summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--doc/translations/Makefile1
-rw-r--r--doc/translations/ar.po11
-rw-r--r--doc/translations/ca.po7
-rw-r--r--doc/translations/cs.po137
-rw-r--r--doc/translations/de.po643
-rw-r--r--doc/translations/el.po11
-rw-r--r--doc/translations/es.po7256
-rw-r--r--doc/translations/fa.po15
-rw-r--r--doc/translations/fi.po4
-rw-r--r--doc/translations/fil.po7
-rw-r--r--doc/translations/fr.po902
-rw-r--r--doc/translations/id.po7
-rw-r--r--doc/translations/it.po27
-rw-r--r--doc/translations/ja.po1099
-rw-r--r--doc/translations/ko.po11
-rw-r--r--doc/translations/lv.po7
-rw-r--r--doc/translations/nl.po7
-rw-r--r--doc/translations/pl.po47
-rw-r--r--doc/translations/pt_BR.po196
-rw-r--r--doc/translations/ro.po7
-rw-r--r--doc/translations/ru.po624
-rw-r--r--doc/translations/sk.po7
-rw-r--r--doc/translations/sr_Cyrl.po7
-rw-r--r--doc/translations/th.po17
-rw-r--r--doc/translations/tr.po128
-rw-r--r--doc/translations/uk.po11
-rw-r--r--doc/translations/vi.po78
-rw-r--r--doc/translations/zh_CN.po6076
-rw-r--r--doc/translations/zh_TW.po22
-rw-r--r--editor/translations/Makefile1
-rw-r--r--editor/translations/af.po254
-rw-r--r--editor/translations/ar.po827
-rw-r--r--editor/translations/az.po7
-rw-r--r--editor/translations/bg.po391
-rw-r--r--editor/translations/bn.po1973
-rw-r--r--editor/translations/br.po8
-rw-r--r--editor/translations/ca.po1651
-rw-r--r--editor/translations/cs.po1064
-rw-r--r--editor/translations/da.po647
-rw-r--r--editor/translations/de.po2256
-rw-r--r--editor/translations/el.po2044
-rw-r--r--editor/translations/eo.po158
-rw-r--r--editor/translations/es.po2344
-rw-r--r--editor/translations/es_AR.po2131
-rw-r--r--editor/translations/et.po40
-rw-r--r--editor/translations/eu.po37
-rw-r--r--editor/translations/fa.po599
-rw-r--r--editor/translations/fi.po1669
-rw-r--r--editor/translations/fil.po6
-rw-r--r--editor/translations/fr.po736
-rw-r--r--editor/translations/ga.po4
-rw-r--r--editor/translations/gl.po124
-rw-r--r--editor/translations/he.po519
-rw-r--r--editor/translations/hi.po166
-rw-r--r--editor/translations/hr.po24
-rw-r--r--editor/translations/hu.po670
-rw-r--r--editor/translations/id.po1060
-rw-r--r--editor/translations/is.po23
-rw-r--r--editor/translations/it.po2150
-rw-r--r--editor/translations/ja.po1970
-rw-r--r--editor/translations/ka.po143
-rw-r--r--editor/translations/ko.po2226
-rw-r--r--editor/translations/lt.po105
-rw-r--r--editor/translations/lv.po78
-rw-r--r--editor/translations/ms.po94
-rw-r--r--editor/translations/nb.po763
-rw-r--r--editor/translations/nl.po1195
-rw-r--r--editor/translations/pl.po1939
-rw-r--r--editor/translations/pr.po149
-rw-r--r--editor/translations/pt.po1390
-rw-r--r--editor/translations/pt_BR.po2119
-rw-r--r--editor/translations/ro.po586
-rw-r--r--editor/translations/ru.po2139
-rw-r--r--editor/translations/sk.po286
-rw-r--r--editor/translations/sl.po559
-rw-r--r--editor/translations/sq.po210
-rw-r--r--editor/translations/sr_Cyrl.po1002
-rw-r--r--editor/translations/sr_Latn.po33
-rw-r--r--editor/translations/sv.po617
-rw-r--r--editor/translations/ta.po12
-rw-r--r--editor/translations/th.po1919
-rw-r--r--editor/translations/tr.po2019
-rw-r--r--editor/translations/uk.po1369
-rw-r--r--editor/translations/ur_PK.po64
-rw-r--r--editor/translations/vi.po475
-rw-r--r--editor/translations/zh_CN.po2094
-rw-r--r--editor/translations/zh_HK.po558
-rw-r--r--editor/translations/zh_TW.po743
88 files changed, 2 insertions, 67809 deletions
diff --git a/doc/translations/Makefile b/doc/translations/Makefile
index ab08e107d0..c44f75a9f6 100644
--- a/doc/translations/Makefile
+++ b/doc/translations/Makefile
@@ -17,6 +17,7 @@ merge:
echo -e "\nMerging $$po..."; \
msgmerge -w 79 -C $$po $$po $(TEMPLATE) > "$$po".new; \
mv -f "$$po".new $$po; \
+ msgattrib --output-file=$$po --no-obsolete $$po; \
done
check:
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index b7332909b0..7e88283b90 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -70060,14 +70060,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index 8fde7da6b8..d5ab718762 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -69856,10 +69856,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 492a54b42e..d921523dc9 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -70542,140 +70542,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Vrátí kosinus parametru."
