] Files have to be imported into the engine first to load them " -"using this function. If you want to load [Image]s at run-time, you may use " -"[method Image.load]. If you want to import audio files, you can use the " -"snippet described in [member AudioStreamMP3.data]." -msgstr "" -"Retourne une [Resource] depuis le système de fichiers localisé au chemin " -"absolu [param path]. Sauf si cela est déjà référencé autre part (comme dans " -"un autre script ou dans une scène), la ressource est chargée depuis le " -"disque sur un appel de fonction, qui peut causé un petit délai, en " -"particulier pendant le chargement de larges scènes. Pour éviter des délais " -"inutiles lorsque vous chargez quelque chose plusieurs fois, vous pouvez " -"stocker la ressource dans une variable ou utiliser [method preload].\n" -"[b]Note :[/b] Les chemins des ressources peuvent être obtenus en faisant un " -"clic droit sur une ressource dans la barre d'outils du système de fichiers " -"et en choisissant \"Copier le chemin\", ou en déplaçant le fichier du " -"système de fichiers vers le script actuel.\n" -"[codeblock]\n" -"# Charge une scène appelée \"main\" située dans la racine du répertoire du " -"projet et la stocke dans une variable.\n" -"var main = load(\"res://main.tscn\") # main contiendra une ressource " -"PackedScene.\n" -"[/codeblock]\n" -"[b]Important :[/b] Le chemin doit être absolu. Un chemin relatif retournera " -"toujours [code]null[/code].\n" -"Cette fonction est une version simplifiée de [method ResourceLoader.load], " -"qui peut être utilisée pour des scénarios plus avancés.\n" -"[b]Note :[/b] Les fichiers doivent être importés dans le moteur de jeu en " -"premier pour qu'ils soient chargés en utilisant cette fonction. Si vous " -"voulez importer des [Image]s au run-time vous pouvez utiliser [method Image." -"load]. Si vous voulez importer des fichiers audio, vous pouvez utiliser " -"l'extrait décrit dans [member AudioStreamMP3.data]." - -msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " @@ -929,25 +828,6 @@ msgstr "Constantes et fonction à portée globale." msgid "Random number generation" msgstr "Génération de nombres aléatoires" -msgid "" -"Returns the arc cosine of [param x] in radians. Use to get the angle of " -"cosine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/" -"code] (inclusive), otherwise, [method acos] will return [constant @GDScript." -"NAN].\n" -"[codeblock]\n" -"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" -"var c = acos(0.866025)\n" -"[/codeblock]" -msgstr "" -"Renvoie le cosinus inverse de [param x] en radians. À utiliser pour obtenir " -"l'angle du cosinus [param x]. [param x] doit être entre [code]-1.0[/code] et " -"[code]1.0[/code] (inclus), dans le cas contraire, [method acos] retournera " -"[constant @GDScript.NAN].\n" -"[codeblock]\n" -"# c vaut 0.523599 ou 30 degrés si converti avec rad2deg(s)\n" -"c = acos(0.866025)\n" -"[/codeblock]" - msgid "Converts from decibels to linear energy (audio)." msgstr "Convertit les décibels en énergie linéaire (audio)." @@ -2009,6 +1889,45 @@ msgstr "" "autre." msgid "" +"Returns a copy of this [AABB] expanded to include a given point.\n" +"[b]Example:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"# position (-3, 2, 0), size (1, 1, 1)\n" +"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" +"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and " +"Vector3(0, -1, 2)\n" +"var box2 = box.expand(Vector3(0, -1, 2))\n" +"[/gdscript]\n" +"[csharp]\n" +"// position (-3, 2, 0), size (1, 1, 1)\n" +"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" +"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB " +"and Vector3(0, -1, 2)\n" +"var box2 = box.Expand(new Vector3(0, -1, 2));\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"Retourne une copie de ce [AABB] élargi afin d'inclure un point donné.\n" +"[b]Exemple :[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Occupe la position (-3, 2, 0) avec une taille de (1, 1, 1).\n" +"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" +"# Occupe la position (-3, -1, 0) avec une taille de (3, 4, 2) afin d'inclure " +"le point défini par Vector3(0, -1, 2) en plus du AABB d'origine.\n" +"var box2 = box.expand(Vector3(0, -1, 2))\n" +"[/gdscript]\n" +"[csharp]\n" +"// Occupe la position (-3, 2, 0) avec une taille de (1, 1, 1).\n" +"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n" +"// Occupe la position (-3, -1, 0) avec une taille de (3, 4, 2) afin " +"d'inclure le point défini par Vector3(0, -1, 2) en plus du AABB d'origine.\n" +"var box2 = box.Expand(new Vector3(0, -1, 2));\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" "Returns the center of the [AABB], which is equal to [member position] + " "([member size] / 2)." msgstr "" @@ -2196,7 +2115,7 @@ msgid "Maximum value for the mode enum." msgstr "Valeur maximale pour le mode énumeration." msgid "3D Physics Tests Demo" -msgstr "Démo des tests de physique 3D" +msgstr "Démo de tests physiques en 3D" msgid "Third Person Shooter Demo" msgstr "Démo de tir à la troisième personne" @@ -3121,6 +3040,12 @@ msgstr "" msgid "Using Area2D" msgstr "Utiliser les Area2D" +msgid "2D Pong Demo" +msgstr "Démo 2D « Pong »" + +msgid "2D Platformer Demo" +msgstr "Démo de jeu de plateforme en 2D" + msgid "" "Returns a list of intersecting [Area2D]s. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " @@ -3184,7 +3109,7 @@ msgid "This area does not affect gravity/damping." msgstr "Cette aire n'influe pas sur la gravité/amortissement." msgid "GUI in 3D Demo" -msgstr "Démo des interfaces en 3D" +msgstr "Démo d'interface graphique en 3D" msgid "" "The rate at which objects stop spinning in this area. Represents the angular " @@ -3318,24 +3243,6 @@ msgid "Returns [code]true[/code] if the array is empty." msgstr "Retourne [code]true[/code] si le tableau est vide." msgid "" -"Returns the maximum value contained in the array if all elements are of " -"comparable types. If the elements can't be compared, [code]null[/code] is " -"returned." -msgstr "" -"Retourne la valeur maximale contenue dans le tableau si tous les éléments " -"peuvent être comparés entre eux. Si les éléments ne peuvent pas être " -"comparés, [code]null[/code] est retourné." - -msgid "" -"Returns the minimum value contained in the array if all elements are of " -"comparable types. If the elements can't be compared, [code]null[/code] is " -"returned." -msgstr "" -"Retourne la valeur minimale contenue dans le tableau si tous les éléments " -"peuvent être comparés entre eux. Si les éléments ne peuvent pas être " -"comparés, [code]null[/code] est retourné." - -msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " "pop_front]." @@ -4207,9 +4114,6 @@ msgstr "Démo du générateur audio" msgid "Returns the length of the audio stream in seconds." msgstr "Retourne la durée en secondes du flux audio." -msgid "Audio stream that generates sounds procedurally." -msgstr "Un flux audio qui génère des sons de manière procédurale." - msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, " @@ -4755,9 +4659,6 @@ msgstr "" "La texture utilisée pour contrôler la rugosité par pixel. Multipliée par " "[membre roughness]." -msgid "The strength of the subsurface scattering effect." -msgstr "L'intensité de l'effet de transluminance." - msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " @@ -5011,7 +4912,7 @@ msgid "Matrix Transform Demo" msgstr "Démo de transformation matricielle" msgid "2.5D Demo" -msgstr "Démo 2.5D" +msgstr "Démo 2,5D" msgid "Constructs a pure rotation basis matrix from the given quaternion." msgstr "" @@ -5209,13 +5110,13 @@ msgstr "" "Le nombre de boucles de bord supplémentaires insérées le long de l'axe X." msgid "3D Kinematic Character Demo" -msgstr "Démo de caractère cinématique 3D" +msgstr "Démo de personnage cinématique en 3D" msgid "Standard themed Button." msgstr "Bouton thématique standard." msgid "OS Test Demo" -msgstr "Démo de test de système d'exploitation" +msgstr "Démo de test des fonctions OS (système d'exploitation)" msgid "" "When this property is enabled, text that is too large to fit the button is " @@ -5287,6 +5188,23 @@ msgstr "Émis lorsqu’un des boutons de ce groupe est appuyé." msgid "Calls the specified method after optional delay." msgstr "Appelle la méthode spécifiée après un délai optionnel." +msgid "" +"Makes the callback call delayed by given time in seconds.\n" +"[b]Example:[/b]\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() " +"after 2 seconds\n" +"[/codeblock]" +msgstr "" +"Retarde l'appel par le temps donné en secondes.\n" +"[b]Exemple :[/b]\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback(queue_free).set_delay(2) # Ceci va appeler queue_free() " +"après 2 secondes\n" +"[/codeblock]" + msgid "Camera node for 2D scenes." msgstr "Nœud de caméra pour les scènes en 2D." @@ -5294,7 +5212,7 @@ msgid "2D Isometric Demo" msgstr "Démo 2D isométrique" msgid "2D HDR Demo" -msgstr "Démo 2D HDR" +msgstr "Démo de plage dynamique étendue (HDR) en 2D" msgid "Aligns the camera to the tracked node." msgstr "Aligne la caméra sur le nœud suivi." @@ -5353,7 +5271,7 @@ msgid "The camera updates with the [code]_process[/code] callback." msgstr "La caméra se met à jour durant l'appel de [code]_process[/code]." msgid "Camera node, displays from a point of view." -msgstr "Nœud de caméra, affiche d'un point de vue." +msgstr "Un nœud de caméra ; affichage d'un point de vue." msgid "" "Makes this camera the current camera for the [Viewport] (see class " @@ -5387,6 +5305,36 @@ msgstr "" "la caméra. Ceci est utile pour lancer des rayons sous la forme (origine, " "normale) pour l'intersection ou la sélection d'objets." +msgid "" +"Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " +"3D point in world space.\n" +"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, " +"use [method is_position_behind] to prevent them from appearing if the 3D " +"point is behind the camera:\n" +"[codeblock]\n" +"# This code block is part of a script that inherits from Node3D.\n" +"# `control` is a reference to a node inheriting from Control.\n" +"control.visible = not get_viewport().get_camera_3d()." +"is_position_behind(global_transform.origin)\n" +"control.position = get_viewport().get_camera_3d()." +"unproject_position(global_transform.origin)\n" +"[/codeblock]" +msgstr "" +"Retourne les coordonnées 2D dans le rectangle du [Viewport] qui " +"correspondent à un point 3D donné dans l'espace du monde.\n" +"[b]Note :[/b] Lorsque vous utilisez cette méthode pour positionner des " +"éléments graphiques sur un [Viewport] en 3D, pensez à utiliser [method " +"is_position_behind] pour les empêcher d'apparaître tant que le point 3D se " +"trouve derrière la caméra :\n" +"[codeblock]\n" +"# Cet extrait de code fait partie d'un script qui hérite de Node3D.\n" +"# `control` fait référence à un nœud qui hérite de Control.\n" +"control.visible = not get_viewport().get_camera_3d()." +"is_position_behind(global_transform.origin)\n" +"control.position = get_viewport().get_camera_3d()." +"unproject_position(global_transform.origin)\n" +"[/codeblock]" + msgid "The [Environment] to use for this camera." msgstr "L'[Environment] à utiliser pour cette caméra." @@ -5650,13 +5598,6 @@ msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "Retourne le [RID] de la toile [World2D] où cet élément se trouve." 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]." - -msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "" @@ -5720,21 +5661,6 @@ msgstr "" "est utilisée comme matériau de celui-ci." msgid "" -"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible " -"if all of its antecedents are visible as well (in other words, [method " -"is_visible_in_tree] must return [code]true[/code]).\n" -"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " -"visible is to call one of the multiple [code]popup*()[/code] functions " -"instead." -msgstr "" -"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]." - -msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z " "index. If this node's Z index is 2 and its parent's effective Z index is 3, " "then this node's effective Z index will be 2 + 3 = 5." @@ -5931,7 +5857,7 @@ msgid "Kinematic character (2D)" msgstr "Caractère cinématique (2D)" msgid "2D Kinematic Character Demo" -msgstr "Démo de caractère cinétique 2D" +msgstr "Démo de personnage cinématique en 2D" msgid "" "Returns a [KinematicCollision2D], which contains information about the " @@ -6352,11 +6278,14 @@ msgstr "" msgid "A disabled collision shape has no effect in the world." msgstr "Une forme de collision désactivée n’a aucun effet dans le monde." +msgid "2D GD Paint Demo" +msgstr "Démo 2D « GD Paint »" + msgid "Tween Demo" msgstr "Démo des Tween" msgid "GUI Drag And Drop Demo" -msgstr "Démo de l'interface de déposer-glisser" +msgstr "Démo de glisser-déplacer dans une interface graphique" msgid "" "The color's alpha component, typically on the range of 0 to 1. A value of 0 " @@ -7117,16 +7046,7 @@ msgid "Control node gallery" msgstr "Galerie des nœuds de contrôle" msgid "All GUI Demos" -msgstr "Toutes les démos d'interface" - -msgid "" -"Marks an input event as handled. Once you accept an input event, it stops " -"propagating, even to nodes listening to [method Node._unhandled_input] or " -"[method Node._unhandled_key_input]." -msgstr "" -"Marque un événement d'entrée comme traité. Une fois l'événement accepté, il " -"arrête de se propager, même aux nœuds surchargeant les méthodes [method Node." -"_unhandled_input] ou [method Node._unhandled_key_input]." +msgstr "Toutes les démos d'interface graphique" msgid "" "Finds the next (below in the tree) [Control] that can receive the focus." @@ -9825,6 +9745,18 @@ msgstr "" "Définit une liste des dossiers récemment visités dans le dialogue de " "fichiers de ce projet." +msgid "" +"The language to use for the editor interface.\n" +"Translations are provided by the community. If you spot a mistake, " +"[url=$DOCS_URL/contributing/documentation/editor_and_docs_localization." +"html]contribute to editor translations on Weblate![/url]" +msgstr "" +"La langue à utiliser dans l'interface de l'éditeur.\n" +"Les traductions sont fournies par la communauté. Si vous apercevez une " +"erreur, [url=$DOCS_URL/contributing/documentation/" +"editor_and_docs_localization.html]merci de contribuer aux traductions de " +"l'éditeur sur Weblate ![/url]" + msgid "Emitted after any editor setting has changed." msgstr "Émis après qu'une préférence de l'éditeur a changé." @@ -10567,6 +10499,16 @@ msgstr "" "lumières physiques (qui ont une portée infinie). Lors de la création d'une " "lumière Godot, la portée est fixée à 4096 unités." +msgid "2D Particles Demo" +msgstr "Démo des particules en 2D" + +msgid "" +"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " +"player)" +msgstr "" +"Démo 2D « Dodge The Creeps » (utilise GPUParticles2D pour les traces " +"derrière le joueur)" + msgid "Returns a rectangle containing the positions of all existing particles." msgstr "" "Retourne un rectangle contenant la position de toutes les particules " @@ -10611,9 +10553,6 @@ msgstr "" "Une ressource d'interpolation de couleur qui peut être utilisé pour générer " "des couleurs entre des points de couleur définis par l'utilisateur." -msgid "Returns the interpolated color specified by [code]offset[/code]." -msgstr "Retourne la couleur interpolée spécifiée à [code]offset[/code]." - msgid "" "Defines how the colors between points of the gradient are interpolated. See " "[enum InterpolationMode] for available modes." @@ -12527,6 +12466,9 @@ msgstr "" msgid "Base class for all 3D joints." msgstr "La classe parente de tous les joints 3D." +msgid "3D Truck Town Demo" +msgstr "Démo 3D « Truck Town »" + msgid "The node attached to the first side (A) of the joint." msgstr "Le nœud attaché à la première extrémité (A) du joint." @@ -13099,6 +13041,18 @@ msgid "Emitted when a user responds to a permission request." msgstr "Émis quand l'utilisateur répond à une demande de permission." msgid "" +"Notification received when translations may have changed. Can be triggered " +"by the user changing the locale. Can be used to respond to language changes, " +"for example to change the UI strings on the fly. Useful when working with " +"the built-in translation support, like [method Object.tr]." +msgstr "" +"La notification reçue quand les traductions peuvent avoir changé. Peut être " +"déclenchée quand l'utilisateur modifie les paramètres régionaux. Permet de " +"réagir aux changements de langue, par exemple en modifiant le texte des " +"interfaces utilisateur à la volée. Pratique lorsque vous utilisez la prise " +"en charge intégrée des traductions, comme par le biais de [method Object.tr]." + +msgid "" "Notification received from Godot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." @@ -13636,9 +13590,6 @@ msgstr "" "d'exécution.\n" "[b]Note :[/b] Si n'est à l'intérieur d'un RPC, cette méthode retournera 0." -msgid "WebRTC Signaling Demo" -msgstr "Démo des signaux WebRTC" - msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." msgstr "Retourne l'état actuel de la connexion. Voir [enum ConnexionStatus]." @@ -13837,6 +13788,12 @@ msgstr "" "les zones d'un environnement qui peuvent être traversés pour aider les " "agents dans leur cheminement dans les espaces compliqués." +msgid "3D Navmesh Demo" +msgstr "Démo de NavigationMesh (« navmesh ») en 3D" + +msgid "Using NavigationMeshes" +msgstr "Utiliser les NavigationMesh" + msgid "" "Adds a polygon using the indices of the vertices you get when calling " "[method get_vertices]." @@ -14843,17 +14800,6 @@ msgstr "" "échelle de transformation locale." msgid "" -"Returns [code]true[/code] if the node is present in the [SceneTree], its " -"[member visible] property is [code]true[/code] and all its antecedents are " -"also visible. If any antecedent is hidden, this node will not be visible in " -"the scene tree." -msgstr "" -"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." - -msgid "" "Rotates the local transformation around axis, a unit [Vector3], by specified " "angle in radians." msgstr "" @@ -15492,75 +15438,6 @@ msgstr "" "d'envoyer des paquets à une adresse de diffusion (par exemple " "[code]255.255.255[/code])." -msgid "" -"Waits for a packet to arrive on the bound address. See [method bind].\n" -"[b]Note:[/b] [method wait] can't be interrupted once it has been called. " -"This can be worked around by allowing the other party to send a specific " -"\"death pill\" packet like this:\n" -"[codeblocks]\n" -"[gdscript]\n" -"socket = PacketPeerUDP.new()\n" -"# Server\n" -"socket.set_dest_address(\"127.0.0.1\", 789)\n" -"socket.put_packet(\"Time to stop\".to_ascii())\n" -"\n" -"# Client\n" -"while socket.wait() == OK:\n" -" var data = socket.get_packet().get_string_from_ascii()\n" -" if data == \"Time to stop\":\n" -" return\n" -"[/gdscript]\n" -"[csharp]\n" -"var socket = new PacketPeerUDP();\n" -"// Server\n" -"socket.SetDestAddress(\"127.0.0.1\", 789);\n" -"socket.PutPacket(\"Time to stop\".ToAscii());\n" -"\n" -"// Client\n" -"while (socket.Wait() == OK)\n" -"{\n" -" string data = socket.GetPacket().GetStringFromASCII();\n" -" if (data == \"Time to stop\")\n" -" {\n" -" return;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Attend qu'un paquet arrive sur l'adresse attachée. Voir [method bind].\n" -"[b]Note :[/b] [method wait] ne peut pas être interrompu une fois appelé. " -"Nous pouvons contourner cela en autorisant l'autre partie à envoyer un " -"paquet \"death pill\" comme cela :\n" -"[codeblock]\n" -"# Serveur\n" -"socket.set_dest_address(\"127.0.0.1\", 789)\n" -"socket.put_packet(\"Time to stop\".to_ascii())\n" -"\n" -"# Client\n" -"while socket.wait() == OK:\n" -" var data = socket.get_packet().get_string_from_ascii()\n" -" if data == \"Time to stop\":\n" -" return\n" -"[/gdscript]\n" -"[csharp]\n" -"var socket = new PacketPeerUDP();\n" -"// Serveur\n" -"socket.SetDestAddress(\"127.0.0.1\", 789);\n" -"socket.PutPacket(\"Time to stop\".ToAscii());\n" -"\n" -"// Client\n" -"while (socket.Wait() == OK)\n" -"{\n" -" string data = socket.GetPacket().GetStringFromASCII();\n" -" if (data == \"Time to stop\")\n" -" {\n" -" return;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Provides an opaque background for [Control] children." msgstr "Fournis un arrière-plan opaque pour le [Control] enfant." @@ -16359,6 +16236,48 @@ msgstr "" "Définit l'ordre d'une valeur de configuration (qui a une influence quand " "sauvegardée dans le fichier de configuration)." +msgid "" +"Sets whether a setting requires restarting the editor to properly take " +"effect.\n" +"[b]Note:[/b] This is just a hint to display to the user that the editor must " +"be restarted for changes to take effect. Enabling [method " +"set_restart_if_changed] does [i]not[/i] delay the setting being set when " +"changed." +msgstr "" +"Définit si un paramètre exige que l'éditeur soit redémarré afin d'être " +"correctement pris en compte.\n" +"[b]Note :[/b] Cela n'aura pour effet que d'indiquer (ou non) à l'utilisateur " +"que l'éditeur doit être redémarré pour que les changements prennent effet. " +"Activer [method set_restart_if_changed] [i]ne retarde pas[/i] l'affectation " +"d'une valeur à un paramètre lorsqu'il est modifié." + +msgid "" +"Sets the value of a setting.\n" +"[b]Example:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n" +"[/gdscript]\n" +"[csharp]\n" +"ProjectSettings.SetSetting(\"application/config/name\", \"Example\");\n" +"[/csharp]\n" +"[/codeblocks]\n" +"This can also be used to erase custom project settings. To do this change " +"the setting value to [code]null[/code]." +msgstr "" +"Définit la valeur d'un paramètre.\n" +"[b]Exemple :[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"ProjectSettings.set_setting(\"application/config/name\", \"Exemple\")\n" +"[/gdscript]\n" +"[csharp]\n" +"ProjectSettings.SetSetting(\"application/config/name\", \"Exemple\");\n" +"[/csharp]\n" +"[/codeblocks]\n" +"Cela permet aussi de supprimer un paramètre personnalisé du projet : pour ce " +"faire, remplacez la valeur de ce dernier par [code]null[/code]." + msgid "Background color for the boot splash." msgstr "La couleur d'arrière plan pour l'écran de lancement." @@ -16418,6 +16337,14 @@ msgstr "" "exportateurs utiliseront également cette icône si possible." msgid "" +"Translations of the project's name. This setting is used by OS tools to " +"translate application name on Android, iOS and macOS." +msgstr "" +"Traductions du nom du projet. Ce paramètre est utilisé en interne par le " +"système d'exploitation afin de traduire le nom de l'application sur Android, " +"iOS et macOS." + +msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] in Zstandard." msgstr "" @@ -17195,9 +17122,6 @@ msgstr "" msgid "2D in 3D Demo" msgstr "Démo pour la 2D en 3D" -msgid "Quaternion." -msgstr "Quaternion." - msgid "" "Constructs a quaternion that will rotate around the given axis by the " "specified angle. The axis must be a normalized vector." @@ -17626,9 +17550,6 @@ msgstr "Efface le [CanvasItem] et enlève toutes les commandes." msgid "Sets the index for the [CanvasItem]." msgstr "Définit l’index du [CanvasItem]." -msgid "Sets a new material to the [CanvasItem]." -msgstr "Définit un nouveau matériau pour le [CanvasItem]." - msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "Définit si le [CanvasItem] utilise le même matériau que son parent." @@ -17690,13 +17611,6 @@ msgstr "Définit la forme du polygone occulteur." msgid "Modulates all colors in the given canvas." msgstr "Module toutes les couleurs du canevas spécifié." -msgid "" -"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." -"background_mode]." -msgstr "" -"Définit le mode d'arrière-plan [i]BGMode[/i] de l'environnement. Équivalent " -"à [member Environment.background_mode]." - msgid "Sets the intensity of the background color." msgstr "Définit l'intensité de la couleur de l'arrière-plan." @@ -17745,9 +17659,6 @@ msgstr "" "Définit le drapeau pour un [enum InstanceFlags] spécifié. Voir [enum " "InstanceFlags] pour plus de détails." -msgid "Not implemented in Godot 3.x." -msgstr "Non mis en œuvre dans Godot 3.x." - msgid "Returns the value of a certain material's parameter." msgstr "Retourne la valeur du paramètre du matériau." @@ -17822,9 +17733,6 @@ msgstr "" "Retourne [code]true[/code] si les particules ne sont pas émises et qu'elles " "sont inactives." -msgid "Returns a shader's code." -msgstr "Retourne le code d'un shader." - msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "" "Retourne la [Transform2D] définie pour l'os spécifié pour ce squelette." @@ -17865,22 +17773,10 @@ msgstr "" "Définit le mode d'affichage de débogage de la fenêtre d'affichage. Voir " "[enum ViewportDebugDraw] pour les options." -msgid "If [code]true[/code], the viewport's canvas is not rendered." -msgstr "" -"Si [code]true[/code], le canevas de la fenêtre d'affichage n'est pas rendu." - msgid "Sets the viewport's global transformation matrix." msgstr "" "Définit la matrice de transformation globale de la fenêtre d'affichage." -msgid "Sets the viewport's parent to another viewport." -msgstr "" -"Définir le parent de la fenêtre d'affichage par une autre fenêtre " -"d'affichage." - -msgid "Sets the viewport's width and height." -msgstr "Définit la largeur et la hauteur de la fenêtre d'affichage." - msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "" @@ -17898,18 +17794,12 @@ msgid "The maximum Z-layer for canvas items." msgstr "" "Le niveau maximal du calque de profondeur pour les éléments de canevas." -msgid "Unused enum in Godot 3.x." -msgstr "Énumération inutilisée dans Godot 3.x." - msgid "Shader is a 3D shader." msgstr "Ce shader est utilisé en 3D." msgid "Shader is a 2D shader." msgstr "Ce shader est utilisé en 2D." -msgid "Shader is a particle shader." -msgstr "Ce shader est utilisé pour les particules." - msgid "Represents the size of the [enum ShaderMode] enum." msgstr "Représente la taille de l'énumération [enum ShaderMode]." @@ -17919,45 +17809,27 @@ msgstr "La priorité minimale de rendu de tous les matériaux." msgid "The maximum renderpriority of all materials." msgstr "La priorité maximale de rendu de tous les matériaux." -msgid "Array is a vertex array." -msgstr "Le tableau est un tableau de sommets." - msgid "Array is a normal array." msgstr "Le tableau est un tableau normal." msgid "Array is a tangent array." msgstr "Le tableau est un tableau de tangentes." -msgid "Array is a color array." -msgstr "Le tableau est un tableau de couleurs." - msgid "Array is an UV coordinates array." msgstr "Le tableau est un tableau de coordonnées UV." -msgid "Array is an UV coordinates array for the second UV coordinates." -msgstr "Le tableau est un tableau de coordonnées UV secondaires (UV2)." - msgid "Array contains bone information." msgstr "Le tableau contient des informations sur les os." msgid "Array is weight information." msgstr "Le tableau est une information sur le poids." -msgid "Array is index array." -msgstr "Le tableau est un tableau d'index." - -msgid "Flag used to mark a vertex array." -msgstr "Drapeau utilisé pour marquer un tableau de sommets." - msgid "Flag used to mark a normal array." msgstr "Drapeau utilisé pour marquer un tableau de normales." msgid "Flag used to mark a tangent array." msgstr "Drapeau utilisé pour marquer un tableau de tangentes." -msgid "Flag used to mark a color array." -msgstr "Drapeau utilisé pour marquer un tableau de couleurs." - msgid "Flag used to mark an UV coordinates array." msgstr "Drapeau utilisé pour marquer un tableau de coordonnées UV." @@ -17981,15 +17853,6 @@ msgstr "Représente la taille de l'énumération [enum PrimitiveType]." msgid "Use [Transform2D] to store MultiMesh transform." msgstr "Utiliser [Transform2D] pour stocker la transformation des MultiMesh." -msgid "Is a directional (sun) light." -msgstr "Est une lumière (solaire) directionnelle." - -msgid "Is an omni light." -msgstr "Est une lumière omnidirectionnelle." - -msgid "Is a spot light." -msgstr "Est une lumière ponctuelle." - msgid "The light's influence on specularity." msgstr "L’influence de la lumière sur la spécularité." @@ -18005,9 +17868,6 @@ msgstr "L’angle du projecteur." msgid "The spotlight's attenuation." msgstr "L'atténuation du projecteur." -msgid "Max distance that shadows will be rendered." -msgstr "Distance maximale à laquelle les ombres seront rendues." - msgid "Represents the size of the [enum LightParam] enum." msgstr "Représente la taille de l'énumération [enum LightParam]." @@ -18047,31 +17907,6 @@ msgstr "Trier les particules par durée de vie." msgid "Sort particles based on their distance to the camera." msgstr "Trier les particules suivant leur distance à la caméra." -msgid "Do not update the viewport." -msgstr "Ne pas mettre à jour le viewport." - -msgid "Update the viewport once then set to disabled." -msgstr "Met à jour le fenêtre d'affichage une fois puis arrête les mis à jour." - -msgid "Update the viewport whenever it is visible." -msgstr "Met à jour la fenêtre d'affichage quand elle est visible." - -msgid "Always update the viewport." -msgstr "Toujours mettre à jour la fenêtre d'affichage." - -msgid "The viewport is always cleared before drawing." -msgstr "La fenêtre d'affichage est toujours nettoyée avant d'être dessinée." - -msgid "The viewport is never cleared before drawing." -msgstr "La fenêtre d'affichage n'est jamais nettoyée avant d'être dessinée." - -msgid "" -"The viewport is cleared once, then the clear mode is set to [constant " -"VIEWPORT_CLEAR_NEVER]." -msgstr "" -"La fenêtre d'affichage sera effacée une seule fois, puis passera en mode " -"[constant VIEWPORT_CLEAR_NEVER]." - msgid "Number of objects drawn in a single frame." msgstr "Le nombre d'objets affichés en une seule trame." @@ -18550,12 +18385,6 @@ msgstr "Classe de base pour les barres de défilement." msgid "Emitted when the scrollbar is being scrolled." msgstr "Émis quand la barre de défilement est défilée." -msgid "The current horizontal scroll value." -msgstr "La valeur de défilement horizontal actuelle." - -msgid "The current vertical scroll value." -msgstr "La valeur de défilement vertical actuelle." - msgid "Emitted when scrolling stops." msgstr "Émis lorsque le défilement s'arrête." @@ -19206,13 +19035,6 @@ msgstr "" msgid "Returns the smallest border width out of all four borders." msgstr "Retourne la plus fine bordure parmi les quatre bordures." -msgid "" -"This changes the size of the faded ring. Higher values can be used to " -"achieve a \"blurry\" effect." -msgstr "" -"Cela change la taille de l’anneau fané. Des valeurs plus élevées peuvent " -"être utilisées pour obtenir un effet « flou »." - msgid "The background color of the stylebox." msgstr "La couleur d'arrière-plan de la stylebox." @@ -21602,10 +21424,6 @@ msgstr "" "[constant Node. NOTIFICATION_DRAG_END] lorsque vous préférez récupérer " "directement la valeur." -msgid "Stops the input from propagating further down the [SceneTree]." -msgstr "" -"Arrête la propagation de l'entrée plus profondément dans le [SceneTree]." - msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "Si [code]true[/code], la fenêtre d'affichage gèrera les flux audio 2D." diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index a5957c9be4..c3caf836ad 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -79,7 +79,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-04-19 00:40+0000\n" +"PO-Revision-Date: 2023-04-20 17:02+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" @@ -395,51 +395,6 @@ msgstr "" "[/codeblock]" msgid "" -"Returns [code]true[/code] if [param value] is an instance of [param type]. " -"The [param type] value must be one of the following:\n" -"- A constant from the [enum Variant.Type] enumeration, for example [constant " -"TYPE_INT].