diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-06-08 13:14:36 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-06-08 13:18:40 +0200 |
commit | c09d830106a7b1e48d4cff6b818cb3979d3bde21 (patch) | |
tree | d81a4f3b0bf4475898cb2ad511372e44677fc5b0 /doc | |
parent | 72dea3b821c3ddbc9690edf06955e5f9d6af5e58 (diff) |
i18n: Sync classref translations with Weblate
(cherry picked from commit 653687711730ae1475e9183df69e730286e6eee0)
Diffstat (limited to 'doc')
40 files changed, 3663 insertions, 1941 deletions
diff --git a/doc/translations/ar.po b/doc/translations/ar.po index 4f588d5122..e611dbc51d 100644 --- a/doc/translations/ar.po +++ b/doc/translations/ar.po @@ -12528,7 +12528,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14253,7 +14253,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14291,9 +14291,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14312,8 +14312,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14329,8 +14329,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14421,9 +14421,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21491,7 +21491,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23805,11 +23805,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35708,11 +35708,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36666,11 +36670,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38619,7 +38627,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40780,9 +40788,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44911,7 +44919,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45065,7 +45073,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45120,7 +45128,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45173,7 +45181,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45222,7 +45230,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45274,7 +45282,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45326,7 +45334,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49764,8 +49772,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51769,8 +51778,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53297,7 +53306,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65612,8 +65622,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69988,7 +69998,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/ca.po b/doc/translations/ca.po index 4b3e2f27f1..ebf220d30b 100644 --- a/doc/translations/ca.po +++ b/doc/translations/ca.po @@ -12469,7 +12469,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14194,7 +14194,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14232,9 +14232,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14253,8 +14253,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14270,8 +14270,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14362,9 +14362,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21421,7 +21421,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23733,11 +23733,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35614,11 +35614,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36552,11 +36556,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38501,7 +38509,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40654,9 +40662,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44766,7 +44774,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44920,7 +44928,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44975,7 +44983,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45028,7 +45036,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45077,7 +45085,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45129,7 +45137,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45181,7 +45189,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49616,8 +49624,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51619,8 +51628,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53147,7 +53156,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65439,8 +65449,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69798,7 +69808,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot index fcaab07a2f..30133154a8 100644 --- a/doc/translations/classes.pot +++ b/doc/translations/classes.pot @@ -12349,7 +12349,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14074,7 +14074,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14112,9 +14112,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14133,8 +14133,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14150,8 +14150,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14242,9 +14242,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21301,7 +21301,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23610,11 +23610,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35491,11 +35491,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36429,11 +36433,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38378,7 +38386,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40531,9 +40539,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44643,7 +44651,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44797,7 +44805,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44852,7 +44860,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44905,7 +44913,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44954,7 +44962,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45006,7 +45014,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45058,7 +45066,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49493,8 +49501,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51496,8 +51505,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53024,7 +53033,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65316,8 +65326,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69675,7 +69685,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/cs.po b/doc/translations/cs.po index 540e9fea2d..8673936d3f 100644 --- a/doc/translations/cs.po +++ b/doc/translations/cs.po @@ -12875,7 +12875,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14602,7 +14602,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14640,9 +14640,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14661,8 +14661,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14678,8 +14678,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14770,9 +14770,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21870,7 +21870,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -24189,11 +24189,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -36103,11 +36103,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -37064,11 +37068,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -39017,7 +39025,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -41187,9 +41195,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -45320,7 +45328,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45477,7 +45485,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45532,7 +45540,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45585,7 +45593,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45634,7 +45642,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45687,7 +45695,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45739,7 +45747,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -50182,8 +50190,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -52190,8 +52199,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53719,7 +53728,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -66083,10 +66093,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." -msgstr "" +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." +msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false." #: doc/classes/Viewport.xml msgid "" @@ -70466,7 +70477,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/de.po b/doc/translations/de.po index d6a5bab648..fd65d8b4bf 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -14438,7 +14438,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -16227,7 +16227,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -16265,9 +16265,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -16286,8 +16286,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -16303,8 +16303,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -16395,9 +16395,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -23583,7 +23583,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -25919,11 +25919,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -37910,11 +37910,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38899,11 +38903,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -40856,7 +40864,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -43041,9 +43049,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -47191,7 +47199,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -47358,7 +47366,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -47421,7 +47429,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -47483,7 +47491,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -47537,7 +47545,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -47597,7 +47605,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -47654,7 +47662,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -52138,8 +52146,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -54167,8 +54176,8 @@ msgstr "" #: doc/classes/RigidBody.xml #, fuzzy msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -55711,7 +55720,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -68342,8 +68352,8 @@ msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" "Gibt [code]true[/code] zurück wenn der Skript Bereich lädt, ansonsten " "[code]false[/code]." @@ -72791,7 +72801,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/el.po b/doc/translations/el.po index ffe896e14a..41e4925578 100644 --- a/doc/translations/el.po +++ b/doc/translations/el.po @@ -12373,7 +12373,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14098,7 +14098,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14136,9 +14136,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14157,8 +14157,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14174,8 +14174,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14266,9 +14266,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21336,7 +21336,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23650,11 +23650,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35547,11 +35547,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36505,11 +36509,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38458,7 +38466,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40619,9 +40627,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44737,7 +44745,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44891,7 +44899,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44946,7 +44954,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44999,7 +45007,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45048,7 +45056,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45100,7 +45108,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45152,7 +45160,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49590,8 +49598,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51595,8 +51604,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53123,7 +53132,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65438,8 +65448,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69814,7 +69824,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/es.po b/doc/translations/es.po index 1fa0223e9b..ced2e2ad3e 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -16199,8 +16199,9 @@ msgstr "" "siguiente carácter." #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -16208,6 +16209,9 @@ msgid "" "create an AntialiasedRegularPolygon2D node. That node relies on a texture " "with custom mipmaps to perform antialiasing." msgstr "" +"Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y " +"coloración segmento por segmento. Los colores asignados a los segmentos de " +"línea coinciden por índice entre [code]points[/code] y [code]colors[/code]." #: doc/classes/CanvasItem.xml msgid "" @@ -18475,7 +18479,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" "Construye un color a partir de un entero de 32 bits (cada byte representa un " @@ -18534,12 +18538,13 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" "Devuelve el color más contrastado.\n" @@ -18566,12 +18571,13 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" "Construye un color a partir de un perfil de HSV. [code]h[/code], [code]s[/" @@ -18594,8 +18600,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" "Devuelve el color invertido [code](1 - r, 1 - g, 1 - b, a)[/code].\n" @@ -18740,15 +18746,16 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the color's HTML hexadecimal color string in ARGB format (ex: " "[code]ff34f822[/code]).\n" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" "Devuelve la cadena de color hexadecimal HTML del color en formato ARGB (ex: " @@ -28173,7 +28180,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml #, fuzzy msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -31251,14 +31258,14 @@ msgstr "" #: doc/classes/Environment.xml #, fuzzy -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" "Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la " "pantalla." #: doc/classes/Environment.xml #, fuzzy -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" "No hay desenfoque para el efecto de oclusión ambiental del espacio de la " "pantalla (más rápido)." @@ -47018,11 +47025,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -48096,11 +48107,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -50940,7 +50955,7 @@ msgstr "" #, fuzzy msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -53858,6 +53873,7 @@ msgid "" msgstr "" #: doc/classes/OS.xml +#, fuzzy msgid "" "Requests the OS to open a resource with the most appropriate program. For " "example:\n" @@ -53867,9 +53883,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -59346,6 +59362,7 @@ msgid "A pooled array of bytes." msgstr "Un paquete [Array] de bytes." #: doc/classes/PoolByteArray.xml +#, fuzzy msgid "" "An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" @@ -59356,7 +59373,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -59368,6 +59385,17 @@ msgid "" "print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolByteArray.xml #, fuzzy @@ -59540,6 +59568,7 @@ msgid "A pooled array of [Color]s." msgstr "Un paquete de [Array] de [Color]s." #: doc/classes/PoolColorArray.xml +#, fuzzy msgid "" "An array specifically designed to hold [Color]. Optimized for memory usage, " "does not fragment the memory.\n" @@ -59550,7 +59579,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -59563,6 +59592,17 @@ msgid "" "inside an Array)\n" "[/codeblock]" msgstr "" +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolColorArray.xml #, fuzzy @@ -59613,7 +59653,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -59677,6 +59717,7 @@ msgid "A pooled array of real numbers ([float])." msgstr "Un paquete de [Array] de [Color]s." #: doc/classes/PoolRealArray.xml +#, fuzzy msgid "" "An array specifically designed to hold floating-point values. Optimized for " "memory usage, does not fragment the memory.\n" @@ -59687,7 +59728,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -59706,6 +59747,17 @@ msgid "" "store [float]s will use roughly 6 times more memory compared to a " "[PoolRealArray]." msgstr "" +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolRealArray.xml #, fuzzy @@ -59731,6 +59783,7 @@ msgid "A pooled array of [String]s." msgstr "Un paquete de [Array] de [String]s." #: doc/classes/PoolStringArray.xml +#, fuzzy msgid "" "An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" @@ -59741,7 +59794,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -59753,6 +59806,17 @@ msgid "" "print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolStringArray.xml #, fuzzy @@ -59789,6 +59853,7 @@ msgid "A pooled array of [Vector2]s." msgstr "Un empaquetado de [Array] de [Vector2]s." #: doc/classes/PoolVector2Array.xml +#, fuzzy msgid "" "An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" @@ -59799,7 +59864,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -59812,6 +59877,17 @@ msgid "" "Array)\n" "[/codeblock]" msgstr "" +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml @@ -59846,6 +59922,7 @@ msgid "A pooled array of [Vector3]." msgstr "Un empaquetado [Array] de [Vector3]s." #: doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" @@ -59856,7 +59933,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -59869,6 +59946,17 @@ msgid "" "Array)\n" "[/codeblock]" msgstr "" +"Un [Array] diseñado específicamente para mantener valores enteros de 32 " +"bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para " +"los tamaños de arrays grandes.\n" +"[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n" +"[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que " +"significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/" +"code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos " +"límites volvera los valores al minimo inicial. En comparación, [int] usa " +"enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si " +"necesitas empaquetar los enteros de 64 bits de forma apretada, mira " +"[PackedInt64Array]." #: doc/classes/PoolVector3Array.xml #, fuzzy @@ -65432,10 +65520,12 @@ msgid "Abstract base class for range-based controls." msgstr "Clase base abstracta para controles basados en el rango." #: doc/classes/Range.xml +#, fuzzy msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" "Rango es una clase base para los nodos [Control] que cambian un [i]valor[/i] " "real entre un [i]mínimo[/i] y un [i]máximo[/i], usando [i]paso[/i] y " @@ -68197,8 +68287,8 @@ msgstr "Bloquea el eje lineal o rotacional especificado." #: doc/classes/RigidBody.xml #, fuzzy msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -70131,7 +70221,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" "Un temporizador de un solo uso gestionado por el árbol de la escena, que " "emite [signal timeout] al finalizar. Véase también [method SceneTree." @@ -85966,8 +86057,8 @@ msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" "Si [code]true[/code], el viewport utilizará el [World] definido en [member " "world_3d]." @@ -91666,7 +91757,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" "Copia el viewport a una región de la pantalla especificada por [code]rect[/" diff --git a/doc/translations/fa.po b/doc/translations/fa.po index 895a54a49e..8f5ee45c36 100644 --- a/doc/translations/fa.po +++ b/doc/translations/fa.po @@ -12788,7 +12788,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14513,7 +14513,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14551,9 +14551,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14572,8 +14572,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14589,8 +14589,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14681,9 +14681,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21740,7 +21740,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -24052,11 +24052,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35939,11 +35939,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36877,11 +36881,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38826,7 +38834,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40979,9 +40987,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -45103,7 +45111,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45257,7 +45265,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45312,7 +45320,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45365,7 +45373,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45414,7 +45422,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45466,7 +45474,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45518,7 +45526,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49957,8 +49965,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51960,8 +51969,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53488,7 +53497,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65780,8 +65790,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -70139,7 +70149,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/fi.po b/doc/translations/fi.po index 4f165869ff..316c56f70e 100644 --- a/doc/translations/fi.po +++ b/doc/translations/fi.po @@ -12448,7 +12448,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14174,7 +14174,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14212,9 +14212,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14233,8 +14233,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14250,8 +14250,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14342,9 +14342,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21412,7 +21412,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23726,11 +23726,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35631,11 +35631,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36590,11 +36594,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38543,7 +38551,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40704,9 +40712,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44822,7 +44830,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44976,7 +44984,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45031,7 +45039,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45084,7 +45092,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45133,7 +45141,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45185,7 +45193,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45237,7 +45245,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49675,8 +49683,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51680,8 +51689,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53208,7 +53217,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65531,8 +65541,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69909,7 +69919,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/fil.po b/doc/translations/fil.po index 04cc07a298..7da7a394ca 100644 --- a/doc/translations/fil.po +++ b/doc/translations/fil.po @@ -12365,7 +12365,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14090,7 +14090,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14128,9 +14128,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14149,8 +14149,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14166,8 +14166,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14258,9 +14258,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21317,7 +21317,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23629,11 +23629,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35510,11 +35510,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36448,11 +36452,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38397,7 +38405,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40550,9 +40558,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44662,7 +44670,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44816,7 +44824,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44871,7 +44879,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44924,7 +44932,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44973,7 +44981,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45025,7 +45033,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45077,7 +45085,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49512,8 +49520,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51515,8 +51524,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53043,7 +53052,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65335,8 +65345,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69694,7 +69704,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/fr.po b/doc/translations/fr.po index 96010072b7..587e9e0512 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -61,7 +61,7 @@ msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2022-05-31 22:35+0000\n" +"PO-Revision-Date: 2022-06-08 05:20+0000\n" "Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fr/>\n" @@ -3881,9 +3881,8 @@ msgid "Gamepad DPad right." msgstr "DPad droite de la manette." #: doc/classes/@GlobalScope.xml -#, fuzzy msgid "Gamepad SDL guide button." -msgstr "Bouton guide du contrôleur de jeu SDL." +msgstr "Bouton guide de la manette SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL miscellaneous button." @@ -4414,6 +4413,11 @@ msgid "" "arbitrary values and can be empty. The list of values serves to suggest " "possible values." msgstr "" +"Indique qu'une propriété peut être une valeur parmi une liste spécifiée via " +"une chaîne de caractères telle que [code]\"Bonjour,Salut,Autre\"[/code].\n" +"Contrairement à [constant PROPERTY_HINT_ENUM] une propriété accepte toujours " +"des valeurs arbitraires et peut être vide. La liste des valeurs permet donc " +"de suggérer des valeurs possibles." #: doc/classes/@GlobalScope.xml msgid "" @@ -5372,10 +5376,22 @@ msgid "" "code] will make it so the [code]run[/code] animation uses normal and " "specular maps." msgstr "" +"[AnimatedSprite] est semblable au nœud [Sprite], sauf qu'il contient " +"plusieurs textures comme des trames d'animation. Les animations sont créées " +"à l'aide d'une ressource [SpriteFrames] qui vous permet d'importer des " +"fichiers d'image (ou un dossier contenant ces fichiers) pour fournir les " +"trames d'animation pour le sprite. La ressource [SpriteFrames] peut être " +"configurée dans l'éditeur via le panneau de fond SpriteFrames.