-
-#~ msgid ""
-#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1 then -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Vrátí kosinusoidu úhlu [code]s[/code] v radiánech.\n"
-#~ "[codeblock]\n"
-#~ "# Vypíše 1 a poté -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Converts one or more arguments to strings in the best way possible and "
-#~ "prints them to the console.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Převede jeden nebo více argumentů na řetězec v té nejlepší možné formě a "
-#~ "vytiskne je na konzoli.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Vytiskne ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
-#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
-#~ "final-1, increment).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Vrací pole v daném rozsahu. Rozsah může být jedno-argumentový N (od 0 do "
-#~ "N-1), dvou-argumentový (výchozí, finální-1), nebo tří-argumentový "
-#~ "(výchozí, finální-1, inkrement).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Výstup:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns the nearest larger power of 2 for integer [code]value[/code].\n"
-#~ "[codeblock]\n"
-#~ "nearest_po2(3) # Returns 4\n"
-#~ "nearest_po2(4) # Returns 4\n"
-#~ "nearest_po2(5) # Returns 8\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Vrací nejbližší větší celočíselnou mocninu dvou od integeru "
-#~ "[code]hodnota[/code].\n"
-#~ "[codeblock]\n"
-#~ "nearest_po2(3) # Vrací 4\n"
-#~ "nearest_po2(4) # Vrací 4\n"
-#~ "nearest_po2(5) # Vrací 8\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns a resource from the filesystem that is loaded during script "
-#~ "parsing.\n"
-#~ "[b]Note:[/b] Resource paths can be obtained by right clicking on a "
-#~ "resource in the Assets Panel and choosing \"Copy Path\".\n"
-#~ "[codeblock]\n"
-#~ "# Load a scene called main located in the root of the project directory.\n"
-#~ "var main = preload(\"res://main.tscn\")\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Vrací zdroj ze souborového systému, který he nahrán během syntaktické "
-#~ "analýzy (parsing) skriptu.\n"
-#~ "[b]Poznámka:[/b] Zdrojová cesta může být získána kliknutím pravého "
-#~ "tlačítka myši na zdroj ve zdrojovém panelu a výběrem \"Kopírovat cestu"
-#~ "\".\n"
-#~ "[codeblock]\n"
-#~ "# Nahraje scénu s názvem main, která se nachází ve zdrojovém adresáři "
-#~ "projektového adresáře.\n"
-#~ "var main = preload(\"res://main.tscn\")\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns the square root of [code]s[/code].\n"
-#~ "[codeblock]\n"
-#~ "sqrt(9) # Returns 3\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Vrací odmocninu z [code]s[/code].\n"
-#~ "[codeblock]\n"
-#~ "sqrt(9) # Vrací 3\n"
-#~ "[/codeblock]"
diff --git a/doc/translations/de.po b/doc/translations/de.po
index 33d3deb937..81280378ff 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -72792,646 +72792,3 @@ msgid ""
msgstr ""
"Wenn [code]true[/code], dann werden untergeordnete Nodes sortiert, "
"anderenfalls wird die Sortierung deaktiviert."
-
-#~ msgid "Returns this [AABB] expanded to include a given point."
-#~ msgstr "Gibt diesen [AABB] erweitert um einen gegebenen Punkt zurück."
-
-#, fuzzy
-#~ msgid "Returns the [Physics2DDirectBodyState] of the body."
-#~ msgstr "Gibt die Größe des Arrays zurück."
-
-#, fuzzy
-#~ msgid "Returns the [PhysicsDirectBodyState] of the body."
-#~ msgstr "Gibt die Größe des Arrays zurück."
-
-#, fuzzy
-#~ msgid ""
-#~ "Returns a list of intersecting [Area]s. For performance reasons "
-#~ "(collisions are all processed at the same time) this list is modified "
-#~ "once during the physics step, not immediately after objects are moved. "
-#~ "Consider using signals instead."
-#~ msgstr ""
-#~ "Gibt eine Liste der sich schneidenden [Area2D]s zurück. Aus "
-#~ "Leistungsgründen (Kollisionen werden alle gleichzeitig verarbeitet) wird "
-#~ "diese Liste einmal während des Physikschritts geändert, nicht sofort nach "
-#~ "dem Verschieben von Objekten. Erwägen Sie stattdessen die Verwendung von "
-#~ "Signalen."
-
-#~ msgid "Returns the label used for built-in text."
-#~ msgstr "Gibt das für den eingebauten Text verwendete Label zurück."
-
-#~ msgid "Returns the OK [Button] instance."
-#~ msgstr "Gibt die Instanz OK [Schaltfläche] zurück."
-
-#~ msgid "Returns the editor's [FileSystemDock] instance."
-#~ msgstr "Gibt die [FileSystemDock]-Instanz des Editors zurück."
-
-#~ msgid "Returns the editor's [EditorInspector] instance."
-#~ msgstr "Gibt die [EditorInspector]-Instanz des Editors zurück."
-
-#~ msgid "Returns the editor's [ScriptEditor] instance."
-#~ msgstr "Gibt die [ScriptEditor]-Instanz des Editors zurück."
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Gibt die [Texture2D] des angegebenen Rahmens zurück."