\n" -"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" -"- A [Script] (you can use any class, including inner one).\n" -"Unlike the right operand of the [code]is[/code] operator, [param type] can " -"be a non-constant value. The [code]is[/code] operator supports more features " -"(such as typed arrays) and is more performant. Use the operator instead of " -"this method if you do not need dynamic type checking.\n" -"Examples:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " -"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " -"above options, this method will raise an runtime error.\n" -"See also [method @GlobalScope.typeof], [method type_exists], [method Array." -"is_same_typed] (and other [Array] methods)." -msgstr "" -"如果 [param value] 为 [param type] 类型的实例,则返回 [code]true[/code]。" -"[param type] 的值必须为下列值之一:\n" -"- [enum Variant.Type] 枚举常量,例如 [constant TYPE_INT]。\n" -"- [ClassDB] 中存在的派生自 [Object] 的类,例如 [Node]。\n" -"- [Script](可以用任何类,包括内部类)。\n" -"[param type] 可以不是常量,这一点与 [code]is[/code] 的右操作数不同。" -"[code]is[/code] 运算符支持的功能更多(例如类型化数组),性能也更高。如果你不" -"需要动态类型检查,请使用该运算符,不要使用此方法。\n" -"示例:\n" -"[codeblock]\n" -"print(is_instance_of(a, TYPE_INT))\n" -"print(is_instance_of(a, Node))\n" -"print(is_instance_of(a, MyClass))\n" -"print(is_instance_of(a, MyClass.InnerClass))\n" -"[/codeblock]\n" -"[b]注意:[/b]如果 [param value] 和/或 [param type] 为已释放的对象(见 " -"[method @GlobalScope.is_instance_valid]),或者 [param type] 不是以上选项之" -"一,则此方法会报运行时错误。\n" -"另见 [method @GlobalScope.typeof]、[method type_exists]、[method Array." -"is_same_typed](以及其他 [Array] 方法)。" - -msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String], the element count of any array type or the " "size of a [Dictionary]. For every other Variant type, a run-time error is " @@ -464,48 +419,6 @@ msgstr "" "[/codeblock]" msgid "" -"Returns a [Resource] from the filesystem located at the absolute [param " -"path]. Unless it's already referenced elsewhere (such as in another script " -"or in the scene), the resource is loaded from disk on function call, which " -"might cause a slight delay, especially when loading large scenes. To avoid " -"unnecessary delays when loading something multiple times, either store the " -"resource in a variable or use [method preload].\n" -"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " -"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " -"from the FileSystem dock into the current script.\n" -"[codeblock]\n" -"# Load a scene called \"main\" located in the root of the project directory " -"and cache it in a variable.\n" -"var main = load(\"res://main.tscn\") # main will contain a PackedScene " -"resource.\n" -"[/codeblock]\n" -"[b]Important:[/b] The path must be absolute. A relative path will always " -"return [code]null[/code].\n" -"This function is a simplified version of [method ResourceLoader.load], which " -"can be used for more advanced scenarios.\n" -"[b]Note:[/b] Files have to be imported into the engine first to load them " -"using this function. If you want to load [Image]s at run-time, you may use " -"[method Image.load]. If you want to import audio files, you can use the " -"snippet described in [member AudioStreamMP3.data]." -msgstr "" -"返回一个位于文件系统绝对路径 [param path] 的 [Resource]。除非该资源已在其他地" -"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可" -"能会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不" -"必要的延迟,可以将资源存储在变量中或使用预加载 [method preload]。\n" -"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路" -"径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" -"[codeblock]\n" -"# 加载位于项目根目录的一个名为“main”的场景,并将其缓存在一个变量中。\n" -"var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" -"[/codeblock]\n" -"[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" -"这个方法是 [method ResourceLoader.load] 的简化版,原方法可以用于更高级的场" -"景。\n" -"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加" -"载 [Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 " -"[member AudioStreamMP3.data]中描述的代码片段。" - -msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " @@ -1504,41 +1417,6 @@ msgstr "" "[/codeblock]" msgid "" -"Returns the arc cosine of [param x] in radians. Use to get the angle of " -"cosine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/" -"code] (inclusive), otherwise, [method acos] will return [constant @GDScript." -"NAN].\n" -"[codeblock]\n" -"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" -"var c = acos(0.866025)\n" -"[/codeblock]" -msgstr "" -"返回 [param x] 的反余弦,单位为弧度。用来获取余弦 [param x] 的角度。[param " -"x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method " -"acos] 将返回 [constant @GDScript.NAN]。\n" -"[codeblock]\n" -"# 如果用 rad_to_deg(c) 转换,c为0.523599或30度\n" -"var c = acos(0.866025)\n" -"[/codeblock]" - -msgid "" -"Returns the arc sine of [param x] in radians. Use to get the angle of sine " -"[param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] " -"(inclusive), otherwise, [method asin] will return [constant @GDScript.NAN].\n" -"[codeblock]\n" -"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" -"var s = asin(0.5)\n" -"[/codeblock]" -msgstr "" -"返回 [param x] 的反正弦值,单位为弧度。用来获取正弦 [param x] 的角度。[param " -"x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method " -"asin] 将返回 [constant @GDScript.NAN]。\n" -"[codeblock]\n" -"# 如果用 rad_to_deg(s) 转换,s为0.523599或30度\n" -"var s = asin(0.5)\n" -"[/codeblock]" - -msgid "" "Returns the arc tangent of [param x] in radians. Use it to get the angle " "from an angle's tangent in trigonometry.\n" "The method cannot know in which quadrant the angle should fall. See [method " @@ -2621,55 +2499,6 @@ msgstr "" "试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。" msgid "" -"Converts one or more arguments of any type to string in the best way " -"possible and prints them to the console. The following BBCode tags are " -"supported: b, i, u, s, indent, code, url, center, right, color, bgcolor, " -"fgcolor. Color tags only support named colors such as [code]red[/code], " -"[i]not[/i] hexadecimal color codes. Unsupported tags will be left as-is in " -"standard output.\n" -"When printing to standard output, the supported subset of BBCode is " -"converted to ANSI escape codes for the terminal emulator to display. " -"Displaying ANSI escape codes is currently only supported on Linux and macOS. " -"Support for ANSI escape codes may vary across terminal emulators, especially " -"for italic and strikethrough.\n" -"[codeblocks]\n" -"[gdscript]\n" -"print_rich(\"[code][b]Hello world![/b][/code]\") # Prints out: [b]Hello " -"world![/b]\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.PrintRich(\"[code][b]Hello world![/b][/code]\"); // Prints out: [b]Hello " -"world![/b]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " -"print error and warning messages instead of [method print] or [method " -"print_rich]. This distinguishes them from print messages used for debugging " -"purposes, while also displaying a stack trace when an error or warning is " -"printed." -msgstr "" -"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制" -"台。支持以下 BBCode 标签:b、i、u、s、indent、code、url、center、right、" -"color、bgcolor、fgcolor。颜色标签仅支持命名颜色,例如 [code]red[/code]、[i]不" -"支持[/i] 十六进制颜色代码。不支持的标签将在标准输出中保持原样。\n" -"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显" -"示。目前仅 Linux 和 macOS 支持显示 ANSI 转义码。对 ANSI 转义码的支持可能因终" -"端仿真器而异,尤其是斜体和删除线。\n" -"[codeblocks]\n" -"[gdscript]\n" -"print_rich(\"[code][b]Hello world![/b][/code]\") # 输出:[b]Hello world![/" -"b]\n" -"[/gdscript]\n" -"[csharp]\n" -"GD.PrintRich(\"[code][b]Hello world![/b][/code]\"); // 输出:[b]Hello world!" -"[/b]\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错" -"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调" -"试目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。" - -msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " "the best way possible and prints them to the console." @@ -5957,159 +5786,6 @@ msgstr "填充窗口背景的面板。" msgid "Interface to low level AES encryption features." msgstr "底层 AES 加密功能接口。" -msgid "" -"This class provides access to AES encryption/decryption of raw data. Both " -"AES-ECB and AES-CBC mode are supported.\n" -"[codeblocks]\n" -"[gdscript]\n" -"extends Node\n" -"\n" -"var aes = AESContext.new()\n" -"\n" -"func _ready():\n" -" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" -" var data = \"My secret text!!\" # Data size must be multiple of 16 " -"bytes, apply padding if needed.\n" -" # Encrypt ECB\n" -" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n" -" var encrypted = aes.update(data.to_utf8())\n" -" aes.finish()\n" -" # Decrypt ECB\n" -" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n" -" var decrypted = aes.update(encrypted)\n" -" aes.finish()\n" -" # Check ECB\n" -" assert(decrypted == data.to_utf8())\n" -"\n" -" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" -" # Encrypt CBC\n" -" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n" -" encrypted = aes.update(data.to_utf8())\n" -" aes.finish()\n" -" # Decrypt CBC\n" -" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n" -" decrypted = aes.update(encrypted)\n" -" aes.finish()\n" -" # Check CBC\n" -" assert(decrypted == data.to_utf8())\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"using System.Diagnostics;\n" -"\n" -"public partial class MyNode : Node\n" -"{\n" -" private AesContext _aes = new AesContext();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" string key = \"My secret key!!!\"; // Key must be either 16 or 32 " -"bytes.\n" -" string data = \"My secret text!!\"; // Data size must be multiple of " -"16 bytes, apply padding if needed.\n" -" // Encrypt ECB\n" -" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8());\n" -" byte[] encrypted = _aes.Update(data.ToUtf8());\n" -" _aes.Finish();\n" -" // Decrypt ECB\n" -" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8());\n" -" byte[] decrypted = _aes.Update(encrypted);\n" -" _aes.Finish();\n" -" // Check ECB\n" -" Debug.Assert(decrypted == data.ToUtf8());\n" -"\n" -" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 " -"bytes.\n" -" // Encrypt CBC\n" -" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8(), iv.ToUtf8());\n" -" encrypted = _aes.Update(data.ToUtf8());\n" -" _aes.Finish();\n" -" // Decrypt CBC\n" -" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8(), iv.ToUtf8());\n" -" decrypted = _aes.Update(encrypted);\n" -" _aes.Finish();\n" -" // Check CBC\n" -" Debug.Assert(decrypted == data.ToUtf8());\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"此类提供了对原始数据的 AES 加密/解密的访问。同时支持 AES-ECB 和 AES-CBC 模" -"式。\n" -"[codeblocks]\n" -"[gdscript]\n" -"extends Node\n" -"\n" -"var aes = AESContext.new()\n" -"\n" -"func _ready():\n" -" var key = \"My secret key!!!\" # 密钥必须是 16 或 32 字节。\n" -" var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添" -"加补白。\n" -" # ECB 加密\n" -" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n" -" var encrypted = aes.update(data.to_utf8())\n" -" aes.finish()\n" -" # ECB 解密\n" -" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n" -" var decrypted = aes.update(encrypted)\n" -" aes.finish()\n" -" # ECB 校验\n" -" assert(decrypted == data.to_utf8())\n" -"\n" -" var iv = \"My secret iv!!!!\" # IV 必须是 16 字节。\n" -" # CBC 加密\n" -" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n" -" encrypted = aes.update(data.to_utf8())\n" -" aes.finish()\n" -" # CBC 解密\n" -" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n" -" decrypted = aes.update(encrypted)\n" -" aes.finish()\n" -" # CBC 校验\n" -" assert(decrypted == data.to_utf8())\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"using System.Diagnostics;\n" -"\n" -"public partial class MyNode : Node\n" -"{\n" -" private AesContext _aes = new AesContext();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" string key = \"My secret key!!!\"; // 密钥必须是 16 或 32 字节。\n" -" string data = \"My secret text!!\"; // 数据大小必须是 16 字节的倍数," -"需要时添加补白。\n" -" // ECB 加密\n" -" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8());\n" -" byte[] encrypted = _aes.Update(data.ToUtf8());\n" -" _aes.Finish();\n" -" // ECB 解密\n" -" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8());\n" -" byte[] decrypted = _aes.Update(encrypted);\n" -" _aes.Finish();\n" -" // ECB 校验\n" -" Debug.Assert(decrypted == data.ToUtf8());\n" -"\n" -" string iv = \"My secret iv!!!!\"; // IV 必须是 16 字节。\n" -" // CBC 加密\n" -" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8(), iv.ToUtf8());\n" -" encrypted = _aes.Update(data.ToUtf8());\n" -" _aes.Finish();\n" -" // CBC 解密\n" -" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8(), iv.ToUtf8());\n" -" decrypted = _aes.Update(encrypted);\n" -" _aes.Finish();\n" -" // CBC 校验\n" -" Debug.Assert(decrypted == data.ToUtf8());\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Close this AES context so it can be started again. See [method start]." msgstr "关闭此 AES 上下文,以便可以再次启动它。见 [method start]。" @@ -6161,11 +5837,6 @@ msgid "Maximum value for the mode enum." msgstr "模式列举的最大值。" msgid "" -"Physics body for 2D physics which moves only by script or animation. Useful " -"for moving platforms and doors." -msgstr "用于 2D 物理中仅通过脚本或动画移动的物理实体。适用于移动的平台和门。" - -msgid "" "Animatable body for 2D physics.\n" "An animatable body can't be moved by external forces or contacts, but can be " "moved by script or animation to affect other bodies in its path. It is ideal " @@ -6197,11 +5868,6 @@ msgstr "" "要[/b]与[method PhysicsBody2D.move_and_collide]一起使用。" msgid "" -"Physics body for 3D physics which moves only by script or animation. Useful " -"for moving platforms and doors." -msgstr "仅通过脚本或动画移动、用于3D 物理的物理体。适用于移动的平台和门。" - -msgid "" "Animatable body for 3D physics.\n" "An animatable body can't be moved by external forces or contacts, but can be " "moved by script or animation to affect other bodies in its path. It is ideal " @@ -8664,14 +8330,6 @@ msgstr "" "[b]注意:[/b]方法/音频/动画播放轨道不会被该方法处理。" msgid "" -"If playing, the the current animation's key, otherwise, the animation last " -"played. When set, this changes the animation, but will not play it unless " -"already playing. See also [member current_animation]." -msgstr "" -"如果正在播放,则为当前动画的键,否则为上次播放的动画。设置后会改变动画,但除" -"非已经播放,否则不会播放。另见 [member current_animation]。" - -msgid "" "The number of possible simultaneous sounds for each of the assigned " "AudioStreamPlayers.\n" "For example, if this value is [code]32[/code] and the animation has two " @@ -9801,15 +9459,6 @@ msgid "The magnitude of area-specific wind force." msgstr "特定区域风力的大小。" msgid "" -"The [Node3D] which is used to specify the the direction and origin of an " -"area-specific wind force. The direction is opposite to the z-axis of the " -"[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s " -"local transform." -msgstr "" -"[Node3D] 用于指定特定区域风力的方向和原点。方向与 [Node3D] 局部变换的 z 轴相" -"反,其原点为 [Node3D] 局部变换的原点。" - -msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param area_shape_index] contain indices of " @@ -10546,22 +10195,6 @@ msgstr "" "另请参见 [method filter]、[method reduce]、[method any] 和 [method all]。" msgid "" -"Returns the maximum value contained in the array if all elements are of " -"comparable types. If the elements can't be compared, [code]null[/code] is " -"returned." -msgstr "" -"如果数组中的所有元素都是可比较的类型,返回其中的最大值。如果无法比较,返回 " -"[code]null[/code]。" - -msgid "" -"Returns the minimum value contained in the array if all elements are of " -"comparable types. If the elements can't be compared, [code]null[/code] is " -"returned." -msgstr "" -"如果数组中的所有元素都是可比较的类型,返回其中的最小值。如果无法比较,返回 " -"[code]null[/code]。" - -msgid "" "Returns a random value from the target array.\n" "[codeblocks]\n" "[gdscript]\n" @@ -13657,27 +13290,6 @@ msgid "" msgstr "" "如果该音频流仅支持单声道播放,则返回 true;如果音频流支持复调,则返回 false。" -msgid "Audio stream that generates sounds procedurally." -msgstr "使用程序生成声音的音频流。" - -msgid "" -"This audio stream does not play back sounds, but expects a script to " -"generate audio data for it instead. See also " -"[AudioStreamGeneratorPlayback].\n" -"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " -"spectrum analysis.\n" -"[b]Note:[/b] Due to performance constraints, this class is best used from C# " -"or from a compiled language via GDExtension. If you still want to use this " -"class from GDScript, consider using a lower [member mix_rate] such as 11,025 " -"Hz or 22,050 Hz." -msgstr "" -"该音频流不播放声音,但需要脚本为其生成音频数据。另见 " -"[AudioStreamGeneratorPlayback]。\n" -"另请参阅 [AudioEffectSpectrumAnalyzer] 以执行实时音频频谱分析。\n" -"[b]注意:[/b]由于性能限制,最好从 C# 或通过 GDExtension 编译的语言中使用此" -"类。如果仍想使从 GDScript 中使用此类,请考虑使用较低的 [member mix_rate],例" -"如 11,025 Hz 或 22,050 Hz。" - msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, " @@ -15621,13 +15233,6 @@ msgstr "" "这些源的反射,请将 [member metallic_specular] 设置为 [code]0.0[/code]。" msgid "" -"If [code]true[/code], subsurface scattering is enabled. Emulates light that " -"penetrates an object's surface, is scattered, and then emerges." -msgstr "" -"如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然" -"后出现。" - -msgid "" "If [code]true[/code], subsurface scattering will use a special mode " "optimized for the color and density of human skin, such as boosting the " "intensity of the red channel in subsurface scattering." @@ -15635,9 +15240,6 @@ msgstr "" "如果为 [code]true[/code],则次表面散射将使用针对人类皮肤的颜色和密度进行优化" "的特殊模式,例如提升次表面散射中红色通道的强度。" -msgid "The strength of the subsurface scattering effect." -msgstr "次表面散射效果的强度。" - msgid "" "Texture used to control the subsurface scattering strength. Stored in the " "red texture channel. Multiplied by [member subsurf_scatter_strength]." @@ -17703,22 +17305,6 @@ msgstr "" "法。" msgid "" -"Returns a copy of this [Callable] with one or more arguments bound. When " -"called, the bound arguments are passed [i]after[/i] the arguments supplied " -"by [method call]." -msgstr "" -"返回该 [Callable] 的副本,绑定其中的一个或多个参数。调用时,被绑定的参数在提" -"供给 [method call] 的参数[i]之后[/i]传递。" - -msgid "" -"Returns a copy of this [Callable] with one or more arguments bound, reading " -"them from an array. When called, the bound arguments are passed [i]after[/i] " -"the arguments supplied by [method call]." -msgstr "" -"返回该 [Callable] 的副本,绑定其中的一个或多个参数,参数从数组中读取。调用" -"时,被绑定的参数在提供给 [method call] 的参数[i]之后[/i]传递。" - -msgid "" "Calls the method represented by this [Callable]. Arguments can be passed and " "should match the method's signature." msgstr "" @@ -17843,16 +17429,6 @@ msgstr "" "程过程调用)。用于多人游戏,一般不可用,除非所调用的函数有 [i]RPC[/i] 标记。" "在不支持的方法上调用该方法会导致出错。见 [method Node.rpc_id]。" -msgid "" -"Returns a copy of this [Callable] with the arguments unbound, as defined by " -"[param argcount]. Calling the returned [Callable] will call the method " -"without the extra arguments that are supplied in the [Callable] on which you " -"are calling this method." -msgstr "" -"返回该 [Callable] 的副本,解绑若干个参数,个数由 [param argcount] 定义。调用" -"返回的 [Callable] 时,会去除所提供参数中的额外参数,再对原 [Callable] 的方法" -"进行调用。" - msgid "Returns [code]true[/code] if both [Callable]s invoke different targets." msgstr "如果两个 [Callable] 调用的目标不同,则返回 [code]true[/code]。" @@ -19445,16 +19021,6 @@ msgstr "" "[MultiMeshInstance2D]。" msgid "" -"Draws a solid polygon of any number of points, convex or concave. Unlike " -"[method draw_colored_polygon], each point's color can be changed " -"individually. See also [method draw_polyline] and [method " -"draw_polyline_colors]." -msgstr "" -"绘制一个由任意数量的点构成的实心多边形,凸形或凹形。与 [method " -"draw_colored_polygon] 不同,每个点的颜色都可以单独改变。另见 [method " -"draw_polyline] 和 [method draw_polyline_colors]。" - -msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param " "width]). When drawing large amounts of lines, this is faster than using " @@ -19508,32 +19074,6 @@ msgstr "" "draw_polygon]、[method draw_rect]。" msgid "" -"Draws a rectangle. If [param filled] is [code]true[/code], the rectangle " -"will be filled with the [param color] specified. If [param filled] is " -"[code]false[/code], the rectangle will be drawn as a stroke with the [param " -"color] and [param width] specified.\n" -"If [param width] is negative, then two-point primitives will be drawn " -"instead of a four-point ones. This means that when the CanvasItem is scaled, " -"the lines will remain thin. If this behavior is not desired, then pass a " -"positive [param width] like [code]1.0[/code].\n" -"[b]Note:[/b] [param width] is only effective if [param filled] is " -"[code]false[/code].\n" -"[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not " -"display perfectly. For example, corners may be missing or brighter due to " -"overlapping lines (for a translucent [param color])." -msgstr "" -"绘制一个矩形。如果 [param filled] 为 [code]true[/code],则矩形将使用指定的 " -"[param color] 填充。如果 [param filled] 为 [code]false[/code],则矩形将被绘制" -"为具有指定的 [param color] 和 [param width] 的笔划。\n" -"如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩" -"放 CanvasItem 时,线条将保持细长。如果不需要此行为,请传递一个正的 [param " -"width],如 [code]1.0[/code]。\n" -"[b]注意:[/b][param width] 只有在 [param filled] 为 [code]false[/code] 时才有" -"效。\n" -"[b]注意:[/b]使用负 [param width] 绘制的未填充矩形可能不会完美显示。例如,由" -"于线条的重叠,角可能会缺失或变亮(对于半透明的 [param color])。" - -msgid "" "Sets a custom transform for drawing via components. Anything drawn " "afterwards will be transformed by this.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param " @@ -19632,22 +19172,6 @@ msgid "Draws a texture at a given position." msgstr "在给定的位置绘制纹理。" msgid "" -"Draws a textured rectangle at a given position, optionally modulated by a " -"color. If [param transpose] is [code]true[/code], the texture will have its " -"X and Y coordinates swapped." -msgstr "" -"在给定位置绘制一个带纹理的矩形,可以选择用颜色调制。如果 [param transpose] " -"为 [code]true[/code],则纹理将交换其 X 和 Y 坐标。" - -msgid "" -"Draws a textured rectangle region at a given position, optionally modulated " -"by a color. If [param transpose] is [code]true[/code], the texture will have " -"its X and Y coordinates swapped." -msgstr "" -"在给定位置绘制带纹理的矩形区域,可选择用颜色调制。如果 [param transpose] 为 " -"[code]true[/code],则纹理将交换其 X 和 Y 坐标。" - -msgid "" "Forces the transform to update. Transform changes in physics are not instant " "for performance reasons. Transforms are accumulated and then set. Use this " "if you need an up-to-date transform when doing physics operations." @@ -19667,13 +19191,6 @@ msgid "" msgstr "返回从该项目所在的画布坐标系到 [Viewport] 坐标系的变换。" msgid "" -"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is " -"in using the coordinate system of the [CanvasLayer]." -msgstr "" -"返回该 [CanvasItem] 所在的 [CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] " -"的坐标系。" - -msgid "" "Returns the global transform matrix of this item, i.e. the combined " "transform up to the topmost [CanvasItem] node. The topmost item is a " "[CanvasItem] that either has no parent, has non-[CanvasItem] parent or it " @@ -19738,16 +19255,6 @@ msgid "" "to children." msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。" -msgid "" -"Returns [code]true[/code] if the node is present in the [SceneTree], its " -"[member visible] property is [code]true[/code] and all its antecedents are " -"also visible. If any antecedent is hidden, this node will not be visible in " -"the scene tree, and is consequently not drawn (see [method _draw])." -msgstr "" -"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/" -"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点" -"被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。" - msgid "Assigns [param screen_point] as this node's new local transform." msgstr "将 [param screen_point] 指定为该节点的新局部变换。" @@ -19877,20 +19384,6 @@ msgstr "" "[CanvasItem]。" msgid "" -"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible " -"if all of its antecedents are visible as well (in other words, [method " -"is_visible_in_tree] must return [code]true[/code]).\n" -"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " -"visible is to call one of the multiple [code]popup*()[/code] functions " -"instead." -msgstr "" -"如果为 [code]true[/code],这个 [CanvasItem] 被绘制。只有当它的所有父节点也可" -"见时,该节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 " -"[code]true[/code])。\n" -"[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 " -"[code]popup*()[/code] 函数之一。" - -msgid "" "If [code]true[/code], child nodes with the lowest Y position are drawn " "before those with a higher Y position. If [code]false[/code], Y-sorting is " "disabled. Y-sorting only affects children that inherit from [CanvasItem].\n" @@ -21985,9 +21478,6 @@ msgstr "将该选项标记为变量。" msgid "Marks the option as a member." msgstr "将该选项标记为成员。" -msgid "Marks the option as a enum entry." -msgstr "将该选项标记为枚举条目。" - msgid "Marks the option as a constant." msgstr "将该选项标记为常量。" @@ -24696,13 +24186,124 @@ msgid "6-sided texture typically used in 3D rendering, optionally compressed." msgstr "6 面纹理,通常用于 3D 渲染,可选择压缩。" msgid "" +"A cubemap that is loaded from a [code].ccube[/code] file. This file format " +"is internal to Godot; it is created by importing other image formats with " +"the import system. [CompressedCubemap] can use one of 4 compresson methods:\n" +"- Lossless (WebP or PNG, uncompressed on the GPU)\n" +"- Lossy (WebP, uncompressed on the GPU)\n" +"- VRAM Compressed (compressed on the GPU)\n" +"- VRAM Uncompressed (uncompressed on the GPU)\n" +"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " +"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " +"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " +"required storage on disk, but they will not reduce memory usage on the GPU " +"as the texture is sent to the GPU uncompressed.\n" +"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " +"textures are faster to load compared to textures using lossless or lossy " +"compression. VRAM compression can exhibit noticeable artifacts and is " +"intended to be used for 3D rendering, not 2D.\n" +"See [Cubemap] for a general description of cubemaps." +msgstr "" +"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Godot 内部使" +"用的;它是通过导入系统导入其他图像格式创建的。[CompressedCubemap] 可以使用 4 " +"种压缩方法中的一种:\n" +"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" +"- 有损(WebP,在 GPU 上不压缩)\n" +"- VRAM 压缩(在 GPU 上压缩)\n" +"- VRAM 未压缩(在 GPU 上不压缩)\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更" +"慢、质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]" +"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理" +"未经压缩地被发送到 GPU。\n" +"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D " +"渲染,而不是 2D。\n" +"有关立方体贴图的一般描述,请参阅 [Cubemap]。" + +msgid "" "Array of 6-sided textures typically used in 3D rendering, optionally " "compressed." msgstr "6 面纹理的数组,通常用于 3D 渲染,可选择压缩。" +msgid "" +"A cubemap array that is loaded from a [code].ccubearray[/code] file. This " +"file format is internal to Godot; it is created by importing other image " +"formats with the import system. [CompressedCubemapArray] can use one of 4 " +"compresson methods:\n" +"- Lossless (WebP or PNG, uncompressed on the GPU)\n" +"- Lossy (WebP, uncompressed on the GPU)\n" +"- VRAM Compressed (compressed on the GPU)\n" +"- VRAM Uncompressed (uncompressed on the GPU)\n" +"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " +"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " +"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " +"required storage on disk, but they will not reduce memory usage on the GPU " +"as the texture is sent to the GPU uncompressed.\n" +"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " +"textures are faster to load compared to textures using lossless or lossy " +"compression. VRAM compression can exhibit noticeable artifacts and is " +"intended to be used for 3D rendering, not 2D.\n" +"See [CubemapArray] for a general description of cubemap arrays." +msgstr "" +"一种从 [code].ccubearray[/code] 文件加载的立方体贴图数组。这种文件格式是 " +"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。" +"[CompressedCubemapArray] 可以使用 4 种压缩方法中的一种:\n" +"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" +"- 有损(WebP,在 GPU 上不压缩)\n" +"- VRAM 压缩(在 GPU 上压缩)\n" +"- VRAM 未压缩(在 GPU 上不压缩)\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更" +"慢、质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]" +"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理" +"未经压缩地被发送到 GPU。\n" +"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D " +"渲染,而不是 2D。\n" +"有关立方体贴图数组的一般说明,请参阅 [CubemapArray]。" + msgid "Texture with 2 dimensions, optionally compressed." msgstr "二维纹理,可选择压缩。" +msgid "" +"A texture that is loaded from a [code].ctex[/code] file. This file format is " +"internal to Godot; it is created by importing other image formats with the " +"import system. [CompressedTexture2D] can use one of 4 compression methods " +"(including a lack of any compression):\n" +"- Lossless (WebP or PNG, uncompressed on the GPU)\n" +"- Lossy (WebP, uncompressed on the GPU)\n" +"- VRAM Compressed (compressed on the GPU)\n" +"- VRAM Uncompressed (uncompressed on the GPU)\n" +"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " +"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " +"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " +"required storage on disk, but they will not reduce memory usage on the GPU " +"as the texture is sent to the GPU uncompressed.