\n" +"[b]Note :[/b] Vous pouvez associer un ensemble de cartes normales ou " +"speculaires en créant des ressources supplémentaires [SpriteFrames] avec un " +"suffixe [code]_normal[/code] ou [code]_specular[/code]. Par exemple, avoir 3 " +"[SpriteFrames] ressources [code]run[/code], [code]run_normal[/code], et " +"[code]run_specular[/code] le fera ainsi l'animation [code]run[/code] utilise " +"des cartes normales et speculaires." #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml msgid "2D Sprite animation" -msgstr "" +msgstr "Animation Sprite 2D" #: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml @@ -5403,13 +5419,12 @@ msgstr "" "Arrête l'animation actuelle (ne remit pas à zéro le compteur de trames)." #: doc/classes/AnimatedSprite.xml -#, fuzzy msgid "" "The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" -"L'animation actuelle de la ressource [code]frames[/code]. S'il y a un " -"changement dans la valeur, le compteur [code]frame[/code] est remis à zéro." +"L'animation actuelle de la ressource [member frames]. Si cette valeur " +"change, le compteur [code]frame[/code] est remis à zéro." #: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], texture will be centered." @@ -5437,6 +5452,9 @@ msgid "" "option to load, edit, clear, make unique and save the states of the " "[SpriteFrames] resource." msgstr "" +"La ressource [SpriteFrames] contenant les animations. Vous permet de " +"charger, modifier, effacer, rendre unique et sauvegarder les états de la " +"ressource [SpriteFrames]." #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -5656,14 +5674,13 @@ msgstr "" "d'où c'était pausé quand cette propriété est mise à [code]false[/code]." #: doc/classes/AnimatedTexture.xml -#, fuzzy msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]." msgstr "" "Le nombre maximum de trames supporté par [AnimatedTexture]. Si vous avez " "besoin de plus de trames dans votre animation, utilisez [AnimationPlayer] ou " -"[AnimatedSprite2D]." +"[AnimatedSprite]." #: doc/classes/Animation.xml msgid "Contains data used to animate everything in the engine." @@ -6417,7 +6434,6 @@ msgid "Adds or removes a path for the filter." msgstr "Ajoute ou supprime un chemin pour le filtre." #: doc/classes/AnimationNode.xml -#, fuzzy msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." @@ -6542,7 +6558,7 @@ msgstr "AnimationTree" #: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml #: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml msgid "Third Person Shooter Demo" -msgstr "" +msgstr "Démo de tir à la troisième personne" #: doc/classes/AnimationNodeAnimation.xml msgid "Input animation to use in an [AnimationNodeBlendTree]." @@ -6567,7 +6583,7 @@ msgstr "" #: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml #: doc/classes/ProjectSettings.xml doc/classes/Transform.xml msgid "3D Platformer Demo" -msgstr "" +msgstr "Démo de jeu de plateforme en 3D" #: doc/classes/AnimationNodeAnimation.xml msgid "" @@ -6880,12 +6896,16 @@ msgid "" "The blend space plays the animation of the node the blending position is " "closest to. Useful for frame-by-frame 2D animations." msgstr "" +"L'espace de mélange joue l'animation du nœud la position de mélange le plus " +"proche. Utilisable pour les animations 2D trame par trame." #: doc/classes/AnimationNodeBlendSpace2D.xml msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" +"Semblable à [constant BLEND_MODE_DISCRETE], mais commence la nouvelle " +"animation à la dernière position de lecture de l'animation suivante." #: doc/classes/AnimationNodeBlendTree.xml msgid "[AnimationTree] node resource that contains many blend type nodes." @@ -6899,18 +6919,27 @@ msgid "" "An [AnimationNodeOutput] node named [code]output[/code] is created by " "default." msgstr "" +"Ce nœud peut contenir une sous-arborescence d'autres nœuds de type " +"mélangeur, tels que les [AnimationNodeTransition], [AnimationNodeBlend2], " +"[AnimationNodeBlend3], [AnimationNodeOneShot], etc. C'est l'une des racines " +"les plus couramment utilisées.\n" +"Un nœud [AnimationNodeOutput] nommé [code]output[/code] est créé par défaut." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/" "code] is used to identify the created sub-node later." msgstr "" +"Ajoute un [AnimationNode] à la [code]position[/code] donnée. Le nom " +"[code]name[/code] est utilisé pour identifier le sous-node créé plus tard." #: doc/classes/AnimationNodeBlendTree.xml msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [code]input_index[/code]." msgstr "" +"Connecte la sortie d'un [AnimationNode] à l'entrée d'un autre " +"[AnimationNode], au port d'entrée spécifié par [code]input_index[/code]." #: doc/classes/AnimationNodeBlendTree.xml msgid "Disconnects the node connected to the specified input." @@ -6982,6 +7011,9 @@ msgid "" "sub-animation and return once it finishes. Blend times for fading in and out " "can be customized, as well as filters." msgstr "" +"Une ressource à ajouter à un [AnimationNodeBlendTree]. Ce nœud exécutera une " +"sous-animation et retournera quand il aura fini. Les temps de foudu entrant " +"et sortant peuvent être personnalisés, ainsi que les filtres." #: doc/classes/AnimationNodeOneShot.xml msgid "" @@ -7070,6 +7102,8 @@ msgstr "Retourne le nom du nœud d'animation donné." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given node's coordinates. Used for display in the editor." msgstr "" +"Retourne les coordonnées du node donnée. Utilisé pour l'affichage dans " +"l'éditeur." #: doc/classes/AnimationNodeStateMachine.xml msgid "Returns the given transition." @@ -7095,6 +7129,7 @@ msgstr "Retourne [code]true[/code] si le graphe contient le nœud spécifié." msgid "" "Returns [code]true[/code] if there is a transition between the given nodes." msgstr "" +"Retourne [code]true[/code] s'il y a une transition entre les nœuds spécifiés." #: doc/classes/AnimationNodeStateMachine.xml msgid "Deletes the given node from the graph." @@ -7207,12 +7242,24 @@ msgid "" "(linear_velocity.x == 0)\n" "[/codeblock]" msgstr "" +"Active l'avance automatique lorsque cette condition est définie. Le nom " +"fourni deviendra un paramètre booléen pour le [AnimationTree] qui peut être " +"contrôlé à partir du code (voir [url=$DOCS_URL/tutorials/animation/tree." +"html#controlling-from-code][/url]). Par exemple, si [membre AnimationTree." +"tree_root] est un [AnimationNodeStateMachine] et que [member " +"advance_condition] est définit à [code]\"idle\"[/code] :\n" +"[codeblock]\n" +"$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and " +"(linear_velocity.x == 0)\n" +"[/codeblock]" #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Turn on the transition automatically when this state is reached. This works " "best with [constant SWITCH_MODE_AT_END]." msgstr "" +"Active la transition automatiquement lorsque cet état est atteint. Cela " +"fonctionne mieux avec [constant SWITCH_MODE_AT_END]." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" @@ -7228,6 +7275,9 @@ msgid "" "via [method AnimationNodeStateMachinePlayback.travel] or [member " "auto_advance]." msgstr "" +"Les transitions les moins prioritaires sont préférées lorsque vous voyagez à " +"travers l'arborescence via [method AnimationNodeStateMachinePlayback.travel] " +"ou [membre auto_advance]." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "The transition type." @@ -7246,18 +7296,24 @@ msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "" +"Passe à l'état suivant immédiatement. L'état actuel se terminera et se " +"fondra au début du nouveau." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "" +"Passe immédiatement à l'état suivant, mais cherchera le nouvel état à la " +"position de lecture de l'ancien état." #: doc/classes/AnimationNodeStateMachineTransition.xml msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "" +"Attend que la lecture de l'état actuelle se termine, puis passe au début de " +"la prochaine animation de l'état." #: doc/classes/AnimationNodeTimeScale.xml msgid "A time-scaling animation node to be used with [AnimationTree]." @@ -7269,6 +7325,8 @@ msgid "" "Allows scaling the speed of the animation (or reversing it) in any children " "nodes. Setting it to 0 will pause the animation." msgstr "" +"Permet de changer la vitesse de l'animation (ou de l'inverser) dans " +"n'importe quel nœud enfant. Définir cette valeur à 0 arrêtera l'animation." #: doc/classes/AnimationNodeTimeSeek.xml msgid "A time-seeking animation node to be used with [AnimationTree]." @@ -7296,6 +7354,23 @@ msgid "" "animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n" "[/codeblock]" msgstr "" +"Ce nœud peut être utilisé pour avancer la lecture de n'importe quel autre " +"nœud enfant du graphe d'animation. Utilisez ce type de nœud pour jouer une " +"[Animation] depuis le début ou à une certaine position dans le " +"[AnimationNodeBlendTree]. Après avoir défini le temps et changé la lecture " +"de l'animation, le nœud s'arrêtera automatiquement à la trame suivante en " +"définissant sa [code]seek_position[/code] à la valeur [code]-1.0[/code].\n" +"[codeblock]\n" +"# Jouer l'animation enfant depuis le début.\n" +"animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n" +"# Syntaxe alternative (avec le même résultat qu'au-dessus).\n" +"animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n" +"\n" +"# Jouer l'animation enfant à la 12ème seconde.\n" +"animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n" +"# Syntaxe alternative (avec le même résultat qu'au-dessus).\n" +"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n" +"[/codeblock]" #: doc/classes/AnimationNodeTransition.xml msgid "A generic animation transition node for [AnimationTree]." @@ -7307,6 +7382,9 @@ msgid "" "[AnimationNodeStateMachine]. Animations can be connected to the inputs and " "transition times can be specified." msgstr "" +"Une simple machine à états pour les cas qui n'exigent pas une " +"[AnimationNodeStateMachine] plus avancée. Les animations peuvent être " +"connectées aux entrées et les temps de transition peuvent être spécifiés." #: doc/classes/AnimationNodeTransition.xml msgid "The number of available input ports for this node." @@ -7335,6 +7413,19 @@ msgid "" "a [Tween] node, but it requires doing everything by code.\n" "Updating the target properties of animations occurs at process time." msgstr "" +"Un lecteur d'animation est utilisé pour la lecture générale des ressources " +"[Animation]. Il contient un dictionnaire d'animations (chacune référencée " +"par nom) et des temps de mélange personnalisés entre leurs transitions. De " +"plus, les animations peuvent être jouées et mélangées dans différents " +"canaux.\n" +"[AnimationPlayer] est plus adapté que [Tween] pour les animations où vous " +"connaissez les valeurs finales à l'avance. Par exemple, la transition à " +"l'écran est plus facile avec un nœud [AnimationPlayer] grâce aux outils " +"d'animation fournis par l'éditeur. Cet exemple particulier peut également " +"être mis en œuvre avec un nœud [Tween], mais il nécessite de la faire " +"complètement par le code.\n" +"La mise à jour des propriétés cibles des animations se produit au moment du " +"processus." #: doc/classes/AnimationPlayer.xml #, fuzzy @@ -7354,6 +7445,10 @@ msgid "" "animation. [code]delta[/code] is the time in seconds to shift. Events " "between the current frame and [code]delta[/code] are handled." msgstr "" +"Déplace la position dans le ligne temporelle de l'animation et met " +"immédiatement à jour l'animation. [code]delta[/code] est le moment en " +"secondes à changer. Les événements entre la trame actuele et [code]delta[/" +"code] sont gérés." #: doc/classes/AnimationPlayer.xml msgid "Returns the name of the next animation in the queue." @@ -7372,6 +7467,9 @@ msgid "" "[AnimationPlayer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" +"[AnimationPlayer] met en cache des nœuds animés. Il peut ne pas remarquer si " +"un nœud disparaît ; [méthode clear_caches] le force à mettre à jour le cache " +"à nouveau." #: doc/classes/AnimationPlayer.xml msgid "Clears all queued, unplayed animations." @@ -7388,6 +7486,8 @@ msgid "" "Returns the [Animation] with key [code]name[/code] or [code]null[/code] if " "not found." msgstr "" +"Retourne le [Animation] avec la clé [code]name[/code] ou [code]null[/code] " +"s'il n'est pas trouvé." #: doc/classes/AnimationPlayer.xml msgid "Returns the list of stored animation names." @@ -7408,6 +7508,10 @@ msgid "" "[code]custom_speed[/code] argument specified when calling the [method play] " "method." msgstr "" +"Retourne la vitesse réelle de lecture de l'animation actuelle ou 0 si n'est " +"pas jouée. Cette vitesse est la propriété [member playback_speed] multipliée " +"par l'argument [code]custom_speed[/code] spécifié lors de l'appel de la " +"méthode [method play]." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7421,6 +7525,8 @@ msgid "" "Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] " "with key [code]name[/code]." msgstr "" +"Retourne [code]true[/code] si [AnimationPlayer] stocke une [Animation] avec " +"la clé [code]name[/code]." #: doc/classes/AnimationPlayer.xml msgid "Returns [code]true[/code] if playing an animation." @@ -7451,6 +7557,10 @@ msgid "" "code] and [code]from_end = true[/code], so see its description for more " "information." msgstr "" +"Joue à l'envers l'animation avec la clé [code]name[/code].\n" +"Cette méthode est un raccourci pour [method play] avec [code]custom_speed = " +"-1.0[/code] et [code]from_end = true[/code], ainsi voir sa description pour " +"plus d'informations." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7458,6 +7568,10 @@ msgid "" "[b]Note:[/b] If a looped animation is currently playing, the queued " "animation will never play unless the looped animation is stopped somehow." msgstr "" +"Ajouter une animation pour être lue une fois que l'actuelle est terminée.\n" +"[b]Note :[/b] Si une animation en boucle joue actuellement, l'animation " +"ajoutée ne sera jamais joué à moins que l'animation en boucle ne soit " +"arrêtée." #: doc/classes/AnimationPlayer.xml msgid "Removes the animation with key [code]name[/code]." @@ -7500,6 +7614,13 @@ msgid "" "[method play_backwards] without arguments or with the same animation name as " "[member assigned_animation] will resume the animation." msgstr "" +"Arrête ou met en pause l'animation en cours. Si [code]reset[/code] est " +"[code]true[/code], la position de l'animation est réinitialisée à [code]0[/" +"code] et la vitesse de lecture est réinitialisée à [code]1.0[/code].\n" +"Si [code]reset[/code] est [code]false[/code], la [membre " +"current_animation_position] sera gardée et appeller [method play] ou [method " +"play_backwards] sans arguments ou avec le même nom d'animation que [member " +"assigned_animation] reprendra l'animation à cette position." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7513,7 +7634,7 @@ msgstr "" #: doc/classes/AnimationPlayer.xml msgid "The name of the animation to play when the scene loads." -msgstr "" +msgstr "Le nom de l'animation à jouer dès que la scène est chargée." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7526,6 +7647,15 @@ msgid "" "get the currently playing animation, and internally for animation playback " "tracks. For more information, see [Animation]." msgstr "" +"Le nom de l'animation en cours. Si aucune animation n'est jouée, la valeur " +"de la propriété est une chaîne de caractères vide. Changer cette valeur ne " +"redémarre pas l'animation. Voir [methode play] pour plus d'informations sur " +"les animations.\n" +"[b]Note :[/b] Bien que cette propriété apparaisse dans l'inspecteur, elle " +"n'était pas censée être modifiée et n'est pas enregistrée. Cette propriété " +"est principalement utilisée pour obtenir l'animation en cours, et en interne " +"pour les pistes de lecture d'animation. Pour plus d'informations, voir " +"[Animation]." #: doc/classes/AnimationPlayer.xml msgid "The length (in seconds) of the currently being played animation." @@ -7537,23 +7667,28 @@ msgstr "La position (en secondes) de l'animation actuellement jouée." #: doc/classes/AnimationPlayer.xml msgid "The call mode to use for Call Method tracks." -msgstr "" +msgstr "Le mode d'appel à utiliser pour les pistes \"Call Method\"." #: doc/classes/AnimationPlayer.xml msgid "" "If [code]true[/code], updates animations in response to process-related " "notifications." msgstr "" +"Si [code]true[/code], met à jour les animations en réponse aux notifications " +"liées au processus." #: doc/classes/AnimationPlayer.xml msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "" +"Le moment par défaut où les animations sont mélangées. L'intervalle va de 0 " +"à 4096 avec une précision de 0,01." #: doc/classes/AnimationPlayer.xml msgid "The process notification in which to update animations." msgstr "" +"La notification de processus dans laquelle mettre à jour les animations." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7561,6 +7696,9 @@ msgid "" "animation plays at normal speed. If it's 0.5, then it plays at half speed. " "If it's 2, then it plays at double speed." msgstr "" +"Le rapport d'échelle de vitesse. Par exemple, si cette valeur est 1, alors " +"l'animation joue à la vitesse normale. À 0,5, elle est joué à deux fois " +"moins vite. À 2, elle est jouée deux fois plus vite." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7571,10 +7709,16 @@ msgid "" "defined by the reset animation, if any, with the editor keeping the values " "that the nodes had before saving." msgstr "" +"Ceci est utilisé par l'éditeur. Si défini à [code]true[/code], la scène sera " +"sauvegardée avec les effets de l'animation réinitialisée appliquée (comme si " +"elle avait été cherchée à temps 0), puis rétablie après l'enregistrement.\n" +"En d'autres termes, le fichier de scène sauvegardé contiendra la \"pose par " +"défaut\", telle que définie par l'animation réinitialisée, le cas échéant, " +"avec l'éditeur gardant les valeurs que les nœuds avaient avant de sauver." #: doc/classes/AnimationPlayer.xml msgid "The node from which node path references will travel." -msgstr "" +msgstr "Le nœud à partir duquel les références de chemin de nœud vont aller." #: doc/classes/AnimationPlayer.xml msgid "" @@ -7583,6 +7727,10 @@ msgid "" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method play] or from [AnimationTree]." msgstr "" +"Émis lorsqu'une animation ajouté à la file jouera après la fin de " +"l'animation précédente. Voir [methode queue].\n" +"[b]Note :[/b] Le signal n'est pas émis lorsque l'animation est changée via " +"[method play] ou depuis le [AnimationTree]." #: doc/classes/AnimationPlayer.xml msgid "Notifies when an animation finished playing." @@ -7597,6 +7745,8 @@ msgid "" "Notifies when the caches have been cleared, either automatically, or " "manually via [method clear_caches]." msgstr "" +"Notifie quand les caches ont été effacées, soit automatiquement ou soit " +"manuellement par [méthode clear_caches]." #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml msgid "" @@ -7649,6 +7799,14 @@ msgid "" "[AnimationPlayer] node should be used solely for adding, deleting, and " "editing animations." msgstr "" +"Un nœud à utiliser pour des transitions d'animation complexes dans un " +"[AnimationPlayer].\n" +"[b]Note :[/b] Quand lié à un [AnimationPlayer], plusieurs propriétés et " +"méthodes du [AnimationPlayer] correspondant ne fonctionneront pas comme " +"prévu. La lecture et les transitions doivent être gérées en utilisant " +"seulement le [AnimationTree] et son [AnimationNode]. Le nœud " +"[AnimationPlayer] doit être utilisé uniquement pour ajouter, supprimer et " +"éditer des animations." #: doc/classes/AnimationTree.xml msgid "Using AnimationTree" @@ -7666,6 +7824,11 @@ msgid "" "track of type [constant Animation.TYPE_TRANSFORM], returns an identity " "transformation. See also [member root_motion_track] and [RootMotionView]." msgstr "" +"Récupére le mouvement du [membre root_motion_track] sous forme de " +"[Transform] qui peut être utilisée ailleurs. Si [member root_motion_track] " +"n'est pas un chemin vers une piste de type [constant Animation." +"TYPE_TRANSFORM], retourne la transformation d'identité. Voir aussi [membrer " +"root_motion_track] et [RootMotionView]." #: doc/classes/AnimationTree.xml msgid "If [code]true[/code], the [AnimationTree] will be processing." @@ -7680,6 +7843,8 @@ msgid "" "The process mode of this [AnimationTree]. See [enum AnimationProcessMode] " "for available modes." msgstr "" +"Le mode de processus de ce [AnimationTree]. Voir [enum AnimationProcessMode] " +"pour les modes disponibles." #: doc/classes/AnimationTree.xml msgid "" @@ -7715,12 +7880,16 @@ msgid "" "The animations will progress during the physics frame (i.e. [method Node." "_physics_process])." msgstr "" +"Les animations progresseront pendant les trames physiques (dans [méthode " +"Node._physics_process)]" #: doc/classes/AnimationTree.xml msgid "" "The animations will progress during the idle frame (i.e. [method Node." "_process])." msgstr "" +"Les animations progresseront pendant les trames d'inactivité (dans [méthode " +"Node._process)]" #: doc/classes/AnimationTree.xml msgid "The animations will only progress manually (see [method advance])." @@ -7733,6 +7902,8 @@ msgid "" "[i]Deprecated.[/i] Animation player that uses a node graph for blending " "animations. Superseded by [AnimationTree]." msgstr "" +"[i]Obsolète.[/i] Le lecteur d'animation qui utilise un graph de nœuds pour " +"mélanger des animations. Remplacé par [AnimationTree]." #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7744,6 +7915,13 @@ msgid "" "depending on the graph.\n" "See [AnimationTree] for a more full-featured replacement of this node." msgstr "" +"[i]Obsolète[/i]. Un outil de graph de nœuds pour mélanger plusieurs " +"animations liées à un [AnimationPlayer]. particulièrement utile pour animer " +"des personnages ou d'autres éléments à base de squelette. Il peut combiner " +"plusieurs animations pour former la pose souhaitée.\n" +"Il prend des [Animation] d'un nœud [AnimationPlayer] et les mélange selon ce " +"graph.\n" +"Voir [AnimationTree] pour un remplacement plus complet de ce nœud." #: doc/classes/AnimationTreePlayer.xml msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]." @@ -7762,12 +7940,16 @@ msgid "" "Returns the [AnimationPlayer]'s [Animation] bound to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" +"Retourne la [Animation] du [AnimationPlayer] lié au nœud d'animation du " +"[AnimationTreePlayer] nommé [code]id[/code]." #: doc/classes/AnimationTreePlayer.xml msgid "" "Returns the name of the [member master_player]'s [Animation] bound to this " "animation node." msgstr "" +"Retourne le nom de la [Animation] du [member master_player] lié à ce nœud " +"d'animation." #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7789,6 +7971,9 @@ msgid "" "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" +"Si [code]enable[/code] est [code]true[/code], le nœud d'animation avec " +"l'identifiant [code]id[/code] désactive la piste en modifiant la propriété " +"[code]path[/code]. Les enfants modifiés du node's continuent d'être animés." #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7817,6 +8002,12 @@ msgid "" "At 0, output is input A. Towards 1, the influence of A gets lessened, the " "influence of B gets raised. At 1, output is input B." msgstr "" +"Définit la quantité de mélange d'un nœud Blend2 à partir de son nom et sa " +"valeur.\n" +"Un nœud Blend2 mélange deux animations (A et B) avec une quantité entre 0 et " +"1.\n" +"À 0, la sortie est l'entrée A. Jusqu'à 1, l'influence de A baisse, et celle " +"de B augmente. À 1, la sortie est l'entrée B." #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7824,6 +8015,9 @@ msgid "" "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" +"Si [code]enable[/code] est [code]true[/code], le nœud Blend2 avec le nom " +"[code]id[/code] désactive la piste en modifiant la propriété [code]path[/" +"code]. Les enfants modifiés du node's continuent d'être animés." #: doc/classes/AnimationTreePlayer.xml #, fuzzy @@ -7840,6 +8034,13 @@ msgid "" "input A. From 0 to 1, the influence of A gets lessened, the influence of B+ " "gets raised and the influence of B+ is 0. At 1, output is input B+." msgstr "" +"Définit la quantité de mélange d'un nœud Blend3 donné son nom et sa valeur.\n" +"A Blend3 Node mélange trois animations (A, B-, B+) avec la quantité entre -1 " +"et 1.\n" +"À -1, la sortie est l'entrée B-. De -1 à 0, l'influence de B- se réduit, et " +"celle de A augmente pendant que cette de B+ est à 0. À 0, la sortie est " +"l'entrée A. De 0 à 1, l'influence d'A diminue, celle de B+ augmente et celle " +"de B+ est à 0. À 1, la sortie est l'entrée B+." #: doc/classes/AnimationTreePlayer.xml #, fuzzy @@ -7852,6 +8053,9 @@ msgid "" "A Blend4 Node blends two pairs of animations.\n" "The two pairs are blended like Blend2 and then added together." msgstr "" +"Définit la quantité de mélange d'un nœud Blend4 donné son nom et sa valeur.\n" +"A Blend4 Node mélange deux paires d'animations.\n" +"Les deux paires sont mélangées comme Blend2 et ensuite ajoutées ensemble." #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -7865,6 +8069,8 @@ msgstr "" msgid "" "Disconnects nodes connected to [code]id[/code] at the specified input slot." msgstr "" +"Déconnecte les nœuds connectés à [code]id[/code] à l'emplacement d'entrée " +"spécifié." #: doc/classes/AnimationTreePlayer.xml msgid "Returns a [PoolStringArray] containing the name of all nodes." @@ -7880,6 +8086,9 @@ msgid "" "Sets the mix amount of a Mix node given its name and value.\n" "A Mix node adds input b to input a by the amount given by ratio." msgstr "" +"Définit la quantité de mélange d'un nœud Mix donné son nom et sa valeur.\n" +"Un nœud Mix ajoute l'entrée b à l'entrée a suivan la quantité donnée sous " +"forme de ratio." #: doc/classes/AnimationTreePlayer.xml msgid "Check if a node exists (by name)." @@ -7898,9 +8107,8 @@ msgid "Returns the input source for a given node input." msgstr "Retourne la source entrante pour l'entrée spécifiée du nœud." #: doc/classes/AnimationTreePlayer.xml -#, fuzzy msgid "Returns position of a node in the graph given its name." -msgstr "Retourne la position du nœud spécifié dans le graphique du nuanceur." +msgstr "Retourne la position du nœud spécifié dans son nom dans le graph." #: doc/classes/AnimationTreePlayer.xml msgid "Gets the node type, will return from [enum NodeType] enum." @@ -7979,6 +8187,9 @@ msgid "" "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" +"Si [code]enable[/code] est [code]true[/code], le nœud OneShot avec " +"l'identifiant [code]id[/code] désactive la piste en modifiant la propriété à " +"[code]path[/code]. Les enfants modifiés du node's continuent d'être animés." #: doc/classes/AnimationTreePlayer.xml msgid "Starts a OneShot node given its name." @@ -7994,6 +8205,9 @@ msgid "" "animation nodes. Needed when external sources modify the animation nodes' " "state." msgstr "" +"Recalcule manuellement le cache des informations générées de la piste à " +"partir de nœuds d'animation. Nécessaire quand des sources extérieures " +"modifient l'état des nœuds d'animation." #: doc/classes/AnimationTreePlayer.xml msgid "Removes the animation node with name [code]id[/code]." @@ -8017,6 +8231,12 @@ msgid "" "If applied after a blend or mix, affects all input animations to that blend " "or mix." msgstr "" +"Définit l'échelle temporelle du nœud TimeScale avec le nom [code]id[/code] à " +"[code]scale[/code].\n" +"Le nœud TimeScale est utilisé pour accélérer [Animation] si l'échelle est " +"supérieure à 1 ou la ralentir si elle est inférieure à 1.\n" +"S'il est appliqué après un mélange, affecte toutes les animations d'entrée " +"de ce mélange." #: doc/classes/AnimationTreePlayer.xml msgid "" @@ -8174,7 +8394,7 @@ msgstr "" #: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml #: doc/classes/ViewportTexture.xml msgid "GUI in 3D Demo" -msgstr "" +msgstr "Démo des interfaces en 3D" #: doc/classes/Area.xml msgid "" @@ -8185,6 +8405,13 @@ msgid "" "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" +"Retourne une liste de [Area] qui sont en collision. Le calque [membre " +"CollisionObject.collision_layer] de l'aire de chevauchement doit faire " +"partie [membre CollisionObject.collision_mask] pour être détectée.