-
-#~ msgid ""
-#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1 then -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Gibt den Kosinus des Winkels [code]s[/code] in Bogenmaß zurück.\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1 then -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "Beschleunigungsfunktion, basierend auf dem Exponenten. 0 ist konstant, 1 "
-#~ "ist linear, 0 bis 1 ist anfangs beschleunigend(ease-in), 1+ ist am Ende "
-#~ "abbremsend (ease-out). Negative Werte sind sowohl anfangs beschleunigend, "
-#~ "als auch am Ende abbremsend(ease-in/-out)."
-
-#~ msgid ""
-#~ "Converts one or more arguments to strings in the best way possible and "
-#~ "prints them to the console.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Konvertiert ein oder mehrere Argumente bestmöglich zu Zeichenketten und "
-#~ "gibt diese in der Konsole aus.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
-#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
-#~ "final-1, increment).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Gibt ein Array mit Werten innerhalb des gegebenen Bereichs zurück. Der "
-#~ "Bereich kann aus einem Argument N bestehen (0 bis N-1), aus zwei "
-#~ "Argumenten (Startwert, Endwert-1) oder aus drei Argumenten (Startwert, "
-#~ "Endwert-1, Werteabstand).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-
-#~ msgid "Positive infinity. For negative infinity, use -INF."
-#~ msgstr "Positiv unendlich. Für negativ Unendlich, benutzen Sie -INF."
-
-#~ msgid ""
-#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
-#~ "properties, including that it is not equal to itself. It is output by "
-#~ "some invalid operations, such as dividing zero by zero."
-#~ msgstr ""
-#~ "\"Not a Number\", ein ungültiger Wert. [code]NaN[/code] hat spezielle "
-#~ "Eigenschaften, einschliesslich, dass es nicht sich selbst gleicht. Es "
-#~ "wird von ungültigen Operationen zurückgegeben, zum Beispiel beim Teilen "
-#~ "durch Null."
-
-#~ msgid "The [Geometry3D] singleton."
-#~ msgstr "Das [Geometry3D] Singleton."
-
-#~ msgid "The [GodotSharp] singleton."
-#~ msgstr "Das [GodotSharp] Singleton."
-
-#~ msgid "The [NavigationServer2D] singleton."
-#~ msgstr "Das [NavigationServer2D] Singleton."
-
-#~ msgid "The [PhysicsServer3D] singleton."
-#~ msgstr "Das [PhysicsServer3D] Singleton."
-
-#~ msgid "The [RenderingServer] singleton."
-#~ msgstr "Das [RenderingServer] Singleton."
-
-#~ msgid "Back key."
-#~ msgstr "Zurück Taste."
-
-#~ msgid "Forward key."
-#~ msgstr "Forwärts Taste."
-
-#~ msgid "Stop key."
-#~ msgstr "Stop Taste."
-
-#~ msgid "Refresh key."
-#~ msgstr "Refresh Taste."
-
-#~ msgid "An invalid game controller button."
-#~ msgstr "Eine ungültige Game-Controller-Taste."
-
-#~ msgid "Game controller SDL button B."
-#~ msgstr "Game-Controller SDL-Taste B."
-
-#~ msgid "Game controller SDL button X."
-#~ msgstr "Game-Controller SDL-Taste X."
-
-#~ msgid "Game controller SDL button Y."
-#~ msgstr "Game-Controller SDL-Taste Y."
-
-#~ msgid "Game controller SDL back button."
-#~ msgstr "Game-Controller SDL Zurück-Taste."
-
-#~ msgid "Game controller SDL start button."
-#~ msgstr "Spielcontroller SDL-Starttaste."
-
-#~ msgid "Game controller SDL left stick button."
-#~ msgstr "Game Controller SDL linke Stick-Taste."
-
-#~ msgid "Game controller SDL right stick button."
-#~ msgstr "Game Controller SDL rechte Stick-Taste."
-
-#~ msgid "Game controller SDL D-pad down button."
-#~ msgstr "Game-Controller SDL D-Pad Abwärts-Taste."
-
-#~ msgid "Game controller SDL D-pad right button."
-#~ msgstr "Game Controller SDL D-Pad rechte Taste."
-
-#~ msgid "The number of SDL game controller buttons."
-#~ msgstr "Die Anzahl der Tasten des SDL Game Controllers."
-
-#~ msgid "Sony DualShock controller X button maps to SDL button A."
-#~ msgstr ""
-#~ "Die Taste X des Sony DualShock-Controllers wird der SDL-Taste A "
-#~ "zugeordnet."
-
-#~ msgid "Sony DualShock controller cross button maps to SDL button A."
-#~ msgstr ""
-#~ "Die Kreuztaste des Sony DualShock-Controllers ist der SDL-Taste A "
-#~ "zugeordnet."
-
-#~ msgid "Sony DualShock controller circle button maps to SDL button B."
-#~ msgstr ""
-#~ "Die Kreistaste des Sony DualShock-Controllers wird der SDL-Taste B "
-#~ "zugeordnet."
-
-#~ msgid "Sony DualShock controller square button maps to SDL button X."
-#~ msgstr ""
-#~ "Die quadratische Taste des Sony DualShock-Controllers wird der SDL-Taste "
-#~ "X zugeordnet."
-
-#~ msgid "Sony DualShock controller triangle button maps to SDL button Y."