\n" +"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " +"textures are faster to load compared to textures using lossless or lossy " +"compression. VRAM compression can exhibit noticeable artifacts and is " +"intended to be used for 3D rendering, not 2D." +msgstr "" +"一种从 [code].ctex[/code] 文件加载的纹理。这种文件格式是 Godot 内部使用的;它" +"是通过导入系统导入其他图像格式创建的。[CompressedTexture2D] 可以使用 4 种压缩" +"方法中的一种(包括没有任何压缩):\n" +"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" +"- 有损(WebP,在 GPU 上不压缩)\n" +"- VRAM 压缩(在 GPU 上压缩)\n" +"- VRAM 未压缩(在 GPU 上不压缩)\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更" +"慢、质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]" +"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理" +"未经压缩地被发送到 GPU。\n" +"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D " +"渲染,而不是 2D。" + msgid "Loads the texture from the specified [param path]." msgstr "从指定的路径 [param path] 加载纹理。" @@ -24712,6 +24313,44 @@ msgstr "该 [CompressedTexture2D] 的文件路径,指向 [code].ctex[/code] msgid "Array of 2-dimensional textures, optionally compressed." msgstr "二维纹理的数组,可选择压缩。" +msgid "" +"A texture array that is loaded from a [code].ctexarray[/code] file. This " +"file format is internal to Godot; it is created by importing other image " +"formats with the import system. [CompressedTexture2DArray] can use one of 4 " +"compresson methods:\n" +"- Lossless (WebP or PNG, uncompressed on the GPU)\n" +"- Lossy (WebP, uncompressed on the GPU)\n" +"- VRAM Compressed (compressed on the GPU)\n" +"- VRAM Uncompressed (uncompressed on the GPU)\n" +"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " +"Compressed, but slower to compress and lower quality than VRAM Compressed)\n" +"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. " +"The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the " +"required storage on disk, but they will not reduce memory usage on the GPU " +"as the texture is sent to the GPU uncompressed.\n" +"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " +"textures are faster to load compared to textures using lossless or lossy " +"compression. VRAM compression can exhibit noticeable artifacts and is " +"intended to be used for 3D rendering, not 2D.\n" +"See [Texture2DArray] for a general description of texture arrays." +msgstr "" +"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Godot 内部" +"使用的;它是通过导入系统导入其他图像格式创建的。[CompressedTexture2DArray] 可" +"以使用 4 种压缩方法中的一种:\n" +"- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" +"- 有损(WebP,在 GPU 上不压缩)\n" +"- VRAM 压缩(在 GPU 上压缩)\n" +"- VRAM 未压缩(在 GPU 上不压缩)\n" +"- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更" +"慢、质量更低)\n" +"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]" +"压缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理" +"未经压缩地被发送到 GPU。\n" +"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," +"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D " +"渲染,而不是 2D。\n" +"有关纹理数组的一般描述,请参阅 [Texture2DArray]。" + msgid "Texture with 3 dimensions, optionally compressed." msgstr "三维纹理,可选择压缩。" @@ -24741,8 +24380,16 @@ msgstr "该 [CompressedTexture3D] 的文件路径,指向 [code].ctex3d[/code] msgid "Base class for texture arrays that can optionally be compressed." msgstr "可压缩纹理数组的基类。" +msgid "" +"Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot " +"be used directly, but contains all the functions necessary for accessing the " +"derived resource types. See also [TextureLayered]." +msgstr "" +"[CompressedTexture2DArray] 和 [CompressedTexture3D] 的基类。不能直接使用,但" +"包含了访问派生资源类型所需的所有函数。另见 [TextureLayered]。" + msgid "Loads the texture at [param path]." -msgstr "从路径 [param path] 加载纹理。" +msgstr "加载位于 [param path] 的纹理。" msgid "The path the texture should be loaded from." msgstr "加载纹理所使用的路径。" @@ -25870,14 +25517,6 @@ msgstr "" "应用。" msgid "" -"Marks an input event as handled. Once you accept an input event, it stops " -"propagating, even to nodes listening to [method Node._unhandled_input] or " -"[method Node._unhandled_key_input]." -msgstr "" -"将输入事件标记为已处理。一旦接受输入事件,传播就会停止,不会再传播到正在侦听 " -"[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的节点。" - -msgid "" "Creates a local override for a theme [Color] with the specified [param " "name]. Local overrides always take precedence when fetching theme items for " "the control. An override can be removed with [method " @@ -26896,30 +26535,6 @@ msgstr "" "点交给与该控件左侧最接近的 [Control]。" msgid "" -"Tells Godot which node it should give focus to if the user presses the right " -"arrow on the keyboard or right on a gamepad by default. You can change the " -"key by editing the [member ProjectSettings.input/ui_right] input action. The " -"node must be a [Control]. If this property is not set, Godot will give focus " -"to the closest [Control] to the bottom of this one." -msgstr "" -"告诉 Godot 在默认情况下,当用户按下键盘上的向右箭头或游戏手柄上的向右键时,应" -"将焦点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_right] 的" -"输入动作来更改按键。该节点必须为 [Control]。如果未设置此属性,则 Godot 会将焦" -"点交给与该控件右侧最接近的 [Control]。" - -msgid "" -"Tells Godot which node it should give focus to if the user presses the top " -"arrow on the keyboard or top on a gamepad by default. You can change the key " -"by editing the [member ProjectSettings.input/ui_up] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " -"the closest [Control] to the bottom of this one." -msgstr "" -"告诉 Godot 在默认情况下,当用户按下键盘上的向上箭头或游戏手柄上的向上键时,应" -"将焦点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_up] 的输" -"入动作来更改按键。该节点必须为 [Control]。如果未设置此属性,则 Godot 会将焦点" -"交给与该控件顶部最接近的 [Control]。" - -msgid "" "Tells Godot which node it should give focus to if the user presses [kbd]Tab[/" "kbd] on a keyboard by default. You can change the key by editing the [member " "ProjectSettings.input/ui_focus_next] input action.\n" @@ -28760,157 +28375,6 @@ msgid "Access to advanced cryptographic functionalities." msgstr "访问高级加密功能。" msgid "" -"The Crypto class allows you to access some more advanced cryptographic " -"functionalities in Godot.\n" -"For now, this includes generating cryptographically secure random bytes, RSA " -"keys and self-signed X509 certificates generation, asymmetric key encryption/" -"decryption, and signing/verification.\n" -"[codeblocks]\n" -"[gdscript]\n" -"extends Node\n" -"\n" -"var crypto = Crypto.new()\n" -"var key = CryptoKey.new()\n" -"var cert = X509Certificate.new()\n" -"\n" -"func _ready():\n" -" # Generate new RSA key.\n" -" key = crypto.generate_rsa(4096)\n" -" # Generate new self-signed certificate with the given key.\n" -" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com," -"O=My Game Company,C=IT\")\n" -" # Save key and certificate in the user folder.\n" -" key.save(\"user://generated.key\")\n" -" cert.save(\"user://generated.crt\")\n" -" # Encryption\n" -" var data = \"Some data\"\n" -" var encrypted = crypto.encrypt(key, data.to_utf8())\n" -" # Decryption\n" -" var decrypted = crypto.decrypt(key, encrypted)\n" -" # Signing\n" -" var signature = crypto.sign(HashingContext.HASH_SHA256, data." -"sha256_buffer(), key)\n" -" # Verifying\n" -" var verified = crypto.verify(HashingContext.HASH_SHA256, data." -"sha256_buffer(), signature, key)\n" -" # Checks\n" -" assert(verified)\n" -" assert(data.to_utf8() == decrypted)\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"using System.Diagnostics;\n" -"\n" -"public partial class MyNode : Node\n" -"{\n" -" private Crypto _crypto = new Crypto();\n" -" private CryptoKey _key = new CryptoKey();\n" -" private X509Certificate _cert = new X509Certificate();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" // Generate new RSA key.\n" -" _key = _crypto.GenerateRsa(4096);\n" -" // Generate new self-signed certificate with the given key.\n" -" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain." -"com,O=My Game Company,C=IT\");\n" -" // Save key and certificate in the user folder.\n" -" _key.Save(\"user://generated.key\");\n" -" _cert.Save(\"user://generated.crt\");\n" -" // Encryption\n" -" string data = \"Some data\";\n" -" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8());\n" -" // Decryption\n" -" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n" -" // Signing\n" -" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data." -"Sha256Buffer(), _key);\n" -" // Verifying\n" -" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data." -"Sha256Buffer(), signature, _key);\n" -" // Checks\n" -" Debug.Assert(verified);\n" -" Debug.Assert(data.ToUtf8() == decrypted);\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"Crypto 类允许您访问 Godot 中一些更高级的加密功能。\n" -"目前,这包括生成加密安全随机字节、RSA 密钥和自签名 X509 证书生成、非对称密钥" -"加密/解密、以及签名/验证。\n" -"[codeblocks]\n" -"[gdscript]\n" -"extends Node\n" -"\n" -"var crypto = Crypto.new()\n" -"var key = CryptoKey.new()\n" -"var cert = X509Certificate.new()\n" -"\n" -"func _ready():\n" -" # 生成新的 RSA 密钥。\n" -" key = crypto.generate_rsa(4096)\n" -" # 使用给定的密钥生成新的自签名证书。\n" -" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com," -"O=My Game Company,C=IT\")\n" -" # 将密钥和证书保存在用户文件夹中。\n" -" key.save(\"user://generated.key\")\n" -" cert.save(\"user://generated.crt\")\n" -" # 加密\n" -" var data = \"Some data\"\n" -" var encrypted = crypto.encrypt(key, data.to_utf8())\n" -" # 解密\n" -" var decrypted = crypto.decrypt(key, encrypted)\n" -" # 签名\n" -" var signature = crypto.sign(HashingContext.HASH_SHA256, data." -"sha256_buffer(), key)\n" -" # 验证\n" -" var verified = crypto.verify(HashingContext.HASH_SHA256, data." -"sha256_buffer(), signature, key)\n" -" # 校验\n" -" assert(verified)\n" -" assert(data.to_utf8() == decrypted)\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"using System.Diagnostics;\n" -"\n" -"public partial class MyNode : Node\n" -"{\n" -" private Crypto _crypto = new Crypto();\n" -" private CryptoKey _key = new CryptoKey();\n" -" private X509Certificate _cert = new X509Certificate();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" // 生成新的 RSA 密钥。\n" -" _key = _crypto.GenerateRsa(4096);\n" -" // 使用给定的密钥生成新的自签名证书。\n" -" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain." -"com,O=My Game Company,C=IT\");\n" -" // 将密钥和证书保存在用户文件夹中。\n" -" _key.Save(\"user://generated.key\");\n" -" _cert.Save(\"user://generated.crt\");\n" -" // 加密\n" -" string data = \"Some data\";\n" -" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8());\n" -" // 解密\n" -" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n" -" // 签名\n" -" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data." -"Sha256Buffer(), _key);\n" -" // 验证\n" -" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data." -"Sha256Buffer(), signature, _key);\n" -" // 校验\n" -" Debug.Assert(verified);\n" -" Debug.Assert(data.ToUtf8() == decrypted);\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" "Compares two [PackedByteArray]s for equality without leaking timing " "information in order to prevent timing attacks.\n" "See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-" @@ -29540,14 +29004,6 @@ msgstr "" "与该节点父级的上一个子级之间进行的。" msgid "" -"Snap makes the mesh snap to a given distance so that the faces of two meshes " -"can be perfectly aligned. A lower value results in greater precision but may " -"be harder to adjust." -msgstr "" -"捕捉使网格捕捉到给定的距离,以便两个网格的面可以完美对齐。较低的值会导致较高" -"的精度,但可能难以调整。" - -msgid "" "Adds a collision shape to the physics engine for our CSG shape. This will " "always act like a static body. Note that the collision shape is still active " "even if the CSG shape itself is hidden. See also [member collision_mask] and " @@ -30203,19 +29659,6 @@ msgstr "" "[/code]。" msgid "" -"Similar with [code]interpolate_baked()[/code]. The the return value is " -"[code]Transform3D[/code], with [code]origin[/code] as point position, " -"[code]basis.x[/code] as sideway vector, [code]basis.y[/code] as up vector, " -"[code]basis.z[/code] as forward vector. When the curve length is 0, there is " -"no reasonable way to calculate the rotation, all vectors aligned with global " -"space axes." -msgstr "" -"与 [code]interpolate_baked()[/code] 类似。返回值为 [code]Transform3D[/code]," -"其中 [code]origin[/code] 作为点位置,[code]basis.x[/code] 作为横向向量," -"[code]basis.y[/code] 作为向上向量,[code]basis.z[/code] 作为前向向量。当曲线" -"长度为 0 时,将没有合理的方法来计算旋转,所有向量都会与全局空间轴对齐。" - -msgid "" "Sets the tilt angle in radians for the point [param idx]. If the index is " "out of bounds, the function sends an error to the console.\n" "The tilt controls the rotation along the look-at axis an object traveling " @@ -30266,13 +29709,6 @@ msgid "The [Curve] that is rendered onto the texture." msgstr "渲染到纹理上的 [Curve]。" msgid "" -"The format the texture should be generated with. When passing a CurveTexture " -"as a input to a [Shader], this may need to be adjusted." -msgstr "" -"生成纹理时应使用的格式。当将 CurveTexture 作为输入传递给 [Shader] 时,可能需" -"要调整。" - -msgid "" "The width of the texture (in pixels). Higher values make it possible to " "represent high-frequency data better (such as sudden direction changes), at " "the cost of increased generation time and memory usage." @@ -30764,29 +30200,6 @@ msgstr "" "的 Alpha 通道将用于确定应在何处覆盖底层表面的法线贴图(及其强度)。" msgid "" -"[Texture2D] storing ambient occlusion, roughness, and metallic for the " -"decal. Use this to add extra detail to decals.\n" -"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " -"per-material basis, the filter mode for [Decal] textures is set globally " -"with [member ProjectSettings.rendering/textures/decals/filter].\n" -"[b]Note:[/b] Setting this texture alone will not result in a visible decal, " -"as [member texture_albedo] must also be set. To create a ORM-only decal, " -"load an albedo texture into [member texture_albedo] and set [member " -"albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be " -"used to determine where the underlying surface's ORM map should be " -"overridden (and its intensity)." -msgstr "" -"存有贴花的环境光遮蔽、粗糙度、金属性的 [Texture2D]。可用于为贴花添加额外的细" -"节。\n" -"[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹" -"理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] " -"全局设置的。\n" -"[b]注意:[/b]单独设置此纹理时贴花不可见,因为还必须设置 [member " -"texture_albedo]。要创建仅包含 ORM 的贴花,请将反照率纹理加载到 [member " -"texture_albedo],并将 [member albedo_mix] 设置为 [code]0.0[/code]。反照率纹理" -"的 Alpha 通道将用于确定应在何处覆盖底层表面的 ORM 贴图(及其强度)。" - -msgid "" "Sets the curve over which the decal will fade as the surface gets further " "from the center of the [AABB]. Only positive values are valid (negative " "values will be clamped to [code]0.0[/code]). See also [member lower_fade]." @@ -31608,14 +31021,6 @@ msgstr "" msgid "" "Returns a [PackedStringArray] containing filenames of the directory " -"contents, excluding directories. The array is sorted alphabetically.\n" -"Affected by [member include_hidden]." -msgstr "" -"返回该目录内容的文件名 [PackedStringArray],不含目录。该数组按字母排序。\n" -"受 [member include_hidden] 的影响。" - -msgid "" -"Returns a [PackedStringArray] containing filenames of the directory " "contents, excluding directories, at the given [param path]. The array is " "sorted alphabetically.\n" "Use [method get_files] if you want more control of what gets included." @@ -32591,22 +31996,6 @@ msgstr "" "[b]注意:[/b]该方法在 macOS 上实现。" msgid "" -"Returns number of states of an multistate item. See [method " -"global_menu_add_multistate_item] for details.\n" -"[b]Note:[/b] This method is implemented on macOS." -msgstr "" -"返回多状态项的状态数。详情见 [method global_menu_add_multistate_item]。\n" -"[b]注意:[/b]该方法在 macOS 上实现。" - -msgid "" -"Returns the state of an multistate item. See [method " -"global_menu_add_multistate_item] for details.\n" -"[b]Note:[/b] This method is implemented on macOS." -msgstr "" -"返回多状态项的状态。详情见 [method global_menu_add_multistate_item]。\n" -"[b]注意:[/b]该方法在 macOS 上实现。" - -msgid "" "Returns the submenu ID of the item at index [param idx]. See [method " "global_menu_add_submenu_item] for more info on how to add a submenu.\n" "[b]Note:[/b] This method is implemented on macOS." @@ -32769,14 +32158,6 @@ msgstr "" "[b]注意:[/b]该方法在 macOS 上实现。" msgid "" -"Sets number of state of an multistate item. See [method " -"global_menu_add_multistate_item] for details.\n" -"[b]Note:[/b] This method is implemented on macOS." -msgstr "" -"设置多状态项的状态数。详情见 [method global_menu_add_multistate_item]。\n" -"[b]注意:[/b]该方法在 macOS 上实现。" - -msgid "" "Sets the type of the item at the specified index [param idx] to radio " "button. If [code]false[/code], sets the type of the item to plain text.\n" "[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/" @@ -32789,14 +32170,6 @@ msgstr "" "[b]注意:[/b]该方法在 macOS 上实现。" msgid "" -"Sets the state of an multistate item. See [method " -"global_menu_add_multistate_item] for details.\n" -"[b]Note:[/b] This method is implemented on macOS." -msgstr "" -"设置多状态项的状态。详情见 [method global_menu_add_multistate_item]。\n" -"[b]注意:[/b]该方法在 macOS 上实现。" - -msgid "" "Sets the submenu of the item at index [param idx]. The submenu is the ID of " "a global menu root that would be shown when the item is clicked.\n" "[b]Note:[/b] This method is implemented on macOS." @@ -32937,9 +32310,6 @@ msgstr "" msgid "Returns the current mouse mode. See also [method mouse_set_mode]." msgstr "返回当前的鼠标模式。另见 [method mouse_set_mode]。" -msgid "Returns the mouse cursor's current position." -msgstr "返回鼠标光标当前位置。" - msgid "Sets the current mouse mode. See also [method mouse_get_mode]." msgstr "设置当前的鼠标模式。另见 [method mouse_get_mode]。" @@ -33990,9 +33360,6 @@ msgstr "" msgid "Default landscape orientation." msgstr "默认横屏朝向。" -msgid "Default portrait orienstation." -msgstr "默认竖屏朝向。" - msgid "Reverse landscape orientation (upside down)." msgstr "倒横屏朝向(上下颠倒)。" @@ -34243,14 +33610,6 @@ msgstr "" "multiple_resolutions.html]多个分辨率[/url]。" msgid "" -"The window can't be resizing by dragging its resize grip. It's still " -"possible to resize the window using [method window_set_size]. This flag is " -"ignored for full screen windows." -msgstr "" -"该窗口不能通过拖动其调整大小的手柄来调整大小。但仍然可以使用 [method " -"window_set_size] 调整窗口大小。全屏窗口会忽略该标志。" - -msgid "" "The window do not have native title bar and other decorations. This flag is " "ignored for full-screen windows." msgstr "该窗口没有原生标题栏和其他装饰。全屏窗口会忽略该标志。" @@ -34280,19 +33639,6 @@ msgid "" msgstr "该窗口无法获得焦点。无聚焦窗口会忽略除鼠标点击外的所有输入。" msgid "" -"Window is part of menu or [OptionButton] dropdown. This flag can't be " -"changed when the window is visible. An active popup window will exclusively " -"receive all input, without stealing focus from its parent. Popup windows are " -"automatically closed when uses click outside it, or when an application is " -"switched. Popup window must have [code]transient parent[/code] set (see " -"[method window_set_transient])." -msgstr "" -"窗口是菜单或 [OptionButton] 下拉菜单的一部分。当窗口可见时,不能更改该标志。" -"一个活动的弹出窗口将仅仅接收所有输入,而不会从其父窗口窃取焦点。当在其外部点" -"击或切换应用程序时,弹出窗口将会自动关闭。 弹出窗口必须已经设置了 " -"[code]transient parent[/code](参见 [method window_set_transient])。" - -msgid "" "Window content is expanded to the full size of the window. Unlike borderless " "window, the frame is left intact and can be used to resize the window, title " "bar is transparent, but have minimize/maximize/close buttons.\n" @@ -34485,316 +33831,6 @@ msgid "Helper class to implement a DTLS server." msgstr "实现 DTLS 服务器的辅助类。" msgid "" -"This class is used to store the state of a DTLS server. Upon [method setup] " -"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via " -"[method take_connection] as DTLS clients. Under the hood, this class is used " -"to store the DTLS state and cookies of the server. The reason of why the " -"state and cookies are needed is outside of the scope of this documentation.\n" -"Below a small example of how to use it:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# server_node.gd\n" -"extends Node\n" -"\n" -"var dtls := DTLSServer.new()\n" -"var server := UDPServer.new()\n" -"var peers = []\n" -"\n" -"func _ready():\n" -" server.listen(4242)\n" -" var key = load(\"key.key\") # Your private key.\n" -" var cert = load(\"cert.crt\") # Your X509 certificate.\n" -" dtls.setup(key, cert)\n" -"\n" -"func _process(delta):\n" -" while server.is_connection_available():\n" -" var peer: PacketPeerUDP = server.take_connection()\n" -" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n" -" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n" -" continue # It is normal that 50% of the connections fails due to " -"cookie exchange.\n" -" print(\"Peer connected!\")\n" -" peers.append(dtls_peer)\n" -"\n" -" for p in peers:\n" -" p.poll() # Must poll to update the state.\n" -" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" while p.get_available_packet_count() > 0:\n" -" print(\"Received message from client: %s\" % p.get_packet()." -"get_string_from_utf8())\n" -" p.put_packet(\"Hello DTLS client\".to_utf8())\n" -"[/gdscript]\n" -"[csharp]\n" -"// ServerNode.cs\n" -"using Godot;\n" -"\n" -"public partial class ServerNode : Node\n" -"{\n" -" private DtlsServer _dtls = new DtlsServer();\n" -" private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot." -"Collections.Array<PacketPeerDTLS>();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _server.Listen(4242);\n" -" var key = GD.Load<CryptoKey>(\"key.key\"); // Your private key.\n" -" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // Your X509 " -"certificate.\n" -" _dtls.Setup(key, cert);\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" while (Server.IsConnectionAvailable())\n" -" {\n" -" PacketPeerUDP peer = _server.TakeConnection();\n" -" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n" -" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n" -" {\n" -" continue; // It is normal that 50% of the connections fails " -"due to cookie exchange.\n" -" }\n" -" GD.Print(\"Peer connected!\");\n" -" _peers.Add(dtlsPeer);\n" -" }\n" -"\n" -" foreach (var p in _peers)\n" -" {\n" -" p.Poll(); // Must poll to update the state.\n" -" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" while (p.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"Received Message From Client: {p.GetPacket()." -"GetStringFromUtf8()}\");\n" -" p.PutPacket(\"Hello DTLS Client\".ToUtf8());\n" -" }\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# client_node.gd\n" -"extends Node\n" -"\n" -"var dtls := PacketPeerDTLS.new()\n" -"var udp := PacketPeerUDP.new()\n" -"var connected = false\n" -"\n" -"func _ready():\n" -" udp.connect_to_host(\"127.0.0.1\", 4242)\n" -" dtls.connect_to_peer(udp, false) # Use true in production for " -"certificate validation!\n" -"\n" -"func _process(delta):\n" -" dtls.poll()\n" -" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" if !connected:\n" -" # Try to contact server\n" -" dtls.put_packet(\"The answer is... 42!\".to_utf8())\n" -" while dtls.get_available_packet_count() > 0:\n" -" print(\"Connected: %s\" % dtls.get_packet()." -"get_string_from_utf8())\n" -" connected = true\n" -"[/gdscript]\n" -"[csharp]\n" -"// ClientNode.cs\n" -"using Godot;\n" -"using System.Text;\n" -"\n" -"public partial class ClientNode : Node\n" -"{\n" -" private PacketPeerDtls _dtls = new PacketPeerDtls();\n" -" private PacketPeerUdp _udp = new PacketPeerUdp();\n" -" private bool _connected = false;\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n" -" _dtls.ConnectToPeer(_udp, validateCerts: false); // Use true in " -"production for certificate validation!\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" _dtls.Poll();\n" -" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" if (!_connected)\n" -" {\n" -" // Try to contact server\n" -" _dtls.PutPacket(\"The Answer Is..42!\".ToUtf8());\n" -" }\n" -" while (_dtls.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"Connected: {_dtls.GetPacket()." -"GetStringFromUtf8()}\");\n" -" _connected = true;\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"该类用于存储 DTLS 服务器的状态。在 [method setup] 之后,它将连接的 " -"[PacketPeerUDP] 转换为 [PacketPeerDTLS],通过 [method take_connection] 接受它" -"们作为 DTLS 客户端。在底层,这个类用于存储服务器的 DTLS 状态和 cookie。为什么" -"需要状态和 cookie 的原因不在本文档的范围内。\n" -"下面是一个如何使用它的小例子:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# server_node.gd\n" -"extends Node\n" -"\n" -"var dtls := DTLSServer.new()\n" -"var server := UDPServer.new()\n" -"var peers = []\n" -"\n" -"func _ready():\n" -" server.listen(4242)\n" -" var key = load(\"key.key\") # 你的私钥。\n" -" var cert = load(\"cert.crt\") # 你的 X509 证书。\n" -" dtls.setup(key, cert)\n" -"\n" -"func _process(delta):\n" -" while server.is_connection_available():\n" -" var peer: PacketPeerUDP = server.take_connection()\n" -" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n" -" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n" -" continue # 由于 cookie 交换,50% 的连接会失败,这是正常现象。\n" -" print(\"对等体已连接!\")\n" -" peers.append(dtls_peer)\n" -"\n" -" for p in peers:\n" -" p.poll() # 必须轮询以更新状态。\n" -" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" while p.get_available_packet_count() > 0:\n" -" print(\"从客户端收到消息:%s\" % p.get_packet()." -"get_string_from_utf8())\n" -" p.put_packet(\"你好 DTLS 客户端\".to_utf8())\n" -"[/gdscript]\n" -"[csharp]\n" -"// ServerNode.cs\n" -"using Godot;\n" -"\n" -"public partial class ServerNode : Node\n" -"{\n" -" private DtlsServer _dtls = new DtlsServer();\n" -" private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot." -"Collections.Array<PacketPeerDTLS>();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _server.Listen(4242);\n" -" var key = GD.Load<CryptoKey>(\"key.key\"); // 你的私钥。\n" -" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // 你的 X509 证" -"书。\n" -" _dtls.Setup(key, cert);\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" while (Server.IsConnectionAvailable())\n" -" {\n" -" PacketPeerUDP peer = _server.TakeConnection();\n" -" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n" -" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n" -" {\n" -" continue; // 由于 cookie 交换,50% 的连接会失败,这是正常现" -"象。\n" -" }\n" -" GD.Print(\"对等体已连接!\");\n" -" _peers.Add(dtlsPeer);\n" -" }\n" -"\n" -" foreach (var p in _peers)\n" -" {\n" -" p.Poll(); // 必须轮询以更新状态。\n" -" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" while (p.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"从客户端收到消息:{p.GetPacket()." -"GetStringFromUtf8()}\");\n" -" p.PutPacket(\"你好 DTLS 客户端\".ToUtf8());\n" -" }\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# client_node.gd\n" -"extends Node\n" -"\n" -"var dtls := PacketPeerDTLS.new()\n" -"var udp := PacketPeerUDP.new()\n" -"var connected = false\n" -"\n" -"func _ready():\n" -" udp.connect_to_host(\"127.0.0.1\", 4242)\n" -" dtls.connect_to_peer(udp, false) # 生产环境中请使用 true 进行证书校验!\n" -"\n" -"func _process(delta):\n" -" dtls.poll()\n" -" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n" -" if !connected:\n" -" # 尝试联系服务器\n" -" dtls.put_packet(\"回应是… 42!\".to_utf8())\n" -" while dtls.get_available_packet_count() > 0:\n" -" print(\"已连接:%s\" % dtls.get_packet()." -"get_string_from_utf8())\n" -" connected = true\n" -"[/gdscript]\n" -"[csharp]\n" -"// ClientNode.cs\n" -"using Godot;\n" -"using System.Text;\n" -"\n" -"public partial class ClientNode : Node\n" -"{\n" -" private PacketPeerDtls _dtls = new PacketPeerDtls();\n" -" private PacketPeerUdp _udp = new PacketPeerUdp();\n" -" private bool _connected = false;\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n" -" _dtls.ConnectToPeer(_udp, validateCerts: false); // 生产环境中请使用 " -"true 进行证书校验!\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" _dtls.Poll();\n" -" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n" -" {\n" -" if (!_connected)\n" -" {\n" -" // 尝试联系服务器\n" -" _dtls.PutPacket(\"回应是… 42!\".ToUtf8());\n" -" }\n" -" while (_dtls.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"已连接:{_dtls.GetPacket()." -"GetStringFromUtf8()}\");\n" -" _connected = true;\n" -" }\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" "Setup the DTLS server to use the given [param server_options]. See [method " "TLSOptions.server]." msgstr "" @@ -39930,12 +38966,6 @@ msgid "If [code]true[/code], render the grid on an XZ plane." msgstr "如果为 [code]true[/code],则在 XZ 平面上渲染栅格。" msgid "" -"If [code]true[/code], render the grid on an YZ plane. This can be useful for " -"3D side-scrolling games." -msgstr "" -"如果为 [code]true[/code],则在 YZ 平面上渲染栅格。可用于 3D 横向卷轴游戏。" - -msgid "" "If [code]true[/code], enables 3-button mouse emulation mode. This is useful " "on laptops when using a trackpad.\n" "When 3-button mouse emulation mode is enabled, the pan, zoom and orbit " @@ -41013,14 +40043,6 @@ msgstr "" "current_line_color] 为文本光标当前所在行的背景着色。" msgid "" -"The shape of the caret to use in the script editor. [b]Line[/b] displays a " -"vertical line to the left of the current character, whereas [b]Block[/b] " -"displays a outline over the current character." -msgstr "" -"在脚本编辑器中使用的文本光标的形状。[b]Line[/b] 会在当前字符的左侧显示一条垂" -"直线,而 [b]Block[/b] 会在当前字符上方显示一个轮廓。" - -msgid "" "The column at which to display a subtle line as a line length guideline for " "scripts. This should generally be greater than [member text_editor/" "appearance/guidelines/line_length_guideline_soft_column]." @@ -43646,15 +42668,6 @@ msgstr "" "(默认情况下)之前,[i]不[/i]报告错误。\n" "[b]注意:[/b]从编辑器运行项目时,该属性不会影响编辑器的“错误”选项卡。" -msgid "" -"Controls how fast or slow the in-game clock ticks versus the real life one. " -"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as " -"real life, whilst a value of 0.5 means the game moves at half the regular " -"speed." -msgstr "" -"控制游戏中的时钟与现实生活中的时钟的快慢。默认值为 1.0。值为 2.0 意味着游戏的" -"移动速度是现实生活的两倍,而值为 0.5 意味着游戏的移动速度是常规速度的一半。" - msgid "Exposes the internal debugger." msgstr "暴露内部调试器。" @@ -45955,18 +44968,6 @@ msgstr "" msgid "Invalidate and update the current dialog content list." msgstr "使当前对话框内容列表无效并更新。" -msgid "" -"The file system access scope. See enum [code]Access[/code] constants.\n" -"[b]Warning:[/b] Currently, in sandboxed environments such as Web builds or " -"sandboxed macOS apps, FileDialog cannot access the host file system. See " -"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-" -"proposals#1123[/url]." -msgstr "" -"文件系统的访问范围。