\n" +"Pour des raisons de performance (les collisions sont toutes traitées en même " +"temps) cette liste est modifiée une fois pendant l'étape physique, pas " +"immédiatement après le déplacement des objets. Considérez plutôt utiliser " +"des signaux." #: doc/classes/Area.xml msgid "" @@ -8195,6 +8422,13 @@ msgid "" "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" +"Retourne une liste de [PhysicsBody] qui sont en collision. Le calque [membre " +"CollisionObject.collision_layer] du corps de chevauchement doit faire partie " +"[membre CollisionObject.collision_mask] pour être détecté.\n" +"Pour des raisons de performance (les collisions sont toutes traitées en même " +"temps) cette liste est modifiée une fois pendant l'étape physique, pas " +"immédiatement après le déplacement des objets. Considérez plutôt utiliser " +"des signaux." #: doc/classes/Area.xml msgid "" @@ -8203,6 +8437,11 @@ msgid "" "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" +"Si [code]true[/code], la zone donnée recouvre la Area.\n" +"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement " +"des objets. Pour la performance, la liste des chevauchements est mise à jour " +"une fois par trame et avant l'étape physique. Considérez plutôt utiliser des " +"signaux." #: doc/classes/Area.xml msgid "" @@ -8214,6 +8453,15 @@ msgid "" "instance (while GridMaps are not physics body themselves, they register " "their tiles with collision shapes as a virtual physics body)." msgstr "" +"Si [code]true[/code], le corps physique donné recouvre la Area.\n" +"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement " +"des objets. Pour la performance, la liste des chevauchements est mise à jour " +"une fois par cadre et avant l'étape physique. Considérez plutôt utiliser des " +"signaux.\n" +"L'argument [code]body[/code] peut être soit un [PhysicsBody] ou une instance " +"[GridMap] (bien que GridMap ne sont pas le corps physique eux-mêmes, ils " +"enregistrent leurs tuiles avec des formes de collision comme un corps " +"physique virtuel)." #: doc/classes/Area.xml msgid "" @@ -8256,6 +8504,8 @@ msgid "" "The area's gravity vector (not normalized). If gravity is a point (see " "[member gravity_point]), this will be the point of attraction." msgstr "" +"Le vecteur de gravité (non normalisé). Si la gravité est un point (voir " +"[membre gravité_point,)], ce sera le point d'attraction." #: doc/classes/Area.xml msgid "" @@ -8339,6 +8589,17 @@ msgid "" "the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" +"Émis lorsque l'une des [Shape] de l'autre Area entre dans l'une des [Shape] " +"de cette Area. Nécessite [member monitoring] à [code]true[/code].\n" +"[code]area_rid[/code] est le [RID] du [CollisionObject] de l'autre Area " +"utilisée par le [PhysicsServer].\n" +"[code]area[/code] l'autre Area.\n" +"[code]area_shape_index[/code] est l'index de la [Shape] de l'autre Area " +"utilisée par le [PhysicsServer]. Obtenez le nœud [CollisionShape] avec " +"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n" +"[code]local_shape_index[/code] est l'index de la [Shape] de cette Area " +"utilisée par le [PhysicsServer]. Obtenez le nœud [CollisionShape] avec " +"[code]self.shape_owner_get_owner(local_shape_index)[/code]." #: doc/classes/Area.xml msgid "" @@ -8348,6 +8609,11 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" +"Émis quand un [PhysicsBody] ou un [GridMap] entre dans cette Area. Nécessite " +"[member monitoring] d'être définie à [code]true[/code]. Les [GridMap] sont " +"détectés si la [MeshLibrary] à des [Shape] de collision.\n" +"Le [code]body[/code] est le [Node], s'il exist dans l'arborescence, de " +"l'autre [PhysicsBody] ou [GridMap]." #: doc/classes/Area.xml msgid "" @@ -8357,6 +8623,11 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" +"Émis quand un [PhysicsBody] ou un [GridMap] quitte cette Area. Nécessite " +"[member monitoring] d'être définie à [code]true[/code]. Les [GridMap] sont " +"détectés si la [MeshLibrary] à des [Shape] de collision.\n" +"Le [code]body[/code] est le [Node], s'il exist dans l'arborescence, de " +"l'autre [PhysicsBody] ou [GridMap]." #: doc/classes/Area.xml msgid "" @@ -8467,6 +8738,15 @@ msgid "" "[TileMap] instance (while TileMaps are not physics bodies themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" +"Si [code]true[/code], le corps physique donné recouvre la zone2D.\n" +"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement " +"des objets. Pour des raisons de performance, la liste des chevauchements est " +"mise à jour une fois par trame et avant l'étape physique. Considérez plutôt " +"l'utilisateur de signaux.\n" +"L'argument [code]body[/code] peut soit être un [PhysicsBody2D] ou une " +"instance [TileMap] (même si les TileMap ne sont pas des corps de physique en " +"soit, ils enregistrent leurs tuiles avec des formes de collision comme un " +"corps de physique virtuel)." #: doc/classes/Area2D.xml msgid "" @@ -8475,6 +8755,10 @@ msgid "" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" +"La vitesse à laquelle les objets arrêtent de tourner dans cette zone. " +"Représente la vitesse angulaire perdue par seconde.\n" +"Voir [membre ProjectSettings.physics/2d/default_angular_damp] pour plus de " +"détails sur l'amortissement." #: doc/classes/Area2D.xml msgid "" @@ -8482,6 +8766,9 @@ msgid "" "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" +"L'intensité de gravité (en pixels par seconde au carré). Cette valeur " +"multiplie le vecteur de gravité. Ceci est utile pour modifier la force de la " +"gravité sans modifier sa direction." #: doc/classes/Area2D.xml msgid "" @@ -8858,6 +9145,14 @@ msgid "" "element is close to the beginning of the array (index 0). This is because " "all elements placed after the removed element have to be reindexed." msgstr "" +"Retire le première apparition de la valeur du tableau. Si la valeur n'est " +"pas présente, rien ne se produit. Pour retirer un élément à partir de sa " +"position, utilisez plutôt [method remove].\n" +"[b]Note :[/b] Cette méthode se contente de retirer l'élément et ne retourne " +"aucune valeur.\n" +"[b]Note :[/b] Pour les grands tableaux, cette méthode sera lente si la " +"position de l'insertion est proche du début (index 0). C'est parce que tous " +"les éléments placés après devront tous être décalés." #: doc/classes/Array.xml msgid "" @@ -8870,6 +9165,14 @@ msgid "" "array.fill(0) # Initialize the 10 elements to 0.\n" "[/codeblock]" msgstr "" +"Assigne la valeur donnée à tous les éléments du tableau. C'est souvent " +"utilisé avec [method resize] pour créer un tableau d'une taille donnée avec " +"tous ses éléments initialisés:\n" +"[codeblock]\n" +"var array = []\n" +"array.resize(10)\n" +"array.fill(0) # Initialise les 10 éléments avec 0.\n" +"[/codeblock]" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml @@ -8890,6 +9193,8 @@ msgid "" "Searches the array in reverse order for a value and returns its index or " "[code]-1[/code] if not found." msgstr "" +"Recherche la valeur dans le tableau en sens inverse et retourne sa position " +"ou [code]-1[/code] si n'est pas présent." #: doc/classes/Array.xml msgid "" @@ -8917,6 +9222,20 @@ msgid "" " pass\n" "[/codeblock]" msgstr "" +"Retourne [code]true[/code] si le tableau contient la valeur donnée.\n" +"[codeblock]\n" +"[\"inside\", 7].has(\"inside\") # True\n" +"[\"inside\", 7].has(\"outside\") # False\n" +"[\"inside\", 7].has(7) # True\n" +"[\"inside\", 7].has(\"7\") # False\n" +"[/codeblock]\n" +"[b]Note :[/b] C'est équivalent à utiliser l'opérateur [code]in[/code] comme " +"suit :\n" +"[codeblock]\n" +"# Sera évalué à `true`.\n" +"if 2 in [2, 4, 6, 8]:\n" +" pass\n" +"[/codeblock]" #: doc/classes/Array.xml msgid "" @@ -8937,6 +9256,13 @@ msgid "" "element is close to the beginning of the array (index 0). This is because " "all elements placed after the newly inserted element have to be reindexed." msgstr "" +"Insère un nouvel élément à la position spécifiée du tableau. La position " +"doit être valide, ou à la fin du tableau ([code]pos == size()[/code]).\n" +"[b]Note :[/b] Cette méthode se contente d'insérer l'élément et ne retourne " +"aucune valeur.\n" +"[b]Note :[/b] Pour les grands tableaux, cette méthode sera lente si la " +"position de l'insertion est proche du début (index 0). C'est parce que tous " +"les éléments placés après devront tous être décalés." #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml @@ -9540,12 +9866,11 @@ msgid "" msgstr "" #: doc/classes/ARVRController.xml -#, fuzzy msgid "" "If provided by the [ARVRInterface], this returns a mesh associated with the " "controller. This can be used to visualize the controller." msgstr "" -"Si fourni par l'[XRInterface], ceci renvoie un maillage associé au " +"Si fourni par la [ARVRInterface], ceci renvoie un maillage associé au " "contrôleur. Ceci peut être utilisé pour visualiser le contrôleur." #: doc/classes/ARVRController.xml @@ -9725,6 +10050,12 @@ msgid "" "[method get_render_targetsize]). Using a separate viewport node frees up the " "main viewport for other purposes." msgstr "" +"Cette interface génère un périphérique externe. Si le port principal est " +"utilisé, la sortie à l'écran est une mémoire tampon non modifié soit de " +"l'œil gauche ou du droit (retaillé si la taille du viseur n'est pas changée " +"au même rapport d'aspect que [method get_render_targetsize)]. L'utilisation " +"d'un nœud de fenêtre d'affichage séparé libère le port principal pour être " +"utilisé à d'autres choses." #: doc/classes/ARVRInterface.xml msgid "" @@ -9804,6 +10135,21 @@ msgid "" "be a child node of this car. Or, if you're implementing a teleport system to " "move your character, you should change the position of this node." msgstr "" +"C'est un nœud spécial dans le système AR/VR qui cartographie l'emplacement " +"physique du centre de notre espace de suivi à l'emplacement virtuel dans " +"notre monde de jeu.\n" +"Il ne devrait y avoir qu'un de ces nœuds dans votre scène et vous devez en " +"avoir un. Tous les nœuds ARVRCamera, ARVRController et ARVRAnchor devraient " +"être des enfants directs de ce nœud pour que le suivi spatial fonctionne " +"correctement.\n" +"C'est la position de ce nœud que vous mettez à jour lorsque votre personnage " +"a besoin de passer à travers votre monde de jeu alors qu'il ne se déplace " +"pas dans le monde réel. Le mouvement dans le monde réel est toujours en " +"relation avec ce point d'origine.\n" +"Par exemple, si votre personnage conduit une voiture, le nœud ARVROrigin " +"devrait être un nœud enfant de cette voiture. Ou, si vous appliquez un " +"système de téléportation pour déplacer votre personnage, vous devriez " +"changer la position de ce nœud." #: doc/classes/ARVROrigin.xml msgid "" @@ -9829,6 +10175,17 @@ msgid "" "hood objects that make this all work. These are mostly exposed so that " "GDNative-based interfaces can interact with them." msgstr "" +"Une instance de cet objet représente un dispositif qui est suivi, comme un " +"contrôleur ou un point d'ancrage. Les HMD ne sont pas représentés ici car " +"ils sont gérés en interne.\n" +"Comme les contrôleurs sont activés et que l'interface AR/VR les détecte, les " +"instances de cet objet sont automatiquement ajoutées à cette liste d'objets " +"de suivi actifs et sont accessibles via [ARVRServer].\n" +"Les [ARVRController] et [ARVRAnchor] consomment tous deux des objets de ce " +"type et doivent être utilisés dans votre projet. Les suivant de position " +"sont juste des objets en interne qui font fonctionner cela. Ceux-ci sont " +"généralement exposés de sorte que les interfaces basées sur GDNative " +"puissent interagir avec eux." #: doc/classes/ARVRPositionalTracker.xml msgid "" @@ -9923,6 +10280,8 @@ msgid "" "Registers a new [ARVRPositionalTracker] that tracks a spatial location in " "real space." msgstr "" +"Enregistre un nouveau [ARVRPositionalTracker] qui suit un emplacement " +"spatial dans l'espace réel." #: doc/classes/ARVRServer.xml msgid "" @@ -9946,6 +10305,26 @@ msgid "" "button on a controller for a short period of time, or when implementing a " "teleport mechanism." msgstr "" +"C'est une fonction importante qu'il faut comprendre correctement. Les plates-" +"formes AR et VR gèrent les positions légèrement différemment.\n" +"Pour les plateformes qui n'offrent pas de suivi spatial, notre point " +"d'origine (0,0,0) est l'emplacement de notre HMD, mais vous avez peu de " +"contrôle sur la direction que le joueur fait face dans le monde réel.\n" +"Pour les plateformes qui offrent un suivi spatial, notre point d'origine " +"dépend beaucoup du système. Pour OpenVR, notre point d'origine est " +"généralement le centre de l'espace de suivi, au sol. Pour d'autres plates-" +"formes, il s'agit souvent de l'emplacement de la caméra de suivi.\n" +"Cette méthode vous permet de centrer votre traceur sur l'emplacement du HMD. " +"Il prendra l'emplacement actuel de l'HMD et l'utilisera pour ajuster toutes " +"vos données de suivi ; c'est-à-dire réaligner le monde réel à la position " +"actuelle de votre joueur dans le monde du jeu.\n" +"Pour que cette méthode produise des résultats utilisables, des informations " +"de suivi doivent être disponibles. Cela prend souvent quelques trames après " +"le démarrage de votre jeu.\n" +"Vous devriez appeler cette méthode après quelques secondes. Par exemple, " +"lorsque l'utilisateur demande un réalignement de l'écran tenant un bouton " +"désigné sur un contrôleur pendant une courte période, ou lors de la mise en " +"œuvre d'un mécanisme de téléportation." #: doc/classes/ARVRServer.xml msgid "" @@ -9958,6 +10337,9 @@ msgid "" "capabilities of an AR/VR platform, you can find the interface for that " "platform by name and initialize it." msgstr "" +"Trouve une interface par son nom. Par exemple, si votre projet utilise des " +"capacités d'une plateforme AR/VR, vous pouvez trouver l'interface pour cette " +"plate-forme par son nom et ensuite l'initialiser." #: doc/classes/ARVRServer.xml msgid "Returns the primary interface's transformation." @@ -9978,6 +10360,11 @@ msgid "" "try to initialize each interface and use the first one that returns " "[code]true[/code]." msgstr "" +"Retourne le nombre d'interfaces actuellement enregistrées avec le serveur AR/" +"VR. Si votre projet prend en charge plusieurs plateformes AR/VR, vous pouvez " +"lister les interfaces disponibles, et présenter à l'utilisateur une " +"sélection ou simplement essayer d'initialiser chaque interface et utiliser " +"la première interface qui retourne [code]true[/code]." #: doc/classes/ARVRServer.xml msgid "" @@ -10038,6 +10425,8 @@ msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " "assume a scale of 1 game world unit = 1 real world meter." msgstr "" +"Vous permet d'ajuster l'échelle des unités de votre jeu. La plupart des " +"plateformes AR/VR assument une échelle de 1 unité de jeu = 1 mètre réel." #: doc/classes/ARVRServer.xml msgid "Emitted when a new interface has been added." @@ -10261,6 +10650,49 @@ msgid "" "[code]1.0[/code], then this equals the sum of Euclidean distances of all " "segments in the path." msgstr "" +"A* (A star) est un algorithme informatique qui est largement utilisé dans le " +"cheminement et la traversée du graph, le processus de traçage des chemins " +"courts parmi les sommets (points) passant par un ensemble donné de bords " +"(segments). Il profite d'une utilisation généralisée en raison de sa " +"performance et de sa précision. L'implémentation dans Godot de A* utilise " +"par défaut des points dans un espace tridimensionnel et des distances " +"euclidiennes.\n" +"Vous devez ajouter des points manuellement avec [method add_point] et créer " +"des segments manuellement avec [method connect_points]. Ensuite, vous pouvez " +"tester s'il y a un chemin entre deux points avec la fonction [method " +"are_points_connected], obtenir un chemin contenant des indices par [method " +"get_id_path], ou un contenant des coordonnées réelles avec [method " +"get_point_path].\n" +"Il est également possible d'utiliser des distances non éuclidiennes. Pour ce " +"faire, créez une classe qui hérite de [code]AStar[/code] et surchargez les " +"méthodes [method compute_cost] et [method estimate_cost]. Prenez deux " +"indices et retournez une longueur, comme le montre l'exemple suivant.\n" +"[codeblock]\n" +"clas MyAStar:\n" +" extends AStar\n" +"\n" +" func _compute_cost(u, v):\n" +" return abs(u - v)\n" +"\n" +" func _estimate_cost(u, v):\n" +" return min(0, abs(u - v) - 1)\n" +"[/codeblock]\n" +"[method estimate_cost] doit retourne la valeur minimale de la distance, soit " +"[code]_estimate_cost(u, v) <= compute_cost(u, v)[ /code]. Cela sert d'indice " +"pour l'algorithme la méthode [code]_compute_cost[/code] peut être longue à " +"calculer. Si ce n'est pas le cas, utilisez [method estimate_cost] pour " +"retourner la même valeur que [method compute_cost] pour fournir à " +"l'algorithme les informations les plus précises.\n" +"Si les méthodes par défaut [method estimate_cost] et [method compute_cost] " +"sont utilisées, ou si la méthode [method estimate_cost] fournie retourne une " +"limite inférieure du coût du chemin, les chemins retournés par A* seront les " +"chemins les moins coûteux. Ici, le coût d'un chemin correspond à la somme " +"des résultats [méthode compute_cost] de tous les segments dans le chemin " +"multiplié par le [code]weight_scale[/code]s des paramètres de fin des " +"segments respectifs. Si les méthodes par défaut sont utilisées et que le " +"[code]weight_scale[/code] de tous les points est [code]1.0[/code], ça " +"correspond à la somme des distances euclidiennes de tous les segments du " +"chemin." #: doc/classes/AStar.xml msgid "" @@ -10299,6 +10731,21 @@ msgid "" "If there already exists a point for the given [code]id[/code], its position " "and weight scale are updated to the given values." msgstr "" +"Ajouter un nouveau point à la position spécifiée avec l'identifiant donné. " +"L'identifiant [code]id[/code] doit être supérieur ou égal à 0, et le facteur " +"[code]weight_scale[/code] doit être 0.0 ou supérieur.\n" +"Le facteur [code]weight_scale[/code] est multiplié par le résultat de " +"[method _compute_cost] pour déterminer le coût global d'une traversée d'un " +"segment depuis un voisin jusqu'à ce point. Alors, si la distance est la " +"même, l'algorithme préfèrera les points avec le facteur de poids " +"[code]weight_scale[/code] le plus bas pour construire le chemin.\n" +"[codeblock]\n" +"var astar = AStar.new()\n" +"astar.add_point(1, Vector3(1, 0, 0), 4) # Ajoute le point (1, 0, 0) avec le " +"\"weight_scale\" à 4 et l'identifiant 1\n" +"[/codeblock]\n" +"Si un point existe déjà pour l'identifiant [code]id[/code] donné, sa " +"position et sont facteur de poids seront mis à jour avec la valeur donnée." #: doc/classes/AStar.xml msgid "" @@ -10517,6 +10964,8 @@ msgid "" "Removes the point associated with the given [code]id[/code] from the points " "pool." msgstr "" +"Retire le point associé à l'identifiant [code]id[/code] donné de la liste " +"des points." #: doc/classes/AStar.xml doc/classes/AStar2D.xml msgid "" @@ -10593,6 +11042,21 @@ msgid "" "If there already exists a point for the given [code]id[/code], its position " "and weight scale are updated to the given values." msgstr "" +"Ajouter un nouveau point à la position spécifiée avec l'identifiant donné. " +"L'identifiant [code]id[/code] doit être supérieur ou égal à 0, et le facteur " +"[code]weight_scale[/code] doit être 0.0 ou supérieur.\n" +"Le facteur [code]weight_scale[/code] est multiplié par le résultat de " +"[method _compute_cost] pour déterminer le coût global d'une traversée d'un " +"segment depuis un voisin jusqu'à ce point. Alors, si la distance est la " +"même, l'algorithme préfèrera les points avec le facteur de poids " +"[code]weight_scale[/code] le plus bas pour construire le chemin.\n" +"[codeblock]\n" +"var astar = AStar2D.new()\n" +"astar.add_point(1, Vector2(1, 0), 4) # Ajoute le point (1, 0) avec le " +"\"weight_scale\" à 4 et l'identifiant 1\n" +"[/codeblock]\n" +"Si un point existe déjà pour l'identifiant [code]id[/code] donné, sa " +"position et sont facteur de poids seront mis à jour avec la valeur donnée." #: doc/classes/AStar2D.xml msgid "Returns whether there is a connection/segment between the given points." @@ -10997,6 +11461,9 @@ msgid "" "level. The higher the ratio, the more the loud parts of the audio will be " "compressed. Value can range from 1 to 48." msgstr "" +"La quantité de compression appliquée à l'audio après avoir franchi le seuil. " +"Plus le rapport est élevé, plus les parties hautes de l'audio seront " +"comprimées. La valeur peut aller de 1 à 48." #: doc/classes/AudioEffectCompressor.xml msgid "" @@ -11007,12 +11474,16 @@ msgstr "" #: doc/classes/AudioEffectCompressor.xml msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "" +"Réduit le niveau sonore en utilisant un autre bus audio pour détecter les " +"seuils." #: doc/classes/AudioEffectCompressor.xml msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "" +"Le niveau au-dessus duquel la compression est appliquée à l'audio. La valeur " +"peut aller de -60 à 0." #: doc/classes/AudioEffectDelay.xml msgid "" @@ -11020,6 +11491,9 @@ msgid "" "period of time.\n" "Two tap delay and feedback options." msgstr "" +"Ajoute un effet audio de retard à un bus audio. Joue le signal d'entrée " +"après une période de temps.\n" +"Deux options de retard et de rétroaction." #: doc/classes/AudioEffectDelay.xml msgid "" @@ -11475,6 +11949,10 @@ msgid "" "(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " "the initial pitch)." msgstr "" +"L'échelle de pitch à utiliser. [code]1.0[/code] est le pitch par défaut et " +"joue des sons non modifiés. [member pitch_scale] peut aller de [code]0.0[/" +"code] (une hauteur infiniment basse, inaudible) à [code]16[/code] (16 fois " +"supérieur à la hauteur initiale)." #: doc/classes/AudioEffectPitchShift.xml #: doc/classes/AudioEffectSpectrumAnalyzer.xml @@ -11543,10 +12021,19 @@ msgid "" "16-bit, or compressed). It checks whether or not the recording is active, " "and if it is, records the sound. It then returns the recorded sample." msgstr "" +"Permet à l'utilisateur d'enregistrer le son d'un bus audio. Cela peut " +"inclure toutes les sorties audio de Godot lorsqu'elles sont utilisées sur le " +"bus audio \"Master\".\n" +"Peut être utilisé (avec un [AudioStreamMicrophone)] pour enregistrer un " +"microphone.\n" +"Il définit et obtient le format dans lequel le fichier audio sera enregistré " +"(8-bit, 16-bit ou compressé). Il vérifie si l'enregistrement est actif ou " +"non, et si c'est le cas, enregistre le son. Il retourne ensuite " +"l'échantillon enregistré." #: doc/classes/AudioEffectRecord.xml msgid "Recording with microphone" -msgstr "" +msgstr "L'enregistrement avec le microphone" #: doc/classes/AudioEffectRecord.xml msgid "Returns the recorded sample." @@ -11561,12 +12048,16 @@ msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "" +"Si [code]true[/code], le son sera enregistré. Notez que le redémarrage de " +"l'enregistrement supprimera l'échantillon précédemment enregistré." #: doc/classes/AudioEffectRecord.xml msgid "" "Specifies the format in which the sample will be recorded. See [enum " "AudioStreamSample.Format] for available formats." msgstr "" +"Spécifie le format dans lequel l'échantillon sera enregistré. Voir [enum " +"AudioStreamSample.Format] pour les formats disponibles." #: doc/classes/AudioEffectReverb.xml msgid "" @@ -11574,6 +12065,9 @@ msgid "" "Simulates the sound of acoustic environments such as rooms, concert halls, " "caverns, or an open spaces." msgstr "" +"Ajoute un effet audio de réverbération à un bus audio.\n" +"Simule le son des environnements acoustiques tels que les chambres, les " +"salles de concert, les cavernes ou les espaces ouverts." #: doc/classes/AudioEffectReverb.xml msgid "" @@ -14733,7 +15227,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14956,6 +15450,20 @@ msgid "" "[/codeblock]\n" "See also [method Font.draw]." msgstr "" +"Dessine le [code]text[/code] en utilisant la police [code]font[/code] " +"spécifiée à la [code]position[/code] (le coin bas-gauche correspond à la " +"ligne de base de la police). Le texte aura sa couleur multipliée par " +"[code]modulate[/code]. Si [code]clip_w[/code] est supérieur ou égale à 0, le " +"texte sera tronqué s'il dépasse cette valeur en pixels.\n" +"[b]Exemple en utilisant la police par défaut du projet :[/b]\n" +"[codeblock]\n" +"# Si cette méthode est appelée souvent, déplacer la déclaration de\n" +"# `default_font` dans une variable assignée dans `_ready()`\n" +"# pour que le Control ne soit créé qu'une seule fois.\n" +"var default_font = Control.new().get_font(\"font\")\n" +"draw_string(default_font, Vector2(64, 64), \"Hello world\")\n" +"[/codeblock]\n" +"Voi aussi [method Font.draw]." #: doc/classes/CanvasItem.xml msgid "Draws a styled rectangle." @@ -15673,21 +16181,25 @@ msgid "The check icon to display when the [CheckBox] is checked." msgstr "L'icône de la coche à afficher quand la [CheckBox] est cochée." #: doc/classes/CheckBox.xml -#, fuzzy msgid "The check icon to display when the [CheckBox] is checked and disabled." -msgstr "Icône à afficher lorsque le [CheckButton] est coché et désactivé." +msgstr "" +"L'icône de la coche à afficher quand la [CheckBox] est coché et désactivé." #: doc/classes/CheckBox.xml msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is checked." msgstr "" +"Si la [CheckBox] est configurée pour être un bouton radio, l'icône à " +"afficher quand la [CheckBox] est cochée." #: doc/classes/CheckBox.xml msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is unchecked." msgstr "" +"Si la [CheckBox] est configurée pour être un bouton radio, l'icône à " +"afficher quand la [CheckBox] est décochée." #: doc/classes/CheckBox.xml msgid "The check icon to display when the [CheckBox] is unchecked." @@ -16643,13 +17155,13 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" "Construit une couleur à partir d'un entier de 32 bits au format RGBA (chaque " "octet représente un canal de couleur).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" #: doc/classes/Color.xml @@ -16703,11 +17215,16 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" +"Retourne la couleur inversée [code](1 - r, 1 - g, 1 - b, a)[/code].\n" +"[codeblock]\n" +"var color = Color(0,3, 0,4, 0,9)\n" +"var inverted_color = color.inverted () # Équivalent à Color(0.7, 0.6, 0.1)\n" +"[/codeblock]" #: doc/classes/Color.xml msgid "" @@ -16724,14 +17241,14 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" "Construit une couleur à partir d’un profil HSV. [code]h[/code], [code]s[/" "code], et [code]v[/code] sont des valeurs comprises entre 0 et 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0,58, 0,5, 0,79, 0,8) # Équivalent au HSV (210, 50, " +"var color = Color.from_hsv(0,58, 0,5, 0,79, 0,8) # Équivalent au HSV (210, 50, " "79, 0,8) ou au Color8 (100, 151, 201, 0,8)\n" "[/codeblock]" @@ -16747,15 +17264,15 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" "Retourne la représentation en niveaux de gris.