-#~ msgstr ""
-#~ "Die Dreieckstaste des Sony DualShock-Controllers wird der SDL-Taste Y "
-#~ "zugeordnet."
-
-#~ msgid "Sony DualShock controller select button maps to SDL back button."
-#~ msgstr ""
-#~ "Die Auswahltaste des Sony DualShock-Controllers wird der SDL Zurück-Taste "
-#~ "zugeordnet."
-
-#~ msgid "Sony DualShock controller start button maps to SDL start button."
-#~ msgstr ""
-#~ "Die Starttaste des Sony DualShock-Controllers wird der SDL Starttaste "
-#~ "zugeordnet."
-
-#~ msgid "Sony DualShock controller PS button maps to SDL guide button."
-#~ msgstr ""
-#~ "Die PS-Taste des Sony DualShock-Controllers wird der SDL-Führungstaste "
-#~ "zugeordnet."
-
-#~ msgid ""
-#~ "Sony DualShock controller L1 button maps to SDL left shoulder button."
-#~ msgstr ""
-#~ "Die L1-Taste des Sony DualShock-Controllers wird der linken Schultertaste "
-#~ "des SDL zugeordnet."
-
-#~ msgid ""
-#~ "Sony DualShock controller R1 button maps to SDL right shoulder button."
-#~ msgstr ""
-#~ "Die Taste R1 des Sony DualShock-Controllers wird der rechten "
-#~ "Schultertaste des SDL zugeordnet."
-
-#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button."
-#~ msgstr ""
-#~ "Die Taste L3 des Sony DualShock-Controllers wird der linken Stick-Taste "
-#~ "des SDL zugeordnet."
-
-#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button."
-#~ msgstr ""
-#~ "Die Taste R3 des Sony DualShock-Controllers wird der rechten Stick-Taste "
-#~ "des SDL zugeordnet."
-
-#~ msgid "Xbox game controller A button maps to SDL button A."
-#~ msgstr ""
-#~ "Die Taste A des Xbox Game Controllers wird der SDL Taste A zugeordnet."
-
-#~ msgid "Xbox game controller B button maps to SDL button B."
-#~ msgstr ""
-#~ "Die Taste B des Xbox Game Controllers wird der SDL Taste B zugeordnet."
-
-#~ msgid "Xbox game controller X button maps to SDL button X."
-#~ msgstr ""
-#~ "Die Taste X des Xbox Game Controllers wird der SDL Taste X zugeordnet."
-
-#~ msgid "Xbox game controller Y button maps to SDL button Y."
-#~ msgstr ""
-#~ "Die Taste Y des Xbox Game Controllers wird der SDL Taste Y zugeordnet."
-
-#~ msgid "Xbox game controller back button maps to SDL back button."
-#~ msgstr ""
-#~ "Die Zurück-Taste des Xbox Game Controllers wird der SDL Zurück-Taste "
-#~ "zugeordnet."
-
-#~ msgid "Xbox game controller start button maps to SDL start button."
-#~ msgstr ""
-#~ "Die Starttaste des Xbox Game Controllers wird der SDL Starttaste "
-#~ "zugeordnet."
-
-#~ msgid "Xbox game controller home button maps to SDL guide button."
-#~ msgstr ""
-#~ "Die Home-Taste des Xbox Game Controllers ist der SDL Führungstaste "
-#~ "zugeordnet."
-
-#~ msgid ""
-#~ "Xbox game controller left stick button maps to SDL left stick button."
-#~ msgstr ""
-#~ "Die linke Stick-Taste des Xbox-Controllers wird der linken Stick-Taste "
-#~ "des SDL zugeordnet."
-
-#~ msgid ""
-#~ "Xbox game controller right stick button maps to SDL right stick button."
-#~ msgstr ""
-#~ "Die rechte Stick-Taste des Xbox-Controllers wird der rechten Stick-Taste "
-#~ "des SDL zugeordnet."
-
-#~ msgid ""
-#~ "Xbox game controller left bumper button maps to SDL left shoulder button."
-#~ msgstr ""
-#~ "Die linke Stoßstangen-Taste des Xbox-Controllers wird der linken "
-#~ "Schultertaste des SDL zugeordnet."
-
-#~ msgid ""
-#~ "Xbox game controller right bumper button maps to SDL right shoulder "
-#~ "button."
-#~ msgstr ""
-#~ "Die rechte Stoßstangen-Taste des Xbox-Controllers wird der rechten "
-#~ "Schultertaste des SDL zugeordnet."
-
-#~ msgid "An invalid game controller axis."
-#~ msgstr "Eine ungültige Game-Controller-Achse."
-
-#~ msgid "Game controller left joystick y-axis."
-#~ msgstr "Game Controller linker Joystick y-Achse."
-
-#~ msgid "Game controller right joystick y-axis."
-#~ msgstr "Game Controller rechter Joystick y-Achse."
-
-#~ msgid "The number of SDL game controller axes."
-#~ msgstr "Die Anzahl der Achsen des SDL Game Controllers."
-
-#~ msgid "Game controller joystick 0 x-axis."
-#~ msgstr "Game Controller Joystick 0 x-Achse."
-
-#~ msgid "Game controller joystick 0 y-axis."
-#~ msgstr "Game Controller Joystick 0 y-Achse."
-
-#~ msgid "Game controller joystick 1 x-axis."