见枚举 [code]Access[/code] 常量。\n" -"[b]警告:[/b]目前,在 Web 构建或沙盒 macOS 应用程序等沙盒环境中,FileDialog " -"无法访问主机文件系统。参见 [url=https://github.com/godotengine/godot-" -"proposals/issues/1123]godot-proposals#1123[/url]。" - msgid "The current working directory of the file dialog." msgstr "文件对话框的当前工作目录。" @@ -45977,15 +44978,6 @@ msgid "The currently selected file path of the file dialog." msgstr "当前选择的文件对话框的文件路径。" msgid "" -"If [code]true[/code], changing the [code]Mode[/code] property will set the " -"window title accordingly (e.g. setting mode to [constant " -"FILE_MODE_OPEN_FILE] will change the window title to \"Open a File\")." -msgstr "" -"如果为 [code]true[/code],更改 [code]Mode[/code] 属性,将相应地设置窗口标题" -"(例如,将模式设置为 [constant FILE_MODE_OPEN_FILE],会将窗口标题更改为“打开" -"文件”)。" - -msgid "" "If non-empty, the given sub-folder will be \"root\" of this [FileDialog], i." "e. user won't be able to go to its parent directory." msgstr "" @@ -46889,73 +45881,6 @@ msgid "" "bitmap font." msgstr "字体源数据和预渲染字形的缓存,从动态字体或位图字体导入。" -msgid "" -"[FontFile] contains a set of glyphs to represent Unicode characters imported " -"from a font file, as well as a cache of rasterized glyphs, and a set of " -"fallback [Font]s to use.\n" -"Use [FontVariation] to access specific OpenType variation of the font, " -"create simulated bold / slanted version, and draw lines of text.\n" -"For more complex text processing, use [FontVariation] in conjunction with " -"[TextLine] or [TextParagraph].\n" -"Supported font formats:\n" -"- Dynamic font importer: TrueType (.ttf), TrueType collection (.ttc), " -"OpenType (.otf), OpenType collection (.otc), WOFF (.woff), WOFF2 (.woff2), " -"Type 1 (.pfb, .pfm).\n" -"- Bitmap font importer: AngelCode BMFont (.fnt, .font), text and binary " -"(version 3) format variants.\n" -"- Monospace image font importer: All supported image formats.\n" -"[b]Note:[/b] A character is a symbol that represents an item (letter, digit " -"etc.) in an abstract way.\n" -"[b]Note:[/b] A glyph is a bitmap or shape used to draw a one or more " -"characters in a context-dependent manner. Glyph indices are bound to the " -"specific font data source.\n" -"[b]Note:[/b] If a none of the font data sources contain glyphs for a " -"character used in a string, the character in question will be replaced with " -"a box displaying its hexadecimal code.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var f = load(\"res://BarlowCondensed-Bold.ttf\")\n" -"$Label.add_theme_font_override(\"font\", f)\n" -"$Label.add_theme_font_size_override(\"font_size\", 64)\n" -"[/gdscript]\n" -"[csharp]\n" -"var f = ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Bold.ttf\");\n" -"GetNode(\"Label\").AddThemeFontOverride(\"font\", f);\n" -"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"[FontFile] 包含一组代表从字体文件导入的 Unicode 字符的字形,以及一个光栅化字" -"形的缓存,还有一组要使用的后备 [Font]。\n" -"使用 [FontVariation] 访问字体的特定 OpenType 变体,创建模拟的粗体/斜体版本," -"并绘制文本行。\n" -"对于更复杂的文本处理,请将 [FontVariation] 与 [TextLine] 或 [TextParagraph] " -"结合使用。\n" -"支持的字体格式:\n" -"- 动态字体导入器:TrueType(.ttf)、TrueType 集合(.ttc)、OpenType(.otf)、" -"OpenType 集合(.otc)、WOFF(.woff)、WOFF2(.woff2)、Type 1(.pfb,." -"pfm)。\n" -"- 位图字体导入器:AngelCode BMFont(.fnt,.font)、文本和二进制(版本 3)格式" -"变体。\n" -"- 等宽图像字体导入器:所有支持的图像格式。\n" -"[b]注意:[/b]字符是以抽象方式表示一个项目(字母、数字等)的符号。\n" -"[b]注意:[/b]字形是一种位图或形状,用于以上下文相关的方式绘制一个或多个字符。" -"字形索引被绑定到特定的字体数据源。\n" -"[b]注意:[/b]如果没有字体数据源包含字符串中使用的字符的字形,则该字符将被替换" -"为显示其十六进制代码的方框。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var f = load(\"res://BarlowCondensed-Bold.ttf\")\n" -"$Label.add_theme_font_override(\"font\", f)\n" -"$Label.add_theme_font_size_override(\"font_size\", 64)\n" -"[/gdscript]\n" -"[csharp]\n" -"var f = ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Bold.ttf\");\n" -"GetNode(\"Label\").AddThemeFontOverride(\"font\", f);\n" -"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Removes all font cache entries." msgstr "移除所有字体缓存条目。" @@ -48427,18 +47352,6 @@ msgid "" msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。" msgid "" -"Overrides the bounding box of this node with a custom one. This can be used " -"to avoid the expensive [AABB] recalculation that happens when a skeleton is " -"used with a [MeshInstance3D] or to have fine control over the " -"[MeshInstance3D]'s bounding box. To remove this, set value to an [AABB] with " -"all fields set to zero." -msgstr "" -"用一个自定义的边框来覆盖这个节点的边框。这可以用来避免当骨架与 " -"[MeshInstance3D] 一起使用时,昂贵的 [AABB] 重新计算;或者可对 " -"[MeshInstance3D] 的边框进行精细控制。要移除它,请将值设置为一个所有字段被设置" -"为零的 [AABB]。" - -msgid "" "The extra distance added to the GeometryInstance3D's bounding box ([AABB]) " "to increase its cull box." msgstr "" @@ -48473,13 +47386,6 @@ msgstr "" "light_bake_mode]。" msgid "" -"If [code]true[/code], disables occlusion culling for this instance. Useful " -"for gizmos that must be rendered even when occlusion culling is in use." -msgstr "" -"如果为 [code]true[/code],则禁用该实例的遮挡剔除。对于即使在使用遮挡剔除时也" -"必须渲染的小工具很有用。" - -msgid "" "Changes how quickly the mesh transitions to a lower level of detail. A value " "of 0 will force the mesh to its lowest level of detail, a value of 1 will " "use the default settings, and larger values will keep the mesh in a higher " @@ -48542,25 +47448,6 @@ msgstr "" "visibility_range_begin_margin]。默认值 0 用于禁用范围检查。" msgid "" -"Margin for the [member visibility_range_begin] threshold. The " -"GeometryInstance3D will only change its visibility state when it goes over " -"or under the [member visibility_range_begin] threshold by this amount.\n" -"If [member visibility_range_fade_mode] is [constant " -"VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If " -"[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] " -"or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade " -"transition distance and must be set to a value greater than [code]0.0[/code] " -"for the effect to be noticeable." -msgstr "" -"[member visibility_range_begin] 阈值的边距。GeometryInstance3D 只有在超出或低" -"于 [member visibility_range_begin] 阈值达到这个量时,才会更改其可见性状态。\n" -"如果 [member visibility_range_fade_mode] 为 [constant " -"VISIBILITY_RANGE_FADE_DISABLED],这将作为滞后距离。如果 [member " -"visibility_range_fade_mode] 为 [constant VISIBILITY_RANGE_FADE_SELF] 或 " -"[constant VISIBILITY_RANGE_FADE_DEPENDENCIES],这将作为淡入淡出过渡距离,并且" -"必须被设置为大于 [code]0.0[/code] 的值,才能使效果显眼。" - -msgid "" "Distance from which the GeometryInstance3D will be hidden, taking [member " "visibility_range_end_margin] into account as well. The default value of 0 is " "used to disable the range check." @@ -48569,25 +47456,6 @@ msgstr "" "visibility_range_end_margin]。默认值 0 用于禁用范围检查。" msgid "" -"Margin for the [member visibility_range_end] threshold. The " -"GeometryInstance3D will only change its visibility state when it goes over " -"or under the [member visibility_range_end] threshold by this amount.\n" -"If [member visibility_range_fade_mode] is [constant " -"VISIBILITY_RANGE_FADE_DISABLED], this acts as an hysteresis distance. If " -"[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] " -"or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade " -"transition distance and must be set to a value greater than [code]0.0[/code] " -"for the effect to be noticeable." -msgstr "" -"[member visibility_range_end] 阈值的边距。GeometryInstance3D 只有在超出或低" -"于 [member visibility_range_end] 阈值达到这个量时,才会更改其可见性状态。\n" -"如果 [member visibility_range_fade_mode] 为 [constant " -"VISIBILITY_RANGE_FADE_DISABLED],这将作为滞后距离。如果 [member " -"visibility_range_fade_mode] 为 [constant VISIBILITY_RANGE_FADE_SELF] 或 " -"[constant VISIBILITY_RANGE_FADE_DEPENDENCIES],这将作为淡入淡出过渡距离,并且" -"必须被设置为大于 [code]0.0[/code] 的值,才能使效果显眼。" - -msgid "" "Controls which instances will be faded when approaching the limits of the " "visibility range. See [enum VisibilityRangeFadeMode] for possible values." msgstr "" @@ -50169,16 +49037,6 @@ msgid "Represents the size of the [enum Resolution] enum." msgstr "代表 [enum Resolution] 枚举的大小。" msgid "" -"Only update the heightmap when the [GPUParticlesCollisionHeightField3D] node " -"is moved, or when the camera moves if [member follow_camera_enabled] is " -"[code]true[/code]. An update can be forced by slightly moving the " -"[GPUParticlesCollisionHeightField3D] in any direction." -msgstr "" -"仅在 [GPUParticlesCollisionHeightField3D] 节点移动时,或者当 [member " -"follow_camera_enabled] 为 [code]true[/code] 且相机移动时,更新高度图。可以通" -"过向任意方向稍微移动 [GPUParticlesCollisionHeightField3D] 来强制更新。" - -msgid "" "Update the heightmap every frame. This has a significant performance cost. " "This update should only be used when geometry that particles can collide " "with changes significantly during gameplay." @@ -50374,12 +49232,6 @@ msgstr "返回渐变中的颜色数。" msgid "Removes the color at the index [param point]." msgstr "移除索引 [param point] 处的颜色。" -msgid "Reverses/mirrors the gradient." -msgstr "将渐变进行反转/镜像。" - -msgid "Returns the interpolated color specified by [code]offset[/code]." -msgstr "返回由偏移 [code]offset[/code] 指定的插值颜色。" - msgid "Sets the color of the gradient color at index [param point]." msgstr "设置渐变色在索引 [param point] 处的颜色。" @@ -51925,102 +50777,6 @@ msgid "Used to create an HMAC for a message using a key." msgstr "用来为一个使用密钥的信息创建 HMAC。" msgid "" -"The HMACContext class is useful for advanced HMAC use cases, such as " -"streaming the message as it supports creating the message over time rather " -"than providing it all at once.\n" -"[codeblocks]\n" -"[gdscript]\n" -"extends Node\n" -"var ctx = HMACContext.new()\n" -"\n" -"func _ready():\n" -" var key = \"supersecret\".to_utf8()\n" -" var err = ctx.start(HashingContext.HASH_SHA256, key)\n" -" assert(err == OK)\n" -" var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"super duper secret\".to_utf8()\n" -" err = ctx.update(msg1)\n" -" assert(err == OK)\n" -" err = ctx.update(msg2)\n" -" assert(err == OK)\n" -" var hmac = ctx.finish()\n" -" print(hmac.hex_encode())\n" -"\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"using System.Diagnostics;\n" -"\n" -"public partial class MyNode : Node\n" -"{\n" -" private HmacContext _ctx = new HmacContext();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" byte[] key = \"supersecret\".ToUtf8();\n" -" Error err = _ctx.Start(HashingContext.HashType.Sha256, key);\n" -" Debug.Assert(err == Error.Ok);\n" -" byte[] msg1 = \"this is \".ToUtf8();\n" -" byte[] msg2 = \"super duper secret\".ToUtf8();\n" -" err = _ctx.Update(msg1);\n" -" Debug.Assert(err == Error.Ok);\n" -" err = _ctx.Update(msg2);\n" -" Debug.Assert(err == Error.Ok);\n" -" byte[] hmac = _ctx.Finish();\n" -" GD.Print(hmac.HexEncode());\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"HMACContext 类对于高级的 HMAC 用例非常有用,例如流式消息,因为它支持在一段时" -"间内创建消息,而非一次性提供。\n" -"[codeblocks]\n" -"[gdscript]\n" -"extends Node\n" -"var ctx = HMACContext.new()\n" -"\n" -"func _ready():\n" -" var key = \"supersecret\".to_utf8()\n" -" var err = ctx.start(HashingContext.HASH_SHA256, key)\n" -" assert(err == OK)\n" -" var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"super duper secret\".to_utf8()\n" -" err = ctx.update(msg1)\n" -" assert(err == OK)\n" -" err = ctx.update(msg2)\n" -" assert(err == OK)\n" -" var hmac = ctx.finish()\n" -" print(hmac.hex_encode())\n" -"\n" -"[/gdscript]\n" -"[csharp]\n" -"using Godot;\n" -"using System.Diagnostics;\n" -"\n" -"public partial class MyNode : Node\n" -"{\n" -" private HmacContext _ctx = new HmacContext();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" byte[] key = \"supersecret\".ToUtf8();\n" -" Error err = _ctx.Start(HashingContext.HashType.Sha256, key);\n" -" Debug.Assert(err == Error.Ok);\n" -" byte[] msg1 = \"this is \".ToUtf8();\n" -" byte[] msg2 = \"super duper secret\".ToUtf8();\n" -" err = _ctx.Update(msg1);\n" -" Debug.Assert(err == Error.Ok);\n" -" err = _ctx.Update(msg2);\n" -" Debug.Assert(err == Error.Ok);\n" -" byte[] hmac = _ctx.Finish();\n" -" GD.Print(hmac.HexEncode());\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" "Returns the resulting HMAC. If the HMAC failed, an empty [PackedByteArray] " "is returned." msgstr "返回生成的 HMAC。如果该 HMAC 失败,则返回一个空的 [PackedByteArray]。" @@ -53762,20 +52518,6 @@ msgid "" "Compresses the image to use less memory. Can not directly access pixel data " "while the image is compressed. Returns error if the chosen compression mode " "is not available.\n" -"The [param mode] parameter helps to pick the best compression method for DXT " -"and ETC2 formats. It is ignored for ASTC compression.\n" -"For ASTC compression, the [param astc_format] parameter must be supplied." -msgstr "" -"压缩图像以减少内存的使用。当图像被压缩时,不能直接访问像素数据。如果选择的压" -"缩模式不可用,则返回错误。\n" -"[param mode] 参数有助于为 DXT 和 ETC2 格式选择最佳压缩方法。对于 ASTC 压缩," -"它会被忽略。\n" -"对于 ASTC 压缩,必须提供 [param astc_format] 参数。" - -msgid "" -"Compresses the image to use less memory. Can not directly access pixel data " -"while the image is compressed. Returns error if the chosen compression mode " -"is not available.\n" "This is an alternative to [method compress] that lets the user supply the " "channels used in order for the compressor to pick the best DXT and ETC2 " "formats. For other formats (non DXT or ETC2), this argument is ignored.\n" @@ -54905,11 +53647,6 @@ msgstr "" msgid "Mesh optimized for creating geometry manually." msgstr "为手动创建几何体,而优化的网格。" -msgid "" -"Mesh optimized for creating geometry manually, similar to OpenGL1.x " -"immediate mode." -msgstr "为手动创建几何体,而优化的网格,类似于 OpenGL1.x 即时模式。" - msgid "Clear all surfaces." msgstr "清除所有表面。" @@ -55071,16 +53808,6 @@ msgstr "设置给定面的 [Material] 材质。该面将会使用此材质渲染 msgid "A singleton that deals with inputs." msgstr "处理输入的单例。" -msgid "" -"A singleton that deals with inputs. This includes key presses, mouse buttons " -"and movement, joypads, and input actions. Actions and their events can be " -"set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or " -"with the [InputMap] class." -msgstr "" -"处理输入的单例。这包括按键、鼠标点击和移动、游戏手柄和输入动作。可以在[b]项" -"目 > 项目设置[/b]的[b]输入映射[/b]选项卡中或使用 [InputMap] 类设置操作及其事" -"件。" - msgid "Inputs documentation index" msgstr "输入文档索引" @@ -55482,36 +54209,6 @@ msgstr "" "[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。" msgid "" -"Sets a custom mouse cursor image, which is only visible inside the game " -"window. The hotspot can also be specified. Passing [code]null[/code] to the " -"image parameter resets to the system cursor. See [enum CursorShape] for the " -"list of shapes.\n" -"[param image]'s size must be lower than 256×256.\n" -"[param hotspot] must be within [param image]'s size.\n" -"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If " -"using an [AnimatedTexture], only the first frame will be displayed.\n" -"[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or " -"[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] " -"compression mode can't be used for custom cursors.\n" -"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is " -"128×128. Cursor images larger than 32×32 will also only be displayed if the " -"mouse cursor image is entirely located within the page for [url=https://" -"chromestatus.com/feature/5825971391299584]security reasons[/url]." -msgstr "" -"设置一个自定义鼠标光标图像,该图像仅当游戏窗口内可见。还可以指定热点。将 " -"[code]null[/code] 传递给 image 参数将重置为系统光标。有关详细信息,请参阅 " -"[enum CursorShape] 形状列表。\n" -"[param image] 的大小必须小于 256×256。\n" -"[param hotspot] 必须在 [param image] 的大小范围内。\n" -"[b]注意:[/b]不支持 [AnimatedTexture] 作为自定义鼠标光标。如果使用 " -"[AnimatedTexture],则只会显示第一帧。\n" -"[b]注意:[/b]仅支持以[b]无损[/b]、[b]有损[/b]、或[b]未压缩[/b]压缩模式导入的" -"图像。[b]Video RAM[/b] 压缩模式不能用于自定义光标。\n" -"[b]注意:[/b]在网络平台上,最大允许的光标图像大小为 128×128。 出于" -"[url=https://chromestatus.com/feature/5825971391299584]安全原因[/url],只有当" -"鼠标光标图像完全位于页面内时,大于 32×32 的光标图像才会显示。" - -msgid "" "Sets the default cursor shape to be used in the viewport instead of " "[constant CURSOR_ARROW].\n" "[b]Note:[/b] If you want to change the default cursor shape for [Control]'s " @@ -59608,19 +58305,6 @@ msgstr "" "时更新。这适用于细微的变化(例如闪烁的手电筒),但通常不适用于大的变化,例如" "打开和关闭灯光。" -msgid "" -"Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member " -"Environment.sdfgi_enabled]) only). The light can be moved around or modified " -"with global illumination updating in real-time. The light's global " -"illumination appearance will be slightly different compared to [constant " -"BAKE_STATIC]. This has a greater performance cost compared to [constant " -"BAKE_STATIC]." -msgstr "" -"在动态烘焙(仅 [VoxelGI] 和 SDFGI([member Environment.sdfgi_enabled]))时," -"考虑了灯光。灯光可以四处移动或修改,而且全局照明会实时更新。与 [constant " -"BAKE_STATIC] 相比,灯光的全局照明外观会略有不同。与 [constant BAKE_STATIC] 相" -"比,这具有更大的性能成本。" - msgid "Computes and stores baked lightmaps for fast global illumination." msgstr "计算并存储烘焙光照贴图,以实现快速全局照明。" @@ -62116,114 +60800,6 @@ msgstr "混合形状是相对于基础的权重。" msgid "Helper tool to access and edit [Mesh] data." msgstr "用于访问和编辑 [Mesh] 数据的辅助工具。" -msgid "" -"MeshDataTool provides access to individual vertices in a [Mesh]. It allows " -"users to read and edit vertex data of meshes. It also creates an array of " -"faces and edges.\n" -"To use MeshDataTool, load a mesh with [method create_from_surface]. When you " -"are finished editing the data commit the data to a mesh with [method " -"commit_to_surface].\n" -"Below is an example of how MeshDataTool may be used.\n" -"[codeblocks]\n" -"[gdscript]\n" -"var mesh = ArrayMesh.new()\n" -"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new()." -"get_mesh_arrays())\n" -"var mdt = MeshDataTool.new()\n" -"mdt.create_from_surface(mesh, 0)\n" -"for i in range(mdt.get_vertex_count()):\n" -" var vertex = mdt.get_vertex(i)\n" -" # In this example we extend the mesh by one unit, which results in " -"separated faces as it is flat shaded.\n" -" vertex += mdt.get_vertex_normal(i)\n" -" # Save your change.\n" -" mdt.set_vertex(i, vertex)\n" -"mesh.surface_remove(0)\n" -"mdt.commit_to_surface(mesh)\n" -"var mi = MeshInstance.new()\n" -"mi.mesh = mesh\n" -"add_child(mi)\n" -"[/gdscript]\n" -"[csharp]\n" -"var mesh = new ArrayMesh();\n" -"mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh()." -"GetMeshArrays());\n" -"var mdt = new MeshDataTool();\n" -"mdt.CreateFromSurface(mesh, 0);\n" -"for (var i = 0; i < mdt.GetVertexCount(); i++)\n" -"{\n" -" Vector3 vertex = mdt.GetVertex(i);\n" -" // In this example we extend the mesh by one unit, which results in " -"separated faces as it is flat shaded.\n" -" vertex += mdt.GetVertexNormal(i);\n" -" // Save your change.\n" -" mdt.SetVertex(i, vertex);\n" -"}\n" -"mesh.SurfaceRemove(0);\n" -"mdt.CommitToSurface(mesh);\n" -"var mi = new MeshInstance();\n" -"mi.Mesh = mesh;\n" -"AddChild(mi);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural " -"geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" -"OpenGL/Face-culling]winding order[/url] for front faces of triangle " -"primitive modes." -msgstr "" -"MeshDataTool 提供对 [Mesh] 中各个顶点的访问。它允许用户读取和编辑网格的顶点数" -"据。它还创建了一系列面和边。\n" -"要使用 MeshDataTool,请使用 [method create_from_surface] 加载一个网格。完成数" -"据编辑后,使用 [method commit_to_surface] 将数据提交到一个网格。\n" -"下面是如何使用 MeshDataTool 的示例。\n" -"[codeblocks]\n" -"[gdscript]\n" -"var mesh = ArrayMesh.new()\n" -"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new()." -"get_mesh_arrays())\n" -"var mdt = MeshDataTool.new()\n" -"mdt.create_from_surface(mesh, 0)\n" -"for i in range(mdt.get_vertex_count()):\n" -" var vertex = mdt.get_vertex(i)\n" -" # 在这个例子中,我们将网格挤出一个单位,这会导致分离的面,因为它是平直着" -"色的。\n" -" vertex += mdt.get_vertex_normal(i)\n" -" # 保存你的更改。\n" -" mdt.set_vertex(i, vertex)\n" -"mesh.surface_remove(0)\n" -"mdt.commit_to_surface(mesh)\n" -"var mi = MeshInstance.new()\n" -"mi.mesh = mesh\n" -"add_child(mi)\n" -"[/gdscript]\n" -"[csharp]\n" -"var mesh = new ArrayMesh();\n" -"mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh()." -"GetMeshArrays());\n" -"var mdt = new MeshDataTool();\n" -"mdt.CreateFromSurface(mesh, 0);\n" -"for (var i = 0; i < mdt.GetVertexCount(); i++)\n" -"{\n" -" Vector3 vertex = mdt.GetVertex(i);\n" -" // 在这个例子中,我们将网格挤出一个单位,这会导致分离的面,因为它是平直着" -"色的。\n" -" vertex += mdt.GetVertexNormal(i);\n" -" // 保存你的更改。\n" -" mdt.SetVertex(i, vertex);\n" -"}\n" -"mesh.SurfaceRemove(0);\n" -"mdt.CommitToSurface(mesh);\n" -"var mi = new MeshInstance();\n" -"mi.Mesh = mesh;\n" -"AddChild(mi);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"另请参阅 [ArrayMesh]、[ImmediateMesh]、和 [SurfaceTool],以了解程序化几何生" -"成。\n" -"[b]注意:[/b]对于三角形基元模式的前面,Godot 使用顺时针[url=https://" -"learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。" - msgid "Clears all data currently in MeshDataTool." msgstr "将当前 MeshDataTool 中所有的数据全部清除。" @@ -63844,13 +62420,6 @@ msgstr "" "transfer_mode])。" msgid "" -"Called when the unique ID of this [MultiplayerPeer] is requested (see " -"[method MultiplayerPeer.get_unique_id])." -msgstr "" -"请求 [MultiplayerPeer] 的唯一 ID 时调用(见 [method MultiplayerPeer." -"get_unique_id])。" - -msgid "" "Called when the \"refuse new connections\" status is requested on this " "[MultiplayerPeer] (see [member MultiplayerPeer.refuse_new_connections])." msgstr "" @@ -65691,55 +64260,6 @@ msgstr "[NavigationMesh] 发生变化时发出通知。" msgid "Server interface for low-level 2D navigation access." msgstr "用于低级 2D 导航访问的服务器接口。" -msgid "" -"NavigationServer2D is the server responsible for all 2D navigation. It " -"handles several objects, namely maps, regions and agents.\n" -"Maps are made up of regions, which are made of navigation polygons. " -"Together, they define the navigable areas in the 2D world.\n" -"[b]Note:[/b] Most NavigationServer changes take effect after the next " -"physics frame and not immediately. This includes all changes made to maps, " -"regions or agents by navigation related Nodes in the SceneTree or made " -"through scripts.\n" -"For two regions to be connected to each other, they must share a similar " -"edge. An edge is considered connected to another if both of its two vertices " -"are at a distance less than [code]edge_connection_margin[/code] to the " -"respective other edge's vertex.\n" -"You may assign navigation layers to regions with [method NavigationServer2D." -"region_set_navigation_layers], which then can be checked upon when " -"requesting a path with [method NavigationServer2D.map_get_path]. This allows " -"allowing or forbidding some areas to 2D objects.\n" -"To use the collision avoidance system, you may use agents. You can set an " -"agent's target velocity, then the servers will emit a callback with a " -"modified velocity.\n" -"[b]Note:[/b] The collision avoidance system ignores regions. Using the " -"modified velocity as-is might lead to pushing and agent outside of a " -"navigable area. This is a limitation of the collision avoidance system, any " -"more complex situation may require the use of the physics engine.\n" -"This server keeps tracks of any call and executes them during the sync " -"phase. This means that you can request any change to the map, using any " -"thread, without worrying." -msgstr "" -"NavigationServer2D 是负责所有 2D 导航的服务器。它处理多种对象,即地图、区块和" -"代理。\n" -"地图由区块组成,区块由导航多边形组成。它们共同定义了 2D 世界中的可导航区" -"域。\n" -"[b]注意:[/b]大多数 NavigationServer 更改,在下一个物理帧之后生效,而不是立即" -"生效。这些更改包括通过 SceneTree 中的导航相关节点或通过脚本对地图、区块或代理" -"所做的所有更改。\n" -"对于要相互连接的两个区块,它们必须共享一条相似的边。如果一条边的两个顶点到另" -"一条边的顶点的距离,都小于 [code]edge_connection_margin[/code],则认为这条边" -"与另一条边相连。\n" -"可以使用 [method NavigationServer2D.region_set_navigation_layers] 将导航层分" -"配给区块,然后可以在使用 [method NavigationServer2D.map_get_path] 请求路径时" -"对其进行检查。这允许允许或禁止某些区域到 2D 对象。\n" -"要使用碰撞回避系统,可以使用代理。可以设置代理的目标速度,然后服务器将以修改" -"后的速度发出回调。\n" -"[b]注意:[/b]碰撞回避系统忽略区块。按原样使用修改后的速度,可能会导致推挤,甚" -"至代理超出可导航区域。这是碰撞回避系统的一个限制,任何更复杂的情况,可能都需" -"要使用物理引擎。\n" -"该服务器会跟踪任何调用并在同步阶段执行它们。这意味着对地图进行任何更改的任何" -"请求,都可以使用线程,而无需担心出现问题。" - msgid "Using NavigationServer" msgstr "使用 NavigationServer" @@ -68487,16 +67007,6 @@ msgstr "" "返回该节点是否通知其全局和局部变换的更改。[Node3D] 默认不会传播此属性。" msgid "" -"Returns [code]true[/code] if the node is present in the [SceneTree], its " -"[member visible] property is [code]true[/code] and all its antecedents are " -"also visible. If any antecedent is hidden, this node will not be visible in " -"the scene tree." -msgstr "" -"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/" -"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点" -"被隐藏,则该节点在场景树中将不可见。" - -msgid "" "Rotates the node so that the local forward axis (-Z) points toward the " "[param target] position.\n" "The local up axis (+Y) points as close to the [param up] vector as possible " @@ -68742,15 +67252,6 @@ msgstr "" "[member Node3D.visible] 属性隐藏的节点,基本上可以从可见性依赖树中移除,因此" "依赖实例不会考虑隐藏节点或其祖先。" -msgid "" -"If [code]true[/code], this node is drawn. The node is only visible if all of " -"its antecedents are visible as well (in other words, [method " -"is_visible_in_tree] must return [code]true[/code])." -msgstr "" -"如果为 [code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的" -"时候,这个节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 " -"[code]true[/code])。" - msgid "Emitted when node visibility changes." msgstr "当节点可见性更改时触发。" @@ -70668,19 +69169,6 @@ msgstr "" "被编辑,但它仍可以被该方法找到。" msgid "" -"Returns [code]true[/code] if the the given [param method] name exists in the " -"object.\n" -"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " -"built-in Godot methods. Prefer using the names exposed in the " -"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " -"call." -msgstr "" -"如果该对象中存在给定的方法名 [param method],则返回 [code]true[/code]。\n" -"[b]注意:[/b]在 C# 中引用内置 Godot 方法时 [param method] 必须为 snake_case " -"蛇形大小写。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次调用都" -"重新分配一个 [StringName]。" - -msgid "" "Returns [code]true[/code] if the given [param signal] name exists in the " "object.\n" "[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to " @@ -72283,110 +70771,6 @@ msgstr "" "[EditorPlugin] 或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在" "运行的项目(因为项目是一个独立的子进程)。" -msgid "" -"Executes a command. The file specified in [param path] must exist and be " -"executable. Platform path resolution will be used. The [param arguments] are " -"used in the given order and separated by a space. If an [param output] " -"[Array] is provided, the complete shell output of the process will be " -"appended as a single [String] element in [param output]. If [param " -"read_stderr] is [code]true[/code], the output to the standard error stream " -"will be included too.\n" -"On Windows, if [param open_console] is [code]true[/code] and the process is " -"a console app, a new terminal window will be opened. This is ignored on " -"other platforms.\n" -"If the command is successfully executed, the method will return the exit " -"code of the command, or [code]-1[/code] if it fails.\n" -"[b]Note:[/b] The Godot thread will pause its execution until the executed " -"command terminates. Use [Thread] to create a separate thread that will not " -"pause the Godot thread, or use [method create_process] to create a " -"completely independent process.\n" -"For example, to retrieve a list of the working directory's contents:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"If you wish to access a shell built-in or execute a composite command, a " -"platform-specific shell can be invoked. For example:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " -"output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows.\n" -"[b]Note:[/b] To execute a Windows command interpreter built-in command, " -"specify [code]cmd.exe[/code] in [param path], [code]/c[/code] as the first " -"argument, and the desired command as the second argument.\n" -"[b]Note:[/b] To execute a PowerShell built-in command, specify " -"[code]powershell.exe[/code] in [param path], [code]-Command[/code] as the " -"first argument, and the desired command as the second argument.\n" -"[b]Note:[/b] To execute a Unix shell built-in command, specify shell " -"executable name in [param path], [code]-c[/code] as the first argument, and " -"the desired command as the second argument.\n" -"[b]Note:[/b] On macOS, sandboxed applications are limited to run only " -"embedded helper executables, specified during export." -msgstr "" -"执行一条命令。[param path] 中指定的文件必须存在且可执行。将使用平台路径解析。" -"[param arguments] 按给定顺序使用,并以空格分隔。如果提供了 [param output] " -"[Array],则进程的完整 shell 输出,将作为单个 [String] 元素追加到 [param " -"output] 中。如果 [param read_stderr] 为 [code]true[/code],则标准错误流的输出" -"也将被包含在内。\n" -"在 Windows 上,如果 [param open_console] 为 [code]true[/code] 并且进程是控制" -"台应用程序,则将打开一个新的终端窗口。该参数在其他平台上被忽略。\n" -"如果命令执行成功,该方法将返回命令的退出代码,如果失败则返回 [code]-1[/" -"code]。\n" -"[b]注意:[/b]Godot 线程将暂停执行,直到执行的命令终止。使用 [Thread] 创建一个" -"不会暂停 Godot 线程的独立线程,或者使用 [method create_process] 创建一个完全" -"独立的进程。\n" -"例如,要检索工作目录内容的列表:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"如果希望访问内置的 shell 或执行复合命令,则可以调用特定于平台的 shell。例" -"如:\n" -"[codeblocks]\n" -"[gdscript]\n" -"var output = []\n" -"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n" -"[/gdscript]\n" -"[csharp]\n" -"var output = new Godot.Collections.Array();\n" -"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, " -"output);\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n" -"[b]注意:[/b]要执行 Windows 命令解释器的内置命令,在 [param path] 中指定 " -"[code]cmd.exe[/code],将 [code]/c[/code] 作为第一个参数,并将所需的命令作为第" -"二个参数。\n" -"[b]注意:[/b]要执行 PowerShell 的内置命令,在 [param path] 中指定 " -"[code]powershell.exe[/code],将 [code]-Command[/code] 作为第一个参数,然后将" -"所需的命令作为第二个参数。\n" -"[b]注意:[/b]要执行 Unix shell 内置命令,请在 [param path] 中指定 shell 可执" -"行文件名称,将 [code]-c[/code] 作为第一个参数,并将所需的命令作为第二个参" -"数。\n" -"[b]注意:[/b]在 macOS 上,沙盒应用程序仅限于运行在导出期间指定的嵌入的辅助可" -"执行文件。" - msgid "Returns the keycode of the given string (e.g. \"Escape\")." msgstr "返回给定字符串(例如“Escape”)的键码。" @@ -72888,31 +71272,6 @@ msgstr "" "[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" msgid "" -"Returns an array of the system substitute font file paths, which are similar " -"to the font with [param font_name] and style for the specified text, locale " -"and script. Returns empty array if no matching fonts found.\n" -"The following aliases can be used to request default fonts: \"sans-serif\", " -"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n" -"[b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned " -"fonts is suitable for rendering specified text. Fonts should be loaded and " -"checked in the order they are returned, and the first suitable one used.\n" -"[b]Note:[/b] Returned fonts might have different style if the requested " -"style is not available or belong to a different font family.