\n" "La valeur de gris est calculé avec [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = c.gray() # Une valeur de 0.466667\n" "[/codeblock]" #: doc/classes/Color.xml @@ -16814,7 +17331,7 @@ msgstr "" "[codeblock]\n" "var c1 = Color(1.0, 0.0, 0.0)\n" "var c2 = Color(0.0, 1.0, 0.0)\n" -"var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, " +"var li_c = c1.linear_interpolate(c2, 0.5) # Équivalent à Color(0.5, 0.5, " "0.0)\n" "[/codeblock]" @@ -16895,9 +17412,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -16915,7 +17432,7 @@ msgstr "" "Godot.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" -"print(color.to_rgba32()) # Imprime 4281565439\n" +"print(color.to_rgba32()) # Affiche 4281565439\n" "[/codeblock]" #: doc/classes/Color.xml @@ -16932,7 +17449,7 @@ msgstr "" "Godot.\n" "[codeblock]\n" "var color = Color(1, 0.5, 0.2)\n" -"print(color.to_rgba64()) # Imprime -140736629309441\n" +"print(color.to_rgba64()) # Affiche -140736629309441\n" "[/codeblock]" #: doc/classes/Color.xml @@ -20867,6 +21384,10 @@ msgid "" "[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key " "size." msgstr "" +"Décrypte le texte crypté [code]ciphertext[/code] donné avec le clé publique " +"[code]key[/code] fournie.\n" +"[b]Note :[/b] La taille maximale pour le texte est limitée par la taille de " +"la clé." #: doc/classes/Crypto.xml msgid "" @@ -20875,6 +21396,10 @@ msgid "" "[b]Note:[/b] The maximum size of accepted plaintext is limited by the key " "size." msgstr "" +"Crypte le texte [code]plaintext[/code] donné avec le clé publique [code]key[/" +"code] fournie.\n" +"[b]Note :[/b] La taille maximale pour le texte est limitée par la taille de " +"la clé." #: doc/classes/Crypto.xml msgid "" @@ -20909,6 +21434,24 @@ msgid "" "Game Company,C=IT\")\n" "[/codeblock]" msgstr "" +"Génère un [X509Certificate] auto-signé avec la clé [CryptoKey] et le nom " +"[code]issuer_name[/code]. La date de validité du certificat est définie par " +"[code]not_before[/code] et [code]not_after[/code] (la date de début et de " +"fin de validité). Le nom [code]issuer_name[/code] doit contenir au moins " +"\"CN=\" (le nom commun, par exemple le nom de domaine), " +"\"O=\" (l'organisation, par exemple le nom de votre entreprise) et " +"\"C=\" (le pays, un code ISO-3166 à deux lettres du pays où l'entreprise est " +"située).\n" +"Un court exemple pour générer une clé RSA avec un certificat X509 auto-" +"signé.\n" +"[codeblock]\n" +"var crypto = Crypto.new()\n" +"# Générer un clé RSA 4096 bits.\n" +"var key = crypto.generate_rsa(4096)\n" +"# Générer un certificat auto-signé à partir de la clé donnée.\n" +"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com," +"O=Mon Studio de Jeux,C=FR\")\n" +"[/codeblock]" #: doc/classes/Crypto.xml msgid "" @@ -22351,7 +22894,6 @@ msgid "Dictionary type." msgstr "Le type dictionnaire." #: doc/classes/Dictionary.xml -#, fuzzy msgid "" "Dictionary type. Associative container which contains values referenced by " "unique keys. Dictionaries are composed of pairs of keys (which must be " @@ -23213,6 +23755,33 @@ msgid "" "In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose " "the desired features then generate the font." msgstr "" +"DynamicFont fait le rendu d'un fichier de police vectorielle dynamiquement " +"au lancement du jeu plutôt que d'utiliser une texture de pré-rendu comme " +"[BitmapFont]. La lenteur de chargement par rapport à [BitmapFont] est " +"compensée par la possibilité de modifier les paramètres de la police comme " +"sa taille ou son espacement à partir du lancement. [DynamicFontData] est " +"utilisée pour le chemin du fichier de police. DynamicFont permet aussi de " +"définir une ou plusieurs polices de repli, qui seront utilisée pour " +"l'affichage de tout caractère qui n'est pas présent dans la police " +"principale.\n" +"DynamicFont utilise la bibliothèque [url=https://www.freetype.org/]FreeType[/" +"url] pour la rasterization. Les formats supportés sont TrueType ([code].ttf[/" +"code]), OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/" +"code]), et Web Open Font Format 2 ([code].woff2[/code]).\n" +"[codeblock]\n" +"var dynamic_font = DynamicFont.new()\n" +"dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n" +"dynamic_font.size = 64\n" +"$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n" +"[/codeblock]\n" +"[b]Note :[/b] DynamicFont ne supporte par certaines fonctionnalités comme le " +"kerning, l'écriture de droite à gauche, les ligatures, les formes de texte, " +"les tailles variable et d'autres fonctionnalités pour le moment. Si vous " +"souhaitez faire un pré-rendu de certaines fonctionnalités dans le fichier de " +"police TTF, vous pouvez utiliser [url=https://fontforge.org/]FontForge[/url] " +"pour cela. Dans FontForge, utilisez [b]Fichier > Polices Générales[/b], " +"cliquez sur [b]Options[/b], puis choisissez la fonctionnalité voulue lors de " +"la génération de la police" #: doc/classes/DynamicFont.xml msgid "Adds a fallback font." @@ -24113,6 +24682,20 @@ msgid "" "[/codeblock]\n" "Return [code]true[/code] to make all options always visible." msgstr "" +"Cette méthode peut être surchargée pour masquer certaines options " +"d'importation si des conditions sont réunies. C'est principalement utile " +"pour masquer des options qui dépendre d'autres options. Par exemple :\n" +"[codeblock]\n" +"func get_option_visibility(option, options):\n" +" # N'afficher que le réglage de qualité de perte (\"lossy\") si le mode " +"de compression est à \"Lossy\".\n" +" if option == \"compress/lossy_quality\" and options.has(\"compress/" +"mode\"):\n" +" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n" +"\n" +" return true\n" +"[/codeblock]\n" +"Retourne [code]true[/code] pour toujours rendre toutes les options visibles." #: doc/classes/EditorImportPlugin.xml msgid "" @@ -24900,6 +25483,8 @@ msgid "" "Returns the [EditorInterface] object that gives you control over Godot " "editor's window and its functionalities." msgstr "" +"Retourne l'objet [EditorInterface] qui vous donne le contrôle sur la fenêtre " +"de l'éditeur Godot et de ses fonctionnalités." #: doc/classes/EditorPlugin.xml msgid "" @@ -24918,6 +25503,20 @@ msgid "" "\"EditorIcons\")\n" "[/codeblock]" msgstr "" +"Surchargez cette méthode dans votre greffon pour retourner une [Texture] " +"afin de lui donner une icône.\n" +"Pour les greffons d'écran principal, cela apparaît en haut de l'écran, à " +"droite des boutons \"2D\", \"3D\", \"Script\" et \"AssetLib\".\n" +"Idéalement, l'icône de greffon doit être blanche avec un fond transparent et " +"16x16 pixels en taille.\n" +"[codeblock]\n" +"func get_greffon_icon():\n" +" # Vous pouvez utiliser une icône personnalisée :\n" +" return preload(\"res://addons/mon_greffon/icone_de_mon_greffon.svg\")\n" +" # Ou utilisez une icône intégrée :\n" +" return get_editor_interface().get_base_control().get_icon(\"Node\", " +"\"EditorIcons\")\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" @@ -24926,14 +25525,22 @@ msgid "" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" +"Surchargez cette méthode dans votre greffon pour fournir le nom du greffon " +"lorsque affiché dans l'éditeur Godot.\n" +"Pour les greffons d'écran principal, cela apparaît en haut de l'écran, à " +"droite des boutons \"2D\", \"3D\", \"Script\" et \"AssetLib\"." #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" +"Obtient le dialogue de l'éditeur utilisé pour faire des scripts.\n" +"[b]Note :[/b] Les utilisateurs peuvent le configurer avant d'utiliser.\n" +"[b]Attention :[/b] Supprimer et libérer ce nœud rend une partie de l'éditeur " +"inutile et peut causer un accident." #: doc/classes/EditorPlugin.xml msgid "" @@ -24941,12 +25548,18 @@ msgid "" "state is kept when opening it again) and for switching tabs (so state can be " "restored when the tab returns)." msgstr "" +"Retourne l'état de votre greffon de l'éditeur. Ceci est utilisé pour sauver " +"la scène (ainsi l'état est maintenu lors de l'ouverture à nouveau) et pour " +"les onglets (pour que l'état puisse être restauré lorsque l'onglet retourne)." #: doc/classes/EditorPlugin.xml msgid "" "Gets the undo/redo object. Most actions in the editor can be undoable, so " "use this object to make sure this happens when it's worth it." msgstr "" +"Obtient l'objet annuler/refaire. La plupart des actions de l'éditeur peuvent " +"être inutilisables, alors utilisez cet objet pour s'assurer que cela se " +"produit quand ça en vaut la peine." #: doc/classes/EditorPlugin.xml msgid "" @@ -24954,6 +25567,9 @@ msgid "" "layout when [method queue_save_layout] is called or the editor layout was " "changed(For example changing the position of a dock)." msgstr "" +"Retourne la mise en page de l'interface du greffon. Ceci permet " +"d'enregistrer la mise en page de l'éditeur du projet lorsqu'il s'agit d'un " +"fichier d'éditeur (par exemple en changeant la position d'un dock)." #: doc/classes/EditorPlugin.xml msgid "" @@ -24964,6 +25580,12 @@ msgid "" "forward_canvas_gui_input] and [method forward_spatial_gui_input] these will " "be called too." msgstr "" +"Implémentez cette fonction si votre greffon modifie un type spécifique " +"d'objet (Resource ou Node). Si vous retournez [code]true[/code], alors vous " +"obtiendrez les fonctions [method edit] et [method make_visible] appelé " +"lorsque l'éditeur les demande. Si vous avez déclaré les méthodes [method " +"forward_canvas_gui_input] et [method forward_spatial_gui_input] ceux-ci " +"seront également appelés." #: doc/classes/EditorPlugin.xml msgid "" @@ -27461,15 +28083,15 @@ msgstr "" "rapide)." #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" -"La qualité la plus basse pour l'effet d’occlusion ambiante dans l’espace de " +"La qualité moyenne pour l'effet d’occlusion ambiante dans l’espace de " "l’écran." #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" -"La qualité la plus basse de l’occlusion ambiante d’espace d’écran (la plus " +"La qualité la plus haute de l’occlusion ambiante d’espace d’écran (la plus " "lente)." #: doc/classes/Expression.xml @@ -27736,9 +28358,10 @@ msgstr "" "Le texte est interprété comme étant encodé en UTF-8." #: doc/classes/File.xml -#, fuzzy msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]." -msgstr "Retourne [code]true[/code] (vrai) si la chaîne de caractères est vide." +msgstr "" +"Retourne les [code]len[/code] prochains octets du fichier sous forme de " +"[PoolByteArray]." #: doc/classes/File.xml msgid "" @@ -27762,6 +28385,28 @@ msgid "" "[code]\"\"[/code] for each quotation mark that needs to be interpreted as " "such instead of the end of a text value." msgstr "" +"Retourne la prochaine valeur du fichier au format CSV (\"Comma-Separated " +"Values\"). Vous pouvez utiliser un autre délimiteur [code]delim[/code] à la " +"place de la virgule [code]\",\"[/code] (\"comma\") par défaut. Ce délimiteur " +"doit ne faire qu'un seul caractère de long, et ne peut pas être des " +"guillemets (\").\n" +"Le texte est interprété comme étant encodé en UTF-8. Les textes doivent être " +"entourés de guillemets si elles contiennent une caractère délimiteur. Les " +"guillemets dans un texte doivent être doublées pour être échappées " +"correctement.\n" +"Par exemple, les lignes CSV suivantes sont valides et sont correctement " +"interprétées comme deux textes pour chaque ligne :\n" +"[codeblock]\n" +"Alice,\"Salut, Bob !\"\n" +"Bob,Alice! Quelle Surprise !\n" +"Alice,\"Je pensais que tu me répondrais \"\"Salut, Monde !\"\".\"\n" +"[/codeblock]\n" +"Notez que les guillemets ne sont pas nécessaires pour la deuxième ligne " +"puisque le délimiteur (\",\") n'est pas présent dans les deux textes. Mais " +"il est aussi bien [i]possible[/i] d'ajouter des guillemets autour chaque " +"texte, ça n'était qu'un exemple pour montrer les possibilités. Le deuxième " +"texte de la troisième ligne doit être entourée de guillemets [code]\"\"[/" +"code] pour échapper les guillemets présentes dans le texte." #: doc/classes/File.xml msgid "Returns the next 64 bits from the file as a floating-point number." @@ -28072,13 +28717,12 @@ msgstr "" "du fichier." #: doc/classes/File.xml -#, fuzzy msgid "" "Opens the file for write operations. The file is created if it does not " "exist, and truncated if it does." msgstr "" -"Ouvre le fichier pour les opérations d’écriture. Créez-le si le fichier " -"n’existe pas et tronquer s’il existe." +"Ouvre le fichier en écriture. Crée le fichier s'il n’existe pas, et le " +"tronque s’il existe déjà." #: doc/classes/File.xml msgid "" @@ -31152,7 +31796,6 @@ msgstr "" "itérations." #: doc/classes/HashingContext.xml -#, fuzzy msgid "" "The HashingContext class provides an interface for computing cryptographic " "hashes over multiple iterations. This is useful for example when computing " @@ -31209,8 +31852,7 @@ msgstr "" " var res = ctx.finish()\n" " # Afficher le résultat sous forme hexadécimal et en tableau.\n" " printt(res.hex_encode(), Array(res))\n" -"[/codeblock]\n" -"[b]Note :[/b] N'est pas disponible pour les exports HTML5." +"[/codeblock]" #: doc/classes/HashingContext.xml msgid "Closes the current context, and return the computed hash." @@ -34800,6 +35442,9 @@ msgid "" "the controller number, otherwise this is zero. Controllers include devices " "such as pedals and levers." msgstr "" +"Si le message est [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], ça indique le " +"numéro du contrôleur, sinon c'est zéro. Les contrôleurs inclus les appareils " +"comme les pédales et les leviers." #: doc/classes/InputEventMIDI.xml msgid "" @@ -34807,6 +35452,9 @@ msgid "" "the controller value, otherwise this is zero. Controllers include devices " "such as pedals and levers." msgstr "" +"Si le message est [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], ça indique la " +"valeur du contrôleur, sinon c'est zéro. Les contrôleurs inclus les appareils " +"comme les pédales et les leviers." #: doc/classes/InputEventMIDI.xml msgid "" @@ -34848,6 +35496,8 @@ msgid "" "The pressure of the MIDI signal. This value ranges from 0 to 127. For many " "devices, this value is always zero." msgstr "" +"La pression du signal MIDI. Cette valeur va de 0 à 127. Pour plusieurs " +"périphériques, cette valeur est toujours 0." #: doc/classes/InputEventMIDI.xml msgid "" @@ -38203,6 +38853,9 @@ msgid "" "If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/" "code] is not empty, which can be used to clear the text quickly." msgstr "" +"Si [code]true[/code], le [LineEdit] affichera un bouton effacer si le " +"[code]text[/code] n'est pas vide, ce qui permet d'effacer rapidement le " +"texte." #: doc/classes/LineEdit.xml msgid "If [code]true[/code], the context menu will appear when right-clicked." @@ -38252,6 +38905,24 @@ msgid "" "# `text_change_rejected` is emitted with \"bye\" as parameter.\n" "[/codeblock]" msgstr "" +"La quantité maximale de caractères qui peuvent être entré dans ce " +"[LineEdit]. Si [code]0[/code], il n'y a aucune limite.\n" +"Quand une limite est définie, le texte est tronqué aux [member max_length] " +"premiers caractères. Ça arrive pour le [member text] existant lorsque la " +"longueur maximale est définie, ou quand un nouveau texte est inséré dans le " +"[LineEdit], en étant par exemple collé. Si le texte est tronqué, le signal " +"[signal text_change_rejected] est émis avec le reste du texte tronqué passé " +"en paramètre.\n" +"[b]Example:[/b]\n" +"[codeblock]\n" +"text = \"Salut le monde\"\n" +"max_length = 5\n" +"# `text` est tronqué à \"Salut\".\n" +"max_length = 11\n" +"text += \" l'univers\"\n" +"# `text` becomes \"Salut l'uni\".\n" +"# `text_change_rejected` est émis avec \"vers\" passé en paramètre.\n" +"[/codeblock]" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml msgid "" @@ -40705,15 +41376,20 @@ msgid "Server interface for low-level 2D navigation access." msgstr "Interface de serveur pour l'accès audio de bas niveau." #: doc/classes/Navigation2DServer.xml +#, fuzzy msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -41702,15 +42378,20 @@ msgid "Server interface for low-level 3D navigation access." msgstr "Interface de serveur pour l'accès audio de bas niveau." #: doc/classes/NavigationServer.xml +#, fuzzy msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -43874,7 +44555,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -43883,7 +44564,7 @@ msgid "" "[/codeblock]" msgstr "" "Retourne le nom du nœud à l'index [code]idx[/code] (la valeur est entre 0 et " -"[method get_name_count]).\n" +"[method get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -44204,6 +44885,16 @@ msgid "" "where you should use the same convention as in the C# source (typically " "PascalCase)." msgstr "" +"Appelle la [code]method[/code] sur l'objet pendant un temps de repos. Cette " +"méthode supporte un nombre variable d'arguments, ces paramètres étant passés " +"dans une liste séparé par une virgule. Exemple :\n" +"[codeblock]\n" +"call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n" +"[/codeblock]\n" +"[b]Note :[/b] En C#, le nom de la méthode doit être spécifiée en snake_case " +"si c'est une méthode définie par les nœuds Godot. Ça ne s'applique pas aux " +"méthodes définies par l'utilisateur qui devraient toujours utiliser la même " +"convention du langage C# (typiquement en PascalCase)." #: doc/classes/Object.xml msgid "" @@ -46326,6 +47017,7 @@ msgstr "" "Windows." #: doc/classes/OS.xml +#, fuzzy msgid "" "Requests the OS to open a resource with the most appropriate program. For " "example:\n" @@ -46335,9 +47027,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -50069,7 +50761,6 @@ msgid "" msgstr "" #: doc/classes/PhysicsServer.xml -#, fuzzy msgid "" "The strength with which the pinned objects try to stay in velocity relation " "to each other.\n" @@ -50739,6 +51430,7 @@ msgid "A pooled array of bytes." msgstr "Un tableau compacté d'octets." #: doc/classes/PoolByteArray.xml +#, fuzzy msgid "" "An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" @@ -50749,7 +51441,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -50761,6 +51453,27 @@ msgid "" "print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" +"Un tableau spécialement prévu pour contenir des octets. Optimisé pour la " +"mémoire, il ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut " +"dire que lors des [i]modifications[/i] d'un [PoolByteArray] ou d'un " +"[PoolByteArray] dans un [Array] ou [Dictionary], ces modifications seront " +"perdues :\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"array[0].push_back(123) # Accède à une copie du PoolByteArray\n" +"print(array) # [[]] (Un PoolByteArray vide dans un Array vide)\n" +"[/codeblock]\n" +"Au lieu de ça, le [PoolByteArray] en entier doit être [i]réassigné[/i] avec " +"[code]=[/code] pour que sa modification soit prise en compte :\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"var pool_array = array[0] # Crée une copie du PoolByteArray, puis assigne " +"cette copie\n" +"pool_array.push_back(123)\n" +"array[0] = pool_array\n" +"print(array) # [[123]] (Un PoolByteArray avec 1 élément dans un Array)\n" +"[/codeblock]" #: doc/classes/PoolByteArray.xml msgid "" @@ -50898,6 +51611,7 @@ msgid "A pooled array of [Color]s." msgstr "Un tableau compacté de [Color]." #: doc/classes/PoolColorArray.xml +#, fuzzy msgid "" "An array specifically designed to hold [Color]. Optimized for memory usage, " "does not fragment the memory.\n" @@ -50908,7 +51622,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -50921,6 +51635,29 @@ msgid "" "inside an Array)\n" "[/codeblock]" msgstr "" +"Un tableau spécialement prévu pour contenir des [Color]. Optimisé pour la " +"mémoire, il ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut " +"dire que lors des [i]modifications[/i] d'un [PoolColorArray] ou d'un " +"[PoolColorArray] dans un [Array] ou [Dictionary], ces modifications seront " +"perdues :\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4)) # Accède à une copie du " +"PoolColorArray\n" +"print(array) # [[]] (Un PoolColorArray vide dans un Array vide)\n" +"[/codeblock]\n" +"Au lieu de ça, le [PoolColorArray] en entier doit être [i]réassigné[/i] avec " +"[code]=[/code] pour que sa modification soit prise en compte :\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"var pool_array = array[0] # Crée une copie du PoolColorArray, puis assigne " +"cette copie\n" +"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"array[0] = pool_array\n" +"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (Un PoolColorArray avec 1 élément " +"dans un Array)\n" +"[/codeblock]" #: doc/classes/PoolColorArray.xml msgid "" @@ -50953,6 +51690,7 @@ msgid "A pooled array of integers ([int])." msgstr "Un tableau compacté d'entiers ([int])." #: doc/classes/PoolIntArray.xml +#, fuzzy msgid "" "An array specifically designed to hold integer values ([int]). Optimized for " "memory usage, does not fragment the memory.\n" @@ -50963,7 +51701,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -50980,6 +51718,32 @@ msgid "" "around. In comparison, [int] uses signed 64-bit integers which can hold much " "larger values." msgstr "" +"Un tableau spécialement prévu pour contenir des entier ([int]). Optimisé " +"pour la mémoire, il ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut " +"dire que lors des [i]modifications[/i] d'un [PoolIntArray] ou d'un " +"[PoolIntArray] dans un [Array] ou [Dictionary], ces modifications seront " +"perdues :\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(1234) # Accède à une copie du PoolIntArray\n" +"print(array) # [[]] (Un PoolIntArray vide dans un Array vide)\n" +"[/codeblock]\n" +"Au lieu de ça, le [PoolIntArray] en entier doit être [i]réassigné[/i] avec " +"[code]=[/code] pour que sa modification soit prise en compte :\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"var pool_array = array[0] # Crée une copie du PoolIntArray, puis assigne " +"cette copie\n" +"pool_array.push_back(1234)\n" +"array[0] = pool_array\n" +"print(array) # [[1234]] (Un PoolIntArray avec 1 élément dans un Array)\n" +"[/codeblock]\n" +"[b]Note :[/b] Ce type est limité aux entiers signés de 32 bit, ce qui peut " +"dire que l'intervalle des valeurs possibles est [code][-2^31, 2^31 - 1][/" +"code], soit [code][-2147483648, 2147483647][/code]. Tout dépassement " +"bouclera. En comparaison, un tableau générique [int] utilise des entiers de " +"64 bit qui peuvent donc contenir des valeurs bien plus grandes." #: doc/classes/PoolIntArray.xml msgid "" @@ -51012,6 +51776,7 @@ msgid "A pooled array of real numbers ([float])." msgstr "Un tableau compacté de flottants ([float])." #: doc/classes/PoolRealArray.xml +#, fuzzy msgid "" "An array specifically designed to hold floating-point values. Optimized for " "memory usage, does not fragment the memory.\n" @@ -51022,7 +51787,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -51041,6 +51806,35 @@ msgid "" "store [float]s will use roughly 6 times more memory compared to a " "[PoolRealArray]." msgstr "" +"Un tableau spécialement prévu pour contenir des flottants. Optimisé pour la " +"mémoire, il ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut " +"dire que lors des [i]modifications[/i] d'un [PoolRealArray] ou d'un " +"[PoolRealArray] dans un [Array] ou [Dictionary], ces modifications seront " +"perdues :\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"array[0].push_back(12.34) # Accède à une copie du PoolRealArray\n" +"print(array) # [[]] (Un PoolRealArray vide dans un Array vide)\n" +"[/codeblock]\n" +"Au lieu de ça, le [PoolRealArray] en entier doit être [i]réassigné[/i] avec " +"[code]=[/code] pour que sa modification soit prise en compte :\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"var pool_array = array[0] # Crée une copie du PoolRealArray, puis assigne " +"cette copie\n" +"pool_array.push_back(12.34)\n" +"array[0] = pool_array\n" +"print(array) # [[12.34]] (Un PoolRealArray avec 1 élément dans un Array)\n" +"[/codeblock]\n" +"[b]Note :[/b] Contrairement aux [float] qui sont en 64 bits, les nombres " +"enregistrés dans les [PoolRealArray] ne sont que en 32 bits. Ça veut donc " +"dire que les flottants dans les [PoolRealArray] ont une précision plus " +"faible que les [float]. Si vous avez besoin d'enregistrer des flottants en " +"64 bits dans un tableau, utilisez un [Array] standard avec des éléments " +"[float] qui seront bien en 64 bits. En comparaison, un [Array] avec des " +"[float] consomme approximativement 6 fois plus de mémoire qu'un " +"[PoolRealArray]." #: doc/classes/PoolRealArray.xml msgid "" @@ -51064,6 +51858,7 @@ msgid "A pooled array of [String]s." msgstr "Un tableau compacté de [String]." #: doc/classes/PoolStringArray.xml +#, fuzzy msgid "" "An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" @@ -51074,7 +51869,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -51086,6 +51881,28 @@ msgid "" "print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" +"Un tableau spécialement prévu pour contenir des [String]. Optimisé pour la " +"mémoire, il ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut " +"dire que lors des [i]modifications[/i] d'un [PoolRealArray] ou d'un " +"[PoolRealArray] dans un [Array] ou [Dictionary], ces modifications seront " +"perdues :\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"array[0].push_back(\"hello\") # Accède à une copie du PoolStringArray\n" +"print(array) # [[]] (Un PoolStringArray vide dans un Array vide)\n" +"[/codeblock]\n" +"Au lieu de ça, le [PoolStringArray] en entier doit être [i]réassigné[/i] " +"avec [code]=[/code] pour que sa modification soit prise en compte :\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"var pool_array = array[0] # Crée une copie du PoolStringArray, puis assigne " +"cette copie\n" +"pool_array.push_back(\"hello\")\n" +"array[0] = pool_array\n" +"print(array) # [[\"hello\"]] (Un PoolStringArray avec 1 élément dans un " +"Array)\n" +"[/codeblock]" #: doc/classes/PoolStringArray.xml msgid "" @@ -51121,6 +51938,7 @@ msgid "A pooled array of [Vector2]s." msgstr "Un tableau compacté de [Vector2]." #: doc/classes/PoolVector2Array.xml +#, fuzzy msgid "" "An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" @@ -51131,7 +51949,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -51144,6 +51962,29 @@ msgid "" "Array)\n" "[/codeblock]" msgstr "" +"Un tableau spécialement prévu pour contenir des [Vector2]. Optimisé pour la " +"mémoire, il ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut " +"dire que lors des [i]modifications[/i] d'un [PoolVector2Array] ou d'un " +"[PoolVector2Array] dans un [Array] ou [Dictionary], ces modifications seront " +"perdues :\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"array[0].push_back(Vector2(12, 34)) # Accède à une copie du " +"PoolVector2Array\n" +"print(array) # [[]] (Un PoolVector2Array vide dans un Array vide)\n" +"[/codeblock]\n" +"Au lieu de ça, le [PoolVector2Array] en entier doit être [i]réassigné[/i] " +"avec [code]=[/code] pour que sa modification soit prise en compte :\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"var pool_array = array[0] # Crée une copie du PoolVector2Array, puis assigne " +"cette copie\n" +"pool_array.push_back(Vector2(12, 34))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34)]] (Un PoolVector2Array avec 1 élément dans un " +"Array)\n" +"[/codeblock]" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml @@ -51175,6 +52016,7 @@ msgid "A pooled array of [Vector3]." msgstr "Un tableau compacté de [Vector3]." #: doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" @@ -51185,7 +52027,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -51198,6 +52040,29 @@ msgid "" "Array)\n" "[/codeblock]" msgstr "" +"Un tableau spécialement prévu pour contenir des [Vector3]. Optimisé pour la " +"mémoire, il ne se fragmente pas.