-#~ msgstr "Game Controller Joystick 1 x-Achse."
-
-#~ msgid "Game controller joystick 1 y-axis."
-#~ msgstr "Game Controller Joystick 1 y-Achse."
-
-#~ msgid "Game controller joystick 2 x-axis."
-#~ msgstr "Game Controller Joystick 2 x-Achse."
-
-#~ msgid "Game controller joystick 2 y-axis."
-#~ msgstr "Game Controller Joystick 2 y-Achse."
-
-#~ msgid "Game controller joystick 3 x-axis."
-#~ msgstr "Game Controller Joystick 3 x-Achse."
-
-#~ msgid "Game controller joystick 3 y-axis."
-#~ msgstr "Game Controller Joystick 3 y-Achse."
-
-#~ msgid "Game controller joystick 4 x-axis."
-#~ msgstr "Game Controller Joystick 4 x-Achse."
-
-#~ msgid "Game controller joystick 4 y-axis."
-#~ msgstr "Game Controller Joystick 4 y-Achse."
-
-#~ msgid "The maximum number of game controller axes."
-#~ msgstr "Die maximale Anzahl der Achsen des Game Controllers."
-
-#~ msgid ""
-#~ "Used to group properties together in the editor in a subgroup (under a "
-#~ "group)."
-#~ msgstr ""
-#~ "Wird verwendet, um Eigenschaften im Editor in einer Untergruppe (unter "
-#~ "einer Gruppe) zu gruppieren."
-
-#~ msgid "Variable is of type [Vector2i]."
-#~ msgstr "Variable ist vom Typ [Vector2i]."
-
-#~ msgid "Variable is of type [Rect2i]."
-#~ msgstr "Variable ist vom Typ [Rect2i]."
-
-#~ msgid "Variable is of type [Vector3i]."
-#~ msgstr "Variable ist vom Typ [Vector3i]."
-
-#~ msgid "Variable is of type [StringName]."
-#~ msgstr "Variable ist vom Typ [StringName]."
-
-#~ msgid "Variable is of type [Callable]."
-#~ msgstr "Variable ist vom Typ [Callable]."
-
-#~ msgid "Variable is of type [Signal]."
-#~ msgstr "Variable ist vom Typ [Signal]."
-
-#~ msgid "Variable is of type [PackedInt32Array]."
-#~ msgstr "Variable ist vom Typ [PackedInt32Array]."
-
-#~ msgid "Variable is of type [PackedInt64Array]."
-#~ msgstr "Variable ist vom Typ [PackedInt64Array]."
-
-#~ msgid "Variable is of type [PackedFloat32Array]."
-#~ msgstr "Variable ist vom Typ [PackedFloat32Array]."
-
-#~ msgid "Variable is of type [PackedFloat64Array]."
-#~ msgstr "Variable ist vom Typ [PackedFloat64Array]."
-
-#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]."
-#~ msgstr "Stärke des Spiegellichteffekts dieses [AnimatedSprite2D]."
-
-#~ msgid ""
-#~ "This node can be used to cause a seek command to happen to any sub-"
-#~ "children of the graph. After setting the time, this value returns to -1."
-#~ msgstr ""
-#~ "Dieser Node kann verwendet werden, um einen Suchbefehl für alle "
-#~ "untergeordneten Elemente des Diagramms auszuführen. Nach dem Einstellen "
-#~ "der Zeit kehrt dieser Wert zu -1 zurück."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/de/latest/getting_started/step_by_step/"
-#~ "animations.html"
-
-#~ msgid ""
-#~ "The name of the current animation, \"\" if not playing anything. When "
-#~ "being set, does not restart the animation. See also [method play]."
-#~ msgstr ""
-#~ "Der Name der aktuellen Animation, \"\" wenn nichts abgespielt wird. Wenn "
-#~ "er gesetzt ist, wird die Animation nicht neu gestartet. Siehe auch "
-#~ "[method play]."
-
-#~ msgid ""
-#~ "If the currently being played animation changes, this signal will notify "
-#~ "of such change."
-#~ msgstr ""
-#~ "Wenn sich die aktuell abgespielte Animation ändert, wird diese Änderung "
-#~ "durch dieses Signal gemeldet."
-
-#~ msgid ""
-#~ "Returns an individual bit on the layer mask. Describes whether other "
-#~ "areas will collide with this one on the given layer."
-#~ msgstr ""
-#~ "Gibt ein einzelnes Bit auf der Ebenenmaske zurück. Beschreibt, ob andere "
-#~ "Bereiche auf der angegebenen Ebene mit diesem kollidieren werden."
-
-#~ msgid ""
-#~ "Returns an individual bit on the collision mask. Describes whether this "
-#~ "area will collide with others on the given layer."
-#~ msgstr ""
-#~ "Gibt ein einzelnes Bit der Kollisionsmaske zurück. Beschreibt, ob dieser "
-#~ "Bereich mit anderen auf der angegebenen Ebene kollidieren wird."
-
-#~ msgid ""
-#~ "Set/clear individual bits on the layer mask. This makes getting an area "
-#~ "in/out of only one layer easier."
-#~ msgstr ""
-#~ "Setzen/Löschen einzelner Bits auf der Ebenenmaske. Dadurch wird es "
-#~ "einfacher, einen Bereich in/aus nur einer Ebene zu bekommen."