\n" -"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " -"Windows." -msgstr "" -"返回系统替换字体文件路径的数组,这些字体与名称为 [param font_name] 并且其他风" -"格也相符的字体相近,可用于指定的文本、区域设置以及文字。如果没有相匹配的字" -"体,则返回空数组。\n" -"下列别名可用于请求默认字体:无衬线“sans-serif”、有衬线“serif”、等" -"宽“monospace”、手写体“cursive”、花体“fantasy”。\n" -"[b]注意:[/b]根据操作系统的不同,无法保证任何返回的字体都适合渲染指定的文本。" -"应该按照返回的顺序加载并检查字体,选用第一个合适的字体。\n" -"[b]注意:[/b]如果没有请求的风格,或者属于不同的字体家族,则可能返回不同风格的" -"字体。\n" -"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。" - -msgid "" "Returns list of font family names available.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "Windows." @@ -73019,28 +71378,6 @@ msgstr "" "[b]注意:[/b]该方法在 web 平台上不被支持。它将返回一个空字符串。" msgid "" -"Returns the video adapter driver name and version for the user's currently " -"active graphics card.\n" -"The first element holds the driver name, such as [code]nvidia[/code], " -"[code]amdgpu[/code], etc.\n" -"The second element holds the driver version. For e.g. the [code]nvidia[/" -"code] driver on a Linux/BSD platform, the version is in the format " -"[code]510.85.02[/code]. For Windows, the driver's format is " -"[code]31.0.15.1659[/code].\n" -"[b]Note:[/b] This method is only supported on the platforms Linux/BSD and " -"Windows when not running in headless mode. It returns an empty array on " -"other platforms." -msgstr "" -"返回用户当前激活的显卡的视频适配器驱动程序名称和版本。\n" -"第一个元素保存驱动程序的名称,如 [code]nvidia[/code]、[code]amdgpu[/code] " -"等。\n" -"第二个元素保存驱动程序的版本。例如 Linux/BSD 平台上的 [code]nvidia[/code] 驱" -"动程序,其版本格式为 [code]510.85.02[/code]。对于 Windows,其驱动程序的格式" -"是 [code]31.0.15.1659[/code]。\n" -"[b]注意:[/b]该方法仅在 Linux/BSD 和 Windows 平台上不以无头模式运行时才受支" -"持。在其他平台上返回一个空数组。" - -msgid "" "Returns [code]true[/code] if the environment variable with the name [param " "variable] exists.\n" "[b]Note:[/b] Double-check the casing of [param variable]. Environment " @@ -75065,76 +73402,6 @@ msgstr "" "[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]。" -msgid "" -"Waits for a packet to arrive on the bound address. See [method bind].\n" -"[b]Note:[/b] [method wait] can't be interrupted once it has been called. " -"This can be worked around by allowing the other party to send a specific " -"\"death pill\" packet like this:\n" -"[codeblocks]\n" -"[gdscript]\n" -"socket = PacketPeerUDP.new()\n" -"# Server\n" -"socket.set_dest_address(\"127.0.0.1\", 789)\n" -"socket.put_packet(\"Time to stop\".to_ascii())\n" -"\n" -"# Client\n" -"while socket.wait() == OK:\n" -" var data = socket.get_packet().get_string_from_ascii()\n" -" if data == \"Time to stop\":\n" -" return\n" -"[/gdscript]\n" -"[csharp]\n" -"var socket = new PacketPeerUDP();\n" -"// Server\n" -"socket.SetDestAddress(\"127.0.0.1\", 789);\n" -"socket.PutPacket(\"Time to stop\".ToAscii());\n" -"\n" -"// Client\n" -"while (socket.Wait() == OK)\n" -"{\n" -" string data = socket.GetPacket().GetStringFromASCII();\n" -" if (data == \"Time to stop\")\n" -" {\n" -" return;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"等待数据包到达绑定的地址。见 [method bind]。\n" -"[b]注意:[/b][method wait] 一旦被调用就无法中断。解决方法是让对方发送一个特定" -"的“毒药”数据包,如下所示:\n" -"[codeblocks]\n" -"[gdscript]\n" -"socket = PacketPeerUDP.new()\n" -"# 服务端\n" -"socket.set_dest_address(\"127.0.0.1\", 789)\n" -"socket.put_packet(\"Time to stop\".to_ascii())\n" -"\n" -"# 客户端\n" -"while socket.wait() == OK:\n" -" var data = socket.get_packet().get_string_from_ascii()\n" -" if data == \"Time to stop\":\n" -" return\n" -"[/gdscript]\n" -"[csharp]\n" -"var socket = new PacketPeerUDP();\n" -"// 服务端\n" -"socket.SetDestAddress(\"127.0.0.1\", 789);\n" -"socket.PutPacket(\"Time to stop\".ToAscii());\n" -"\n" -"// 客户端\n" -"while (socket.Wait() == OK)\n" -"{\n" -" string data = socket.GetPacket().GetStringFromASCII();\n" -" if (data == \"Time to stop\")\n" -" {\n" -" return;\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Provides an opaque background for [Control] children." msgstr "为 [Control] 子控件提供不透明的背景。" @@ -75564,9 +73831,6 @@ msgid "" "Each particle's tangential acceleration will vary along this [CurveTexture]." msgstr "每个粒子的切向加速度将沿着这个 [CurveTexture] 变化。" -msgid "Enables and disables Turbulence for the particle system." -msgstr "启用和禁用粒子系统的湍流。" - msgid "" "Maximum turbulence influence on each particle.\n" "The actual amount of turbulence influence on each particle is calculated as " @@ -75597,30 +73861,6 @@ msgid "" msgstr "每个粒子的湍流量,将在其生命周期内沿这条 [CurveTexture] 受到影响。" msgid "" -"Maximum displacement of each particles spawn position by the turbulence.\n" -"The actual amount of displacement will be a factor of the underlying " -"turbulence multiplied by a random value between [member " -"turbulence_initial_displacement_min] and [member " -"turbulence_initial_displacement_max]." -msgstr "" -"湍流对每个粒子出生位置的最大位移。\n" -"实际位移量将是基础湍流乘以一个介于 [member " -"turbulence_initial_displacement_min] 和 [member " -"turbulence_initial_displacement_max] 之间的随机值的系数。" - -msgid "" -"Minimum displacement of each particles spawn position by the turbulence.\n" -"The actual amount of displacement will be a factor of the underlying " -"turbulence multiplied by a random value between [member " -"turbulence_initial_displacement_min] and [member " -"turbulence_initial_displacement_max]." -msgstr "" -"湍流对每个粒子出生位置的最小位移。\n" -"实际位移量将是基础湍流乘以一个介于 [member " -"turbulence_initial_displacement_min] 和 [member " -"turbulence_initial_displacement_max] 之间的随机值的系数。" - -msgid "" "This value controls the overall scale/frequency of the turbulence noise " "pattern.\n" "A small scale will result in smaller features with more detail while a high " @@ -75640,16 +73880,6 @@ msgstr "" "[code]Vector3(0.0, 0.0, 0.0)[/code] 的值,会将湍流图案冻结在适当的位置。" msgid "" -"Use to influence the noise speed in a random pattern. This helps to break up " -"visible movement patterns." -msgstr "用于以随机图案影响噪声速度。这有助于打破可见的移动图案。" - -msgid "" -"The turbulence noise strength. Increasing this will result in a stronger, " -"more contrasting, noise pattern." -msgstr "湍流噪声强度。增加此值将导致更强、更具对比的噪声图案。" - -msgid "" "Use with [method set_param_min], [method set_param_max], and [method " "set_param_texture] to set initial velocity properties." msgstr "" @@ -84412,10 +82642,6 @@ msgstr "" "项目被认为是工作空间中的 C# 项目之一,根目录应该包含 [code]project.godot[/" "code] 和[code].csproj[/code]。" -msgid "" -"If [code]true[/code] text resources are converted to binary format on export." -msgstr "如果为 [code]true[/code],则导出时会将文本资源转换为二进制格式。" - msgid "If [code]true[/code] importing of resources is run on multiple threads." msgstr "如果为 [code]true[/code],则会多线程执行资源的导入。" @@ -85117,16 +83343,6 @@ msgid "" msgstr "针对 macOS 的快捷键覆盖项,对应在各个光标下方再添加一个光标的快捷键。" msgid "" -"Default [InputEventAction] to move the text cursor the the end of the text.\n" -"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " -"necessary for the internal logic of several [Control]s. The events assigned " -"to the action can however be modified." -msgstr "" -"默认 [InputEventAction],用于将文本光标移动到文本的末尾。\n" -"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需" -"的,无法删除。但是可以修改分配给该动作的事件。" - -msgid "" "macOS specific override for the shortcut to move the text cursor to the end " "of the text." msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标移动到文本末尾的快捷键。" @@ -87113,51 +85329,6 @@ msgstr "" "common/max_physics_steps_per_frame] 也调大。" msgid "" -"If [code]true[/code], [CanvasItem] nodes will internally snap to full " -"pixels. Their position can still be sub-pixel, but the decimals will not " -"have effect." -msgstr "" -"如果为 [code]true[/code],则 [CanvasItem] 节点在内部会吸附到整像素位置。位置" -"仍然可以是次像素的,但小数点后的值不会产生效果。" - -msgid "" -"If [code]true[/code], vertices of [CanvasItem] nodes will snap to full " -"pixels. Only affects the final vertex positions, not the transforms." -msgstr "" -"如果为 [code]true[/code],则 [CanvasItem] 节点的顶点会吸附到整像素位置。仅影" -"响最终的顶点位置,不影响变换。" - -msgid "" -"Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power " -"of two). MSAA is used to reduce aliasing around the edges of polygons. A " -"higher MSAA value results in smoother edges but can be significantly slower " -"on some hardware. This has no effect on shader-induced aliasing or texture " -"aliasing.\n" -"[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility." -msgstr "" -"设置用于 2D/Canvas 渲染的 MSAA 采样数(为 2 的幂)。MSAA 可用于减少多边形边缘" -"周围的锯齿。较高的 MSAA 值会产生更平滑的边缘,但在某些硬件上可能会明显变慢。" -"这对着色器引起的锯齿或纹理锯齿无效。\n" -"[b]注意:[/b]MSAA 仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。" - -msgid "" -"Sets the number of MSAA samples to use for 3D rendering (as a power of two). " -"MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA " -"value results in smoother edges but can be significantly slower on some " -"hardware. See also bilinear scaling 3d [member rendering/scaling_3d/mode] " -"for supersampling, which provides higher quality but is much more expensive. " -"This has no effect on shader-induced aliasing or texture aliasing.\n" -"[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility." -msgstr "" -"设置用于 3D 渲染的 MSAA 采样数(为 2 的幂)。MSAA 用于减少多边形边缘周围的锯" -"齿。较高的 MSAA 值会产生更平滑的边缘,但在某些硬件上可能会明显变慢。另请参见" -"用于超级采样的双线性缩放 3d [member rendering/scaling_3d/mode],它提供更高的" -"质量但更昂贵。这对着色器引起的锯齿或纹理锯齿无效。\n" -"[b]注意:[/b]MSAA 仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。" - -msgid "" "Sets the screen-space antialiasing mode for the default screen [Viewport]. " "Screen-space antialiasing works by selectively blurring edges in a post-" "process shader. It differs from MSAA which takes multiple coverage samples " @@ -87224,21 +85395,6 @@ msgstr "" "[b]注意:[/b]TAA 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。" msgid "" -"If [code]true[/code], enables a spatial filter to limit roughness in areas " -"with high-frequency detail. This can help reduce specular aliasing to an " -"extent, though not as much as enabling [member rendering/anti_aliasing/" -"quality/use_taa]. This filter has a small performance cost, so consider " -"disabling it if it doesn't benefit your scene noticeably.\n" -"[b]Note:[/b] TAA is only supported in the Forward+ and Mobile rendering " -"methods, not Compatibility." -msgstr "" -"如果为 [code]true[/code],则启用空间过滤器以限制具有高频细节的区域的粗糙度。" -"这可以在一定程度上帮助减少镜面反射锯齿,尽管不如启用 [member rendering/" -"anti_aliasing/quality/use_taa]。 该过滤器的性能成本很小,因此如果它对您的场景" -"没有明显好处,请考虑禁用它。\n" -"[b]注意:[/b]TAA 只支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。" - -msgid "" "Sets the quality of the depth of field effect. Higher quality takes more " "samples, which is slower but looks smoother." msgstr "" @@ -87451,28 +85607,6 @@ msgstr "" "environment/ssil/adaptive_target] 设置。" msgid "" -"Scales the depth over which the subsurface scattering effect is applied. A " -"high value may allow light to scatter into a part of the mesh or another " -"mesh that is close in screen space but far in depth." -msgstr "" -"缩放应用次表面散射效果的深度。较高的值可能允许光散射到该网格的一部分,或是散" -"射到屏幕空间中较近但深度较远的另一个网格中。" - -msgid "" -"Sets the quality of the subsurface scattering effect. Higher values are " -"slower but look nicer." -msgstr "设置次表面散射效果的质量。值越高,速度越慢,但看起来也越好。" - -msgid "" -"Scales the distance over which samples are taken for subsurface scattering " -"effect. Changing this does not impact performance, but higher values will " -"result in significant artifacts as the samples will become obviously spread " -"out. A lower value results in a smaller spread of scattered light." -msgstr "" -"缩放对次表面散射效果进行采样的距离。更改该值不会影响性能;但较高的值将导致明" -"显的伪影,因为样本将变得明显分散。较低的值会导致散射光的散布更小。" - -msgid "" "Enables filtering of the volumetric fog effect prior to integration. This " "substantially blurs the fog which reduces fine details but also smooths out " "harsh edges and aliasing artifacts. Disable when more detail is required." @@ -87659,22 +85793,6 @@ msgstr "" "光照,但代价是当对象从明亮区域移动到阴影区域时可能会出现闪烁。" msgid "" -"Use 16 bits for shadow depth map. Enabling this results in shadows having " -"less precision and may result in shadow acne, but can lead to performance " -"improvements on some devices." -msgstr "" -"对阴影深度贴图使用 16 比特。启用此功能会导致阴影精度较低,并可能导致阴影粉" -"刺,但在某些设备上可以带来性能的改善。" - -msgid "" -"The directional shadow's size in pixels. Higher values will result in " -"sharper shadows, at the cost of performance. The value will be rounded up to " -"the nearest power of 2." -msgstr "" -"定向阴影的大小(以像素为单位)。较高的值,将导致更清晰的阴影,但会以性能为代" -"价。该值将四舍五入到最接近的 2 次幂。" - -msgid "" "Lower-end override for [member rendering/lights_and_shadows/" "directional_shadow/size] on mobile devices, due to performance concerns or " "driver support." @@ -87879,29 +85997,6 @@ msgstr "" "请在根 [Viewport] 上设置 [member Viewport.mesh_lod_threshold]。" msgid "" -"The [url=https://en.wikipedia.org/wiki/Bounding_volume_hierarchy]BVH[/url] " -"quality to use when rendering the occlusion culling buffer. Higher values " -"will result in more accurate occlusion culling, at the cost of higher CPU " -"usage." -msgstr "" -"渲染遮挡剔除缓冲区时使用的 [url=https://en.wikipedia.org/wiki/" -"Bounding_volume_hierarchy]BVH[/url] 质量。值越高,得到的遮挡剔除越精确,但代" -"价是 CPU 使用率也越高。" - -msgid "" -"Higher values will result in more accurate occlusion culling, at the cost of " -"higher CPU usage. The occlusion culling buffer's pixel count is roughly " -"equal to [code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/" -"code], so it will depend on the system's CPU. Therefore, CPUs with fewer " -"cores will use a lower resolution to attempt keeping performance costs even " -"across devices." -msgstr "" -"更高的值将导致更准确的遮挡剔除,但代价是更高的 CPU 使用率。遮挡剔除缓冲区的像" -"素数大致等于 [code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/" -"code],因此它取决于系统的 CPU。因此,内核较少的 CPU 将使用较低的分辨率,来尝" -"试保持跨设备的性能成本。" - -msgid "" "If [code]true[/code], [OccluderInstance3D] nodes will be usable for " "occlusion culling in 3D in the root viewport. In custom viewports, [member " "Viewport.use_occlusion_culling] must be set to [code]true[/code] instead.\n" @@ -88286,26 +86381,6 @@ msgstr "" "use_hidden_project_data_directory])。" msgid "" -"If [code]true[/code], the texture importer will import VRAM-compressed " -"textures using the S3 Texture Compression algorithm (DXT1-5) for lower " -"quality textures and the the BPTC algorithm (BC6H and BC7) for high quality " -"textures. This algorithm is only supported on PC desktop platforms and " -"consoles.\n" -"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " -"already imported before. To make this setting apply to textures that were " -"already imported, exit the editor, remove the [code].godot/imported/[/code] " -"folder located inside the project folder then restart the editor (see " -"[member application/config/use_hidden_project_data_directory])." -msgstr "" -"如果为 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法(DXT1-5)导入 " -"VRAM 压缩纹理以获得较低质量的纹理;并使用 BPTC 算法(BC6H 和 BC7)导入高质量" -"纹理。该算法仅在 PC 桌面平台和主机平台上受支持。\n" -"[b]注意:[/b]更改该设置[i]不会[/i]影响之前已经导入的纹理。要使该设置应用于已" -"导入的纹理,请退出编辑器,移除位于项目文件夹内的 [code].godot/imported/[/" -"code] 文件夹,然后重新启动编辑器(请参阅 [member application/config/" -"use_hidden_project_data_directory])。" - -msgid "" "The default compression method for WebP. Affects both lossy and lossless " "WebP. A higher value results in smaller files at the cost of compression " "speed. Decompression speed is mostly unaffected by the compression method. " @@ -88534,26 +86609,6 @@ msgstr "" msgid "The quad's size in 3D units." msgstr "该四边形的大小,使用 3D 单位。" -msgid "Quaternion." -msgstr "四元数." - -msgid "" -"A unit quaternion used for representing 3D rotations. Quaternions need to be " -"normalized to be used for rotation.\n" -"It is similar to Basis, which implements matrix representation of rotations, " -"and can be parametrized using both an axis-angle pair or Euler angles. Basis " -"stores rotation, scale, and shearing, while Quaternion only stores " -"rotation.\n" -"Due to its compactness and the way it is stored in memory, certain " -"operations (obtaining axis-angle and performing SLERP, in particular) are " -"more efficient and robust against floating-point errors." -msgstr "" -"代表 3D 旋转的单位四元数。四元数归一化后才能用于旋转。\n" -"四元数与 Basis 类似,实现的是旋转的矩阵表示,可以使用轴角对或欧拉角作为参数。" -"Basis 存储的是旋转、缩放以及切变,而 Quaternion 只存储旋转。\n" -"由于四元数的紧凑性以及在内存中的存储方式,部分运算(尤其是获取轴角和执行 " -"SLERP)在防止浮点数误差方面更加有效和稳健。" - msgid "" "Constructs a default-initialized quaternion with all components set to " "[code]0[/code]." @@ -89288,21 +87343,6 @@ msgstr "" "撞法线将为 [code]Vector3(0, 0, 0)[/code]。不会影响无体积的形状,如凹多边形和" "高度图。" -msgid "Framebuffer pass attachment description." -msgstr "帧缓冲区阶段附件描述。" - -msgid "" -"This class contains the list of attachment descriptions for a framebuffer " -"pass. Each points with an index to a previously supplied list of texture " -"attachments.\n" -"Multipass framebuffers can optimize some configurations in mobile, on " -"desktop they provide little to no advantage." -msgstr "" -"该类包含帧缓冲区通道的附件描述列表。每个点都有一个指向先前提供的纹理附件列表" -"的索引。\n" -"多通道帧缓冲区,可以优化移动设备中的某些配置;在桌面设备上,它们几乎没有优" -"势。" - msgid "" "Color attachments in order starting from 0. If this attachment is not used " "by the shader, pass ATTACHMENT_UNUSED to skip." @@ -89839,30 +87879,6 @@ msgid "Reflection probes" msgstr "反射探针" msgid "" -"The custom ambient color to use within the [ReflectionProbe]'s [member " -"size]. Only effective if [member ambient_mode] is [constant AMBIENT_COLOR]." -msgstr "" -"在 [ReflectionProbe] 的 [member size] 中使用的自定义环境颜色。仅当 [member " -"ambient_mode] 为 [constant AMBIENT_COLOR] 时有效。" - -msgid "" -"The custom ambient color energy to use within the [ReflectionProbe]'s " -"[member size]. Only effective if [member ambient_mode] is [constant " -"AMBIENT_COLOR]." -msgstr "" -"在 [ReflectionProbe] 的 [member size] 中使用的自定义环境颜色能量。仅当 " -"[member ambient_mode] 为 [constant AMBIENT_COLOR] 时有效。" - -msgid "" -"The ambient color to use within the [ReflectionProbe]'s [member size]. The " -"ambient color will smoothly blend with other [ReflectionProbe]s and the rest " -"of the scene (outside the [ReflectionProbe]'s [member size])." -msgstr "" -"在 [ReflectionProbe] 的 [member size] 中使用的环境颜色。环境颜色将平滑地与其" -"他 [ReflectionProbe] 和场景的其余部分(在 [ReflectionProbe] 的 [member size] " -"之外)混合。" - -msgid "" "If [code]true[/code], enables box projection. This makes reflections look " "more correct in rectangle-shaped rooms by offsetting the reflection center " "depending on the camera's location.\n" @@ -89901,21 +87917,6 @@ msgid "If [code]true[/code], reflections will ignore sky contribution." msgstr "如果为 [code]true[/code],则反射将忽略天空的贡献。" msgid "" -"The maximum distance away from the [ReflectionProbe] an object can be before " -"it is culled. Decrease this to improve performance, especially when using " -"the [constant UPDATE_ALWAYS] [member update_mode].\n" -"[b]Note:[/b] The maximum reflection distance is always at least equal to the " -"probe's extents. This means that decreasing [member max_distance] will not " -"always cull objects from reflections, especially if the reflection probe's " -"[member size] is already large." -msgstr "" -"对象在被剔除之前可以距该 [ReflectionProbe] 的最大距离。减少它可以提高性能,尤" -"其是在使用 [constant UPDATE_ALWAYS] 作为 [member update_mode] 时。\n" -"[b]注意:[/b]最大反射距离始终至少等于探针的范围。这意味着减少 [member " -"max_distance] 并不总是会从反射中剔除对象,尤其是在反射探针的 [member size] 已" -"经很大的情况下。" - -msgid "" "The automatic LOD bias to use for meshes rendered within the " "[ReflectionProbe] (this is analog to [member Viewport.mesh_lod_threshold]). " "Higher values will use less detailed versions of meshes that have LOD " @@ -89990,23 +87991,6 @@ msgstr "" "的性能消耗也是显著的。因此,建议同一个场景中最多只使用一个 [constant " "UPDATE_ALWAYS] 的 ReflectionProbe。其他用途请使用 [constant UPDATE_ONCE]。" -msgid "" -"Do not apply any ambient lighting inside the [ReflectionProbe]'s [member " -"size]." -msgstr "不在 [ReflectionProbe] 的 [member size] 内应用任何环境光照。" - -msgid "" -"Apply automatically-sourced environment lighting inside the " -"[ReflectionProbe]'s [member size]." -msgstr "在 [ReflectionProbe] 的 [member size] 内应用自动获取的环境光照。" - -msgid "" -"Apply custom ambient lighting inside the [ReflectionProbe]'s [member size]. " -"See [member ambient_color] and [member ambient_color_energy]." -msgstr "" -"在 [ReflectionProbe] 的 [member size] 内应用自定义的环境光照。见 [member " -"ambient_color] 和 [member ambient_color_energy]。" - msgid "Class for searching text for patterns using regular expressions." msgstr "使用正则表达式搜索文本的类。" @@ -90376,33 +88360,6 @@ msgid "Abstraction for working with modern low-level graphics APIs." msgstr "用于处理现代低阶图形 API 的抽象。" msgid "" -"[RenderingDevice] is an abstraction for working with modern low-level " -"graphics APIs such as Vulkan.\n" -"On startup, Godot creates a global [RenderingDevice] which can be retrieved " -"using [method RenderingServer.get_rendering_device]. This global " -"RenderingDevice performs drawing to the screen.\n" -"Internally, [RenderingDevice] is used in Godot to provide support for " -"several modern low-level graphics APIs while reducing the amount of code " -"duplication required.\n" -"[b]Local RenderingDevices:[/b] Using [method RenderingServer." -"create_local_rendering_device], you can create \"secondary\" rendering " -"devices to perform drawing and GPU compute operations on separate threads.\n" -"[b]Note:[/b] [RenderingDevice] is not available when running in headless " -"mode or when using the Compatibility rendering method." -msgstr "" -"[RenderingDevice](渲染设备)是用于处理 Vulkan 等现代低阶图形 API 的抽象。\n" -"启动时,Godot 会创建全局的 [RenderingDevice],可以使用 [method " -"RenderingServer.get_rendering_device] 获取。这个全局的 RenderingDevice 会进行" -"屏幕绘图。\n" -"Godot 在内部使用 [RenderingDevice] 来提供对各种现代低阶图形 API 的支持,从而" -"降低所需的代码重复。\n" -"[b]局部 RenderingDevice:[/b]你可以通过 [method RenderingServer." -"create_local_rendering_device] 来创建“次级”渲染设备,在单独的线程中进行绘图" -"和 GPU 计算操作。\n" -"[b]注意:[/b]使用无头模式运行或使用 OpenGL 渲染器时,[RenderingDevice] 不可" -"用。" - -msgid "" "Returns a copy of the data of the specified [param buffer], optionally " "[param offset_bytes] and [param size_bytes] can be set to copy only a " "portion of the buffer." @@ -90411,14 +88368,6 @@ msgstr "" "[param size_bytes],仅复制缓冲区的某一部分。" msgid "" -"Sets blend constants for draw list, blend constants are used only if the " -"graphics pipeline is created with [constant DYNAMIC_STATE_BLEND_CONSTANTS] " -"flag set." -msgstr "" -"设置绘图列表的混合常量,使用 [constant DYNAMIC_STATE_BLEND_CONSTANTS] 标志创" -"建的图形管线才会使用混合常量。" - -msgid "" "Creates a vertex array based on the specified buffers. Optionally, [param " "offsets] (in bytes) may be defined for each buffer." msgstr "" @@ -90517,9 +88466,6 @@ msgid "" "camera)." msgstr "渲染点的图元(大小为常量,和与相机之间的距离无关)。" -msgid "Line rendering primitive." -msgstr "绘制直线的图元。" - msgid "Exclusive or (XOR) logic operation." msgstr "逻辑异或(XOR)运算。" @@ -90582,65 +88528,6 @@ msgstr "返回格式 ID 的函数会在值无效时返回此值。" msgid "Server for anything visible." msgstr "任何可见的东西的服务器。" -msgid "" -"The rendering server is the API backend for everything visible. The whole " -"scene system mounts on it to display.\n" -"The rendering server is completely opaque, the internals are entirely " -"implementation specific and cannot be accessed.\n" -"The rendering server can be used to bypass the scene/[Node] system " -"entirely.\n" -"Resources are created using the [code]*_create[/code] functions. These " -"functions return [RID]s which are not references to the objects themselves, " -"but opaque [i]pointers[/i] towards these objects.\n" -"All objects are drawn to a viewport. You can use the [Viewport] attached to " -"the [SceneTree] or you can create one yourself with [method " -"viewport_create]. When using a custom scenario or canvas, the scenario or " -"canvas needs to be attached to the viewport using [method " -"viewport_set_scenario] or [method viewport_attach_canvas].\n" -"In 3D, all visual objects must be associated with a scenario. The scenario " -"is a visual representation of the world. If accessing the rendering server " -"from a running game, the scenario can be accessed from the scene tree from " -"any [Node3D] node with [method Node3D.get_world_3d]. Otherwise, a scenario " -"can be created with [method scenario_create].\n" -"Similarly, in 2D, a canvas is needed to draw all canvas items.\n" -"In 3D, all visible objects are comprised of a resource and an instance. A " -"resource can be a mesh, a particle system, a light, or any other 3D object. " -"In order to be visible resources must be attached to an instance using " -"[method instance_set_base]. The instance must also be attached to the " -"scenario using [method instance_set_scenario] in order to be visible.\n" -"In 2D, all visible objects are some form of canvas item. In order to be " -"visible, a canvas item needs to be the child of a canvas attached to a " -"viewport, or it needs to be the child of another canvas item that is " -"eventually attached to the canvas.\n" -"[b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] " -"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line " -"argument[/url] disables all rendering and window management functions. Most " -"functions from [RenderingServer] will return dummy values in this case." -msgstr "" -"渲染服务是所有可见内容的 API 后端。整个场景系统挂载在它上面来显示。\n" -"渲染服务是完全不透明的,其内部完全是特定于实现的,无法访问。\n" -"渲染服务可用于完全绕过场景/[Node] 系统。\n" -"资源是使用 [code]*_create[/code] 函数创建的。这些函数返回的 [RID] 不是对对象" -"本身的引用,而是指向这些对象的不透明[i]指针[/i]。\n" -"所有对象都被绘制到视口。可以使用附加到 [SceneTree] 的 [Viewport],或者可以使" -"用 [method viewport_create] 自己创建一个。使用自定义场景或画布时,需要使用 " -"[method viewport_set_scenario] 或 [method viewport_attach_canvas] 将场景或画" -"布附加到视口。\n" -"在 3D 中,所有视觉对象都必须与一个场景相关联。场景是世界的一个视觉表示。如果" -"从一个正在运行的游戏访问渲染服务,则可以使用 [method Node3D.get_world_3d] 从" -"任何 [Node3D] 节点的场景树访问场景。此外,可以使用 [method scenario_create] " -"创建一个场景。\n" -"相类似地,在2D中,需要一个画布来绘制所有的画布项。\n" -"在 3D 中,所有可见对象都由资源和实例组成。资源可以是网格、粒子系统、灯光或任" -"何其他 3D 对象。为了使资源可见,必须使用 [method instance_set_base] 将其附加" -"到一个实例。该实例还必须使用 [method instance_set_scenario] 附加到场景中才能" -"可见。\n" -"在 2D 中,所有可见对象都是某种形式的画布项。为了使一个画布项可见,它需要是附" -"加到视口的画布的子项,或者它需要是最终附加到画布的另一个画布项的子项。\n" -"[b]无头模式:[/b]使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/" -"editor/command_line_tutorial.html]命令行参数[/url]启动引擎,将禁用所有渲染和" -"窗口管理功能。在这种情况下,来自 [RenderingServer] 的大多数函数将返回虚拟值。" - msgid "Optimization using Servers" msgstr "使用服务器进行优化" @@ -90655,21 +88542,6 @@ msgstr "" "BakeChannels] 中指定的材质属性的 [Image] 数组。" msgid "" -"Creates a camera attributes object and adds it to the RenderingServer. It " -"can be accessed with the RID that is returned. This RID will be used in all " -"[code]camera_attributes_[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"This is the internal equivalent of the [CameraAttributes] resource." -msgstr "" -"创建空的相机属性并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这" -"个 RID 会在所有 [code]camera_attributes_*[/code] RenderingServer 函数中使" -"用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"这是 [CameraAttributes] 资源的内部等价物。" - -msgid "" "Sets the parameters to use with the auto-exposure effect. These parameters " "take on the same meaning as their counterparts in [CameraAttributes] and " "[CameraAttributesPractical]." @@ -90734,20 +88606,6 @@ msgstr "" "[/codeblock]" msgid "" -"Creates a camera and adds it to the RenderingServer. It can be accessed with " -"the RID that is returned. This RID will be used in all [code]camera_*[/code] " -"RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"This is the internal equivalent of the [Camera3D] node." -msgstr "" -"创建相机并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " -"会在所有 [code]camera_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"这是 [Camera3D] 节点的内部等价物。" - -msgid "" "Sets the camera_attributes created with [method camera_attributes_create] to " "the given camera." msgstr "" @@ -90801,20 +88659,6 @@ msgstr "" "Camera3D.KEEP_HEIGHT]。" msgid "" -"Creates a canvas and returns the assigned [RID]. It can be accessed with the " -"RID that is returned. This RID will be used in all [code]canvas_*[/code] " -"RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"Canvas has no [Resource] or [Node] equivalent." -msgstr "" -"创建画布并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " -"会在所有 [code]canvas_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"没有与画布等价的 [Resource] 或 [Node]。" - -msgid "" "Draws a circle on the [CanvasItem] pointed to by the [param item] [RID]. See " "also [method CanvasItem.draw_circle]." msgstr "" @@ -90866,13 +88710,6 @@ msgid "" msgstr "在 [param item] [RID] 指向的 [CanvasItem] 上绘制粒子。" msgid "" -"Draws a 2D polygon on the [CanvasItem] pointed to by the [param item] [RID]. " -"See also [method CanvasItem.draw_polygon]." -msgstr "" -"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个二维多边形。另见 [method " -"CanvasItem.draw_polygon]。" - -msgid "" "Draws a 2D polyline on the [CanvasItem] pointed to by the [param item] " "[RID]. See also [method CanvasItem.draw_polyline]." msgstr "" @@ -90918,34 +88755,12 @@ msgstr "" msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "清除[CanvasItem]并删除其中的所有命令。" -msgid "" -"Creates a canvas item and returns the assigned [RID]. It can be accessed " -"with the RID that is returned. This RID will be used in all " -"[code]canvas_item_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"This is the internal equivalent of the [CanvasItem] node." -msgstr "" -"创建画布项目并返回分配的 [RID]。可以通过返回的 RID 进行访问。这个 RID 会在所" -"有 [code]canvas_item_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"这是 [CanvasItem] 节点的内部等价物。" - msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "设置 [CanvasItem] 以将矩形复制到后台缓冲区。" msgid "Sets the index for the [CanvasItem]." msgstr "设置 [CanvasItem] 的索引。" -msgid "Sets a new material to the [CanvasItem]." -msgstr "为 [CanvasItem] 设置新材质。" - -msgid "" -"Sets a color modulation to the [CanvasItem]. This also affects child canvas " -"items." -msgstr "为 [CanvasItem] 设置调制颜色。也会影响子级画布项目。" - msgid "" "Sets a parent [CanvasItem] to the [CanvasItem]. The item will inherit " "transform, modulation and visibility from its parent, like [CanvasItem] " @@ -90954,22 +88769,6 @@ msgstr "" "为 [CanvasItem] 设置父级 [CanvasItem]。该项目会从父级继承变换、调制、可见性," "和场景树中的 [CanvasItem] 节点一样。" -msgid "" -"Sets a color self-modulation to the [CanvasItem]. It does not affect the " -"child canvas items." -msgstr "为 [CanvasItem] 设置自调制颜色。不会影响子级画布项目。" - -msgid "Enables or disables Y-sorting of a [CanvasItem]." -msgstr "启用或禁用 [CanvasItem] 的 Y 排序。" - -msgid "" -"Sets the transform of the [CanvasItem]. It affects where and how the item " -"will be drawn. Child canvas items' transforms are multiplied by their " -"parent's transform." -msgstr "" -"设置 [CanvasItem] 的变换。会影响该项目在哪里绘制以及如何绘制。