\n" +"[b]Note :[/b] Ce type est passé par valeur et non par référence. Ça veut " +"dire que lors des [i]modifications[/i] d'un [PoolVector3Array] ou d'un " +"[PoolVector3Array] dans un [Array] ou [Dictionary], ces modifications seront " +"perdues :\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"array[0].push_back(Vector3(12, 34, 56)) # Accède à une copie du " +"PoolColorArray\n" +"print(array) # [[]] (Un PoolVector3Array vide dans un Array vide)\n" +"[/codeblock]\n" +"Au lieu de ça, le [PoolVector3Array] en entier doit être [i]réassigné[/i] " +"avec [code]=[/code] pour que sa modification soit prise en compte :\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"var pool_array = array[0] # Crée une copie du PoolVector3Array, puis assigne " +"cette copie\n" +"pool_array.push_back(Vector3(12, 34, 56))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34, 56)]] (Un PoolVector3Array avec 1 élément dans un " +"Array)\n" +"[/codeblock]" #: doc/classes/PoolVector3Array.xml msgid "" @@ -55693,15 +56558,14 @@ msgid "Returns the inverse of the quaternion." msgstr "Retourne l'inverse du quaternion." #: doc/classes/Quat.xml -#, fuzzy msgid "" "Returns [code]true[/code] if this quaternion and [code]quat[/code] are " "approximately equal, by running [method @GDScript.is_equal_approx] on each " "component." msgstr "" -"Retourne [code]true[/code] si cette couleur et [code]color[/code] sont " -"approximativement égales, en exécutant [method @GDScript.is_equal_approx] " -"sur chaque composant." +"Retourne [code]true[/code] si ce quaternion et [code]quat[/code] sont " +"approximativement égaux, en exécutant [method @GDScript.is_equal_approx] sur " +"chaque composant." #: doc/classes/Quat.xml msgid "Returns whether the quaternion is normalized or not." @@ -55958,10 +56822,12 @@ msgid "Abstract base class for range-based controls." msgstr "Classe de base abstraite pour les contrôles basés sur la portée." #: doc/classes/Range.xml +#, fuzzy msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" "Range est une classe de base des nœuds [Control] qui change une [code]value[/" "code] flottante entre le [code]minimum[/code] et le [code]maximum[/code], " @@ -58133,12 +58999,17 @@ msgid "Locks the specified linear or rotational axis." msgstr "Verrouille l'axe linéaire et de rotation spécifié." #: doc/classes/RigidBody.xml +#, fuzzy msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" +"La vitesse à laquelle les objets arrêtent de tourner dans cette zone. " +"Représente la vitesse angulaire perdue par seconde.\n" +"Voir [membre ProjectSettings.physics/2d/default_angular_damp] pour plus de " +"détails sur l'amortissement." #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the X axis." @@ -59722,6 +60593,7 @@ msgid "One-shot timer." msgstr "Minuteur à un coup." #: doc/classes/SceneTreeTimer.xml +#, fuzzy msgid "" "A one-shot timer managed by the scene tree, which emits [signal timeout] on " "completion. See also [method SceneTree.create_timer].\n" @@ -59733,8 +60605,21 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" +"Un minuteur à un coup géré par l'arborescence, qui émet le signal [signal " +"timeout] quand il se termine. Voir aussi [method SceneTree.create_timer].\n" +"Contrairement aux [Timer], il ne nécessaire pas d'instancier un nœud. Il " +"n'est souvent utilisé pour créer des minuteurs uniques comme dans l'exemple " +"suivant :\n" +"[codeblock]\n" +"func some_function():\n" +" print(\"Lancement du minuteur.\")\n" +" yield(get_tree().create_timer(1.0), \"timeout\")\n" +" print(\"Minuteur terminé.\")\n" +"[/codeblock]\n" +"Le minuteur sera automatiquement une fois terminé." #: doc/classes/SceneTreeTimer.xml msgid "The time remaining (in seconds)." @@ -59824,6 +60709,82 @@ msgid "" "prevent a [SceneTreeTween] from autostarting, you can call [method stop] " "immediately after it was created." msgstr "" +"[SceneTreeTween] est un tween géré par l'arborescence. Contrairement à un " +"[Tween], il ne nécessite pas la création d'un nœud.\n" +"Les [SceneTreeTween] sont plus légers que les [AnimationPlayer], et sont " +"donc plus adaptés pour les simples animations et les tâches générales qui ne " +"nécessitent pas d'ajustements visuels depuis l'éditeur. Ils peuvent être " +"utilisés de manière ponctuelles pour certaines logiques qui serait " +"normalement faites par le code. Par exemple vous pouvez faire qu'un objet " +"tire régulièrement avec une boucle qui crée un [CallbackTweener] avec le " +"délai nécessaire.\n" +"Un [SceneTreeTween] peut être créer soit avec [method SceneTree." +"create_tween] ou [method Node.create_tween]. Les [SceneTreeTween] créés " +"manuellement (avec [code]Tween.new()[/code]) sont invalides. Ils ne peuvent " +"être utilisés pour interpoler les valeurs, sauf manuellement avec [method " +"interpolate_value].\n" +"Une animation de [SceneTreeTween] est composée d'une séquence de [Tweener], " +"qui par défaut sont exécutés l'un après l'autre. Vous pouvez créer une " +"séquence en ajoutant des [Tweener] au [SceneTreeTween]. Un exemple de " +"séquence de [Tweener] peut être comme suit :\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"Cette séquence changera [code]$Sprite[/code] en rouge, puis le réduira " +"jusqu'à le faire disparaitre et enfin [method Node.queue_free] sera appelée " +"pour supprimer le nœud. Voir les méthodes [method tween_property], [method " +"tween_interval], [method tween_callback] et [method tween_method] pour plus " +"d'informations.\n" +"Quand un [Tweener] est créé avec une des méthodes [code]tween_*[/code], une " +"méthode peut être enchainée pour ajuster les propriétés de ce [Tweener]. Par " +"exemple, si vous souhaitez définir un autre type de transition dans " +"l'exemple précédent, vous pouvez faire :\n" +"[codeblock]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween." +"TRANS_SINE)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween." +"TRANS_BOUNCE)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"La plupart des méthodes [SceneTreeTween] peuvent être enchainées de cette " +"façon. Dans cet exemple, le [SceneTreeTween] est lié et aura donc une " +"transition par défaut :\n" +"[codeblock]\n" +"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween." +"TRANS_ELASTIC)\n" +"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n" +"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n" +"tween.tween_callback($Sprite, \"queue_free\")\n" +"[/codeblock]\n" +"Un autre usage intéressant des [SceneTreeTween] est l'animation d'un " +"ensemble arbitraire d'objets :\n" +"[codeblock]\n" +"var tween = create_tween()\n" +"for sprite in get_children():\n" +" tween.tween_property(sprite, \"position\", Vector2(), 1)\n" +"[/codeblock]\n" +"Dans l'exemple au-dessus, tous les enfants d'un nœud sont déplacés à leur " +"tour à la position (0, 0).\n" +"Certains [Tweener] utilisent des transitions et ralentissements. Les " +"transitions fonctionnent avec les constantes de [enum Tween.TransitionType], " +"et définissent la courbe de temps de l'animation (voir [url=https://easings." +"net/]easings.net[/url] pour quelques exemples). Les ralentissements " +"fonctionnent avec les constantes de [enum Tween.EaseType], et contrôle comme " +"la transition [code]trans_type[/code] varie durant le temps écoulé de " +"l'animation (au début, à la fin, ou les deux). Si vous ne savez pas quel " +"comportement choisir, vous pouvez essayer différentes valeurs de [enum Tween." +"TransitionType] avec [constant Tween.EASE_IN_OUT], et utilisez celle qui " +"vous semble la meilleure.\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"tween_cheatsheet.png]Antisèche des types de transitions et de ralentissement " +"des Tween[/url]\n" +"[b]Note :[/b] Tous les [SceneTreeTween] seront automatiquement démarrés par " +"défaut. Pour éviter qu'un [SceneTreeTween] démarre automatiquement, vous " +"pouvez appeler [method stop] immédiatement après sa création." #: doc/classes/SceneTreeTween.xml msgid "" @@ -59849,6 +60810,15 @@ msgid "" "tween.chain().tween_property(...) # Will run after two above are finished.\n" "[/codeblock]" msgstr "" +"Utiliser pour ajouter deux [Tweener] après que [method set_parallel] est " +"appelé avec [code]true[/code].\n" +"[codeblock]\n" +"var tween = create_tween().set_parallel(true)\n" +"tween.tween_property(...)\n" +"tween.tween_property(...) # Sera lancé en parallèle avec l'appel au-dessus.\n" +"tween.chain().tween_property(...) # Sera lancé que quand les deux appels au-" +"dessus seront terminés.\n" +"[/codeblock]" #: doc/classes/SceneTreeTween.xml msgid "" @@ -62938,6 +63908,25 @@ msgid "" "[LineEdit], you can use [method Control.set_drag_forwarding] on the node " "returned by [method get_line_edit]." msgstr "" +"SpinBox est un champs de texte pour les valeurs numériques. Il permet " +"d'entrer des valeurs entières ou à virgule.\n" +"[b]Exemple :[/b]\n" +"[codeblock]\n" +"var spin_box = SpinBox.new()\n" +"add_child(spin_box)\n" +"var line_edit = spin_box.get_line_edit()\n" +"line_edit.context_menu_enabled = false\n" +"spin_box.align = LineEdit.ALIGN_RIGHT\n" +"[/codeblock]\n" +"Le code ci-dessus créera un [SpinBox], désactivant son menu contextuel " +"désactivé et alignant le text sur la droite.\n" +"Voir la classe [Range] pour plus d'options pour les [SpinBox].\n" +"[b]Note :[/b] [SpinBox] utilise en interne un nœud [LineEdit]. Pour changer " +"le thème de l'arrière-plan d'un [SpinBox], ajoutez un élément de thème à " +"personnaliser pour les [LineEdit].\n" +"[b]Note :[/b] Si vous souhaitez implémenter le déposé-glissé sur le " +"[LineEdit] utilisé, vous pouvez utiliser [method Control." +"set_drag_forwarding] sur le nœud retourné par [method get_line_edit]." #: doc/classes/SpinBox.xml msgid "Applies the current value of this [SpinBox]." @@ -62951,6 +63940,11 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"Retourne l'instance [LineEdit] utilisé pour ce [SpinBox]. Vous pouvez " +"l'utiliser pour accéder au propriétés et méthodes de ce [LineEdit].\n" +"[b]Avertissement :[/b] Cette instance est nécessaire en interne, la retirer " +"ou la libérer peut provoquer un crash. Si vous voulez la masquer elle ou ses " +"enfants, préférez leur propriété [member CanvasItem.visible]." #: doc/classes/SpinBox.xml msgid "Sets the text alignment of the [SpinBox]." @@ -62983,6 +63977,8 @@ msgstr "" #: doc/classes/SpinBox.xml msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]." msgstr "" +"Définir une [Texture] personnalisée pour les flèches haut et bas de ce " +"[SpinBox]." #: doc/classes/SplitContainer.xml msgid "Container for splitting and adjusting." @@ -63482,6 +64478,13 @@ msgid "" "static body, so even if it doesn't move, it affects other bodies as if it " "was moving (this is useful for simulating conveyor belts or conveyor wheels)." msgstr "" +"Un corps statique pour la physique 3D. Un corps statique est un simple corps " +"qui n'est pas prévu pour être déplacé. Contrairement au [RigidBody], ils ne " +"consomment aucune ressource du CPU tant qu'ils ne sont pas déplacés.\n" +"De plus, une vitesse linéaire ou angulaire constante peut être définie pour " +"ce corps statique, de sorte que même s'il ne bouge pas, il affecte d'autres " +"corps comme s'il se déplaçait (c'est utile pour simuler les tapis ou des " +"roues roulants)." #: doc/classes/StaticBody.xml msgid "" @@ -63501,6 +64504,9 @@ msgid "" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" +"Le frottement du corps, de 0 (sans frottement) à 1 (frottement complet).\n" +"Obsolète, utilisez plutôt [membre PhysicsMaterial.friction] via [membre " +"physique_material_override]." #: doc/classes/StaticBody2D.xml msgid "Static body for 2D physics." @@ -63515,6 +64521,12 @@ msgid "" "static body, which will affect colliding bodies as if it were moving (for " "example, a conveyor belt)." msgstr "" +"Un corps statique pour la physique 2D. Un StaticBody2D est un corps qui " +"n'est pas prévu pour être déplacé. C'est idéal pour implémenter des objets " +"dans un environnement, quand des murs ou des plateformes.\n" +"De plus, une vitesse linéaire ou angulaire constante peut être définie pour " +"ce corps statique, de sorte que même s'il ne bouge pas, il affecte d'autres " +"corps comme s'il se déplaçait (par exemple pour simuler des tapis roulants)." #: doc/classes/StaticBody2D.xml msgid "" @@ -64135,13 +65147,13 @@ msgid "" msgstr "" #: doc/classes/String.xml -#, fuzzy msgid "" "Returns a copy of the string with indentation (leading tabs and spaces) " "removed. See also [method indent] to add indentation." msgstr "" -"Retourne une copie de la chaîne de caractères avec indentation (tabulations " -"et espaces antéposés)." +"Retourne une copie de la chaîne de caractères avec l'indentation (les " +"tabulations et les espaces) retirée. Voir aussi [method indent] pour ajouter " +"une indentation." #: doc/classes/String.xml msgid "" @@ -65065,12 +66077,35 @@ msgid "" "corner_radius_bottom_left: 20\n" "[/codeblock]" msgstr "" +"Cette [StyleBox] peut être utilisée pour afficher différents rendus sans " +"avoir besoin d'une texture. Les propriétés suivantes peuvent être " +"personnalisées :\n" +"- La couleur\n" +"- La largueur de la bordure (pour chaque bordure séparément)\n" +"- L'arrondi des coins (un rayon différent pour chaque coin)\n" +"- L'ombre (la rayon et le décalage)\n" +"Utiliser un grand rayon pour les coins est permis. Dès que les coins " +"enchevêtrerons, la stylebox passera à une mesure relative. Par exemple :\n" +"[codeblock]\n" +"height = 30\n" +"corner_radius_top_left = 50\n" +"corner_radius_bottom_left = 100\n" +"[/codeblock]\n" +"La mesure relative donnera un ratio de 1:2 pour les deux coins gauches pour " +"calculer l'actuelle largeur des coins. Ces deux coins ajoutés ne seront " +"[b]jamais[/b] plus grands que la hauteur. Voici le résultat :\n" +"[codeblock]\n" +"corner_radius_top_left: 10\n" +"corner_radius_bottom_left: 20\n" +"[/codeblock]" #: doc/classes/StyleBoxFlat.xml msgid "" "Returns the given [code]margin[/code]'s border width. See [enum Margin] for " "possible values." msgstr "" +"Retourne la taille de la largueur de la bordure de la marge [code]margin[/" +"code]. Voir [enum Margin] pour les valeurs possibles." #: doc/classes/StyleBoxFlat.xml msgid "Returns the smallest border width out of all four borders." @@ -65089,6 +66124,8 @@ msgid "" "Returns the size of the given [code]margin[/code]'s expand margin. See [enum " "Margin] for possible values." msgstr "" +"Retourne la taille de la marge d'expansion de la marge [code]margin[/code]. " +"Voir [enum Margin] pour les valeurs possibles." #: doc/classes/StyleBoxFlat.xml msgid "" @@ -65254,6 +66291,14 @@ msgid "" "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" +"Étend la boite en dehors du rectangle du contrôle pour la bordure du bas. " +"Utile avec [member border_width_bottom] pour afficher une bordure en dehors " +"du rectangle du contrôle.\n" +"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_bottom], " +"[member expand_margin_bottom] n'étend [i]pas[/i] la taille de la zone qui " +"peut être cliquée du [Control]. Ça peut avoir un impact négatif sur " +"l’accessibilité si c'est mal réglé, puisque l'utilisateur peut vouloir " +"cliquer sur cette zone de la boite qui ne reçoit pas les clics." #: doc/classes/StyleBoxFlat.xml msgid "" @@ -65266,6 +66311,14 @@ msgid "" "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" +"Étend la boite en dehors du rectangle du contrôle pour la bordure de gauche. " +"Utile avec [member border_width_left] pour afficher une bordure en dehors du " +"rectangle du contrôle.\n" +"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_left], [member " +"expand_margin_left] n'étend [i]pas[/i] la taille de la zone qui peut être " +"cliquée du [Control]. Ça peut avoir un impact négatif sur l’accessibilité si " +"c'est mal réglé, puisque l'utilisateur peut vouloir cliquer sur cette zone " +"de la boite qui ne reçoit pas les clics." #: doc/classes/StyleBoxFlat.xml msgid "" @@ -65278,6 +66331,14 @@ msgid "" "user may try to click an area of the StyleBox that cannot actually receive " "clicks." msgstr "" +"Étend la boite en dehors du rectangle du contrôle pour la bordure de droite. " +"Utile avec [member border_width_right] pour afficher une bordure en dehors " +"du rectangle du contrôle.\n" +"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_right], " +"[member expand_margin_right] n'étend [i]pas[/i] la taille de la zone qui " +"peut être cliquée du [Control]. Ça peut avoir un impact négatif sur " +"l’accessibilité si c'est mal réglé, puisque l'utilisateur peut vouloir " +"cliquer sur cette zone de la boite qui ne reçoit pas les clics." #: doc/classes/StyleBoxFlat.xml msgid "" @@ -65289,6 +66350,14 @@ msgid "" "[Control]s. This can negatively impact usability if used wrong, as the user " "may try to click an area of the StyleBox that cannot actually receive clicks." msgstr "" +"Étend la boite en dehors du rectangle du contrôle pour la bordure du haut. " +"Utile avec [member border_width_top] pour afficher une bordure en dehors du " +"rectangle du contrôle.\n" +"[b]Note :[/b] Contrairement à [member StyleBox.content_margin_top], [member " +"expand_margin_top] n'étend [i]pas[/i] la taille de la zone qui peut être " +"cliquée du [Control]. Ça peut avoir un impact négatif sur l’accessibilité si " +"c'est mal réglé, puisque l'utilisateur peut vouloir cliquer sur cette zone " +"de la boite qui ne reçoit pas les clics." #: doc/classes/StyleBoxFlat.xml msgid "" @@ -65824,12 +66893,12 @@ msgstr "" "Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." #: doc/classes/TabContainer.xml doc/classes/Tabs.xml -#, fuzzy msgid "" "Returns the [Texture] for the tab at index [code]tab_idx[/code] or " "[code]null[/code] if the tab has no [Texture]." msgstr "" -"Retourne [code]true[/code] si la piste à l'index [code]idx[/code] est active." +"Retourne la [Texture] pour l'onglet à l'index [code]tab_idx[/code] ou " +"[code]null[/code] si l'onglet n'a pas de [Texture]." #: doc/classes/TabContainer.xml msgid "" @@ -67895,14 +68964,14 @@ msgstr "" "Retourne l'index de l'élément avec l'identifiant [code]id[/code] spécifié." #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns [code]true[/code] if [Color] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] " -"existe, [code]false[/code] autrement." +"Retourne [code]true[/code] si la [Color] nommée [code]name[/code] est dans " +"[code]node_type[/code].\n" +"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]." #: doc/classes/Theme.xml msgid "" @@ -67921,14 +68990,14 @@ msgstr "" "la chaîne égale à [code]0[/code])." #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns [code]true[/code] if [Font] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] " -"existe, [code]false[/code] autrement." +"Retourne [code]true[/code] si la [Font] nommée [code]name[/code] est dans " +"[code]node_type[/code].\n" +"Retourne [code]false[/code] si le thème n'a pas de [code]node_type[/code]." #: doc/classes/Theme.xml msgid "" @@ -73325,9 +74394,10 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" "Si [code]true[/code], la fenêtre d'affichage utilisera le [World] défini par " "la propriété [code]world[/code]." @@ -77559,6 +78629,9 @@ msgid "" "Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles." "draw_pass_3], and [member Particles.draw_pass_4]." msgstr "" +"Définit le maillage à utiliser pour les passes d'affichages spécifiées. " +"Équivalent à [member Particles.draw_pass_1], [member Particles.draw_pass_2], " +"[member Particles.draw_pass_3], et [member Particles.draw_pass_4]." #: doc/classes/VisualServer.xml msgid "" @@ -78144,6 +79217,7 @@ msgid "Sets a viewport's canvas." msgstr "Définit le canevas de la fenêtre d'affichage." #: doc/classes/VisualServer.xml +#, fuzzy msgid "" "Copies viewport to a region of the screen specified by [code]rect[/code]. If " "[member Viewport.render_direct_to_screen] is [code]true[/code], then " @@ -78161,7 +79235,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" "Copie la fenêtre d'affichage dans une région de l'écran spécifiée par " diff --git a/doc/translations/gl.po b/doc/translations/gl.po index 03df6b11aa..15aec4b4e1 100644 --- a/doc/translations/gl.po +++ b/doc/translations/gl.po @@ -12357,7 +12357,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14082,7 +14082,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14120,9 +14120,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14141,8 +14141,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14158,8 +14158,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14250,9 +14250,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21309,7 +21309,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23618,11 +23618,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35499,11 +35499,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36437,11 +36441,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38386,7 +38394,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40539,9 +40547,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44651,7 +44659,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44805,7 +44813,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44860,7 +44868,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44913,7 +44921,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44962,7 +44970,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45014,7 +45022,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45066,7 +45074,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49501,8 +49509,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51504,8 +51513,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53032,7 +53041,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65324,8 +65334,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69683,7 +69693,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/hi.po b/doc/translations/hi.po index edf5814da1..021e1463f6 100644 --- a/doc/translations/hi.po +++ b/doc/translations/hi.po @@ -12356,7 +12356,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14081,7 +14081,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14119,9 +14119,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14140,8 +14140,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14157,8 +14157,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14249,9 +14249,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21308,7 +21308,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23617,11 +23617,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35498,11 +35498,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36436,11 +36440,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38385,7 +38393,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40538,9 +40546,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44650,7 +44658,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44804,7 +44812,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44859,7 +44867,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44912,7 +44920,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44961,7 +44969,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45013,7 +45021,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45065,7 +45073,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49500,8 +49508,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51503,8 +51512,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53031,7 +53040,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65323,8 +65333,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69682,7 +69692,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/hu.po b/doc/translations/hu.po index 6e6aea6e84..7ff6d66bf1 100644 --- a/doc/translations/hu.po +++ b/doc/translations/hu.po @@ -12374,7 +12374,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14099,7 +14099,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14137,9 +14137,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14158,8 +14158,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14175,8 +14175,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14267,9 +14267,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21326,7 +21326,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23635,11 +23635,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35516,11 +35516,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36454,11 +36458,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38403,7 +38411,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40556,9 +40564,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44668,7 +44676,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44822,7 +44830,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44877,7 +44885,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44930,7 +44938,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44979,7 +44987,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45031,7 +45039,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45083,7 +45091,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49518,8 +49526,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51521,8 +51530,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53049,7 +53058,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65341,8 +65351,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69700,7 +69710,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/id.po b/doc/translations/id.po index 73baa1212c..6e3e57b9e1 100644 --- a/doc/translations/id.po +++ b/doc/translations/id.po @@ -12769,7 +12769,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14494,7 +14494,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14532,9 +14532,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14553,8 +14553,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14570,8 +14570,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14662,9 +14662,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21721,7 +21721,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -24034,11 +24034,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35928,11 +35928,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36874,11 +36878,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38825,7 +38833,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40981,9 +40989,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -45108,7 +45116,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45262,7 +45270,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45317,7 +45325,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45370,7 +45378,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45419,7 +45427,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45471,7 +45479,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45523,7 +45531,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49960,8 +49968,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51964,8 +51973,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53492,7 +53501,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65791,8 +65801,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -70155,7 +70165,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/is.po b/doc/translations/is.po index 7346554061..34704b5dd4 100644 --- a/doc/translations/is.po +++ b/doc/translations/is.po @@ -12356,7 +12356,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14081,7 +14081,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14119,9 +14119,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14140,8 +14140,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14157,8 +14157,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14249,9 +14249,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21308,7 +21308,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23617,11 +23617,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35498,11 +35498,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36436,11 +36440,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38385,7 +38393,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40538,9 +40546,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44650,7 +44658,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44804,7 +44812,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44859,7 +44867,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44912,7 +44920,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44961,7 +44969,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45013,7 +45021,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45065,7 +45073,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49500,8 +49508,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51503,8 +51512,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53031,7 +53040,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65323,8 +65333,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69682,7 +69692,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/it.po b/doc/translations/it.po index 3b4e6090e9..55dae12030 100644 --- a/doc/translations/it.po +++ b/doc/translations/it.po @@ -13393,7 +13393,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -15122,7 +15122,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -15160,9 +15160,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -15181,8 +15181,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -15198,8 +15198,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -15290,9 +15290,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -22448,7 +22448,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -24768,11 +24768,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -36718,11 +36718,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -37685,11 +37689,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -39643,7 +39651,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -41814,9 +41822,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -45956,7 +45964,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -46111,7 +46119,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -46166,7 +46174,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -46219,7 +46227,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -46268,7 +46276,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -46321,7 +46329,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -46373,7 +46381,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -50815,8 +50823,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -52824,8 +52833,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -54354,7 +54363,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -66746,8 +66756,8 @@ msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero." #: doc/classes/Viewport.xml @@ -71138,7 +71148,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/ja.po b/doc/translations/ja.po index edea8834b6..2be2d3b27e 100644 --- a/doc/translations/ja.po +++ b/doc/translations/ja.po @@ -15323,7 +15323,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -17115,7 +17115,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -17153,9 +17153,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -17174,8 +17174,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -17191,8 +17191,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -17283,9 +17283,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -24444,7 +24444,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -26781,12 +26781,14 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." -msgstr "" +#, fuzzy +msgid "Medium quality for the screen-space ambient occlusion effect." +msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." -msgstr "" +#, fuzzy +msgid "High quality for the screen-space ambient occlusion effect (slowest)." +msgstr "ピクセル単位でアンビエントオクルージョン値を指定するテクスチャです。" #: doc/classes/Expression.xml msgid "A class that stores an expression you can execute." @@ -38827,11 +38829,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -39813,11 +39819,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -41770,7 +41780,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -43958,9 +43968,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -48108,7 +48118,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -48265,7 +48275,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -48321,7 +48331,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -48379,7 +48389,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -48429,7 +48439,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -48483,7 +48493,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -48536,7 +48546,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -53007,8 +53017,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -55036,8 +55047,8 @@ msgstr "" #: doc/classes/RigidBody.xml #, fuzzy msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -56579,7 +56590,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -69324,8 +69336,8 @@ msgstr "" #: doc/classes/Viewport.xml #, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" "[code]true[/code] の場合、インデックス [code]bus_idx[/code] のバスをミュート" "します。" @@ -73784,7 +73796,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/ko.po b/doc/translations/ko.po index af8e0e7503..5c301f3f22 100644 --- a/doc/translations/ko.po +++ b/doc/translations/ko.po @@ -12494,7 +12494,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14220,7 +14220,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" "기존 색상에서 사용자 지정 알파 값으로 색상을 생성한다.\n" @@ -14274,9 +14274,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14297,14 +14297,19 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" +"기존 색상에서 사용자 지정 알파 값으로 색상을 생성한다.\n" +"[codeblock]\n" +"var red = Color(Color.red, 0.5) # 50% 투명한 빨간색.\n" +"[/codeblock]" #: doc/classes/Color.xml msgid "" @@ -14318,8 +14323,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14416,9 +14421,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21547,7 +21552,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23861,11 +23866,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35772,11 +35777,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36730,11 +36739,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38808,7 +38821,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40970,9 +40983,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -45100,7 +45113,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45254,7 +45267,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45309,7 +45322,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45362,7 +45375,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45411,7 +45424,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45463,7 +45476,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45515,7 +45528,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49953,8 +49966,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51958,8 +51972,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53486,7 +53500,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65813,8 +65828,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -70189,7 +70204,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/lt.po b/doc/translations/lt.po index ea25f328bf..751cdb6809 100644 --- a/doc/translations/lt.po +++ b/doc/translations/lt.po @@ -12366,7 +12366,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14091,7 +14091,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14129,9 +14129,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14150,8 +14150,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14167,8 +14167,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14259,9 +14259,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21318,7 +21318,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23627,11 +23627,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35508,11 +35508,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36446,11 +36450,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38395,7 +38403,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40548,9 +40556,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44660,7 +44668,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44814,7 +44822,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44869,7 +44877,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44922,7 +44930,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44971,7 +44979,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45023,7 +45031,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45075,7 +45083,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49510,8 +49518,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51513,8 +51522,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53041,7 +53050,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65333,8 +65343,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69692,7 +69702,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/lv.po b/doc/translations/lv.po index fec1aa6082..4d637de366 100644 --- a/doc/translations/lv.po +++ b/doc/translations/lv.po @@ -12371,7 +12371,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14096,7 +14096,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14134,9 +14134,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14155,8 +14155,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14172,8 +14172,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14264,9 +14264,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21323,7 +21323,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23635,11 +23635,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35516,11 +35516,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36454,11 +36458,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38403,7 +38411,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40556,9 +40564,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44668,7 +44676,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44822,7 +44830,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44877,7 +44885,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44930,7 +44938,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44979,7 +44987,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45031,7 +45039,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45083,7 +45091,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49518,8 +49526,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51521,8 +51530,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53049,7 +53058,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65341,8 +65351,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69700,7 +69710,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/mr.po b/doc/translations/mr.po index 3e7d519563..2583c332b6 100644 --- a/doc/translations/mr.po +++ b/doc/translations/mr.po @@ -12354,7 +12354,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14079,7 +14079,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14117,9 +14117,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14138,8 +14138,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14155,8 +14155,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14247,9 +14247,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21306,7 +21306,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23615,11 +23615,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35496,11 +35496,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36434,11 +36438,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38383,7 +38391,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40536,9 +40544,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44648,7 +44656,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44802,7 +44810,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44857,7 +44865,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44910,7 +44918,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44959,7 +44967,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45011,7 +45019,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45063,7 +45071,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49498,8 +49506,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51501,8 +51510,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53029,7 +53038,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65321,8 +65331,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69680,7 +69690,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/nb.po b/doc/translations/nb.po index 31c31b2ce0..8adbf00ffc 100644 --- a/doc/translations/nb.po +++ b/doc/translations/nb.po @@ -12366,7 +12366,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14091,7 +14091,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14129,9 +14129,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14150,8 +14150,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14167,8 +14167,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14259,9 +14259,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21318,7 +21318,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23627,11 +23627,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35508,11 +35508,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36446,11 +36450,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38395,7 +38403,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40548,9 +40556,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44660,7 +44668,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44814,7 +44822,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44869,7 +44877,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44922,7 +44930,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44971,7 +44979,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45023,7 +45031,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45075,7 +45083,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49510,8 +49518,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51513,8 +51522,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53041,7 +53050,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65333,8 +65343,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69692,7 +69702,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/ne.po b/doc/translations/ne.po index 4b1cc1dfec..cb95b78393 100644 --- a/doc/translations/ne.po +++ b/doc/translations/ne.po @@ -12354,7 +12354,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14079,7 +14079,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14117,9 +14117,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14138,8 +14138,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14155,8 +14155,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14247,9 +14247,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21306,7 +21306,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23615,11 +23615,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35496,11 +35496,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36434,11 +36438,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38383,7 +38391,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40536,9 +40544,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44648,7 +44656,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44802,7 +44810,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44857,7 +44865,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44910,7 +44918,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44959,7 +44967,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45011,7 +45019,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45063,7 +45071,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49498,8 +49506,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51501,8 +51510,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53029,7 +53038,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65321,8 +65331,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69680,7 +69690,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/nl.po b/doc/translations/nl.po index c44c11d582..2e334d337a 100644 --- a/doc/translations/nl.po +++ b/doc/translations/nl.po @@ -12423,7 +12423,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14148,7 +14148,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14186,9 +14186,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14207,8 +14207,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14224,8 +14224,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14316,9 +14316,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21375,7 +21375,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23687,11 +23687,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35568,11 +35568,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36506,11 +36510,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38455,7 +38463,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40608,9 +40616,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44720,7 +44728,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44874,7 +44882,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44929,7 +44937,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44982,7 +44990,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45031,7 +45039,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45083,7 +45091,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45135,7 +45143,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49570,8 +49578,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51574,8 +51583,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53102,7 +53111,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65394,8 +65404,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69753,7 +69763,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/pl.po b/doc/translations/pl.po index e3f01e9b86..0610d7bdaa 100644 --- a/doc/translations/pl.po +++ b/doc/translations/pl.po @@ -12875,7 +12875,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14601,7 +14601,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14639,9 +14639,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14660,8 +14660,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14677,8 +14677,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14769,9 +14769,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21848,7 +21848,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -24167,11 +24167,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -36111,11 +36111,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -37085,11 +37089,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -39038,7 +39046,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -41210,9 +41218,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -45351,7 +45359,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45505,7 +45513,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45560,7 +45568,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45613,7 +45621,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45662,7 +45670,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45714,7 +45722,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45766,7 +45774,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -50209,8 +50217,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -52217,8 +52226,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53748,7 +53757,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -66083,10 +66093,13 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" +"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest " +"wyłączone." #: doc/classes/Viewport.xml msgid "" @@ -70467,7 +70480,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/pt.po b/doc/translations/pt.po index 01ab730cd0..b4505ad2b5 100644 --- a/doc/translations/pt.po +++ b/doc/translations/pt.po @@ -13153,7 +13153,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14902,7 +14902,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14948,9 +14948,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14969,8 +14969,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14986,8 +14986,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -15078,9 +15078,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -22152,7 +22152,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -24470,11 +24470,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -36376,11 +36376,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -37338,11 +37342,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -39290,7 +39298,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -41448,9 +41456,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -45560,7 +45568,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45714,7 +45722,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45769,7 +45777,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45822,7 +45830,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45871,7 +45879,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45923,7 +45931,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45975,7 +45983,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -50414,8 +50422,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -52418,8 +52427,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53948,7 +53957,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -66285,8 +66295,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -70647,7 +70657,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po index 1b0664fac2..6ce8037a77 100644 --- a/doc/translations/pt_BR.po +++ b/doc/translations/pt_BR.po @@ -13417,7 +13417,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -15183,7 +15183,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" "Constrói uma cor a partir de um inteiro 32-bit no formato RGBA (cada byte " @@ -15246,9 +15246,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -15263,14 +15263,20 @@ msgid "" msgstr "" #: doc/classes/Color.xml +#, fuzzy msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" +"Constrói uma cor a partir de um perfil RGB usando valores de 0 a 1. O valor " +"Alfa sempre será 1.\n" +"[codeblock]\n" +"var c = Color(0.2, 1.0, 0.7) # Equivalente a RGBA(51, 255, 178, 255)\n" +"[/codeblock]" #: doc/classes/Color.xml msgid "" @@ -15284,8 +15290,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -15376,9 +15382,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -22455,7 +22461,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -24780,11 +24786,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -36738,11 +36744,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -37711,11 +37721,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -39664,7 +39678,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -41832,9 +41846,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -45979,7 +45993,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -46133,7 +46147,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -46188,7 +46202,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -46241,7 +46255,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -46290,7 +46304,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -46342,7 +46356,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -46394,7 +46408,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -50840,8 +50854,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -52848,8 +52863,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -54379,7 +54394,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -66755,10 +66771,13 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" +"Se [code]true[/code], os nós filhos são organizados, do contrário, a " +"organização é desabilitada." #: doc/classes/Viewport.xml msgid "" @@ -71142,7 +71161,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/ro.po b/doc/translations/ro.po index fb527767a3..af828f619b 100644 --- a/doc/translations/ro.po +++ b/doc/translations/ro.po @@ -12386,7 +12386,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14111,7 +14111,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14149,9 +14149,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14170,8 +14170,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14187,8 +14187,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14279,9 +14279,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21338,7 +21338,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23650,11 +23650,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35531,11 +35531,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36469,11 +36473,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38418,7 +38426,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40571,9 +40579,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44683,7 +44691,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44837,7 +44845,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44892,7 +44900,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44945,7 +44953,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44994,7 +45002,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45046,7 +45054,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45098,7 +45106,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49533,8 +49541,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51536,8 +51545,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53064,7 +53073,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65356,8 +65366,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69715,7 +69725,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/ru.po b/doc/translations/ru.po index eba76dd6d2..afb3693b6a 100644 --- a/doc/translations/ru.po +++ b/doc/translations/ru.po @@ -47,11 +47,12 @@ # Smadjavul <o1985af@gmail.com>, 2022. # Bozhko Artyom Dmitrievich <jek_sun@mail.ru>, 2022. # FuzzMix <fmwolfiechad@gmail.com>, 2022. +# МАН69К <weblate@mah69k.net>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-05-29 02:36+0000\n" +"PO-Revision-Date: 2022-06-08 06:47+0000\n" "Last-Translator: FuzzMix <fmwolfiechad@gmail.com>\n" "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/ru/>\n" @@ -310,24 +311,25 @@ msgid "" "[/codeblock]" msgstr "" "Проверяет, что [code]condition[/code] равно [code]true[/code]. Если " -"[code]condition[/code] равно [code]false[/code], будет сгенерирована ошибка " -"и программа приостановится, пока вы не продолжите её. Эта функция " -"выполняется только в отладочных сборках, или когда игра запускается в " -"редакторе. Используйте её для целей отладки, чтобы убедиться, что выражение " -"остаётся [code]true[/code] в течение разработки.