-
-#~ msgid ""
-#~ "Set/clear individual bits on the collision mask. This makes selecting the "
-#~ "areas scanned easier."
-#~ msgstr ""
-#~ "Setzen/Löschen einzelner Bits der Kollisionsmaske. Dadurch wird die "
-#~ "Auswahl der gescannten Bereiche erleichtert."
-
-#~ msgid "The physics layers this area scans to determine collision detection."
-#~ msgstr ""
-#~ "Die Physikschichten dieses Bereichs scannen, um die Kollisionserkennung "
-#~ "zu bestimmen."
-
-#~ msgid "Emitted when another area enters."
-#~ msgstr "Ausgegeben wenn eine andere Area berührt wird."
-
-#~ msgid "Emitted when another area exits."
-#~ msgstr "Ausgegeben wenn eine Area die Area verlässt."
-
-#~ msgid ""
-#~ "Emitted when another area exits, reporting which shapes were overlapping."
-#~ msgstr ""
-#~ "Ausgegeben wenn eine Area die Area verlässt. Es gibt Auskunft darüber "
-#~ "welche Formen sich überlappt haben."
-
-#~ msgid "Adds an element at the beginning of the array."
-#~ msgstr "Fügt ein Element am Anfang des Arrays ein"
-
-#~ msgid "Texture will repeat normally."
-#~ msgstr "Textur wird normal wiederholt."
-
-#~ msgid ""
-#~ "Texture will repeat in a 2x2 tiled mode, where elements at even positions "
-#~ "are mirrored."
-#~ msgstr ""
-#~ "Textur wird in einem 2x2 Kachel Modus wiederholt, wobei Elemente an "
-#~ "geraden Positionen gespiegelt werden."
-
-#~ msgid ""
-#~ "Returns a color from assigned [Theme] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code].\n"
-#~ "[codeblock]\n"
-#~ "func _ready():\n"
-#~ " modulate = get_theme_color(\"font_color\", \"Button\") #get the color "
-#~ "defined for button fonts\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Gibt eine Farbe aus dem aktiven [Design] zurück, die durch einen Namen "
-#~ "([code]name[/code]) und den zugehörigen [Control] des gegebenen Typs "
-#~ "([code]type[/code]) festgelegt wird.\n"
-#~ "[codeblock]\n"
-#~ "func _ready():\n"
-#~ " modulate = get_theme_color(\"font_color\", \"Button\") # hole die "
-#~ "Farbe die für Schrift in Knöpfen festgelegt ist\n"
-#~ "[/codeblock]"
-
-#~ msgid "Closes the currently opened file."
-#~ msgstr "Schließt die im Moment geöffnete Datei."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the file cursor has read past the end of the "
-#~ "file.\n"
-#~ "[b]Note:[/b] This function will still return [code]false[/code] while at "
-#~ "the end of the file and only activates when reading past it. This can be "
-#~ "confusing but it conforms to how low-level file access works in all "
-#~ "operating systems. There is always [method get_len] and [method "
-#~ "get_position] to implement a custom logic."
-#~ msgstr ""
-#~ "Gibt [code]true[/code] zurück, wenn der Dateizeiger über das Ende der "
-#~ "Datei hinaus gelesen hat.\n"
-#~ "[b]Hinweis:[/b] Diese Funktion gibt immer noch [code]false[/code] zurück, "
-#~ "während sie sich am Ende der Datei befindet, und wird nur aktiviert, wenn "
-#~ "über das Ende hinaus gelesen wird. Dies kann verwirrend sein, entspricht "
-#~ "aber der Funktionsweise des Low-Level-Dateizugriffs in allen "
-#~ "Betriebssystemen. Es gibt immer [method get_len] und [method "
-#~ "get_position], um eine eigene Logik zu implementieren."
-
-#~ msgid "Sorts the elements of the array in ascending order."
-#~ msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde."
-
-#~ msgid "Returns the names of active custom monitors in an array."
-#~ msgstr "Kehrt die Reihenfolge der Elemente des Arrays um."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another "
-#~ "one."
-#~ msgstr ""
-#~ "Liefert [code]true[/code] wenn dieser [Rect2i] einen anderen komplett "
-#~ "umschließt."
-
-#~ msgid "Returns this [Rect2i] expanded to include a given point."
-#~ msgstr "Gibt dieses [Rect2i] erweitert um einen gegebenen Punkt zurück."
-
-#~ msgid ""
-#~ "Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]."
-#~ msgstr ""
-#~ "Gibt ein größeres [Rect2i] zurück, das dieses [Rect2i] und [code]b[/code] "
-#~ "enthält."
-
-#~ msgid "Cell can be checked."
-#~ msgstr "Zelle kann markiert werden."
-
-#~ msgid ""
-#~ "Returns this vector's angle with respect to the X axis, or [code](1, 0)[/"
-#~ "code] vector, in radians.\n"
-#~ "Equivalent to the result of [method @GDScript.atan2] when called with the "
-#~ "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/"
-#~ "code]."
-#~ msgstr ""
-#~ "Liefert den Winkel dieses Vektors in Bezug auf die X-Achse oder den [code]"
-#~ "(1, 0)[/code]-Vektor in Bogenmaß.\n"
-#~ "Entspricht dem Ergebnis der [Methode @GDScript.atan2], wenn sie mit den "
-#~ "[member y] und [member x] des Vektors als Parameter aufgerufen wird: "
-#~ "[code]atan2(y, x)[/code]."