子级画布项目的" -"变换会与其父级变换相乘。" - msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "设置 [CanvasItem] 是否使用其父级的材质。" @@ -91014,34 +88813,9 @@ msgid "" msgstr "将画布灯连接到画布上,并将其从以前的画布中取出。" msgid "" -"Creates a canvas light and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " -"[code]canvas_light_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." -msgstr "" -"创建画布灯光并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在所有 [code]canvas_light_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。" - -msgid "" "Attaches a light occluder to the canvas. Removes it from its previous canvas." msgstr "将光遮挡物添加到画布上,并将其从之前的画布中移除。" -msgid "" -"Creates a light occluder and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " -"[code]canvas_light_occluder_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." -msgstr "" -"创建光线遮挡器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这" -"个 RID 会在所有 [code]canvas_light_occluder_*[/code] RenderingServer 函数中使" -"用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。" - msgid "Enables or disables light occluder." msgstr "启用或禁用遮光器。" @@ -91131,19 +88905,6 @@ msgstr "" "[member Light2D.range_z_max]。" msgid "" -"Creates a new light occluder polygon and adds it to the RenderingServer. It " -"can be accessed with the RID that is returned. This RID will be used in all " -"[code]canvas_occluder_polygon_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." -msgstr "" -"新建一个光线遮挡多边形并将其添加到 RenderingServer。可以通过返回的 RID 进行访" -"问。这个 RID 会在所有 [code]canvas_occluder_polygon_*[/code] RenderingServer " -"函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。" - -msgid "" "Sets an occluder polygons cull mode. See [enum " "CanvasOccluderPolygonCullMode] constants." msgstr "设置遮挡多边形剔除模式。详见 [enum CanvasOccluderPolygonCullMode] 。" @@ -91160,26 +88921,6 @@ msgid "Modulates all colors in the given canvas." msgstr "调制给定画布中的所有颜色。" msgid "" -"Creates a canvas texture and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " -"[code]canvas_texture_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"This is the internal equivalent of the [CanvasTexture] resource." -msgstr "" -"创建画布纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在所有 [code]canvas_texture_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"这是 [CanvasTexture] 资源的内部等价物。" - -msgid "Sets the texture filter used by the [CanvasTexture]." -msgstr "设置该 [CanvasTexture] 所使用的纹理过滤模式。" - -msgid "Sets the texture repeat used by the [CanvasTexture]." -msgstr "设置该 [CanvasTexture] 所使用的纹理重复模式。" - -msgid "" "Creates a RenderingDevice that can be used to do draw and compute operations " "on a separate thread. Cannot draw to the screen nor share data with the " "global RenderingDevice.\n" @@ -91191,77 +88932,6 @@ msgstr "" "[b]注意:[/b]使用 OpenGL 后端或在无头模式下运行时,这个函数始终返回 " "[code]null[/code] 。" -msgid "" -"Creates a decal and adds it to the RenderingServer. It can be accessed with " -"the RID that is returned. This RID will be used in all [code]decal_*[/code] " -"RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"This is the internal equivalent of the [Decal] node." -msgstr "" -"创建贴花并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " -"会在所有 [code]decal_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"这是 [Decal] 节点的内部等价物。" - -msgid "Sets the color modulation of the [Decal]." -msgstr "设置该 [Decal] 的调制颜色。" - -msgid "Sets the size of the [Decal]." -msgstr "设置该 [Decal] 的大小。" - -msgid "Sets the texture of the [Decal]." -msgstr "设置该 [Decal] 的纹理。" - -msgid "" -"Creates a directional light and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID can be used in most " -"[code]light_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"To place in a scene, attach this directional light to an instance using " -"[method instance_set_base] using the returned RID.\n" -"This is the internal equivalent of the [DirectionalLight3D] node." -msgstr "" -"新建平行光并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在大多数 [code]light_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"如果要将这个平行光放置到场景中,请使用返回的 RID 调用 [method " -"instance_set_base],将其附加至某个实例上。\n" -"这是 [DirectionalLight3D] 节点的内部等价物。" - -msgid "" -"Creates an environment and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " -"[code]environment_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"This is the internal equivalent of the [Environment] resource." -msgstr "" -"新建一个环境并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在所有 [code]environment_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"这是 [Environment] 资源的内部等价物。" - -msgid "" -"Sets the values to be used with the \"Adjustment\" post-process effect. See " -"[Environment] for more details." -msgstr "设置用于 \"调整 \"后处理效果的数值。参阅[Environment]以了解更多细节。" - -msgid "" -"Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment." -"background_mode]." -msgstr "" -"设置环境的 [i]BGMode[/i]。相当于 [member Environment.background_mode]。" - -msgid "" -"Color displayed for clear areas of the scene (if using Custom color or " -"Color+Sky background modes)." -msgstr "场景中空白区域的颜色显示(如果使用自定义颜色或颜色+天空背景模式)。" - msgid "Sets the intensity of the background color." msgstr "设置背景颜色的强度。" @@ -91309,11 +88979,6 @@ msgstr "" "设置屏幕空间间接照明(SSIL)后期处理效果的质量级别。详情见 [Environment]。" msgid "" -"Sets the variables to be used with the \"screen space reflections\" post-" -"process effect. See [Environment] for more details." -msgstr "设置用于“屏幕空间反射”后处理效果的变量。详情请参阅 [Environment]。" - -msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." msgstr "设置用于“色调映射”后处理效果的变量。详情请参阅 [Environment]。" @@ -91334,20 +88999,6 @@ msgstr "" "缓冲区的宽度和高度。[param depth] 则用于设置缓冲区的深度。" msgid "" -"Creates a fog volume and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID will be used in all " -"[code]fog_volume_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"This is the internal equivalent of the [FogVolume] node." -msgstr "" -"创建雾体积并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在所有 [code]fog_volume_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"这是 [FogVolume] 节点的内部等价物。" - -msgid "" "Sets the [Material] of the fog volume. Can be either a [FogMaterial] or a " "custom [ShaderMaterial]." msgstr "" @@ -91377,14 +89028,6 @@ msgstr "" "FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer." "FOG_VOLUME_SHAPE_BOX] 时,雾体积的大小。" -msgid "Tries to free an object in the RenderingServer." -msgstr "尝试释放 RenderingServer 中的某个对象。" - -msgid "" -"Returns the default clear color which is used when a specific clear color " -"has not been selected." -msgstr "返回未选择特定清除颜色时所使用的默认清除颜色。" - msgid "" "Returns the global RenderingDevice.\n" "[b]Note:[/b] When using the OpenGL backend or when running in headless mode, " @@ -91397,25 +89040,6 @@ msgstr "" msgid "Returns the parameters of a shader." msgstr "返回着色器的参数。" -msgid "Returns the ID of the test cube. Creates one if none exists." -msgstr "返回测试立方体的 ID。如果不存在,则会创建一个。" - -msgid "Returns the ID of the test texture. Creates one if none exists." -msgstr "返回测试纹理的 ID。如果不存在,则会创建一个。" - -msgid "" -"Returns the version of the graphics video adapter [i]currently in use[/i] (e." -"g. \"1.2.189\" for Vulkan, \"3.3.0 NVIDIA 510.60.02\" for OpenGL). This " -"version may be different from the actual latest version supported by the " -"hardware, as Godot may not always request the latest version.\n" -"[b]Note:[/b] When running a headless or server binary, this function returns " -"an empty string." -msgstr "" -"返回[i]当前使用的[/i]图形视频适配器的版本(例如,Vulkan 为“1.2.189”,OpenGL " -"为“3.3.0 NVIDIA 510.60.02”)。该版本可能与硬件支持的实际最新版本不同,因为 " -"Godot 可能并不总是要求最新版本。\n" -"[b]注意:[/b]当运行无头或服务器可执行文件时,该函数返回一个空字符串。" - msgid "" "Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/" "SSE2\").\n" @@ -91449,26 +89073,6 @@ msgstr "" "返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。\n" "[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。" -msgid "Returns the ID of a white texture. Creates one if none exists." -msgstr "返回白色纹理的 ID。如果不存在,则创建一个。" - -msgid "" -"If [param half_resolution] is [code]true[/code], renders [VoxelGI] and SDFGI " -"([member Environment.sdfgi_enabled]) buffers at halved resolution (e.g. " -"960×540 when the viewport size is 1920×1080). This improves performance " -"significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts " -"that may be visible on polygon edges. The loss in quality becomes less " -"noticeable as the viewport resolution increases. [LightmapGI] rendering is " -"not affected by this setting. See also [member ProjectSettings.rendering/" -"global_illumination/gi/use_half_resolution]." -msgstr "" -"如果 [param half_resolution] 为 [code]true[/code],则会使用一半的分辨率渲染 " -"[VoxelGI] 和 SDFGI([member Environment.sdfgi_enabled])缓冲区(例如视口大小" -"为 1920×1080 时使用 960×540)。启用 VoxelGI 或 SDFGI 时,这样做能够显著提升性" -"能,但代价是多边形边缘可能产生显示问题。视口分辨率越高,越不容易注意到质量的" -"损失。[LightmapGI] 的渲染不受这个设置的影响。另见 [member ProjectSettings." -"rendering/global_illumination/gi/use_half_resolution]。" - msgid "" "Returns [code]true[/code] if changes have been made to the RenderingServer's " "data. [method force_draw] is usually called if this happens." @@ -91501,37 +89105,6 @@ msgid "" msgstr "将骨架附加到实例。并从实例中移除之前骨架。" msgid "" -"Creates a visual instance and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " -"[code]instance_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"An instance is a way of placing a 3D object in the scenario. Objects like " -"particles, meshes, and reflection probes need to be associated with an " -"instance to be visible in the scenario using [method instance_set_base].\n" -"This is the internal equivalent of the [VisualInstance3D] node." -msgstr "" -"创建可视实例并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在所有 [code]instance_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"实例可以将 3D 对象放置到场景中。粒子、网格、反射探针等对象都需要使用 [method " -"instance_set_base] 与实例关联,才能显示在场景中。\n" -"这是 [VisualInstance3D] 节点的内部等价物。" - -msgid "" -"Creates a visual instance, adds it to the RenderingServer, and sets both " -"base and scenario. It can be accessed with the RID that is returned. This " -"RID will be used in all [code]instance_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." -msgstr "" -"创建可视实例并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在大多数 [code]instance_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。" - -msgid "" "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. " "Equivalent to [member GeometryInstance3D.cast_shadow]." msgstr "" @@ -91595,17 +89168,6 @@ msgstr "" "设置给定几何实例的可见性范围值。相当于 [member GeometryInstance3D." "visibility_range_begin] 和相关属性。" -msgid "" -"Sets the base of the instance. A base can be any of the 3D objects that are " -"created in the RenderingServer that can be displayed. For example, any of " -"the light types, mesh, multimesh, immediate geometry, particle system, " -"reflection probe, lightmap, and the GI probe are all types that can be set " -"as the base of an instance in order to be displayed in the scenario." -msgstr "" -"设置该实例的基础。基础可以是在 RenderingServer 中创建的任何可以显示的 3D 对" -"象。例如,任何光源类型、网格、多重网格、直接几何体、粒子系统、反射探针、光照" -"贴图、和 GI 探针都可以被设置为实例的基础,以便在场景中显示。" - msgid "Sets the weight for a given blend shape associated with this instance." msgstr "设置与该实例相关的特定混合形状的权重。" @@ -91663,54 +89225,6 @@ msgid "" msgstr "设置是否绘制实例。相当于 [member Node3D.visible]。" msgid "" -"Returns an array of object IDs intersecting with the provided AABB. Only " -"visual 3D nodes are considered, such as [MeshInstance3D] or " -"[DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain " -"the actual nodes. A scenario RID must be provided, which is available in the " -"[World3D] you want to query. This forces an update for all resources queued " -"to update.\n" -"[b]Warning:[/b] This function is primarily intended for editor usage. For in-" -"game use cases, prefer physics collision." -msgstr "" -"返回与提供的 AABB 相交的对象 ID 的数组。仅考虑可视的 3D 节点,例如 " -"[MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method @GlobalScope." -"instance_from_id] 来获取实际节点。必须提供一个场景 RID,且它在要查询的 " -"[World3D] 中可用。这会强制更新所有已被队列以等待更新的资源。\n" -"[b]警告:[/b]该函数主要供编辑器使用。对于游戏中的用例,最好是物理碰撞。" - -msgid "" -"Returns an array of object IDs intersecting with the provided convex shape. " -"Only visual 3D nodes are considered, such as [MeshInstance3D] or " -"[DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain " -"the actual nodes. A scenario RID must be provided, which is available in the " -"[World3D] you want to query. This forces an update for all resources queued " -"to update.\n" -"[b]Warning:[/b] This function is primarily intended for editor usage. For in-" -"game use cases, prefer physics collision." -msgstr "" -"返回与提供的凸形相交的对象 ID 的数组。仅考虑可视的 3D 节点,例如 " -"[MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method @GlobalScope." -"instance_from_id] 以获取实际节点。必须提供场景 RID,且它在要查询的 [World3D] " -"中可用。这会强制更新所有已被队列以等待更新的资源。\n" -"[b]警告:[/b]该函数主要供编辑器使用。对于游戏中的用例,最好是物理碰撞。" - -msgid "" -"Returns an array of object IDs intersecting with the provided 3D ray. Only " -"visual 3D nodes are considered, such as [MeshInstance3D] or " -"[DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain " -"the actual nodes. A scenario RID must be provided, which is available in the " -"[World3D] you want to query. This forces an update for all resources queued " -"to update.\n" -"[b]Warning:[/b] This function is primarily intended for editor usage. For in-" -"game use cases, prefer physics collision." -msgstr "" -"返回与提供的 3D 射线相交的对象 ID 的数组。仅考虑可视的 3D 节点,例如 " -"[MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method @GlobalScope." -"instance_from_id] 以获取实际节点。必须提供场景 RID,且它在你要查询的 " -"[World3D] 中可用。这会强制更新所有已被队列以等待更新的资源。\n" -"[b]警告:[/b]该函数主要供编辑器使用。对于游戏中的用例,最好是物理碰撞。" - -msgid "" "If [code]true[/code], this directional light will blend between shadow map " "splits resulting in a smoother transition between them. Equivalent to " "[member DirectionalLight3D.directional_shadow_blend_splits]." @@ -91751,42 +89265,6 @@ msgid "" msgstr "设置灯光的颜色。相当于 [member Light3D.light_color]。" msgid "" -"Sets the cull mask for this Light3D. Lights only affect objects in the " -"selected layers. Equivalent to [member Light3D.light_cull_mask]." -msgstr "" -"设置此 Light3D 的剔除掩码。灯光仅影响选定层中的对象。相当于 [member Light3D." -"light_cull_mask]。" - -msgid "" -"Sets the distance fade for this Light3D. This acts as a form of level of " -"detail (LOD) and can be used to improve performance. Equivalent to [member " -"Light3D.distance_fade_enabled], [member Light3D.distance_fade_begin], " -"[member Light3D.distance_fade_shadow], and [member Light3D." -"distance_fade_length]." -msgstr "" -"设置该 Light3D 的淡入淡出距离。这充当了一种多细节层次(LOD)的形式,可用于提" -"高性能。相当于 [member Light3D.distance_fade_enabled]、[member Light3D." -"distance_fade_begin]、[member Light3D.distance_fade_shadow]、和 [member " -"Light3D.distance_fade_length]。" - -msgid "" -"If [code]true[/code], light will subtract light instead of adding light. " -"Equivalent to [member Light3D.light_negative]." -msgstr "" -"如果为 [code]true[/code],则灯光会对光进行扣除而不是增加。相当于 [member " -"Light3D.light_negative]。" - -msgid "" -"Sets the specified light parameter. See [enum LightParam] for options. " -"Equivalent to [method Light3D.set_param]." -msgstr "" -"设置指定的灯光参数。选项见 [enum LightParam]。相当于 [method Light3D." -"set_param]。" - -msgid "Not implemented in Godot 3.x." -msgstr "在 Godot 3.x 中没有实现。" - -msgid "" "If [code]true[/code], reverses the backface culling of the mesh. This can be " "useful when you have a flat mesh that has a light behind it. If you need to " "cast a shadow on both sides of the mesh, set the mesh to use double-sided " @@ -91806,20 +89284,6 @@ msgstr "" "shadow_enabled]。" msgid "" -"Creates a lightmap GI and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID will be used in all " -"[code]instance_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"This is the internal equivalent of the [LightmapGI] node." -msgstr "" -"创建光照贴图 GI 并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这" -"个 RID 会在所有 [code]instance_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"这是 [LightmapGI] 节点的内部等价物。" - -msgid "" "Used to inform the renderer what exposure normalization value was used while " "baking the lightmap. This value will be used and modulated at run time to " "ensure that the lightmap maintains a consistent level of exposure even if " @@ -91830,25 +89294,6 @@ msgstr "" "制,以确保即使场景范围的曝光归一化值在运行时发生变化,光照贴图也能保持一致的" "曝光水平。有关详细信息,请参阅 [method camera_attributes_set_exposure]。" -msgid "" -"Returns a mesh of a sphere with the given number of horizontal and vertical " -"subdivisions." -msgstr "返回球体网格,具有给定数量的水平和垂直细分。" - -msgid "" -"Creates an empty material and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " -"[code]material_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"This is the internal equivalent of the [Material] resource." -msgstr "" -"创建空材质并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在所有 [code]material_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"这是 [Material] 资源的内部等价物。" - msgid "Returns the value of a certain material's parameter." msgstr "返回特定材质的参数值。" @@ -91867,24 +89312,6 @@ msgstr "设置着色器材质的着色器。" msgid "Removes all surfaces from a mesh." msgstr "移除网格中的所有表面。" -msgid "" -"Creates a new mesh and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID will be used in all [code]mesh_*[/" -"code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"To place in a scene, attach this mesh to an instance using [method " -"instance_set_base] using the returned RID.\n" -"This is the internal equivalent of the [Mesh] resource." -msgstr "" -"新建网格并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " -"会在所有 [code]mesh_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"如果要将这个网格放置到场景中,请使用返回的 RID 调用 [method " -"instance_set_base],将其附加至某个实例上。\n" -"这是 [Mesh] 资源的内部等价物。" - msgid "Returns a mesh's blend shape count." msgstr "返回一个网格的混合形状数量。" @@ -91916,24 +89343,6 @@ msgid "Sets a mesh's surface's material." msgstr "设置网格表面的材质。" msgid "" -"Creates a new multimesh on the RenderingServer and returns an [RID] handle. " -"This RID will be used in all [code]multimesh_*[/code] RenderingServer " -"functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"To place in a scene, attach this multimesh to an instance using [method " -"instance_set_base] using the returned RID.\n" -"This is the internal equivalent of the [MultiMesh] resource." -msgstr "" -"新建多网格并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在所有 [code]multimesh_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"如果要将这个多网格放置到场景中,请使用返回的 RID 调用 [method " -"instance_set_base],将其附加至某个实例上。\n" -"这是 [MultiMesh] 资源的内部等价物。" - -msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." msgstr "计算并返回轴对齐的包围盒,该包围盒将所有的实例都包含在 multimesh 中。" @@ -92004,38 +89413,6 @@ msgstr "" "当于 [member MultiMesh.visible_instance_count]。" msgid "" -"Creates a new omni light and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID can be used in most " -"[code]light_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"To place in a scene, attach this omni light to an instance using [method " -"instance_set_base] using the returned RID." -msgstr "" -"创建一个新的全向灯并将其添加到 RenderingServer。可以使用返回的 RID 访问它。" -"该 RID 可用于大多数 [code]light_*[/code] RenderingServer 函数。\n" -"一旦使用 RID 完成操作后,需要使用 RenderingServer 的静态方法 [method " -"free_rid] 来释放该 RID。\n" -"要放置在场景中,请使用 [method instance_set_base] 使用该返回的 RID 将该全向灯" -"附加到一个实例。" - -msgid "" -"Creates a particle system and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " -"[code]particles_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"To place in a scene, attach these particles to an instance using [method " -"instance_set_base] using the returned RID." -msgstr "" -"创建粒子系统并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在所有 [code]particles_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"如果要将这些粒子放置到场景中,请使用返回的 RID 调用 [method " -"instance_set_base],将其附加至某个实例上。" - -msgid "" "Calculates and returns the axis-aligned bounding box that contains all the " "particles. Equivalent to [method GPUParticles3D.capture_aabb]." msgstr "" @@ -92184,22 +89561,6 @@ msgstr "" "用全局坐标。相当于 [member GPUParticles3D.local_coords]。" msgid "" -"Creates a reflection probe and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " -"[code]reflection_probe_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"To place in a scene, attach this reflection probe to an instance using " -"[method instance_set_base] using the returned RID." -msgstr "" -"创建反射探针并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在所有 [code]reflection_probe_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"如果要将这个反射探针放置到场景中,请使用返回的 RID 调用 [method " -"instance_set_base],将其附加至某个实例上。" - -msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior]." msgstr "" @@ -92268,23 +89629,6 @@ msgid "" msgstr "安排对给定可调用体的回调,会在一帧绘制完成后回调。" msgid "" -"Creates a scenario and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID will be used in all " -"[code]scenario_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"The scenario is the 3D world that all the visual instances exist in." -msgstr "" -"创建场景并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " -"会在大多数 [code]scenario_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"场景是所有可视实例存在的 3D 世界。" - -msgid "Sets the environment that will be used with this scenario." -msgstr "设置将用于此场景的环境。" - -msgid "" "Sets the fallback environment to be used by this scenario. The fallback " "environment is used if no environment is set. Internally, this is used by " "the editor to provide a default environment." @@ -92305,31 +89649,6 @@ msgstr "" "[code]false[/code],则该图像将使用最近邻插值的方式进行缩放。" msgid "" -"If [code]true[/code], the engine will generate wireframes for use with the " -"wireframe debug mode." -msgstr "如果为 [code]true[/code],引擎将生成用于线框调试模式的线框。" - -msgid "" -"Sets the default clear color which is used when a specific clear color has " -"not been selected." -msgstr "设置未选择特定透明色时使用的默认透明色。" - -msgid "" -"Creates an empty shader and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " -"[code]shader_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." -msgstr "" -"创建空的着色器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这" -"个 RID 会在所有 [code]shader_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。" - -msgid "Returns a shader's code." -msgstr "返回着色器的代码。" - -msgid "" "Returns a default texture from a shader searched by name.\n" "[b]Note:[/b] If the sampler array is used use [param index] to access the " "specified texture." @@ -92357,54 +89676,9 @@ msgstr "设置该骨架中指定骨骼的 [Transform3D]。" msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "设置该骨架中指定骨骼的 [Transform2D]。" -msgid "" -"Creates a skeleton and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID will be used in all " -"[code]skeleton_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." -msgstr "" -"创建骨架并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID " -"会在所有 [code]skeleton_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。" - msgid "Returns the number of bones allocated for this skeleton." msgstr "返回分配给这个骨架的骨骼数量。" -msgid "" -"Creates an empty sky and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID will be used in all [code]sky_*[/" -"code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." -msgstr "" -"创建空的天空并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在所有 [code]sky_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。" - -msgid "" -"Sets the material that the sky uses to render the background and reflection " -"maps." -msgstr "设置天空用于渲染背景和反射贴图的材质。" - -msgid "" -"Creates a spot light and adds it to the RenderingServer. It can be accessed " -"with the RID that is returned. This RID can be used in most [code]light_*[/" -"code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method.\n" -"To place in a scene, attach this spot light to an instance using [method " -"instance_set_base] using the returned RID." -msgstr "" -"创建聚光灯并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在大多数 [code]light_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。\n" -"如果要将这个聚光灯放置到场景中,请使用返回的 RID 调用 [method " -"instance_set_base],将其附加至某个实例上。" - msgid "Returns a texture [RID] that can be used with [RenderingDevice]." msgstr "返回可用于 [RenderingDevice] 的纹理 [RID]。" @@ -92453,18 +89727,6 @@ msgstr "" "使用它可以带来显著的优化,尤其是在低端设备上。但是,这是以必须手动管理视口为" "代价的。进一步优化请参见 [method viewport_set_render_direct_to_screen]。" -msgid "" -"Creates an empty viewport and adds it to the RenderingServer. It can be " -"accessed with the RID that is returned. This RID will be used in all " -"[code]viewport_*[/code] RenderingServer functions.\n" -"Once finished with your RID, you will want to free the RID using the " -"RenderingServer's [method free_rid] static method." -msgstr "" -"创建空的视口并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 " -"RID 会在所有 [code]viewport_*[/code] RenderingServer 函数中使用。\n" -"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 静态方法进行释" -"放。" - msgid "Returns the viewport's last rendered frame." msgstr "返回视口的最后渲染帧。" @@ -92504,9 +89766,6 @@ msgid "" "options." msgstr "设置视口的调试绘图模式。可选项见 [enum ViewportDebugDraw]。" -msgid "If [code]true[/code], the viewport's canvas is not rendered." -msgstr "如果为 [code]true[/code],则不渲染视口的画布。" - msgid "" "Sets the viewport's environment mode which allows enabling or disabling " "rendering of 3D environment over 2D canvas. When disabled, 2D will not be " @@ -92527,33 +89786,6 @@ msgid "Sets the viewport's global transformation matrix." msgstr "设置视口的全局变换矩阵。" msgid "" -"Sets the multisample anti-aliasing mode for 2D/Canvas. See [enum " -"ViewportMSAA] for options." -msgstr "设置 2D/画布的多重采样抗锯齿模式。选项见 [enum ViewportMSAA]。" - -msgid "" -"Sets the multisample anti-aliasing mode for 3D. See [enum ViewportMSAA] for " -"options." -msgstr "设置 3D 的多重采样抗锯齿模式。选项见 [enum ViewportMSAA]。" - -msgid "Sets the viewport's parent to another viewport." -msgstr "设置视口的父视口到另一个视口。" - -msgid "Sets the shadow atlas quadrant's subdivision." -msgstr "设置阴影图集象限的细分。" - -msgid "" -"Sets the size of the shadow atlas's images (used for omni and spot lights). " -"The value will be rounded up to the nearest power of 2.\n" -"[b]Note:[/b] If this is set to [code]0[/code], no shadows will be visible at " -"all (including directional shadows)." -msgstr "" -"设置阴影图集图像的大小(用于全向灯和聚光灯)。该值将向上舍入到最接近的 2 次" -"幂。\n" -"[b]注意:[/b]如果被设置为 [code]0[/code],将根本看不到任何阴影(包括定向阴" -"影)。" - -msgid "" "If [code]true[/code], render the contents of the viewport directly to " "screen. This allows a low-level optimization where you can skip drawing a " "viewport to the root viewport. While this optimization can result in a " @@ -92576,19 +89808,6 @@ msgstr "" "小。" msgid "" -"Sets scaling 3d mode. Bilinear scaling renders at different resolution to " -"either undersample or supersample the viewport. FidelityFX Super Resolution " -"1.0, abbreviated to FSR, is an upscaling technology that produces high " -"quality images at fast framerates by using a spatially aware upscaling " -"algorithm. FSR is slightly more expensive than bilinear, but it produces " -"significantly higher image quality. FSR should be used where possible." -msgstr "" -"设置缩放 3d 模式。双线性缩放以不同的分辨率渲染,以对视口进行欠采样或超采样。" -"FidelityFX 超分辨率 1.0,缩写为 FSR,是一种放大技术,通过使用空间感知放大算法" -"以快速帧速率生成高质量图像。FSR 比双线性稍微贵一点,但它产生的图像质量明显更" -"高。应尽可能使用 FSR。" - -msgid "" "Scales the 3D render buffer based on the viewport size uses an image filter " "specified in [enum ViewportScaling3DMode] to scale the output image to the " "full viewport size. Values lower than [code]1.0[/code] can be used to speed " @@ -92612,17 +89831,6 @@ msgstr "" "0.77”、“质量:0.67”、“平衡:0.59”、“性能:0.5”,而不是公开整个比例。" msgid "" -"Sets a viewport's scenario.\n" -"The scenario contains information about environment information, reflection " -"atlas etc." -msgstr "" -"设置视口的场景。\n" -"该场景包含环境、反射图集等信息。" - -msgid "Sets the viewport's width and height." -msgstr "设置视口的宽度和高度。" - -msgid "" "Affects the final texture sharpness by reading from a lower or higher mipmap " "(also called \"texture LOD bias\"). Negative values make mipmapped textures " "sharper but grainier when viewed at a distance, while positive values make " @@ -92655,9 +89863,6 @@ msgid "" "constants for options." msgstr "设置应更新视口的时间。可选项请参阅 [enum ViewportUpdateMode] 。" -msgid "If [code]true[/code], use Temporal Anti-Aliasing." -msgstr "如果为 [code]true[/code],则使用时间抗锯齿。" - msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [XRInterface]." @@ -92665,19 +89870,6 @@ msgstr "" "如果为 [code]true[/code],则视口使用增强或虚拟现实技术。参阅 [XRInterface]。" msgid "" -"Sets the Variable Rate Shading (VRS) mode for the viewport. Note, if " -"hardware does not support VRS this property is ignored." -msgstr "" -"设置视口的可变速率着色(VRS)模式。请注意,如果硬件不支持 VRS,则忽略该属性。" - -msgid "" -"Texture to use when the VRS mode is set to [constant RenderingServer." -"VIEWPORT_VRS_TEXTURE]." -msgstr "" -"当 VRS 模式设置为 [constant RenderingServer.VIEWPORT_VRS_TEXTURE] 时,要使用" -"的纹理。" - -msgid "" "Used to inform the renderer what exposure normalization value was used while " "baking the voxel gi. This value will be used and modulated at run time to " "ensure that the voxel gi maintains a consistent level of exposure even if " @@ -92719,28 +89911,12 @@ msgstr "画布项目的最小 Z 层。" msgid "The maximum Z-layer for canvas items." msgstr "帆布项目的最大 Z 层。" -msgid "" -"Max number of glow levels that can be used with glow post-process effect." -msgstr "可用于辉光后处理效果的最大辉光级别数。" - -msgid "Unused enum in Godot 3.x." -msgstr "在 Godot 3.x 中未使用的枚举。" - msgid "Shader is a 3D shader." msgstr "着色器是 3D 着色器。" msgid "Shader is a 2D shader." msgstr "着色器是 2D 着色器。" -msgid "Shader is a particle shader." -msgstr "着色器是粒子着色器。" - -msgid "Shader is a sky shader." -msgstr "着色器是天空着色器。" - -msgid "Shader is a fog shader." -msgstr "着色器是雾着色器。" - msgid "Represents the size of the [enum ShaderMode] enum." msgstr "代表 [enum ShaderMode] 枚举的大小。" @@ -92750,45 +89926,27 @@ msgstr "所有材质的最小渲染优先级。" msgid "The maximum renderpriority of all materials." msgstr "所有材质的最大渲染优先级。" -msgid "Array is a vertex array." -msgstr "数组是顶点数组。" - msgid "Array is a normal array." msgstr "数组是法线数组。" msgid "Array is a tangent array." msgstr "数组是切线数组。" -msgid "Array is a color array." -msgstr "数组是颜色数组。" - msgid "Array is an UV coordinates array." msgstr "数组是 UV 坐标数组。" -msgid "Array is an UV coordinates array for the second UV coordinates." -msgstr "数组是第二个 UV 坐标的 UV 坐标数组。" - msgid "Array contains bone information." msgstr "数组包含骨骼信息。" msgid "Array is weight information." msgstr "数组是重量信息。" -msgid "Array is index array." -msgstr "数组是索引数组。" - -msgid "Flag used to mark a vertex array." -msgstr "用于标记顶点数组的标志。" - msgid "Flag used to mark a normal array." msgstr "用于标记法线数组的标志。" msgid "Flag used to mark a tangent array." msgstr "用于标记切线数组的标志。" -msgid "Flag used to mark a color array." -msgstr "用于标记颜色数组的标记。" - msgid "Flag used to mark an UV coordinates array." msgstr "用于标记 UV 坐标数组的标志。" @@ -92897,15 +90055,6 @@ msgstr "" "也更慢。