\n" +"[code]condition[/code] равно [code]false[/code], будет сгенерирована ошибка. " +"Если запущено из редактора, запущенный проект приостановится, пока вы не " +"продолжите его. Это может быть использовано как более сильная форма [method " +"push_error] для сообщения об ошибках разработчикам проекта или пользователям " +"дополнений.\n" "[b]Примечание:[/b] В целях оптимизации код внутри [method assert] " -"исполняется только в debug-сборках или при запуске из редактора. Не " +"исполняется только в отладочных сборках или при запуске из редактора. Не " "добавляйте дополнительную логику в вызов [method assert]. В противном случае " "релизная сборка будет иметь иное поведение.\n" "Если задан необязательный аргумент [code]message[/code], то он будет показан " -"в дополнении к сообщению \"Assertion failed\". В нём вы можете предоставить " -"дополнительные сведения о том, почему проверка была неудачной.\n" +"в дополнении к сообщению \"Assertion failed\". Вы можете использовать его " +"для предоставления дополнительных сведений о том, почему проверка была " +"неудачной.\n" "[codeblock]\n" -"# Предположим, что вы хотите, чтобы скорость (speed) была между 0 и 20\n" +"# Предположим, что вы хотите, чтобы скорость (speed) была между 0 и 20.\n" "speed = -10\n" "assert(speed < 20) # True, программа продолжит выполнение\n" "assert(speed >= 0) # False, программа будет остановлена\n" -"assert(speed >= 0 && speed < 20) # Вы можете комбинировать два условных " +"assert(speed >= 0 and speed < 20) # Вы можете комбинировать два условных " "выражения в одной проверке\n" "assert(speed < 20, \"speed = %f, но лимит скорости равен 20\" % speed) # " "Показывает сообщение с уточняющими деталями\n" @@ -1483,7 +1485,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Pushes an error message to Godot's built-in debugger and to the OS " "terminal.\n" @@ -1499,7 +1500,11 @@ msgstr "" "[codeblock].\n" "push_error(\"test error\") # Выводит \"test error\" в отладчик и терминал " "как вызов ошибки\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Примечание:[/b] Ошибки выведенные таким способом не приостанавливают " +"выполнение проекта. Что бы вывести сообщение об ошибке и приостановить " +"выполнение проекта в отладочных сборках - используйте [code]assert(false, " +"\"test error\")[/code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1531,7 +1536,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns a random floating point value between [code]from[/code] and " "[code]to[/code] (both endpoints inclusive).\n" @@ -1540,12 +1544,14 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" -"Случайное значение с плавающей запятой между [code]from[/code] и [code]to[/" -"code].\n" +"Возвращает случайное значение с плавающей запятой между [code]from[/code] и " +"[code]to[/code] (включительно).\n" "[codeblock]\n" -"prints(rand_range(0, 1), rand_range(0, 1)) # Выведет, напр., 0.135591 " +"prints(rand_range(0, 1), rand_range(0, 1)) # Выведет, например, 0.135591 " "0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Примечание:[/b] Это эквивалентно [code]randf() * (to - from) + from[/" +"code]." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -10643,17 +10649,19 @@ msgstr "" #: doc/classes/AudioEffectDistortion.xml msgid "Distortion power. Value can range from 0 to 1." -msgstr "" +msgstr "Сила искажения. Значение может варьироваться от 0 до 1." #: doc/classes/AudioEffectDistortion.xml msgid "" "High-pass filter, in Hz. Frequencies higher than this value will not be " "affected by the distortion. Value can range from 1 to 20000." msgstr "" +"Фильтр высоких частот, в Гц. Частоты выше этого значения не будут подвержены " +"искажением. Значение может варьироваться от 1 до 20000." #: doc/classes/AudioEffectDistortion.xml msgid "Distortion type." -msgstr "" +msgstr "Тип искажения." #: doc/classes/AudioEffectDistortion.xml msgid "" @@ -14007,7 +14015,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -15750,7 +15758,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -15788,9 +15796,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -15809,8 +15817,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -15826,8 +15834,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -15918,9 +15926,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -23105,7 +23113,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -25432,11 +25440,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -37398,11 +37406,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38370,11 +38382,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -40407,7 +40423,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -42585,9 +42601,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -46733,7 +46749,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -46892,7 +46908,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -46948,7 +46964,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -47006,7 +47022,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -47057,7 +47073,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -47112,7 +47128,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -47165,7 +47181,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -51673,8 +51689,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -53688,8 +53705,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -55217,7 +55234,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -67763,10 +67781,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." -msgstr "" +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." +msgstr "Если [code]true[/code], текстура будет центрирована." #: doc/classes/Viewport.xml msgid "" @@ -72170,7 +72189,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" @@ -76314,6 +76333,8 @@ msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." msgstr "" +"Свойства среды по умолчанию для всей сцены (эффекты постобработки, настройки " +"освещения и фона)." #: doc/classes/WorldEnvironment.xml msgid "" @@ -76334,10 +76355,12 @@ msgid "" "The [Environment] resource used by this [WorldEnvironment], defining the " "default properties." msgstr "" +"Ресурс [Environment], используемый этим [WorldEnvironment], определяющий " +"свойства по умолчанию." #: doc/classes/X509Certificate.xml msgid "An X509 certificate (e.g. for SSL)." -msgstr "" +msgstr "Сертификат X509 (например, для SSL)." #: doc/classes/X509Certificate.xml msgid "" @@ -76351,19 +76374,23 @@ msgstr "" #: doc/classes/X509Certificate.xml msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." -msgstr "" +msgstr "Загружает сертификат из [code]пути[/code] (файл \"*.crt\")." #: doc/classes/X509Certificate.xml msgid "" "Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" " "file)." msgstr "" +"Сохраняет сертификат по заданному [code]пути[/code] (должно быть \"*.crt\" " +"файлом)." #: doc/classes/XMLParser.xml msgid "" "Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/" "XML]XML[/url] files." msgstr "" +"Низкоуровневый класс для создания парсеров для [url=https://ru.wikipedia.org/" +"wiki/XML]XML[/url] файлов." #: doc/classes/XMLParser.xml msgid "" @@ -76391,24 +76418,32 @@ msgstr "" #: doc/classes/XMLParser.xml msgid "Gets the current line in the parsed file (currently not implemented)." msgstr "" +"Получает текущую строку в проанализированном файле (в настоящее время не " +"реализовано)." #: doc/classes/XMLParser.xml msgid "" "Gets the value of a certain attribute of the current element by name. This " "will raise an error if the element has no such attribute." msgstr "" +"Получает значение определенного атрибута текущего элемента по имени. Это " +"приведет к ошибке, если элемент не имеет такого атрибута." #: doc/classes/XMLParser.xml msgid "" "Gets the value of a certain attribute of the current element by name. This " "will return an empty [String] if the attribute is not found." msgstr "" +"Получает значение определенного атрибута текущего элемента по имени. Это " +"вернет пустой [String], если атрибут не найден." #: doc/classes/XMLParser.xml msgid "" "Gets the contents of a text node. This will raise an error in any other type " "of node." msgstr "" +"Получает содержимое из текстового узла. Это вызовет ошибку в любом другом " +"типе узла." #: doc/classes/XMLParser.xml msgid "" @@ -76430,13 +76465,15 @@ msgstr "" #: doc/classes/XMLParser.xml msgid "Check whether the current element has a certain attribute." -msgstr "" +msgstr "Проверяет, имеет ли текущий элемент определенный атрибут." #: doc/classes/XMLParser.xml msgid "" "Check whether the current element is empty (this only works for completely " "empty tags, e.g. [code]<element \\>[/code])." msgstr "" +"Проверяет, является ли текущий элемент пустым (это работает только для " +"полностью пустых тегов, например, [code]<element \\>[/code])." #: doc/classes/XMLParser.xml msgid "Opens an XML file for parsing. This returns an error code." diff --git a/doc/translations/sk.po b/doc/translations/sk.po index 08756b79d0..8229fd93a9 100644 --- a/doc/translations/sk.po +++ b/doc/translations/sk.po @@ -12357,7 +12357,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14082,7 +14082,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14120,9 +14120,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14141,8 +14141,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14158,8 +14158,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14250,9 +14250,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21309,7 +21309,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23621,11 +23621,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35502,11 +35502,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36440,11 +36444,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38389,7 +38397,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40542,9 +40550,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44654,7 +44662,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44808,7 +44816,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44863,7 +44871,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44916,7 +44924,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44965,7 +44973,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45017,7 +45025,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45069,7 +45077,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49504,8 +49512,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51507,8 +51516,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53035,7 +53044,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65327,8 +65337,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69686,7 +69696,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po index d5e188a57f..1dd374ba2b 100644 --- a/doc/translations/sr_Cyrl.po +++ b/doc/translations/sr_Cyrl.po @@ -12368,7 +12368,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14093,7 +14093,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14131,9 +14131,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14152,8 +14152,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14169,8 +14169,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14261,9 +14261,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21320,7 +21320,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23632,11 +23632,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35513,11 +35513,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36451,11 +36455,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38400,7 +38408,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40553,9 +40561,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44665,7 +44673,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44819,7 +44827,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44874,7 +44882,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44927,7 +44935,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44976,7 +44984,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45028,7 +45036,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45080,7 +45088,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49515,8 +49523,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51518,8 +51527,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53046,7 +53055,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65338,8 +65348,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69697,7 +69707,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/sv.po b/doc/translations/sv.po index e44a073cde..afe8cf34ae 100644 --- a/doc/translations/sv.po +++ b/doc/translations/sv.po @@ -12357,7 +12357,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14082,7 +14082,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14120,9 +14120,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14141,8 +14141,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14158,8 +14158,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14250,9 +14250,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21309,7 +21309,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23618,11 +23618,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35499,11 +35499,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36437,11 +36441,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38386,7 +38394,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40539,9 +40547,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44651,7 +44659,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44805,7 +44813,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44860,7 +44868,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44913,7 +44921,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44962,7 +44970,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45014,7 +45022,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45066,7 +45074,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49501,8 +49509,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51504,8 +51513,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53032,7 +53041,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65324,8 +65334,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69683,7 +69693,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/th.po b/doc/translations/th.po index 11607b058a..919ed35041 100644 --- a/doc/translations/th.po +++ b/doc/translations/th.po @@ -12465,7 +12465,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14190,7 +14190,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14228,9 +14228,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14249,8 +14249,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14266,8 +14266,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14358,9 +14358,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21418,7 +21418,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23731,11 +23731,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35671,11 +35671,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36618,11 +36622,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38620,7 +38628,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40777,9 +40785,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44894,7 +44902,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45048,7 +45056,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45103,7 +45111,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45156,7 +45164,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45205,7 +45213,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45257,7 +45265,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45309,7 +45317,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49752,8 +49760,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51757,8 +51766,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53285,7 +53294,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65597,8 +65607,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69960,7 +69970,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/tl.po b/doc/translations/tl.po index 311ce61df8..7a862413b9 100644 --- a/doc/translations/tl.po +++ b/doc/translations/tl.po @@ -12440,7 +12440,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14165,7 +14165,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14203,9 +14203,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14224,8 +14224,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14241,8 +14241,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14333,9 +14333,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21395,7 +21395,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23707,11 +23707,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35600,11 +35600,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36544,11 +36548,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38493,7 +38501,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40649,9 +40657,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44761,7 +44769,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44915,7 +44923,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -44970,7 +44978,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45023,7 +45031,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45072,7 +45080,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45124,7 +45132,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45176,7 +45184,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49611,8 +49619,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51614,8 +51623,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53142,7 +53151,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65440,8 +65450,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69799,7 +69809,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/tr.po b/doc/translations/tr.po index 6934fd1940..47aadf8b43 100644 --- a/doc/translations/tr.po +++ b/doc/translations/tr.po @@ -13145,7 +13145,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14870,7 +14870,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14908,9 +14908,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14929,8 +14929,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14946,8 +14946,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -15038,9 +15038,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -22111,7 +22111,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -24428,11 +24428,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -36350,11 +36350,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -37314,11 +37318,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -39267,7 +39275,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -41429,9 +41437,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -45569,7 +45577,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45723,7 +45731,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45778,7 +45786,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45831,7 +45839,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45880,7 +45888,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45932,7 +45940,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45984,7 +45992,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -50427,8 +50435,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -52434,8 +52443,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53962,7 +53971,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -66281,10 +66291,12 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" +"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz." #: doc/classes/Viewport.xml msgid "" @@ -70660,7 +70672,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/uk.po b/doc/translations/uk.po index 6fe0b45ed0..fff6590fd7 100644 --- a/doc/translations/uk.po +++ b/doc/translations/uk.po @@ -17,7 +17,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-05-29 02:36+0000\n" +"PO-Revision-Date: 2022-06-05 10:12+0000\n" "Last-Translator: Мирослав <hlopukmyroslav@gmail.com>\n" "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/uk/>\n" @@ -3926,7 +3926,7 @@ msgstr "" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "Vector math" -msgstr "" +msgstr "Векторна математика" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml @@ -12524,7 +12524,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14250,7 +14250,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14288,9 +14288,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14309,8 +14309,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14326,8 +14326,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14418,9 +14418,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21488,7 +21488,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23799,11 +23799,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -30530,7 +30530,7 @@ msgstr "" #: doc/classes/InputEventMouseMotion.xml msgid "Mouse and input coordinates" -msgstr "" +msgstr "Мишка і координати введення" #: doc/classes/InputEventMouseMotion.xml msgid "" @@ -35711,11 +35711,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36670,11 +36674,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38623,7 +38631,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40784,9 +40792,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44916,7 +44924,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45070,7 +45078,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45125,7 +45133,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45178,7 +45186,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45227,7 +45235,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45279,7 +45287,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45331,7 +45339,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49769,8 +49777,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51774,8 +51783,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53302,7 +53311,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -60902,7 +60912,7 @@ msgstr "" #: doc/classes/Thread.xml msgid "Using multiple threads" -msgstr "" +msgstr "Використання кількох потоків" #: doc/classes/Thread.xml msgid "Thread-safe APIs" @@ -65623,8 +65633,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -70001,7 +70011,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/vi.po b/doc/translations/vi.po index 2a636437bd..0cda534d16 100644 --- a/doc/translations/vi.po +++ b/doc/translations/vi.po @@ -12820,7 +12820,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14546,7 +14546,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14584,9 +14584,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14605,8 +14605,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14622,8 +14622,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14714,9 +14714,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21787,7 +21787,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -24101,11 +24101,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -36010,11 +36010,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36972,11 +36976,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38925,7 +38933,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -41086,9 +41094,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -45226,7 +45234,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45380,7 +45388,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45435,7 +45443,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45488,7 +45496,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45537,7 +45545,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45589,7 +45597,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45641,7 +45649,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -50086,8 +50094,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -52093,8 +52102,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53621,7 +53630,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65947,10 +65957,11 @@ msgid "" msgstr "" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." -msgstr "" +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." +msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm." #: doc/classes/Viewport.xml msgid "" @@ -70332,7 +70343,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index af21d97dab..d037281462 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -62,7 +62,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-05-24 13:02+0000\n" +"PO-Revision-Date: 2022-06-08 06:47+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" @@ -15269,8 +15269,9 @@ msgstr "" "与可选的下一个字符的字偶距。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -17378,11 +17379,12 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" "从 RGBA 格式的 32 位整数构造颜色,每个字节代表一个颜色通道。\n" @@ -17437,12 +17439,13 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" "返回对比度最高的颜色。\n" @@ -17468,12 +17471,13 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" "从 HSV 配置文件中构建一个颜色。[code]h[/code]、[code]s[/code]和[code]v[/code]" @@ -17493,12 +17497,13 @@ msgstr "" "可以用来确定颜色是亮色还是暗色。一般认为亮度小于 0.5 的颜色是暗色。" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" "返回颜色的灰度表示。\n" @@ -17632,15 +17637,16 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the color's HTML hexadecimal color string in ARGB format (ex: " "[code]ff34f822[/code]).