-
-#~ msgid ""
-#~ "Returns the angle between the line connecting the two points and the X "
-#~ "axis, in radians."
-#~ msgstr ""
-#~ "Gibt den Winkel zwischen der Linie, welche die zwei Punkte verbindet, und "
-#~ "der X-Achse im Bogenmaß zurück."
-
-#~ msgid "Returns the ratio of [member x] to [member y]."
-#~ msgstr "Gibt das Verhältnis von [member x] zu [member y] zurück."
-
-#~ msgid ""
-#~ "Returns the vector with each component set to one or negative one, "
-#~ "depending on the signs of the components."
-#~ msgstr ""
-#~ "Gibt den Vektor zurück der entsteht wenn alle Komponenten 1 oder -1 "
-#~ "gesetzt werden, je nach ihren Vorzeichen."
-
-#~ msgid "A vector type."
-#~ msgstr "Ein Vektortyp."
-
-#~ msgid "Beginning corner."
-#~ msgstr "Anfangsecke."
-
-#~ msgid "Ending corner."
-#~ msgstr "Zielecke."
-
-#~ msgid "Returns the angle in radians between the two vectors."
-#~ msgstr "Gibt den Winkel zwischen zwei Vektoren im Bogenmaß zurück."
-
-#~ msgid "Returns the vector with a maximum length."
-#~ msgstr ""
-#~ "Gibt diesen Vektor, abgeschnitten auf die entsprechende Maximallänge, "
-#~ "zurück."
-
-#~ msgid ""
-#~ "Returns the 2-dimensional analog of the cross product with the given "
-#~ "vector."
-#~ msgstr ""
-#~ "Gibt das zweidimensionale Gegenstück zum Kreuzprodukt der gegeben "
-#~ "Vektoren zurück."
-
-#~ msgid ""
-#~ "Returns the component of the vector along a plane defined by the given "
-#~ "normal."
-#~ msgstr ""
-#~ "Gibt den Teil des Vektors, der in der Ebene definiert durch den übergeben "
-#~ "Normalenvektor liegt, zurück."
-
-#~ msgid "Returns a perpendicular vector."
-#~ msgstr "Gibt einen senkrechten Vektor zurück."
-
-#~ msgid "Zero vector."
-#~ msgstr "Nullvektor."
-
-#~ msgid "Infinity vector."
-#~ msgstr "Unendlichvektor."
-
-#~ msgid "Left unit vector."
-#~ msgstr "Links-Einheitsvektor."
-
-#~ msgid "Right unit vector."
-#~ msgstr "Rechts-Einheitsvektor."
diff --git a/doc/translations/el.po b/doc/translations/el.po
index 7740f84494..3cb7f3e35c 100644
--- a/doc/translations/el.po
+++ b/doc/translations/el.po
@@ -69963,14 +69963,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/es.po b/doc/translations/es.po
index 630549c2b9..aded67e419 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -92605,7259 +92605,3 @@ msgid ""
msgstr ""
"Si es [code]true[/code], los nodos hijos son ordenados, de lo contrario el "
"ordenado está deshabilitado."
-
-#~ msgid ""
-#~ "Button's icon, if text is present the icon will be placed before the text."
-#~ msgstr ""
-#~ "Icono del botón, si el texto está presente el icono se colocará antes del "
-#~ "texto."
-
-#~ msgid "Edits the given [Resource]."
-#~ msgstr "Edita el [Resource] dado."
-
-#~ msgid ""
-#~ "Replaces a node in a scene by the given one. Subscriptions that pass "
-#~ "through this node will be lost."
-#~ msgstr ""
-#~ "Reemplaza un nodo en una escena por el dado. Las suscripciones que pasen "
-#~ "por este nodo se perderán."
-
-#, fuzzy
-#~ msgid "RigidBody's rotational velocity."
-#~ msgstr "La velocidad de rotación de RigidBody3D."
-
-#, fuzzy
-#~ msgid ""
-#~ "Sets the active tab's [code]visible[/code] property to the value "
-#~ "[code]true[/code]. Sets all other children's to [code]false[/code].\n"
-#~ "Ignores non-[Control] children."
-#~ msgstr ""
-#~ "El actual índice de pestañas. Cuando se establece, la propiedad "
-#~ "[code]visible[/code] de este índice del nodo [Control] se establece en "
-#~ "[code]true[/code] y todas las demás se establecen en [code]false[/code]."
-
-#, fuzzy
-#~ msgid ""
-#~ "Inverse-transforms the given [Vector3], [Plane], [AABB], or "
-#~ "[PoolVector3Array] by this transform."
-#~ msgstr ""
-#~ "Transforma de forma inversa el [Vector3], [Plane], [AABB], o "
-#~ "[PackedVector3Array] dado por esta transformación."
-
-#, fuzzy
-#~ msgid ""
-#~ "Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by "
-#~ "this transform."
-#~ msgstr ""
-#~ "Transforma de forma inversa el [Vector2], [Rect2], o [PackedVector2Array] "
-#~ "dado por esta transformada."
-
-#~ msgid "Returns the 2D world of the viewport."