各向异性的级别由 [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level] 定义。" -msgid "Is a directional (sun) light." -msgstr "是平行光(日光)。" - -msgid "Is an omni light." -msgstr "是全向光。" - -msgid "Is a spot light." -msgstr "是聚光。" - msgid "The light's energy multiplier." msgstr "该灯光的能量倍数。" @@ -92944,9 +90093,6 @@ msgstr "聚光灯的角度。" msgid "The spotlight's attenuation." msgstr "聚光灯的衰减。" -msgid "Max distance that shadows will be rendered." -msgstr "阴影被渲染的最大距离。" - msgid "Proportion of shadow atlas occupied by the first split." msgstr "第一次拆分所占据的阴影图集的比例。" @@ -93188,53 +90334,6 @@ msgid "" "culled." msgstr "[FogVolume] 将没有形状,将覆盖整个世界并且不会被剔除。" -msgid "" -"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can " -"be set using [member Viewport.scaling_3d_scale]. Values less then [code]1.0[/" -"code] will result in undersampling while values greater than [code]1.0[/" -"code] will result in supersampling. A value of [code]1.0[/code] disables " -"scaling." -msgstr "" -"对视口的 3D 缓冲区使用双线性缩放。可以使用 [member Viewport." -"scaling_3d_scale] 设置缩放量。小于 [code]1.0[/code] 的值将导致欠采样,而大于 " -"[code]1.0[/code] 的值将导致超采样。[code]1.0[/code] 的值将禁用缩放。" - -msgid "" -"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D " -"buffer. The amount of scaling can be set using [member Viewport." -"scaling_3d_scale]. Values less then [code]1.0[/code] will be result in the " -"viewport being upscaled using FSR. Values greater than [code]1.0[/code] are " -"not supported and bilinear downsampling will be used instead. A value of " -"[code]1.0[/code] disables scaling." -msgstr "" -"对视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 1.0 放大。可以使用 [member " -"Viewport.scaling_3d_scale] 设置缩放量。小于 [code]1.0[/code] 的值将导致使用 " -"FSR 放大视口。不支持大于 [code]1.0[/code] 的值,将改用双线性降采样。" -"[code]1.0[/code] 的值将禁用缩放。" - -msgid "Do not update the viewport." -msgstr "不要更新视口。" - -msgid "Update the viewport once then set to disabled." -msgstr "更新一次视口,然后设置为禁用。" - -msgid "Update the viewport whenever it is visible." -msgstr "只要视口是可见的,就更新视口。" - -msgid "Always update the viewport." -msgstr "始终更新视口。" - -msgid "The viewport is always cleared before drawing." -msgstr "在绘图之前,视口总是被清空。" - -msgid "The viewport is never cleared before drawing." -msgstr "在绘图之前,视口永远不会被清空。" - -msgid "" -"The viewport is cleared once, then the clear mode is set to [constant " -"VIEWPORT_CLEAR_NEVER]." -msgstr "视口被清除一次,然后清除模式设置为 [constant VIEWPORT_CLEAR_NEVER]。" - msgid "Disable rendering of 3D environment over 2D canvas." msgstr "禁用在 2D 画布上渲染 3D 环境。" @@ -93242,17 +90341,6 @@ msgid "Enable rendering of 3D environment over 2D canvas." msgstr "启用在 2D 画布上渲染 3D 环境。" msgid "" -"Inherit enable/disable value from parent. If topmost parent is also set to " -"inherit, then this has the same behavior as [constant " -"VIEWPORT_ENVIRONMENT_ENABLED]." -msgstr "" -"从父级继承启用/禁用值。如果最顶层的父级也被设置为继承,那么这与 [constant " -"VIEWPORT_ENVIRONMENT_ENABLED] 具有相同的行为。" - -msgid "Max value of [enum ViewportEnvironmentMode] enum." -msgstr "[enum ViewportEnvironmentMode] 枚举的最大值。" - -msgid "" "Multisample antialiasing for 3D is disabled. This is the default value, and " "also the fastest setting." msgstr "用于 3D 的多重采样抗锯齿被禁用。这是默认值,也是最快的设置。" @@ -93274,6 +90362,19 @@ msgstr "" "用于 3D 的多重采样抗锯齿,使用每个像素 8 个样本。这对性能有非常大的影响。可能" "在低端和较旧的硬件上不受支持。" +msgid "Do not perform any antialiasing in the full screen post-process." +msgstr "不要在全屏后处理中执行抗锯齿。" + +msgid "" +"Use fast approximate antialiasing. FXAA is a popular screen-space " +"antialiasing method, which is fast but will make the image look blurry, " +"especially at lower resolutions. It can still work relatively well at large " +"resolutions such as 1440p and 4K." +msgstr "" +"使用快速近似抗锯齿(Fast Approximate Anti-Aliasing)。FXAA 是一种流行的屏幕空" +"间抗锯齿方法,速度很快,但会让图像变模糊,使用较低分辨率时尤为显著。1440p 和 " +"4K 等较高分辨率下效果仍然不错。" + msgid "Number of objects drawn in a single frame." msgstr "在单帧中绘制的对象的数量。" @@ -93369,47 +90470,9 @@ msgstr "" "为场景中的 [DirectionalLight3D] 的每个 PSSM 分割着色不同的颜色,以便可以看到" "分割的位置。它们将按顺序被着色为红色、绿色、蓝色、黄色。" -msgid "VRS is disabled." -msgstr "VRS 已禁用。" - -msgid "" -"VRS uses a texture. Note, for stereoscopic use a texture atlas with a " -"texture for each view." -msgstr "" -"VRS 使用一个纹理。请注意,对于立体视觉,请为每个视图使用带有纹理的纹理图集。" - -msgid "VRS texture is supplied by the primary [XRInterface]." -msgstr "VRS 纹理由主 [XRInterface] 提供。" - msgid "Represents the size of the [enum ViewportVRSMode] enum." msgstr "代表 [enum ViewportVRSMode] 枚举的大小。" -msgid "" -"Uses high quality importance sampling to process the radiance map. In " -"general, this results in much higher quality than [constant Sky." -"PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be " -"used if you plan on changing the sky at runtime. If you are finding that the " -"reflection is not blurry enough and is showing sparkles or fireflies, try " -"increasing [member ProjectSettings.rendering/reflections/sky_reflections/" -"ggx_samples]." -msgstr "" -"使用高质量重要性采样处理辐照度贴图。得到的结果通常比 [constant Sky." -"PROCESS_MODE_REALTIME] 的质量更高,但需要花费更多的时间来生成。如果你计划在运" -"行时修改天空,则不应使用。如果你发现反射不够模糊,出现了火花或者萤火虫,请尝" -"试增大 [member ProjectSettings.rendering/reflections/sky_reflections/" -"ggx_samples]。" - -msgid "" -"Uses the fast filtering algorithm to process the radiance map. In general " -"this results in lower quality, but substantially faster run times.\n" -"[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so " -"[member Sky.radiance_size] must be set to [constant Sky.RADIANCE_SIZE_256]." -msgstr "" -"使用快速过滤算法处理辐照度贴图。一般来说,这会导致质量降低,但运行时间会大大" -"加快。\n" -"[b]注意:[/b]快速过滤算法仅限于 256x256 的立方体贴图,因此 [member Sky." -"radiance_size] 必须被设置为 [constant Sky.RADIANCE_SIZE_256]。" - msgid "Use the clear color as background." msgstr "用透明的颜色作为背景。" @@ -94275,37 +91338,6 @@ msgstr "" "take_over_path] 来覆盖缓存资源。" msgid "" -"Loads a resource at the given [param path], caching the result for further " -"access.\n" -"The registered [ResourceFormatLoader]s are queried sequentially to find the " -"first one which can handle the file's extension, and then attempt loading. " -"If loading fails, the remaining ResourceFormatLoaders are also attempted.\n" -"An optional [param type_hint] can be used to further specify the [Resource] " -"type that should be handled by the [ResourceFormatLoader]. Anything that " -"inherits from [Resource] can be used as a type hint, for example [Image].\n" -"The [param cache_mode] property defines whether and how the cache should be " -"used or updated when loading the resource. See [enum CacheMode] for " -"details.\n" -"Returns an empty resource if no [ResourceFormatLoader] could handle the " -"file.\n" -"GDScript has a simplified [method @GDScript.load] built-in method which can " -"be used in most situations, leaving the use of [ResourceLoader] for more " -"advanced scenarios." -msgstr "" -"在给定的 [param path] 中加载资源,并将结果缓存以供进一步访问。\n" -"按顺序查询注册的 [ResourceFormatLoader],以找到可以处理文件扩展名的第一个 " -"[ResourceFormatLoader],然后尝试加载。如果加载失败,则还会尝试其余的 " -"[ResourceFormatLoader]。\n" -"可选的 [param type_hint] 可用于进一步指定 [ResourceFormatLoader] 应处理的 " -"[Resource] 类型。任何继承自 [Resource] 的东西都可以用作类型提示,例如 " -"[Image]。\n" -"[param cache_mode] 属性定义在加载资源时是否以及如何使用或更新缓存。有关详细信" -"息,请参见 [enum CacheMode]。\n" -"如果没有 [ResourceFormatLoader] 可以处理该文件,则返回空资源。\n" -"GDScript 具有一个简化的 [method @GDScript.load] 内置方法,可在大多数情况下使" -"用,而 [ResourceLoader] 供更高级的情况使用。" - -msgid "" "Returns the resource loaded by [method load_threaded_request].\n" "If this is called before the loading thread is done (i.e. [method " "load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the calling " @@ -95013,14 +92045,6 @@ msgstr "" "[member tab_size] 以确定新的边距长度。" msgid "" -"Adds a [code][font][/code] tag with a italics font to the tag stack. This is " -"the same as adding a [code][i][/code] tag if not currently in a [code][b][/" -"code] tag." -msgstr "" -"在标签栈中添加 [code][font][/code] 标签,字体为斜体。如果当前没有 [code][b][/" -"code] 标签,这与添加 [code][i][/code] 标签相同。" - -msgid "" "Adds [code][ol][/code] or [code][ul][/code] tag to the tag stack. Multiplies " "[param level] by current [member tab_size] to determine new margin length." msgstr "" @@ -95919,11 +92943,6 @@ msgstr "" "路径上的其他物体发生碰撞。适用于需要动画的冻结物体。" msgid "" -"In this mode, the body's center of mass is calculated automatically based on " -"its shapes." -msgstr "在此模式下,该物体的质心将基于其形状自动计算。" - -msgid "" "In this mode, the body's center of mass is set through [member " "center_of_mass]. Defaults to the body's origin position." msgstr "" @@ -97484,16 +94503,6 @@ msgid "" msgstr "该选项局限于代码补全查询的位置 - 例如局部变量。" msgid "" -"The option is from the containing class or a parent class, relative to the " -"location of the code completion query. Perform a bitwise OR with the class " -"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, " -"etc) to store the depth of an option in a the class or a parent class." -msgstr "" -"该选项来自于所在的类或父类,相对于代码补全查询的位置。请使用类的深度进行按位 " -"OR(或)运算(例如 0 表示当前类,1 表示父类,2 表示父类的父类等),从而在当前" -"类或父类中存储选项的深度。" - -msgid "" "The option is from user code which is not local and not in a derived class " "(e.g. Autoload Singletons)." msgstr "该选项来自用户代码,不是局部,也不是派生类(例如自动加载单例)。" @@ -97611,12 +94620,6 @@ msgid "" "sensitive." msgstr "触摸滚动的死区。较低的死区使滚动更加敏感。" -msgid "The current horizontal scroll value." -msgstr "当前水平滚动值。" - -msgid "The current vertical scroll value." -msgstr "当前垂直滚动值。" - msgid "" "Controls whether vertical scrollbar can be used and when it should be " "visible. See [enum ScrollMode] for options." @@ -98026,31 +95029,6 @@ msgid "" msgstr "用于物理碰撞扫描和即时重叠查询的节点。类似于 [RayCast2D] 节点。" msgid "" -"Shape casting allows to detect collision objects by sweeping the [member " -"shape] along the cast direction determined by [member target_position] " -"(useful for things like beam weapons).\n" -"Immediate collision overlaps can be done with the [member target_position] " -"set to [code]Vector2(0, 0)[/code] and by calling [method " -"force_shapecast_update] within the same [b]physics_frame[/b]. This also " -"helps to overcome some limitations of [Area2D] when used as a continuous " -"detection area, often requiring waiting a couple of frames before collision " -"information is available to [Area2D] nodes, and when using the signals " -"creates unnecessary complexity.\n" -"The node can detect multiple collision objects, but it's usually used to " -"detect the first collision.\n" -"[b]Note:[/b] shape casting is more computationally expensive compared to ray " -"casting." -msgstr "" -"形状投射能够让 [member shape] 沿着投射方向扫过,检测途中碰撞到的对象,投射方" -"向由 [member target_position] 决定(可用于类似激光武器的东西)。\n" -"要原地检测碰撞重叠,可以将 [member target_position] 设置为 [code]Vector2(0, " -"0)[/code] 并在同一[b]物理帧[/b]中调用 [method force_shapecast_update]。这样也" -"能克服将 [Area2D] 用于连续碰撞检测的一些限制,[Area2D] 节点通常需要等待几帧才" -"能获取碰撞信息,而使用信号则会产生不必要的复杂度。\n" -"这个节点可以检测到多个碰撞对象,但通常只用于检测第一次碰撞。\n" -"[b]注意:[/b]形状投射所需的计算量比光线投射更大。" - -msgid "" "Adds a collision exception so the shape does not report collisions with the " "specified [CollisionObject2D] node." msgstr "添加碰撞例外,使该形状不汇报与指定 [CollisionObject2D] 节点的碰撞。" @@ -98186,31 +95164,6 @@ msgid "" msgstr "用于物理碰撞扫描和即时重叠查询的节点。类似于 [RayCast3D] 节点。" msgid "" -"Shape casting allows to detect collision objects by sweeping the [member " -"shape] along the cast direction determined by [member target_position] " -"(useful for things like beam weapons).\n" -"Immediate collision overlaps can be done with the [member target_position] " -"set to [code]Vector3(0, 0, 0)[/code] and by calling [method " -"force_shapecast_update] within the same [b]physics_frame[/b]. This also " -"helps to overcome some limitations of [Area3D] when used as a continuous " -"detection area, often requiring waiting a couple of frames before collision " -"information is available to [Area3D] nodes, and when using the signals " -"creates unnecessary complexity.\n" -"The node can detect multiple collision objects, but it's usually used to " -"detect the first collision.\n" -"[b]Note:[/b] Shape casting is more computationally expensive compared to ray " -"casting." -msgstr "" -"形状投射能够让 [member shape] 沿着投射方向扫过,检测途中碰撞到的对象,投射方" -"向由 [member target_position] 决定(可用于类似激光武器的东西)。\n" -"要原地检测碰撞重叠,可以将 [member target_position] 设置为 [code]Vector3(0, " -"0, 0)[/code] 并在同一[b]物理帧[/b]中调用 [method force_shapecast_update]。这" -"样也能克服将 [Area2D] 用于连续碰撞检测的一些限制,[Area3D] 节点通常需要等待几" -"帧才能获取碰撞信息,而使用信号则会产生不必要的复杂度。\n" -"这个节点可以检测到多个碰撞对象,但通常只用于检测第一次碰撞。\n" -"[b]注意:[/b]形状投射所需的计算量比光线投射更大。" - -msgid "" "Adds a collision exception so the shape does not report collisions with the " "specified [CollisionObject3D] node." msgstr "添加碰撞例外,让该形状不再汇报与指定 [CollisionObject3D] 节点的碰撞。" @@ -98998,14 +95951,6 @@ msgid "" msgstr "安装修改器时调用。修改器在此时执行初始化。" msgid "" -"Takes a angle and clamps it so it is within the passed-in [param min] and " -"[param max] range. [param invert] will inversely clamp the angle, clamping " -"it to the range outside of the given bounds." -msgstr "" -"接受角度并将其钳制在传入的 [param min] 和 [param max] 范围内。[param invert] " -"会逆向钳制该角度,将其钳制在给定范围之外。" - -msgid "" "Returns whether this modification will call [method _draw_editor_gizmo] in " "the Godot editor to draw modification-specific gizmos." msgstr "" @@ -99192,46 +96137,6 @@ msgid "" msgstr "使用 FABRIK 操纵一系列 [Bone2D] 到达某个目标的修改器。" msgid "" -"This [SkeletonModification2D] uses an algorithm called Forward And Backward " -"Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it " -"reaches a target.\n" -"FABRIK works by knowing the positions and lengths of a series of bones, " -"typically called a \"bone chain\". It first starts by running a forward " -"pass, which places the final bone at the target's position. Then all other " -"bones are moved towards the tip bone, so they stay at the defined bone " -"length away. Then a backwards pass is performed, where the root/first bone " -"in the FABRIK chain is placed back at the origin. then all other bones are " -"moved so they stay at the defined bone length away. This positions the bone " -"chain so that it reaches the target when possible, but all of the bones stay " -"the correct length away from each other.\n" -"Because of how FABRIK works, it often gives more natural results than those " -"seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle " -"constraints, which are fully taken into account when solving.\n" -"[b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are " -"the data objects that hold the data for each joint in the FABRIK chain. This " -"is different from [Bone2D] nodes! FABRIK joints hold the data needed for " -"each [Bone2D] in the bone chain used by FABRIK.\n" -"To help control how the FABRIK joints move, a magnet vector can be passed, " -"which can nudge the bones in a certain direction prior to solving, giving a " -"level of control over the final result." -msgstr "" -"这种 [SkeletonModification2D] 使用的是名为前后延伸反向运动学(Forward And " -"Backward Reaching Inverse Kinematics)的算法,即 FABRIK,能够对一条骨骼链进行" -"旋转,从而抵达目标。\n" -"FABRIK 需要先拿到一系列骨骼的位置和长度,这组骨骼通常称作“骨骼链”。它首先会做" -"一次向前处理,将最终的骨骼放置在目标的位置。然后让所有其他骨骼朝尖端骨骼移" -"动,恢复原有的骨骼长度。然后再做一次向后处理,将 FABRIK 链中的根/第一根骨骼放" -"回原点。然后移动所有其他骨骼,恢复原有的骨骼长度。这样就尽可能地让骨骼链抵达" -"了目标,并且所有骨骼之间的长度仍然为正确的长度。\n" -"由于 FABRIK 的工作原理,它通常比 [SkeletonModification2DCCDIK] 得到的结果更加" -"自然。FABRIK 还支持角度约束,在求解过程中会完全遵守这些约束。\n" -"[b]注意:[/b]FABRIK 修改器具有关节属性 [code]fabrik_joints[/code],里面是存" -"放 FABRIK 链中各个关节数据的数据对象。关节和 [Bone2D] 是两码事!FABRIK 关节存" -"放的是 FABRIK 所使用的骨骼链中每根 [Bone2D] 所需的数据。\n" -"可以传入磁铁向量来帮助控制 FABRIK 关节的移动,会在求解前让骨骼朝某个方向做略" -"微的移动,对最终结果进行微调。" - -msgid "" "Returns the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]." msgstr "返回分配给位于 [param joint_idx] 的 FABRIK 关节的 [Bone2D] 节点。" @@ -99548,13 +96453,6 @@ msgstr "" "的 [PhysicalBone2D] 节点,这允许 [Bone2D] 节点对物理做出反应。\n" "实验性的。物理骨骼在未来可能会被改变,以便自行执行 [Bone2D] 的位置更新。" -msgid "" -"Empties the list of [PhysicalBone2D] nodes and populates it will all " -"[PhysicalBone2D] nodes that are children of the [Skeleton2D]." -msgstr "" -"清空 [PhysicalBone2D] 节点列表,并使用该 [Skeleton2D] 节点的所有 " -"[PhysicalBone2D] 子节点填充该列表。" - msgid "Returns the [PhysicalBone2D] node at [param joint_idx]." msgstr "返回位于 [param joint_idx] 的 [PhysicalBone2D] 节点。" @@ -100110,22 +97008,6 @@ msgstr "" "sky_reflections/roughness_layers] 决定。当需要最高质量的辐照度贴图,但天空更" "新缓慢时,请使用该选项。" -msgid "" -"Uses the fast filtering algorithm to process the radiance map. In general " -"this results in lower quality, but substantially faster run times. If you " -"need better quality, but still need to update the sky every frame, consider " -"turning on [member ProjectSettings.rendering/reflections/sky_reflections/" -"fast_filter_high_quality].\n" -"[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, so " -"[member radiance_size] must be set to [constant RADIANCE_SIZE_256]." -msgstr "" -"使用快速过滤算法处理辐照度贴图。一般来说,这会导致质量较低,但运行时间会大大" -"加快。如果需要更好的质量,但仍需要每帧更新天空,请考虑开启 [member " -"ProjectSettings.rendering/reflections/sky_reflections/" -"fast_filter_high_quality]。\n" -"[b]注意:[/b]快速过滤算法被限制为 256x256 立方体贴图,因此 [member " -"radiance_size] 必须被设置为 [constant RADIANCE_SIZE_256]。" - msgid "Base class for GUI sliders." msgstr "GUI 滑动条的基类。" @@ -101155,40 +98037,6 @@ msgstr "" "图,请使用 [ORMMaterial3D] 代替。" msgid "" -"Physics body for 2D physics which is static or moves only by script. Useful " -"for floor and walls." -msgstr "静态或者只能被脚本移动的 2D 物理物体。可用于地面和墙体。" - -msgid "" -"Static body for 2D physics.\n" -"A static body is a simple body that doesn't move under physics simulation, i." -"e. it can't be moved by external forces or contacts but its transformation " -"can still be updated manually by the user. It is ideal for implementing " -"objects in the environment, such as walls or platforms. In contrast to " -"[RigidBody2D], it doesn't consume any CPU resources as long as they don't " -"move.\n" -"They have extra functionalities to move and affect other bodies:\n" -"[b]Static transform change:[/b] Static bodies can be moved by animation or " -"script. In this case, they are just teleported and don't affect other bodies " -"on their path.\n" -"[b]Constant velocity:[/b] When [member constant_linear_velocity] or [member " -"constant_angular_velocity] is set, static bodies don't move themselves but " -"affect touching bodies as if they were moving. This is useful for simulating " -"conveyor belts or conveyor wheels." -msgstr "" -"静态物体,用于 2D 物理。\n" -"静态物体是一种不会在物理仿真中移动的简单物体,也就是说,它无法被外力移动,也" -"无法因为碰触而移动,但用户仍然可以对它的变换进行手动更新。用来实现墙壁、平台" -"等环境中的对象非常理想。与 [RigidBody2D] 不同,静态物体只要不移动,就不会消耗" -"任何 CPU 资源。\n" -"静态物体还能移动和影响其他物体。\n" -"[b]改变静态变换:[/b]静态物体可以通过动画或脚本来移动。在这种情况下它们是被传" -"送的,不会影响移动路径上的其他物体。\n" -"[b]恒定速度:[/b]当 [member constant_linear_velocity] 或 [member " -"constant_angular_velocity] 被设置时,静态物体虽然自己不会移动,但会影响与之接" -"触的物体,就好像这些静态物体是在移动一样。可用于模拟传送带或传送轮。" - -msgid "" "The body's constant angular velocity. This does not rotate the body, but " "affects touching bodies, as if it were rotating." msgstr "" @@ -101202,45 +98050,6 @@ msgstr "" "该物体的恒定线速度。不会移动该物体,但会影响接触的物体,就好像这个静态物体正" "在移动一样。" -msgid "" -"Physics body for 3D physics which is static or moves only by script. Useful " -"for floor and walls." -msgstr "静态或者只能被脚本移动的 3D 物理物体。可用于地面和墙体。" - -msgid "" -"Static body for 3D physics.\n" -"A static body is a simple body that doesn't move under physics simulation, i." -"e. it can't be moved by external forces or contacts but its transformation " -"can still be updated manually by the user. It is ideal for implementing " -"objects in the environment, such as walls or platforms. In contrast to " -"[RigidBody3D], it doesn't consume any CPU resources as long as they don't " -"move.\n" -"They have extra functionalities to move and affect other bodies:\n" -"[i]Static transform change:[/i] Static bodies can be moved by animation or " -"script. In this case, they are just teleported and don't affect other bodies " -"on their path.\n" -"[i]Constant velocity:[/i] When [member constant_linear_velocity] or [member " -"constant_angular_velocity] is set, static bodies don't move themselves but " -"affect touching bodies as if they were moving. This is useful for simulating " -"conveyor belts or conveyor wheels.\n" -"[b]Warning:[/b] With a non-uniform scale this node will probably not " -"function as expected. Please make sure to keep its scale uniform (i.e. the " -"same on all axes), and change the size(s) of its collision shape(s) instead." -msgstr "" -"静态物体,用于 2D 物理。\n" -"静态物体是一种不会在物理仿真中移动的简单物体,也就是说,它无法被外力移动,也" -"无法因为碰触而移动,但用户仍然可以对它的变换进行手动更新。用来实现墙壁、平台" -"等环境中的对象非常理想。与 [RigidBody3D] 不同,静态物体只要不移动,就不会消耗" -"任何 CPU 资源。\n" -"静态物体还能移动和影响其他物体。\n" -"[i]改变静态变换:[/i]静态物体可以通过动画或脚本来移动。在这种情况下它们是被传" -"送的,不会影响移动路径上的其他物体。\n" -"[i]恒定速度:[/i]当 [member constant_linear_velocity] 或 [member " -"constant_angular_velocity] 被设置时,静态物体虽然自己不会移动,但会影响与之接" -"触的物体,就好像这些静态物体是在移动一样。可用于模拟传送带或传送轮。\n" -"[b]警告:[/b]如果缩放不统一,该节点可能无法正常工作。请确保缩放的统一(即各轴" -"都相同),可以改为修改碰撞形状的大小。" - msgid "Abstraction and base class for stream-based protocols." msgstr "基于流的协议的抽象和基类。" @@ -101377,33 +98186,6 @@ msgstr "" "通过连接发送数据。如果数据无法一次性发完,则仅会发送部分数据。该函数返回两个" "值,一个 [enum Error] 错误码以及一个整数,表示实际发送的数据量。" -msgid "" -"Puts a zero-terminated ASCII string into the stream prepended by a 32-bit " -"unsigned integer representing its size.\n" -"[b]Note:[/b] To put an ASCII string without prepending its size, you can use " -"[method put_data]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"put_data(\"Hello world\".to_ascii())\n" -"[/gdscript]\n" -"[csharp]\n" -"PutData(\"Hello World\".ToAscii());\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"向流中放入一个以零结尾的 ASCII 字符串,会前置一个表示其大小的 32 位无符号整" -"数。\n" -"[b]注意:[/b]如果要放置 ASCII 字符串,而不前置大小,可以使用 [method " -"put_data]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"put_data(\"Hello world\".to_ascii())\n" -"[/gdscript]\n" -"[csharp]\n" -"PutData(\"Hello World\".ToAscii());\n" -"[/csharp]\n" -"[/codeblocks]" - msgid "Puts an unsigned 16-bit value into the stream." msgstr "向流中放入一个无符号 16 位值。" @@ -101417,33 +98199,6 @@ msgid "Puts an unsigned byte into the stream." msgstr "向流中放入一个无符号字节。" msgid "" -"Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits " -"unsigned integer representing its size.\n" -"[b]Note:[/b] To put an UTF-8 string without prepending its size, you can use " -"[method put_data]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"put_data(\"Hello world\".to_utf8())\n" -"[/gdscript]\n" -"[csharp]\n" -"PutData(\"Hello World\".ToUtf8());\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"向流中放入一个以零结尾的 UTF-8 字符串,前置一个表示其大小的 32 位无符号整" -"数。\n" -"[b]注意:[/b]如果要放置 UTF-8 字符串,而不前置其大小,可以使用 [method " -"put_data]:\n" -"[codeblocks]\n" -"[gdscript]\n" -"put_data(\"Hello world\".to_utf8())\n" -"[/gdscript]\n" -"[csharp]\n" -"PutData(\"Hello World\".ToUTF8());\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" "Puts a Variant into the stream. If [param full_objects] is [code]true[/code] " "encoding objects is allowed (and can potentially include code).\n" "Internally, this uses the same encoding mechanism as the [method " @@ -101634,19 +98389,6 @@ msgid "TLS stream peer." msgstr "TLS 流对等体。" msgid "" -"TLS stream peer. This object can be used to connect to an TLS server or " -"accept a single TLS client connection.\n" -"[b]Note:[/b] When exporting to Android, make sure to enable the " -"[code]INTERNET[/code] permission in the Android export preset before " -"exporting the project or using one-click deploy. Otherwise, network " -"communication of any kind will be blocked by Android." -msgstr "" -"TLS 流对等体。此对象可用于连接到 TLS 服务器或接受单个 TLS 客户端连接。\n" -"[b]注意:[/b] 当导出到 Android 时,确保在导出项目或使用一键部署之前,在 " -"Android 导出预设中启用 [code]INTERNET[/code] 权限。否则,任何形式的网络通信都" -"会被 Android 阻止。" - -msgid "" "Accepts a peer connection as a server using the given [param " "server_options]. See [method TLSOptions.server]." msgstr "" @@ -103804,11 +100546,6 @@ msgstr "" "anti_aliasing] 设为 [code]false[/code],这样可以保证画面锐利、避免一些显示问" "题。" -msgid "" -"This changes the size of the faded ring. Higher values can be used to " -"achieve a \"blurry\" effect." -msgstr "这将改变褪色环的大小。更高的数值可以用来实现 \"模糊 \"的效果。" - msgid "The background color of the stylebox." msgstr "StyleBox的背景颜色。" @@ -104558,16 +101295,6 @@ msgstr "" "[b]注意:[/b]该函数接受一个枚举,而不是权重的确切数量。" msgid "" -"Specifies the smooth group to use for the [i]next[/i] vertex. If this is " -"never called, all vertices will have the default smooth group of [code]0[/" -"code] and will be smoothed with adjacent vertices of the same group. To " -"produce a mesh with flat normals, set the smooth group to [code]-1[/code]." -msgstr "" -"指定用于[i]下一个[/i]顶点的平滑组。如果从未调用过,则所有顶点都将具有默认的 " -"[code]0[/code] 平滑组,并将与同一组的相邻顶点一起平滑。要生成具有平坦法线的网" -"格,请将平滑组设置为 [code]-1[/code]。" - -msgid "" "Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all." @@ -104671,19 +101398,6 @@ msgstr "每个单独的顶点最多能够受到 8 个骨骼权重的影响。" msgid "Base Syntax highlighter resource for [TextEdit]." msgstr "用于 [TextEdit] 的基础语法高亮器资源。" -msgid "" -"Base syntax highlighter resource all syntax highlighters extend from, " -"provides syntax highlighting data to [TextEdit].\n" -"The associated [TextEdit] node will call into the [SyntaxHighlighter] on a " -"as needed basis.\n" -"[b]Note:[/b] Each Syntax highlighter instance should not be shared across " -"multiple [TextEdit] nodes." -msgstr "" -"基础语法高亮器资源,所有语法高亮器都从这个类继承,向 [TextEdit] 提供语法高亮" -"数据。\n" -"关联的 [TextEdit] 节点会根据需要调用 [SyntaxHighlighter]。\n" -"[b]注意:[/b]不应在多个 [TextEdit] 节点间共享语法高亮器实例。" - msgid "Virtual method which can be overridden to clear any local caches." msgstr "虚方法,覆盖后可以清空本地缓存。" @@ -104974,13 +101688,6 @@ msgstr "" "设置所有选项卡应被限制的最大宽度。如果设置为 [code]0[/code],则无限制。" msgid "" -"If [code]true[/code], the tab offset will be changed to keep the the " -"currently selected tab visible." -msgstr "" -"如果为 [code]true[/code],则会更改选项卡偏移量,从而保持当前选中的选项卡可" -"见。" - -msgid "" "if [code]true[/code], the mouse's scroll wheel can be used to navigate the " "scroll view." msgstr "如果为 [code]true[/code],鼠标的滚轮可用于导航滚动视图。" @@ -107182,33 +103889,6 @@ msgid "Returns [code]true[/code] if locale is right-to-left." msgstr "如果区域设置为从右至左,则返回 [code]true[/code]。" msgid "" -"Returns [code]true[/code] is [param string] is a valid identifier.\n" -"If the text server supports the [constant FEATURE_UNICODE_IDENTIFIERS] " -"feature, a valid identifier must:\n" -"- Conform to normalization form C.\n" -"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n" -"- May contain Unicode characters of class XID_Continue in the other " -"positions.\n" -"- Use UAX #31 recommended scripts only (mixed scripts are allowed).\n" -"If the [constant FEATURE_UNICODE_IDENTIFIERS] feature is not supported, a " -"valid identifier must:\n" -"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n" -"- May contain Unicode characters of class XID_Continue in the other " -"positions." -msgstr "" -"如果 [param string] 为有效的标识符,则返回 [code]true[/code]。\n" -"如果文字服务器支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识" -"符必须:\n" -"- 遵循 C 范式。\n" -"- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n" -"- 其他位置可以包含 XID_Continue 类的 Unicode 字符。\n" -"- 仅使用 UAX #31 推荐的文字(允许混合文字)。\n" -"如果不支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识符必" -"须:\n" -"- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n" -"- 其他位置可以包含 XID_Continue 类的 Unicode 字符。" - -msgid "" "Loads optional TextServer database (e.g. ICU break iterators and " "dictionaries).\n" "[b]Note:[/b] This function should be called before any other TextServer " @@ -108386,12 +105066,28 @@ msgid "" "Each image is of the same size and format." msgstr "包含多个 [Image] 的纹理类型的基类。每个图像的大小和格式都是一样的。" +msgid "" +"Base class for [ImageTextureLayered] and [CompressedTextureLayered]. Cannot " +"be used directly, but contains all the functions necessary for accessing the " +"derived resource types. See also [Texture3D].\n" +"Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies " +"the array layer.\n" +"All images need to have the same width, height and number of mipmap levels.\n" +"A [TextureLayered] can be loaded with [method ResourceLoader.load].\n" +"Internally, Godot maps these files to their respective counterparts in the " +"target rendering driver (Vulkan, OpenGL3)." +msgstr "" +"[ImageTextureLayered] 和 [CompressedTextureLayered] 的基类。不能直接使用,但" +"包含了访问派生资源类型所需的所有函数。另见 [Texture3D]。\n" +"数据是按层设置的。对于 [Texture2DArray],层指定的是数组层。\n" +"所有图像都需要具有相同的宽度、高度和 mipmap 级别数。\n" +"[TextureLayered] 可以用 [method ResourceLoader.load] 加载。\n" +"在内部,Godot 将这些文件映射到目标渲染驱动程序(Vulkan、OpenGL3)中的对应文" +"件。" + msgid "Called when the [TextureLayered]'s format is queried." msgstr "查询该 [TextureLayered] 的格式时被调用。" -msgid "Called when the the [TextureLayered]'s height is queried." -msgstr "查询该 [TextureLayered] 的高度时被调用。" - msgid "Called when the data for a layer in the [TextureLayered] is queried." msgstr "查询该 [TextureLayered] 中某一层的数据时被调用。" @@ -110291,33 +106987,6 @@ msgid "Tile library for tilemaps." msgstr "Tilemap 的图块库。" msgid "" -"A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of " -"[TileSetSource], each of them storing a set of tiles.\n" -"Tiles can either be from a [TileSetAtlasSource], that render tiles out of a " -"texture with support for physics, navigation, etc... or from a " -"[TileSetScenesCollectionSource] which exposes scene-based tiles.\n" -"Tiles are referenced by using three IDs: their source ID, their atlas " -"coordinates ID and their alternative tile ID.\n" -"A TileSet can be configured so that its tiles expose more or less " -"properties. To do so, the TileSet resources uses property layers, that you " -"can add or remove depending on your needs.\n" -"For example, adding a physics layer allows giving collision shapes to your " -"tiles. Each layer having dedicated properties (physics layer an mask), you " -"may add several TileSet physics layers for each type of collision you need.\n" -"See the functions to add new layers for more information." -msgstr "" -"TileSet 是 [TileMap] 的图块库。TileSet 处理 [TileSetSource] 列表,每个表中存" -"储一组图块。\n" -"图块既可以来自 [TileSetAtlasSource],可以渲染纹理中的图块,支持物理、导航等功" -"能,也可以来自 [TileSetScenesCollectionSource],提供基于场景的图块。\n" -"图块通过使用三个 ID 来引用:源 ID、图集坐标 ID、备选图块 ID。\n" -"TileSet 可以配置图块暴露哪些属性。