\n" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" "返回 ARGB 格式的 HTML 十六进制颜色字符串(例如:[code]ff34f822[/code])。\n" @@ -17739,7 +17745,7 @@ msgstr "爱丽丝蓝。" #: doc/classes/Color.xml msgid "Antique white color." -msgstr "古色古香的白色。" +msgstr "古董白。" #: doc/classes/Color.xml msgid "Aqua color." @@ -17787,7 +17793,7 @@ msgstr "癭木色。" #: doc/classes/Color.xml msgid "Cadet blue color." -msgstr "军校学生的蓝色。" +msgstr "军服蓝。" #: doc/classes/Color.xml msgid "Chartreuse color." @@ -18111,7 +18117,7 @@ msgstr "鹿皮鞋颜色。" #: doc/classes/Color.xml msgid "Navajo white color." -msgstr "那瓦伙族人白。" +msgstr "纳瓦白。" #: doc/classes/Color.xml msgid "Navy blue color." @@ -18119,7 +18125,7 @@ msgstr "藏青色。" #: doc/classes/Color.xml msgid "Old lace color." -msgstr "旧蕾丝颜色。" +msgstr "旧蕾丝色。" #: doc/classes/Color.xml msgid "Olive color." @@ -22156,7 +22162,6 @@ msgid "A cryptographic key (RSA)." msgstr "加密密钥(RSA)。" #: doc/classes/CryptoKey.xml -#, fuzzy msgid "" "The CryptoKey class represents a cryptographic key. Keys can be loaded and " "saved like any other [Resource].\n" @@ -22164,11 +22169,11 @@ msgid "" "Crypto.generate_self_signed_certificate] and as private key in [method " "StreamPeerSSL.accept_stream] along with the appropriate certificate." msgstr "" -"CryptoKey类表示加密密钥。可以像其他任何[Resource]一样加载和保存键。\n" -"它们可用于通过[method Crypto.generate_self_signed_certificate]生成自签名" -"[X509Certificate],并可作为[method StreamPeerSSL.accept_stream]中的私钥以及相" -"应的证书。\n" -"[b]注意:[/b]在HTML5导出中不可用。" +"CryptoKey 类表示加密密钥。密钥可以像其他任何 [Resource] 一样进行加载和保" +"存。\n" +"密钥可以通过 [method Crypto.generate_self_signed_certificate] 生成自签名 " +"[X509Certificate],并可作为 [method StreamPeerSSL.accept_stream] 中的私钥以及" +"相应的证书。" #: doc/classes/CryptoKey.xml msgid "" @@ -23840,7 +23845,6 @@ msgid "Dictionary type." msgstr "字典类型。" #: doc/classes/Dictionary.xml -#, fuzzy msgid "" "Dictionary type. Associative container which contains values referenced by " "unique keys. Dictionaries are composed of pairs of keys (which must be " @@ -26728,8 +26732,9 @@ msgstr "" "侧。" #: doc/classes/EditorPlugin.xml +#, fuzzy msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -29666,11 +29671,13 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "低质量的屏幕空间环境遮挡效果(最快)。" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +#, fuzzy +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "低质量的屏幕空间环境遮挡效果。" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +#, fuzzy +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "低质量的屏幕空间环境遮挡效果(最慢)。" #: doc/classes/Expression.xml @@ -31738,7 +31745,6 @@ msgstr "" "code],否则返回 [code]false[/code]。" #: doc/classes/Geometry.xml -#, fuzzy msgid "" "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the " @@ -31746,10 +31752,10 @@ msgid "" "[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" -"检查两行([code]from_a[/code],[code]dir_a[/code])和([code]from_b[/code]," -"[code]dir_b[/code])是否相交。如果是,则将相交点返回为[Vector2]。如果没有交" -"叉,则返回一个空的[Variant]。\n" -"[b]注意:[/b]线是使用方向向量而不是终点指定的。" +"检查两条直线([code]from_a[/code], [code]dir_a[/code]) 和 ([code]from_b[/" +"code], [code]dir_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交" +"点。如果不相交,则返回 [code]null[/code]。\n" +"[b]注意:[/b]直线是使用方向向量而不是终点指定的。" #: doc/classes/Geometry.xml msgid "" @@ -31906,16 +31912,15 @@ msgstr "" "交点的法线。" #: doc/classes/Geometry.xml -#, fuzzy msgid "" "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point " "of intersection as [Vector2]. If no intersection takes place, returns " "[code]null[/code]." msgstr "" -"检查两段([code]from_a[/code], [code]to_a[/code])和([code]from_b[/code], " -"[code]to_b[/code])是否相交。如果是,返回相交点为[Vector2]。如果没有发生相" -"交,返回一个空的[Variant]。" +"检查两条线段 ([code]from_a[/code], [code]to_a[/code]) 和 ([code]from_b[/" +"code], [code]to_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交点。" +"如果不相交,则返回 [code]null[/code]。" #: doc/classes/Geometry.xml msgid "" @@ -33841,7 +33846,6 @@ msgid "Context to compute cryptographic hashes over multiple iterations." msgstr "在多次迭代中计算加密哈希的上下文。" #: doc/classes/HashingContext.xml -#, fuzzy msgid "" "The HashingContext class provides an interface for computing cryptographic " "hashes over multiple iterations. This is useful for example when computing " @@ -33894,8 +33898,7 @@ msgstr "" " var res = ctx.finish()\n" " # 以十六进制字符串和数组的形式打印结果。\n" " printt(res.hex_encode(), Array(res))\n" -"[/codeblock]\n" -"[b]注意:[/b]这在导出为 HTML5 时是不可用的。" +"[/codeblock]" #: doc/classes/HashingContext.xml msgid "Closes the current context, and return the computed hash." @@ -44566,15 +44569,20 @@ msgid "Server interface for low-level 2D navigation access." msgstr "访问底层 2D 导航的服务器接口。" #: doc/classes/Navigation2DServer.xml +#, fuzzy msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -45386,7 +45394,7 @@ msgstr "" "染的停滞。一般而言,可解析对象的总数与它们各自的大小和复杂度之间应该达到平" "衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后续会被交给 Recast 导航对" "象,通过在网格的包围区域周边创建体素世界,来检查原始几何体中适合 " -"[Navigationmesh] 代理行走的地形。\n" +"[NavigationMesh] 代理行走的地形。\n" "然后就会返回最终的导航网格,保存在 [NavigationMesh] 中,即可交付 " "[NavigationMeshInstance] 使用。" @@ -45690,15 +45698,20 @@ msgid "Server interface for low-level 3D navigation access." msgstr "访问底层 3D 导航的服务器接口。" #: doc/classes/NavigationServer.xml +#, fuzzy msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -47163,7 +47176,7 @@ msgid "" "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." msgstr "" -"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [method " +"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [member " "physics_interpolation_mode])。\n" "[b]注意:[/b]只有在设置了标志[b]并且[/b]该 [SceneTree] 启用了物理插值时,才会" "启用插值。可以使用 [method is_physics_interpolated_and_enabled] 进行检查。" @@ -47177,7 +47190,7 @@ msgid "" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." "physics/common/physics_interpolation]." msgstr "" -"如果启用了物理插值(见 [method physics_interpolation_mode])[b]并且[/b]该 " +"如果启用了物理插值(见 [member physics_interpolation_mode])[b]并且[/b]该 " "[SceneTree] 也启用了物理插值,则返回 [code]true[/code]。\n" "这是 [method is_physics_interpolated] 的简便版本,还会检查是否全局启用了物理" "插值。\n" @@ -47445,7 +47458,6 @@ msgstr "" "[b]注意:[/b]这个函数应该在移动节点[b]之后[/b]调用,而不是之前。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Sends a remote procedure call request for the given [code]method[/code] to " "peers on the network (and locally), optionally sending all additional " @@ -47465,7 +47477,7 @@ msgstr "" "可选择将所有附加参数作为参数发送给 RPC 调用的方法。调用请求将只被具有相同 " "[NodePath] 的节点接收,包括完全相同的节点名称。行为取决于给定方法的 RPC 配" "置,见 [method rpc_config]。方法在默认情况下不会暴露给 RPC。参阅 [method " -"rset] 和[method rset_config] 的属性。返回一个空的 [Variant]。\n" +"rset] 和[method rset_config] 的属性。返回 [code]null[/code]。\n" "[b]注意:[/b]只有在你从 [SceneTree] 收到 [code]connected_to_server[/code] 信" "号之后,你才能安全地在客户端使用 RPC。你还需要跟踪连接状态,可以通过 " "[code]server_disconnected[/code] 等 [SceneTree] 信号或者检查 [code]SceneTree." @@ -47489,31 +47501,28 @@ msgstr "" "rset_config] 的属性。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" "code]." msgstr "" -"向由[code]peer_id[/code]确定的特定peer发送一个[method rpc](见[method " -"NetworkedMultiplayerPeer.set_target_peer])。返回一个空的[Variant]。" +"向由 [code]peer_id[/code] 确定的特定对等体发送一个 [method rpc](见 [method " +"NetworkedMultiplayerPeer.set_target_peer])。返回 [code]null[/code]。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." -msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。" +msgstr "使用不可靠的协议发送一个 [method rpc]。返回 [code]null[/code]。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." "set_target_peer]). Returns [code]null[/code]." msgstr "" -"使用不可靠的协议(见[method NetworkedMultiplayerPeer.set_target_peer])向由" -"[code]peer_id[/code]标识的特定peer发送一个[method rpc]。返回一个空的" -"[Variant]。" +"使用不可靠的协议(见 [method NetworkedMultiplayerPeer.set_target_peer])向由 " +"[code]peer_id[/code] 标识的特定对等体发送一个 [method rpc]。返回 [code]null[/" +"code]。" #: doc/classes/Node.xml msgid "" @@ -48345,9 +48354,10 @@ msgstr "" "[/codeblock]" #: doc/classes/NodePath.xml +#, fuzzy msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -51261,6 +51271,7 @@ msgstr "" "[b]注意:[/b]该方法在 HTML5、Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml +#, fuzzy msgid "" "Requests the OS to open a resource with the most appropriate program. For " "example:\n" @@ -51270,9 +51281,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -56176,6 +56187,7 @@ msgid "A pooled array of bytes." msgstr "字节池数组。" #: doc/classes/PoolByteArray.xml +#, fuzzy msgid "" "An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" @@ -56186,7 +56198,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -56198,6 +56210,24 @@ msgid "" "print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" +"专门为存储字节设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolByteArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] " +"中的 [PoolByteArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"array[0].push_back(123)\n" +"print(array) # [[]](空 Array 中包含了空的 PoolByteArray)\n" +"[/codeblock]\n" +"整个 [PoolByteArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发" +"生变化:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(123)\n" +"array[0] = pool_array\n" +"print(array) # [[123]](Array 中包含了含有 1 个元素的 PoolByteArray)\n" +"[/codeblock]" #: doc/classes/PoolByteArray.xml msgid "" @@ -56362,11 +56392,11 @@ msgstr "" "负的索引都被认为是从数组的末端开始的。" #: doc/classes/PoolColorArray.xml -#, fuzzy msgid "A pooled array of [Color]s." msgstr "[Color] 池数组。" #: doc/classes/PoolColorArray.xml +#, fuzzy msgid "" "An array specifically designed to hold [Color]. Optimized for memory usage, " "does not fragment the memory.\n" @@ -56377,7 +56407,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -56390,6 +56420,25 @@ msgid "" "inside an Array)\n" "[/codeblock]" msgstr "" +"专门为存储 [Color] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolColorArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] " +"中的 [PoolColorArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"print(array) # [[]](空 Array 中包含了空的 PoolColorArray)\n" +"[/codeblock]\n" +"整个 [PoolColorArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发" +"生变化:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"array[0] = pool_array\n" +"print(array) # [[(0.1, 0.2, 0.3, 0.4)]](Array 中包含了含有 1 个元素的 " +"PoolColorArray)\n" +"[/codeblock]" #: doc/classes/PoolColorArray.xml msgid "" @@ -56436,7 +56485,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -56453,9 +56502,25 @@ msgid "" "around. In comparison, [int] uses signed 64-bit integers which can hold much " "larger values." msgstr "" -"专门用于保存整数值([int])的数组。对内存的使用进行了优化,不会使内存碎片" -"化。\n" -"[b]注意:[/b]这种类型是通过值传递的,而不是引用。\n" +"专门为存储整数([int])设计的数组。针对内存使用进行了优化,不会产生内存碎" +"片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolIntArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] 中" +"的 [PoolIntArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(1234)\n" +"print(array) # [[]](空 Array 中包含了空的 PoolIntArray)\n" +"[/codeblock]\n" +"整个 [PoolIntArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发生" +"变化:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(1234)\n" +"array[0] = pool_array\n" +"print(array) # [[1234]](Array 中包含了含有 1 个元素的 PoolIntArray)\n" +"[/codeblock]\n" "[b]注意:[/b]这个类型仅限于有符号的 32 位整数,这意味着它只能在 [code]" "[-2^31, 2^31 - 1][/code] 的区间取值,即 [code][-2147483648, 2147483647][/" "code]。超过这些界限就会被包起来。相比之下,[int] 使用有符号的 64 位整数,可以" @@ -56484,7 +56549,6 @@ msgid "Changes the int at the given index." msgstr "更改给定索引处的 int。" #: doc/classes/PoolRealArray.xml -#, fuzzy msgid "A pooled array of real numbers ([float])." msgstr "实数([float])池数组。" @@ -56500,7 +56564,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -56519,8 +56583,24 @@ msgid "" "store [float]s will use roughly 6 times more memory compared to a " "[PoolRealArray]." msgstr "" -"专门设计用于保存浮点值的数组。针对内存使用进行了优化,不会造成内存碎片。\n" -"[b]注意:[/b]这种类型是按值传递而不是按引用传递。\n" +"专门为存储浮点数设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolRealArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] " +"中的 [PoolRealArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(12.34)\n" +"print(array) # [[]](空 Array 中包含了空的 PoolRealArray)\n" +"[/codeblock]\n" +"整个 [PoolRealArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发" +"生变化:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(12.34)\n" +"array[0] = pool_array\n" +"print(array) # [[12.34]](Array 中包含了含有 1 个元素的 PoolRealArray)\n" +"[/codeblock]\n" "[b]注意:[/b]与 64 位原始 [float] 不同,存储在 [PoolRealArray] 中的数字是 32 " "位浮点数。这意味着与原始 [float] 相比,存储在 [PoolRealArray] 中的值具有较低" "的精度。如果您需要在数组中存储 64 位浮点数,请使用具有 [float] 元素的通用 " @@ -56542,11 +56622,11 @@ msgid "Changes the float at the given index." msgstr "更改给定索引处的浮点数。" #: doc/classes/PoolStringArray.xml -#, fuzzy msgid "A pooled array of [String]s." msgstr "[String] 池数组。" #: doc/classes/PoolStringArray.xml +#, fuzzy msgid "" "An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" @@ -56557,7 +56637,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -56569,6 +56649,24 @@ msgid "" "print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" +"专门为存储 [String] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolStringArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 " +"[Dictionary] 中的 [PoolStringArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"array[0].push_back(\"hello\")\n" +"print(array) # [[]](空 Array 中包含了空的 PoolStringArray)\n" +"[/codeblock]\n" +"整个 [PoolStringArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会" +"发生变化:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(\"hello\")\n" +"array[0] = pool_array\n" +"print(array) # [[hello]](Array 中包含了含有 1 个元素的 PoolStringArray)\n" +"[/codeblock]" #: doc/classes/PoolStringArray.xml msgid "" @@ -56597,11 +56695,11 @@ msgid "Changes the [String] at the given index." msgstr "更改给定索引处的[String]。" #: doc/classes/PoolVector2Array.xml -#, fuzzy msgid "A pooled array of [Vector2]s." msgstr "[Vector2] 池数组。" #: doc/classes/PoolVector2Array.xml +#, fuzzy msgid "" "An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" @@ -56612,7 +56710,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -56625,6 +56723,25 @@ msgid "" "Array)\n" "[/codeblock]" msgstr "" +"专门为存储 [Vector2] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolVector2Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 " +"[Dictionary] 中的 [PoolVector2Array] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"array[0].push_back(Vector2(12, 34))\n" +"print(array) # [[]](空 Array 中包含了空的 PoolVector2Array)\n" +"[/codeblock]\n" +"整个 [PoolVector2Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会" +"发生变化:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector2(12, 34))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34)]](Array 中包含了含有 1 个元素的 " +"PoolVector2Array)\n" +"[/codeblock]" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml @@ -56655,6 +56772,7 @@ msgid "A pooled array of [Vector3]." msgstr "[Vector3] 池数组。" #: doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" @@ -56665,7 +56783,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -56678,6 +56796,25 @@ msgid "" "Array)\n" "[/codeblock]" msgstr "" +"专门为存储 [Vector3] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolVector3Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 " +"[Dictionary] 中的 [PoolVector3Array] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"array[0].push_back(Vector3(12, 34, 56))\n" +"print(array) # [[]](空 Array 中包含了空的 PoolVector3Array)\n" +"[/codeblock]\n" +"整个 [PoolVector3Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会" +"发生变化:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector3(12, 34, 56))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34, 56)]](Array 中包含了含有 1 个元素的 " +"PoolVector3Array)\n" +"[/codeblock]" #: doc/classes/PoolVector3Array.xml msgid "" @@ -62390,10 +62527,12 @@ msgid "Abstract base class for range-based controls." msgstr "基于范围的控件的抽象基类。" #: doc/classes/Range.xml +#, fuzzy msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" "Range是一个用于[Control]节点的基类,它在[i]最小值[/i]和[i]最大值[/i]之间改变" "一个浮点[i]值[/i],用于[i]步进[/i]和[i]页面[/i],例如[ScrollBar]。" @@ -64947,39 +65086,39 @@ msgstr "锁定指定的线性或旋转轴。" #: doc/classes/RigidBody.xml #, fuzzy msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" -"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线" -"性阻尼将被覆盖。\n" -"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/" -"default_linear_damp]。" +"对 RigidBody 的旋转力进行阻尼运算。如果这个值与 -1.0 不同,将会追加到任何从世" +"界或区域派生的线性阻尼中。\n" +"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/" +"default_angular_damp]。" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the X axis." -msgstr "锁定实体在X轴上的旋转。" +msgstr "锁定实体在 X 轴上的旋转。" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Y axis." -msgstr "锁定实体在Y轴上的旋转。" +msgstr "锁定实体在 Y 轴上的旋转。" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Z axis." -msgstr "锁定实体在Z轴上的旋转。" +msgstr "锁定实体在 Z 轴上的旋转。" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the X axis." -msgstr "锁定实体在X轴上的移动。" +msgstr "锁定实体在 X 轴上的移动。" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Y axis." -msgstr "锁定实体在Y轴上的移动。" +msgstr "锁定实体在 Y 轴上的移动。" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Z axis." -msgstr "锁定实体在Z轴上的移动。" +msgstr "锁定实体在 Z 轴上的移动。" #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml @@ -65061,7 +65200,7 @@ msgid "" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" -"实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n" +"该实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n" "已废弃,请通过 [member physics_material_override] 使用 [member " "PhysicsMaterial.friction] 代替。" @@ -65072,12 +65211,11 @@ msgid "" "example, a value of 1 will be normal gravity, 2 will apply double gravity, " "and 0.5 will apply half gravity to this object." msgstr "" -"这与在[b]项目 > 项目设置 > Physics > 3d[/b] 中找到的全局 3D 重力设置相乘,产" -"生 RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对" -"这个物体应用一半的重力。" +"这与在[b]项目 > 项目设置 > 物理 > 3D[/b] 中找到的全局 3D 重力设置相乘,产生 " +"RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对这" +"个物体应用一半的重力。" #: doc/classes/RigidBody.xml -#, fuzzy msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " "from -1.0 it will be added to any linear damp derived from the world or " @@ -65085,9 +65223,9 @@ msgid "" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" -"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线" -"性阻尼将被覆盖。\n" -"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/" +"该实体的线性阻尼。不能小于 -1.0。如果这个值与 -1.0 不同,将会追加到任何从世界" +"或区域派生的线性阻尼中。\n" +"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/" "default_linear_damp]。" #: doc/classes/RigidBody.xml @@ -65385,7 +65523,6 @@ msgstr "" "话)。" #: doc/classes/RigidBody2D.xml -#, fuzzy msgid "" "Damps the body's [member angular_velocity]. If [code]-1[/code], the body " "will use the [b]Default Angular Damp[/b] defined in [b]Project > Project " @@ -65394,8 +65531,9 @@ msgid "" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" -"对物体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物体" -"将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。\n" +"对该实体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物" +"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。如果" +"大于 [code]-1[/code],会加入到项目默认值之上。\n" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/" "default_angular_damp]。" @@ -65494,12 +65632,11 @@ msgid "" "this function allows you to set a custom value. Set 0 inertia to return to " "automatically computing it." msgstr "" -"物体的惯性力矩。这就像质量,但对于旋转来说:它决定了旋转物体需要多大的力矩。" -"惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定义" -"值。设置0惯性会切换回自动计算。" +"该实体的惯性力矩。类似于质量,但是针对旋转的:它决定了旋转物体需要多大的力" +"矩。惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定" +"义值。设置 0 惯性会切换回自动计算。" #: doc/classes/RigidBody2D.xml -#, fuzzy msgid "" "Damps the body's [member linear_velocity]. If [code]-1[/code], the body will " "use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > " @@ -65508,9 +65645,9 @@ msgid "" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" -"对物体的[member linear_velocity]进行阻尼运算。如果[code]-1[/code],物体将使用" -"[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default Linear Damp[/b](默认线" -"性阻尼)。\n" +"对该实体的 [member linear_velocity] 进行阻尼运算。如果为 [code]-1[/code],物" +"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认线性阻尼[/b]。如果大于 " +"[code]-1[/code],会加入到项目默认值之上。\n" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/" "default_linear_damp]。" @@ -65521,21 +65658,21 @@ msgid "" "thread and runs at a different granularity. Use [method _integrate_forces] " "as your process loop for precise control of the body state." msgstr "" -"物体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因" -"为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method " +"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b]," +"因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method " "_integrate_forces] 作为你的进程循环,以精确控制物体状态。" #: doc/classes/RigidBody2D.xml msgid "The body's mode. See [enum Mode] for possible values." -msgstr "物体的模式。可能的值见[enum Mode]。" +msgstr "该实体的模式。可能的取值见 [enum Mode]。" #: doc/classes/RigidBody2D.xml msgid "" "The body's weight based on its mass and the [b]Default Gravity[/b] value in " "[b]Project > Project Settings > Physics > 2d[/b]." msgstr "" -"物体的重量基于其质量和[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default " -"Gravity[/b](默认重力)值。" +"该实体的重量,基于其质量和[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认重力" +"[/b]值。" #: doc/classes/RigidBody2D.xml msgid "" @@ -66995,6 +67132,7 @@ msgid "One-shot timer." msgstr "一次性定时器。" #: doc/classes/SceneTreeTimer.xml +#, fuzzy msgid "" "A one-shot timer managed by the scene tree, which emits [signal timeout] on " "completion. See also [method SceneTree.create_timer].\n" @@ -67006,7 +67144,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" "由场景树管理的一次性定时器,它在完成时发[signal timeout] 信号。请参阅 " "[method SceneTree.create_timer]。\n" @@ -79636,14 +79775,13 @@ msgid "Stops animation and removes all tweens." msgstr "停止动画,并删除所有补间。" #: doc/classes/Tween.xml -#, fuzzy msgid "" "Resets a tween to its initial value (the one given, not the one before the " "tween), given its object and property/method pair. By default, all tweens " "are reset, unless [code]key[/code] is specified." msgstr "" "将补间重置到它的初始值,即给定的值,而不是补间之前的值,指定其对象和属性或方" -"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都被移除。" +"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都会被重置。" #: doc/classes/Tween.xml msgid "" @@ -82286,9 +82424,10 @@ msgstr "" "是针对非常高端的系统,否则数值为4是最好的。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" "如果为 [code]true[/code],该视窗将使用 [code]world[/code] 属性中定义的 " "[World]。" @@ -82383,13 +82522,13 @@ msgstr "" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the size override affects stretch as well." -msgstr "如果[code]true[/code],尺寸重写也会影响拉伸。" +msgstr "如果为 [code]true[/code],尺寸重写也会影响拉伸。" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." -msgstr "如果 [code]true[/code],视窗应使其背景渲染为透明。" +msgstr "如果为 [code]true[/code],该视窗应使其背景渲染为透明。" #: doc/classes/Viewport.xml msgid "The rendering mode of viewport." @@ -82415,11 +82554,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." -msgstr "自定义的[World],可以作为3D环境源。" +msgstr "自定义的 [World],可以作为 3D 环境源。" #: doc/classes/Viewport.xml msgid "The custom [World2D] which can be used as 2D environment source." -msgstr "自定义的[World2D],可以作为2D环境源。" +msgstr "自定义的 [World2D],可以作为 2D 环境源。" #: doc/classes/Viewport.xml msgid "Emitted when a Control node grabs keyboard focus." @@ -86399,11 +86538,10 @@ msgid "Returns the value of a certain material's parameter." msgstr "返回特定材质的参数值。" #: doc/classes/VisualServer.xml -#, fuzzy msgid "" "Returns the default value for the param if available. Returns [code]null[/" "code] otherwise." -msgstr "如果可用,返回参数的默认值。否则返回一个空的 [Variant]。" +msgstr "如果可用,返回参数的默认值。否则返回 [code]null[/code]。" #: doc/classes/VisualServer.xml msgid "" @@ -87368,6 +87506,7 @@ msgid "Sets a viewport's canvas." msgstr "设置视窗的画布。" #: doc/classes/VisualServer.xml +#, fuzzy msgid "" "Copies viewport to a region of the screen specified by [code]rect[/code]. If " "[member Viewport.render_direct_to_screen] is [code]true[/code], then " @@ -87385,7 +87524,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" "将视窗复制到屏幕上由[code]rect[/code]指定的区域。如果[member Viewport." @@ -92408,7 +92547,6 @@ msgid "An X509 certificate (e.g. for SSL)." msgstr "X509 证书(例如用于 SSL)。" #: doc/classes/X509Certificate.xml -#, fuzzy msgid "" "The X509Certificate class represents an X509 certificate. Certificates can " "be loaded and saved like any other [Resource].\n" @@ -92421,8 +92559,7 @@ msgstr "" "加载和保存。\n" "它们可以作为 [method StreamPeerSSL.accept_stream] 中的服务器证书,与适当的 " "[CryptoKey] 一起使用,并指定通过 [method StreamPeerSSL.connect_to_stream] 连" -"接到 SSL 服务器时应该接受的唯一证书。\n" -"[b]注意:[/b]在 HTML5 导出中不可用。" +"接到 SSL 服务器时应该接受的唯一证书。" #: doc/classes/X509Certificate.xml msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po index 82786a4963..50436013ff 100644 --- a/doc/translations/zh_TW.po +++ b/doc/translations/zh_TW.po @@ -12479,7 +12479,7 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -14205,7 +14205,7 @@ msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" @@ -14243,9 +14243,9 @@ msgstr "" msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" @@ -14264,8 +14264,8 @@ msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" @@ -14281,8 +14281,8 @@ msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" @@ -14373,9 +14373,9 @@ msgid "" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" @@ -21443,7 +21443,7 @@ msgstr "" #: doc/classes/EditorPlugin.xml msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -23757,11 +23757,11 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "" #: doc/classes/Expression.xml @@ -35668,11 +35668,15 @@ msgid "" "Navigation2DServer 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. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -36627,11 +36631,15 @@ msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D 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 [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\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" @@ -38580,7 +38588,7 @@ msgstr "" #: doc/classes/NodePath.xml msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -40741,9 +40749,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -44871,7 +44879,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45025,7 +45033,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45080,7 +45088,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45133,7 +45141,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -45182,7 +45190,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45234,7 +45242,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -45286,7 +45294,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -49724,8 +49732,9 @@ msgstr "" #: doc/classes/Range.xml msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" #: doc/classes/Range.xml @@ -51729,8 +51738,8 @@ msgstr "" #: doc/classes/RigidBody.xml msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" @@ -53257,7 +53266,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" #: doc/classes/SceneTreeTimer.xml @@ -65580,8 +65590,8 @@ msgstr "" #: doc/classes/Viewport.xml msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" #: doc/classes/Viewport.xml @@ -69958,7 +69968,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" |