为了做到这一点,TileSet 资源使用了属性层," -"你可以根据需要进行添加和删除。\n" -"例如,添加物理层可以为瓷砖提供碰撞形状。不同的层都有不同的属性(物理层和遮" -"罩),要实现不同类型的碰撞,你也可以添加多个 TileSet 物理层。\n" -"更多信息请参阅添加新层的函数。" - -msgid "" "Adds a custom data layer to the TileSet at the given position [param " "to_position] in the array. If [param to_position] is -1, adds it at the end " "of the array.\n" @@ -110365,17 +107034,6 @@ msgstr "" "物理层能够为图集图块分配碰撞多边形。" msgid "" -"Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] " -"is not -1, also set its source ID. Otherwise, a unique identifier is " -"automatically generated.\n" -"The function returns the added source source ID or -1 if the source could " -"not be added." -msgstr "" -"在 TileSet 中添加 [TileSetSource]。如果 [param atlas_source_id_override] 不" -"为 -1,则还会设置其源 ID。否则会自动生成唯一标识符。\n" -"函数返回添加的源 ID,如果无法添加源则返回 -1。" - -msgid "" "Adds a new terrain to the given terrain set [param terrain_set] at the given " "position [param to_position] in the array. If [param to_position] is -1, " "adds it at the end of the array." @@ -110719,23 +107377,6 @@ msgid "Changes a source's ID." msgstr "更改源的 ID。" msgid "" -"Creates a source-level proxy for the given source ID. A proxy will map set " -"of tile identifiers to another set of identifiers. Both the atlac " -"coordinates ID and the alternative tile ID are kept the same when using " -"source-level proxies.\n" -"This can be used to replace a source in all TileMaps using this TileSet, as " -"TileMap nodes will find and use the proxy's target source when one is " -"available.\n" -"Proxied tiles can be automatically replaced in TileMap nodes using the " -"editor." -msgstr "" -"为给定的源 ID 创建源级代理。代理会将一组图块标识符映射到另一组标识符。使用源" -"级代理时,图集坐标 ID 和备选图块 ID 均保持不变。\n" -"可以用来替换使用此 TileSet 的所有 TileMap 中的某个源,因为 TileMap 节点将在目" -"标源可用时找到并使用代理的目标源。\n" -"可以使用编辑器自动替换 TileMap 节点中的代理图块。" - -msgid "" "Sets a terrain's color. This color is used for identifying the different " "terrains in the TileSet editor." msgstr "设置地形的颜色。该颜色用于在 TileSet 编辑器中区分不同的地形。" @@ -111213,13 +107854,6 @@ msgstr "" "景可能有用。" msgid "" -"Changes a scene tile's ID from [param id] to [param new_id]. This will fail " -"if there is already a tile with a ID equal to [param new_id]." -msgstr "" -"将场景图块的 ID 从 [param id] 改为 [param new_id]。如果已经存在 ID 为 [param " -"new_id] 的图块则会失败。" - -msgid "" "Assigns a [PackedScene] resource to the scene tile with [param id]. This " "will fail if the scene does not extend CanvasItem, as positioning properties " "are needed to place the scene on the TileMap." @@ -111629,16 +108263,6 @@ msgstr "星期六,使用数字 [code]6[/code] 表示。" msgid "A countdown timer." msgstr "倒数计时器。" -msgid "" -"Counts down a specified interval and emits a signal on reaching 0. Can be " -"set to repeat or \"one-shot\" mode.\n" -"[b]Note:[/b] To create a one-shot timer without instantiating a node, use " -"[method SceneTree.create_timer]." -msgstr "" -"可以设置为重复或“一次性”模式。\n" -"[b]注意:[/b]要创建一次性定时器而不需要实例化一个节点,请使用 [method " -"SceneTree.create_timer]。" - msgid "Returns [code]true[/code] if the timer is stopped." msgstr "如果定时器被停止,返回 [code]true[/code]。" @@ -111692,22 +108316,6 @@ msgstr "" "[method start] 设置。" msgid "" -"The wait time in seconds.\n" -"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once " -"per physics frame if [member process_callback] is [constant " -"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 " -"seconds) will behave in significantly different ways depending on the " -"rendered framerate. For very low wait times, it is recommended to use a " -"process loop in a script instead of using a Timer node." -msgstr "" -"等待时间,单位为秒。\n" -"[b]注意:[/b]计时器在每个渲染帧最多只能发射一次(或者如果 [member " -"process_callback] 为 [constant TIMER_PROCESS_PHYSICS],则是每个物理帧)。这意" -"味着非常短的等待时间(低于 0.05 秒),将根据渲染的帧速率,会有明显不同的表" -"现。对于非常短的等待时间,建议在脚本中使用一个 process 循环,而不是使用 " -"Timer 节点。" - -msgid "" "Update the timer during the physics step at each frame (fixed framerate " "processing)." msgstr "在每一帧的物理运算步骤中更新定时器,即固定帧率处理。" @@ -114638,256 +111246,6 @@ msgid "Helper class to implement a UDP server." msgstr "用于实现 UDP 服务器的辅助类。" msgid "" -"A simple server that opens a UDP socket and returns connected " -"[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP." -"connect_to_host].\n" -"After starting the server ([method listen]), you will need to [method poll] " -"it at regular intervals (e.g. inside [method Node._process]) for it to " -"process new packets, delivering them to the appropriate [PacketPeerUDP], and " -"taking new connections.\n" -"Below a small example of how it can be used:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# server_node.gd\n" -"class_name ServerNode\n" -"extends Node\n" -"\n" -"var server := UDPServer.new()\n" -"var peers = []\n" -"\n" -"func _ready():\n" -" server.listen(4242)\n" -"\n" -"func _process(delta):\n" -" server.poll() # Important!\n" -" if server.is_connection_available():\n" -" var peer: PacketPeerUDP = server.take_connection()\n" -" var packet = peer.get_packet()\n" -" print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer." -"get_packet_port()])\n" -" print(\"Received data: %s\" % [packet.get_string_from_utf8()])\n" -" # Reply so it knows we received the message.\n" -" peer.put_packet(packet)\n" -" # Keep a reference so we can keep contacting the remote peer.\n" -" peers.append(peer)\n" -"\n" -" for i in range(0, peers.size()):\n" -" pass # Do something with the connected peers.\n" -"[/gdscript]\n" -"[csharp]\n" -"// ServerNode.cs\n" -"using Godot;\n" -"using System.Collections.Generic;\n" -"\n" -"public partial class ServerNode : Node\n" -"{\n" -" private UdpServer _server = new UdpServer();\n" -" private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _server.Listen(4242);\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" _server.Poll(); // Important!\n" -" if (_server.IsConnectionAvailable())\n" -" {\n" -" PacketPeerUdp peer = _server.TakeConnection();\n" -" byte[] packet = peer.GetPacket();\n" -" GD.Print($\"Accepted Peer: {peer.GetPacketIP()}:{peer." -"GetPacketPort()}\");\n" -" GD.Print($\"Received Data: {packet.GetStringFromUtf8()}\");\n" -" // Reply so it knows we received the message.\n" -" peer.PutPacket(packet);\n" -" // Keep a reference so we can keep contacting the remote peer.\n" -" _peers.Add(peer);\n" -" }\n" -" foreach (var peer in _peers)\n" -" {\n" -" // Do something with the peers.\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# client_node.gd\n" -"class_name ClientNode\n" -"extends Node\n" -"\n" -"var udp := PacketPeerUDP.new()\n" -"var connected = false\n" -"\n" -"func _ready():\n" -" udp.connect_to_host(\"127.0.0.1\", 4242)\n" -"\n" -"func _process(delta):\n" -" if !connected:\n" -" # Try to contact server\n" -" udp.put_packet(\"The answer is... 42!\".to_utf8())\n" -" if udp.get_available_packet_count() > 0:\n" -" print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n" -" connected = true\n" -"[/gdscript]\n" -"[csharp]\n" -"// ClientNode.cs\n" -"using Godot;\n" -"\n" -"public partial class ClientNode : Node\n" -"{\n" -" private PacketPeerUdp _udp = new PacketPeerUdp();\n" -" private bool _connected = false;\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" if (!_connected)\n" -" {\n" -" // Try to contact server\n" -" _udp.PutPacket(\"The Answer Is..42!\".ToUtf8());\n" -" }\n" -" if (_udp.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"Connected: {_udp.GetPacket()." -"GetStringFromUtf8()}\");\n" -" _connected = true;\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" -msgstr "" -"简易服务器,会打开 UDP 套接字,并在收到新数据包时返回已连接的 " -"[PacketPeerUDP]。另见 [method PacketPeerUDP.connect_to_host]。\n" -"服务器启动后([method listen]),你需要调用 [method poll] 按照一定的间隔轮询" -"(例如在 [method Node._process] 中)才能处理新数据包、将它们传递给合适的 " -"[PacketPeerUDP]、获取新连接。\n" -"下面是简单的用法示例:\n" -"[codeblocks]\n" -"[gdscript]\n" -"# server_node.gd\n" -"class_name ServerNode\n" -"extends Node\n" -"\n" -"var server := UDPServer.new()\n" -"var peers = []\n" -"\n" -"func _ready():\n" -" server.listen(4242)\n" -"\n" -"func _process(delta):\n" -" server.poll() # 重要!\n" -" if server.is_connection_available():\n" -" var peer: PacketPeerUDP = server.take_connection()\n" -" var packet = peer.get_packet()\n" -" print(\"接受对等体:%s:%s\" % [peer.get_packet_ip(), peer." -"get_packet_port()])\n" -" print(\"接收到数据:%s\" % [packet.get_string_from_utf8()])\n" -" # 进行回复,这样对方就知道我们收到了消息。\n" -" peer.put_packet(packet)\n" -" # 保持引用,这样我们就能继续与远程对等体联系。\n" -" peers.append(peer)\n" -"\n" -" for i in range(0, peers.size()):\n" -" pass # 针对已连接的对等体进行操作。\n" -"[/gdscript]\n" -"[csharp]\n" -"// ServerNode.cs\n" -"using Godot;\n" -"using System.Collections.Generic;\n" -"\n" -"public partial class ServerNode : Node\n" -"{\n" -" private UdpServer _server = new UdpServer();\n" -" private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _server.Listen(4242);\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" _server.Poll(); // 重要!\n" -" if (_server.IsConnectionAvailable())\n" -" {\n" -" PacketPeerUdp peer = _server.TakeConnection();\n" -" byte[] packet = peer.GetPacket();\n" -" GD.Print($\"接受对等体:{peer.GetPacketIP()}:{peer." -"GetPacketPort()}\");\n" -" GD.Print($\"接收到数据:{packet.GetStringFromUtf8()}\");\n" -" // 进行回复,这样对方就知道我们收到了消息。\n" -" peer.PutPacket(packet);\n" -" // 保持引用,这样我们就能继续与远程对等体联系。\n" -" _peers.Add(peer);\n" -" }\n" -" foreach (var peer in _peers)\n" -" {\n" -" // 针对已连接的对等体进行操作。\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]\n" -"[codeblocks]\n" -"[gdscript]\n" -"# client_node.gd\n" -"class_name ClientNode\n" -"extends Node\n" -"\n" -"var udp := PacketPeerUDP.new()\n" -"var connected = false\n" -"\n" -"func _ready():\n" -" udp.connect_to_host(\"127.0.0.1\", 4242)\n" -"\n" -"func _process(delta):\n" -" if !connected:\n" -" # 尝试连接服务器\n" -" udp.put_packet(\"答案是……42!\".to_utf8())\n" -" if udp.get_available_packet_count() > 0:\n" -" print(\"已连接:%s\" % udp.get_packet().get_string_from_utf8())\n" -" connected = true\n" -"[/gdscript]\n" -"[csharp]\n" -"// ClientNode.cs\n" -"using Godot;\n" -"\n" -"public partial class ClientNode : Node\n" -"{\n" -" private PacketPeerUdp _udp = new PacketPeerUdp();\n" -" private bool _connected = false;\n" -"\n" -" public override void _Ready()\n" -" {\n" -" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n" -" }\n" -"\n" -" public override void _Process(double delta)\n" -" {\n" -" if (!_connected)\n" -" {\n" -" // 尝试联系服务器\n" -" _udp.PutPacket(\"答案是……42!\".ToUtf8());\n" -" }\n" -" if (_udp.GetAvailablePacketCount() > 0)\n" -" {\n" -" GD.Print($\"已连接:{_udp.GetPacket().GetStringFromUtf8()}\");\n" -" _connected = true;\n" -" }\n" -" }\n" -"}\n" -"[/csharp]\n" -"[/codeblocks]" - -msgid "" "Returns [code]true[/code] if a packet with a new address/port combination " "was received on the socket." msgstr "" @@ -116215,12 +112573,11 @@ msgstr "" "[/codeblock]" msgid "" -"Returns [code]true[/code] if this vector and [code]v[/code] are " -"approximately equal, by running [method @GlobalScope.is_equal_approx] on " -"each component." +"Returns [code]true[/code] if this vector and [param to] are approximately " +"equal, by running [method @GlobalScope.is_equal_approx] on each component." msgstr "" -"如果这个向量和 [code]v[/code] 大约相等,则返回 [code]true[/code],比较的方法" -"是对每个分量执行 [method @GlobalScope.is_equal_approx]。" +"如果这个向量与 [param to] 大致相等,则返回 [code]true[/code],判断方法是对每" +"个分量执行 [method @GlobalScope.is_equal_approx]。" msgid "" "Returns [code]true[/code] if this vector is finite, by calling [method " @@ -116296,12 +112653,12 @@ msgstr "" msgid "" "Returns the result of scaling the vector to unit length. Equivalent to " "[code]v / v.length()[/code]. See also [method is_normalized].\n" -"[b]Note:[/b] This function may return incorrect values if the initial vector " +"[b]Note:[/b] This function may return incorrect values if the input vector " "length is near zero." msgstr "" "返回该向量缩放至单位长度的结果。等价于 [code]v / v.length()[/code]。另见 " "[method is_normalized]。\n" -"[b]注意:[/b]如果初始向量的长度接近零,则这个函数可能返回不正确的值。" +"[b]注意:[/b]如果输入向量的长度接近零,则这个函数可能返回不正确的值。" msgid "" "Returns a perpendicular vector rotated 90 degrees counter-clockwise compared " @@ -116595,6 +112952,16 @@ msgstr "构造默认初始化的 [Vector2i],所有分量都为 [code]0[/code] msgid "Constructs a [Vector2i] as a copy of the given [Vector2i]." msgstr "构造给定 [Vector2i] 的副本。" +msgid "" +"Constructs a new [Vector2i] from the given [Vector2] by truncating " +"components' fractional parts (rounding towards zero). For a different " +"behavior consider passing the result of [method Vector2.ceil], [method " +"Vector2.floor] or [method Vector2.round] to this constructor instead." +msgstr "" +"根据给定的 [Vector2] 构造 [Vector2i],会将各个分量的小数部分截断(向 0 取" +"整)。要使用不同的行为,请考虑改为传入 [method Vector2.ceil]、[method " +"Vector2.floor] 或 [method Vector2.round] 的结果。" + msgid "Constructs a new [Vector2i] from the given [param x] and [param y]." msgstr "从给定的 [param x] 和 [param y] 构造新的 [Vector2i]。" @@ -116635,22 +113002,6 @@ msgstr "" "[/codeblock]" msgid "" -"Gets the remainder of each component of the [Vector2i] with the the given " -"[int]. This operation uses truncated division, which is often not desired as " -"it does not work well with negative numbers. Consider using [method " -"@GlobalScope.posmod] instead if you want to handle negative numbers.\n" -"[codeblock]\n" -"print(Vector2i(10, -20) % 7) # Prints \"(3, -6)\"\n" -"[/codeblock]" -msgstr "" -"获取该 [Vector2i] 的每个分量与给定的 [int] 的余数。这个运算使用的是截断式除" -"法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改用 " -"[method @GlobalScope.posmod]。\n" -"[codeblock]\n" -"print(Vector2i(10, -20) % 7) # 输出 \"(3, -6)\"\n" -"[/codeblock]" - -msgid "" "Multiplies each component of the [Vector2i] by the components of the given " "[Vector2i].\n" "[codeblock]\n" @@ -116835,13 +113186,6 @@ msgstr "" "相同。" msgid "" -"Returns [code]true[/code] if this vector and [param to] are approximately " -"equal, by running [method @GlobalScope.is_equal_approx] on each component." -msgstr "" -"如果这个向量与 [param to] 大致相等,则返回 [code]true[/code],判断方法是对每" -"个分量执行 [method @GlobalScope.is_equal_approx]。" - -msgid "" "Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] " "constants. If all components are equal, this method returns [constant " "AXIS_Z]." @@ -116850,16 +113194,6 @@ msgstr "" "法返回 [constant AXIS_Z]。" msgid "" -"Returns the result of scaling the vector to unit length. Equivalent to " -"[code]v / v.length()[/code]. See also [method is_normalized].\n" -"[b]Note:[/b] This function may return incorrect values if the input vector " -"length is near zero." -msgstr "" -"返回该向量缩放至单位长度的结果。等价于 [code]v / v.length()[/code]。另见 " -"[method is_normalized]。\n" -"[b]注意:[/b]如果输入向量的长度接近零,则这个函数可能返回不正确的值。" - -msgid "" "Returns the [Vector3] from an octahedral-compressed form created using " "[method octahedron_encode] (stored as a [Vector2])." msgstr "" @@ -117115,6 +113449,16 @@ msgstr "构造默认初始化的 [Vector3i],所有分量都为 [code]0[/code] msgid "Constructs a [Vector3i] as a copy of the given [Vector3i]." msgstr "构造给定 [Vector3i] 的副本。" +msgid "" +"Constructs a new [Vector3i] from the given [Vector3] by truncating " +"components' fractional parts (rounding towards zero). For a different " +"behavior consider passing the result of [method Vector3.ceil], [method " +"Vector3.floor] or [method Vector3.round] to this constructor instead." +msgstr "" +"根据给定的 [Vector3] 构造 [Vector3i],会将各个分量的小数部分截断(向 0 取" +"整)。要使用不同的行为,请考虑改为传入 [method Vector3.ceil]、[method " +"Vector3.floor] 或 [method Vector3.round] 的结果。" + msgid "Returns a [Vector3i] with the given components." msgstr "返回具有给定分量的 [Vector3i]。" @@ -117136,22 +113480,6 @@ msgstr "" "[/codeblock]" msgid "" -"Gets the remainder of each component of the [Vector3i] with the the given " -"[int]. This operation uses truncated division, which is often not desired as " -"it does not work well with negative numbers. Consider using [method " -"@GlobalScope.posmod] instead if you want to handle negative numbers.\n" -"[codeblock]\n" -"print(Vector3i(10, -20, 30) % 7) # Prints \"(3, -6, 2)\"\n" -"[/codeblock]" -msgstr "" -"获取该 [Vector3i] 的每个分量与给定的 [int] 的余数。这个运算使用的是截断式除" -"法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改用 " -"[method @GlobalScope.posmod]。\n" -"[codeblock]\n" -"print(Vector3i(10, -20, 30) % 7) # 输出 \"(3, -6, 2)\"\n" -"[/codeblock]" - -msgid "" "Multiplies each component of the [Vector3i] by the components of the given " "[Vector3i].\n" "[codeblock]\n" @@ -117330,19 +113658,6 @@ msgstr "" "v.w)[/code] 相同。" msgid "" -"Returns [code]true[/code] if this vector and [param with] are approximately " -"equal, by running [method @GlobalScope.is_equal_approx] on each component." -msgstr "" -"如果这个向量与 [param with] 大致相等,则返回 [code]true[/code],判断方法是对" -"每个分量执行 [method @GlobalScope.is_equal_approx]。" - -msgid "" -"Returns the squared length (squared magnitude) of this vector. This method " -"runs faster than [method length]." -msgstr "" -"返回该向量的平方长度(平方大小)。此方法比 [method length] 运行得更快。" - -msgid "" "Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] " "constants. If all components are equal, this method returns [constant " "AXIS_W]." @@ -117351,20 +113666,6 @@ msgstr "" "法返回 [constant AXIS_W]。" msgid "" -"Returns a new vector composed of the [method @GlobalScope.fposmod] of this " -"vector's components and [param mod]." -msgstr "" -"返回新的向量,由这个向量的分量和 [param mod] 进行 [method @GlobalScope." -"fposmod] 构成。" - -msgid "" -"Returns a new vector composed of the [method @GlobalScope.fposmod] of this " -"vector's components and [param modv]'s components." -msgstr "" -"返回新的向量,由这个向量的分量和 [param modv] 的分量进行 [method " -"@GlobalScope.fposmod] 构成。" - -msgid "" "The vector's W component. Also accessible by using the index position [code]" "[3][/code]." msgstr "该向量的 W 分量。也可以通过使用索引位置 [code][3][/code] 访问。" @@ -117552,6 +113853,16 @@ msgstr "构造默认初始化的 [Vector4i],所有分量都为 [code]0[/code] msgid "Constructs a [Vector4i] as a copy of the given [Vector4i]." msgstr "构造给定 [Vector4i] 的副本。" +msgid "" +"Constructs a new [Vector4i] from the given [Vector4] by truncating " +"components' fractional parts (rounding towards zero). For a different " +"behavior consider passing the result of [method Vector4.ceil], [method " +"Vector4.floor] or [method Vector4.round] to this constructor instead." +msgstr "" +"根据给定的 [Vector4] 构造 [Vector4i],会将各个分量的小数部分截断(向 0 取" +"整)。要使用不同的行为,请考虑改为传入 [method Vector4.ceil]、[method " +"Vector4.floor] 或 [method Vector4.round] 的结果。" + msgid "Returns a [Vector4i] with the given components." msgstr "返回具有给定分量的 [Vector4i]。" @@ -118462,9 +114773,6 @@ msgid "" "editing this [Viewport]'s layers." msgstr "设置或清除碰撞掩码上的比特位。可以简化 [Viewport] 层的编辑。" -msgid "Stops the input from propagating further down the [SceneTree]." -msgstr "阻止输入沿着 [SceneTree] 继续向下传播。" - msgid "" "Sets the number of subdivisions to use in the specified quadrant. A higher " "number of subdivisions allows you to have more shadows in the scene at once, " @@ -118559,21 +114867,6 @@ msgid "" msgstr "如果为 [code]true[/code],该视口上的 GUI 控件将完美地放置像素。" msgid "" -"If [code]true[/code], this viewport will mark incoming input events as " -"handled by itself. If [code]false[/code], this is instead done by the the " -"first parent viewport that is set to handle input locally.\n" -"A [SubViewportContainer] will automatically set this property to " -"[code]false[/code] for the [Viewport] contained inside of it.\n" -"See also [method set_input_as_handled] and [method is_input_handled]." -msgstr "" -"如果为 [code]true[/code],则这个视口会把收到的输入事件标记为已被自身处理。如" -"果为 [code]false[/code],则由第一个设置本地处理输入的父级视口进行这样的操" -"作。\n" -"[SubViewportContainer] 会自动将其包含的 [Viewport] 的这个属性设置为 " -"[code]false[/code]。\n" -"另见 [method set_input_as_handled] 和 [method is_input_handled]。" - -msgid "" "The automatic LOD bias to use for meshes rendered within the [Viewport] " "(this is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher " "values will use less detailed versions of meshes that have LOD variations " @@ -118656,16 +114949,6 @@ 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。" 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 [code]0[/code], no shadows will be visible at " -"all (including directional shadows)." -msgstr "" -"阴影图集的分辨率(用于全向灯和聚光灯)。该值将向上舍入到最接近的 2 次幂。\n" -"[b]注意:[/b]如果被设置为 [code]0[/code],将根本看不到任何阴影(包括定向阴" -"影)。" - -msgid "" "Sets scaling 3d mode. Bilinear scaling renders at different resolution to " "either undersample or supersample the viewport. FidelityFX Super Resolution " "1.0, abbreviated to FSR, is an upscaling technology that produces high " @@ -118910,29 +115193,6 @@ msgid "" "Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum." msgstr "代表 [enum PositionalShadowAtlasQuadrantSubdiv] 枚举的大小。" -msgid "" -"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can " -"be set using [member scaling_3d_scale]. Values less then [code]1.0[/code] " -"will result in undersampling while values greater than [code]1.0[/code] will " -"result in supersampling. A value of [code]1.0[/code] disables scaling." -msgstr "" -"对该视口的 3D 缓冲区使用双线性缩放。缩放的程度可以使用 [member " -"scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会产生欠采样的效果,大于 " -"[code]1.0[/code] 会产生超采样的效果。值为 [code]1.0[/code] 时禁用缩放。" - -msgid "" -"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D " -"buffer. The amount of scaling can be set using [member scaling_3d_scale]. " -"Values less then [code]1.0[/code] will be result in the viewport being " -"upscaled using FSR. Values greater than [code]1.0[/code] are not supported " -"and bilinear downsampling will be used instead. A value of [code]1.0[/code] " -"disables scaling." -msgstr "" -"对该视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 1.0 升采样技术。缩放的程度可" -"以使用 [member scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会使用 FSR " -"进行放大。不支持大于 [code]1.0[/code] 的值,会改用双线性降采样。值为 " -"[code]1.0[/code] 时禁用缩放。" - msgid "Represents the size of the [enum Scaling3DMode] enum." msgstr "代表 [enum Scaling3DMode] 枚举的大小。" @@ -118966,19 +115226,6 @@ msgstr "" msgid "Represents the size of the [enum MSAA] enum." msgstr "代表 [enum MSAA] 枚举的大小。" -msgid "Do not perform any antialiasing in the full screen post-process." -msgstr "不要在全屏后处理中执行抗锯齿。" - -msgid "" -"Use fast approximate antialiasing. FXAA is a popular screen-space " -"antialiasing method, which is fast but will make the image look blurry, " -"especially at lower resolutions. It can still work relatively well at large " -"resolutions such as 1440p and 4K." -msgstr "" -"使用快速近似抗锯齿(Fast Approximate Anti-Aliasing)。FXAA 是一种流行的屏幕空" -"间抗锯齿方法,速度很快,但会让图像变模糊,使用较低分辨率时尤为显著。1440p 和 " -"4K 等较高分辨率下效果仍然不错。" - msgid "Represents the size of the [enum ScreenSpaceAA] enum." msgstr "代表 [enum ScreenSpaceAA] 枚举的大小。" @@ -119048,35 +115295,24 @@ msgstr "[enum DefaultCanvasItemTextureFilter] 枚举的最大值。" msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum." msgstr "[enum DefaultCanvasItemTextureRepeat] 枚举的最大值。" +msgid "VRS is disabled." +msgstr "VRS 已禁用。" + +msgid "" +"VRS uses a texture. Note, for stereoscopic use a texture atlas with a " +"texture for each view." +msgstr "" +"VRS 使用一个纹理。请注意,对于立体视觉,请为每个视图使用带有纹理的纹理图集。" + +msgid "VRS texture is supplied by the primary [XRInterface]." +msgstr "VRS 纹理由主 [XRInterface] 提供。" + msgid "Represents the size of the [enum VRSMode] enum." msgstr "代表 [enum VRSMode] 枚举的大小。" msgid "Texture which displays the content of a [Viewport]." msgstr "显示 [Viewport] 内容的纹理。" -msgid "" -"Displays the content of a [Viewport] node as a dynamic [Texture2D]. This can " -"be used to mix controls, 2D, and 3D elements in the same scene.\n" -"To create a ViewportTexture in code, use the [method Viewport.get_texture] " -"method on the target viewport.\n" -"[b]Note:[/b] When local to scene, this texture uses [method Resource." -"setup_local_to_scene] to set the proxy texture and flags in the local " -"viewport." -msgstr "" -"将 [Viewport] 节点的内容显示为一个动态 [Texture2D]。这可用于在同一场景中混合" -"控件、2D 和 3D 元素。\n" -"要在代码中创建 ViewportTexture,请在目标视口上使用 [method Viewport." -"get_texture] 方法。\n" -"[b]注意:[/b]当局部于场景时,该纹理使用 [method Resource." -"setup_local_to_scene] 在局部视口中设置代理纹理和标志。" - -msgid "" -"The path to the [Viewport] node to display. This is relative to the scene " -"root, not to the node which uses the texture." -msgstr "" -"显示 [Viewport] 节点的路径。该路径是相对于场景根的,而不是相对于使用该纹理的" -"节点。" - msgid "Automatically disables another node if not visible on screen." msgstr "某个节点在屏幕上不可见时自动禁用该节点。" @@ -119291,23 +115527,6 @@ msgstr "" "和 20 之间的给定 [param layer_number] 指定。" msgid "" -"The render layer(s) this [VisualInstance3D] is drawn on.\n" -"This object will only be visible for [Camera3D]s whose cull mask includes " -"the render object this [VisualInstance3D] is set to.\n" -"For [Light3D]s, this can be used to control which [VisualInstance3D]s are " -"affected by a specific light. For [GPUParticles3D], this can be used to " -"control which particles are effected by a specific attractor. For [Decal]s, " -"this can be used to control which [VisualInstance3D]s are affected by a " -"specific decal." -msgstr "" -"这个 [VisualInstance3D] 要绘制到的渲染层。\n" -"[Camera3D] 的剔除掩码包含这个 [VisualInstance3D] 所设置的渲染对象时,这个对象" -"才在该相机中可见。\n" -"对于 [Light3D],可以用于控制指定的灯光能够影响哪些 [VisualInstance3D]。对于 " -"[GPUParticles3D],可以用于控制哪些粒子受到吸引器的影响。对于 [Decal],可以用" -"于控制哪些 [VisualInstance3D] 受到指定贴花的影响。" - -msgid "" "The amount by which the depth of this [VisualInstance3D] will be adjusted " "when sorting by depth. Uses the same units as the engine (which are " "typically meters). Adjusting it to a higher value will make the " @@ -121744,13 +117963,6 @@ msgid "Sets the texture repeating mode. See [enum TextureRepeat] for options." msgstr "设置纹理重复模式。选项见 [enum TextureRepeat]。" msgid "" -"Sets the texture source mode. Used for reading from the screen, depth, or " -"normal_roughness texture. see [enum TextureSource] for options." -msgstr "" -"设置纹理源的模式。用于读取 screen(屏幕)、depth(深度)或 normal_roughness" -"(法线粗糙度)纹理。选项见 [enum TextureSource]。" - -msgid "" "Adds [code]source_color[/code] as hint to the uniform declaration for proper " "sRGB to linear conversion." msgstr "" @@ -124776,9 +120988,6 @@ msgstr "" "不会在系统窗口管理器的窗口列表中显示为单独的窗口,并且会在单击它们之外的任何" "位置时发送关闭请求(除非启用了 [member exclusive])。" -msgid "The window's position in pixels." -msgstr "该窗口的位置,单位为像素。" - msgid "The window's size in pixels." msgstr "该窗口的大小,单位为像素。" @@ -125006,15 +121215,6 @@ msgstr "" "multiple_resolutions.html]多分辨率[/url]。" msgid "" -"The window can't be resizing by dragging its resize grip. It's still " -"possible to resize the window using [member size]. This flag is ignored for " -"full screen windows. Set with [member unresizable]." -msgstr "" -"该窗口不能通过拖动其调整大小的手柄来调整大小。仍然可以使用 [member size] 来调" -"整窗口的大小。这个标志对于全屏窗口来说是被忽略的。用 [member unresizable] 设" -"置。" - -msgid "" "The window do not have native title bar and other decorations. This flag is " "ignored for full-screen windows. Set with [member borderless]." msgstr "" @@ -125047,19 +121247,6 @@ msgstr "" "unfocusable] 设置。" msgid "" -"Window is part of menu or [OptionButton] dropdown. This flag can't be " -"changed when the window is visible. An active popup window will exclusively " -"receive all input, without stealing focus from its parent. Popup windows are " -"automatically closed when uses click outside it, or when an application is " -"switched. Popup window must have [code]transient parent[/code] set (see " -"[member transient])." -msgstr "" -"窗口为菜单或 [OptionButton] 下来菜单的一部分。窗口可见时无法更改这个标志。活" -"动弹出窗口独占接收所有输入,无需从父级窃取焦点。用户在区域外点击或切换应用程" -"序时,弹出窗口会自动关闭。弹出窗口必须设置 [code]transient parent[/code](见 " -"[member transient])。" - -msgid "" "Window content is expanded to the full size of the window. Unlike borderless " "window, the frame is left intact and can be used to resize the window, title " "bar is transparent, but have minimize/maximize/close buttons. Set with " @@ -125354,20 +121541,6 @@ msgstr "" msgid "An X509 certificate (e.g. for TLS)." msgstr "X509 证书(例如用于 TLS)。" -msgid "" -"The X509Certificate class represents an X509 certificate. Certificates can " -"be loaded and saved like any other [Resource].\n" -"They can be used as the server certificate in [method StreamPeerTLS." -"accept_stream] (along with the proper [CryptoKey]), and to specify the only " -"certificate that should be accepted when connecting to an TLS server via " -"[method StreamPeerTLS.connect_to_stream]." -msgstr "" -"X509Certificate 类代表 X509 证书。证书可以像其他的 [Resource] 资源一样加载和" -"保存。\n" -"可以用作 [method StreamPeerTLS.accept_stream] 中的服务器证书(搭配正确的 " -"[CryptoKey]),也可以用于指定通过 [method StreamPeerTLS.connect_to_stream] 连" -"接到 TLS 服务器时应该接受的唯一证书。" - msgid "Loads a certificate from [param path] (\"*.crt\" file)." msgstr "从路径 [param path] 加载证书(“*.crt”文件)。" @@ -125698,17 +121871,6 @@ msgstr "" "题。" msgid "" -"Returns the transform for a view/eye.\n" -"[param view] is the view/eye index.\n" -"[param cam_transform] is the transform that maps device coordinates to scene " -"coordinates, typically the global_transform of the current XROrigin3D." -msgstr "" -"返回视图/眼睛的变换。\n" -"[param view] 是视图/眼睛的索引。\n" -"[param cam_transform] 是将设备坐标映射至场景坐标的变换,通常是当前 " -"XROrigin3D 的 global_transform。" - -msgid "" "Returns the number of views that need to be rendered for this device. 1 for " "Monoscopic, 2 for Stereoscopic." msgstr "返回该设备渲染所需的视图数量。1 代表单目平面视图,2 代表双目立体视图。" @@ -125923,13 +122085,6 @@ msgstr "玩家处于坐姿,提供有限的位置跟踪,玩家周围有固定 msgid "Player is free to move around, full positional tracking." msgstr "玩家可以自由移动,提供完整的位置跟踪。" -msgid "" -"Same as roomscale but origin point is fixed to the center of the physical " -"space, XRServer.center_on_hmd disabled." -msgstr "" -"与 roomscale 相同,但是原点固定在物理空间的中心,禁用 XRServer." -"center_on_hmd。" - msgid "Opaque blend mode. This is typically used for VR devices." msgstr "不透明混合模式。通常用于 VR 设备。" @@ -126054,21 +122209,6 @@ msgstr "" "[code]true[/code]。如果用户摘下头戴式设备,XR 接口可能会返回 [code]false[/" "code],我们可以暂停渲染。" -msgid "" -"Called if this [XRInterfaceExtension] is active before rendering starts, " -"most XR interfaces will sync tracking at this point in time." -msgstr "" -"如果这个 [XRInterfaceExtension] 在渲染开始前处于激活状态,则会调用这个函数," -"大多数 XR 接口都会在此时进行追踪同步。" - -msgid "" -"Called if this [XRInterfaceExtension] is active before our physics and game " -"process is called. most XR interfaces will update its [XRPositionalTracker]s " -"at this point in time." -msgstr "" -"如果这个 [XRInterfaceExtension] 在调用我们的物理和游戏处理前处于激活状态,则" -"会调用这个函数。大多数 XR 接口都会在此时更新其 [XRPositionalTracker]。" - msgid "Enables anchor detection on this interface if supported." msgstr "如果支持,则在此接口上启用锚点检测。" |