-#~ msgstr "Devuelve el mundo 2D del viewport."
-
-#~ msgid "Returns this [AABB] expanded to include a given point."
-#~ msgstr "Devuelve este [AABB] ampliado para incluir un punto dado."
-
-#, fuzzy
-#~ msgid "Returns the [Physics2DDirectBodyState] of the body."
-#~ msgstr "Devuelve el [PhysicsDirectBodyState2D] del cuerpo."
-
-#, fuzzy
-#~ msgid "Returns the [PhysicsDirectBodyState] of the body."
-#~ msgstr "Devuelve el [PhysicsDirectBodyState2D] del cuerpo."
-
-#~ msgid ""
-#~ "Output latency in milliseconds for audio. Lower values will result in "
-#~ "lower audio latency at the cost of increased CPU usage. Low values may "
-#~ "result in audible cracking on slower hardware."
-#~ msgstr ""
-#~ "La latencia de salida en milisegundos para el audio. Valores más bajos "
-#~ "resultarán en una menor latencia de audio a costa de un mayor uso de la "
-#~ "CPU. Valores bajos pueden resultar en un cracking audible en un hardware "
-#~ "más lento."
-
-#~ msgid "Returns this [Rect2] expanded to include a given point."
-#~ msgstr "Devuelve este [Rect2] ampliado para incluir un punto determinado."
-
-#~ msgid "Returns [code]true[/code] if the [Rect2] contains a point."
-#~ msgstr "Devuelve [code]true[/code] si la [Rect2] contiene un punto."
-
-#~ msgid ""
-#~ "Append vertices from a given [Mesh] surface onto the current vertex array "
-#~ "with specified [Transform]."
-#~ msgstr ""
-#~ "Adición de vértices de una determinada superficie [Mesh] al array de "
-#~ "vértices actual con la [Transform] especificada."
-
-#, fuzzy
-#~ msgid ""
-#~ "Returns a list of intersecting [Area]s. For performance reasons "
-#~ "(collisions are all processed at the same time) this list is modified "
-#~ "once during the physics step, not immediately after objects are moved. "
-#~ "Consider using signals instead."
-#~ msgstr ""
-#~ "Devuelve una lista de los [Area2D] que se intersectan. Por razones de "
-#~ "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista "
-#~ "se modifica una vez durante el paso de la física, no inmediatamente "
-#~ "después de que los objetos se muevan. Considere la posibilidad de usar "
-#~ "señales en su lugar."
-
-#, fuzzy
-#~ msgid "Emitted when the resource value was set and user clicked to edit it."
-#~ msgstr "Emitido cuando se selecciona un recurso en el inspector."
-
-#~ msgid ""
-#~ "OpenGL texture format [code]RED[/code] with a single component and a "
-#~ "bitdepth of 8."
-#~ msgstr ""
-#~ "Formato de textura OpenGL [code]RED[/code] con un solo componente y una "
-#~ "profundidad de bits de 8."
-
-#~ msgid "Returns the label used for built-in text."
-#~ msgstr "Devuelve la etiqueta utilizada para el texto interno."
-
-#~ msgid "Returns the OK [Button] instance."
-#~ msgstr "Devuelve la instancia del [Button] OK."
-
-#~ msgid "Returns the [ColorPicker] that this node toggles."
-#~ msgstr "Devuelve el [ColorPicker] que este nodo conmuta."
-
-#~ msgid "Returns the cancel button."
-#~ msgstr "Devuelve el botón de cancelación."
-
-#~ msgid ""
-#~ "Returns the [code]VBoxContainer[/code] used to display the file system."
-#~ msgstr ""
-#~ "Devuelve el [code]VBoxContainer[/code] utilizado para mostrar el sistema "
-#~ "de archivos."
-
-#~ msgid "Returns the editor's [FileSystemDock] instance."
-#~ msgstr "Devuelve la instancia del editor [FileSystemDock]."
-
-#~ msgid "Returns the editor's [EditorInspector] instance."
-#~ msgstr "Devuelve la instancia del editor [EditorInspector]."
-
-#~ msgid "Returns the editor's [ScriptEditor] instance."
-#~ msgstr "Devuelve la instancia del editor [ScriptEditor]."
-
-#~ msgid "Returns the LineEdit for the selected file."
-#~ msgstr "Devuelve el LineEdit del archivo seleccionado."
-
-#~ msgid ""
-#~ "Returns the vertical box container of the dialog, custom controls can be "
-#~ "added to it."
-#~ msgstr ""
-#~ "Devuelve el contenedor de la caja vertical del diálogo, se le pueden "
-#~ "añadir controles personalizados."
-
-#~ msgid "Returns the [Object] ID associated with the list."
-#~ msgstr "Devuelve el ID de [Object] asociado a la lista."
-
-#~ msgid ""
-#~ "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is "
-#~ "displayed when right-clicking on the [LineEdit]."
-#~ msgstr ""
-#~ "Devuelve el [PopupMenu] de este [LineEdit]. Por defecto, este menú se "
-#~ "visualiza cuando se hace clic con el botón derecho del ratón en la "
-#~ "[LineEdit]."
-
-#~ msgid "Returns the [PopupMenu] contained in this button."
-#~ msgstr "Devuelve el [PopupMenu] contenido en este botón."
-
-#~ msgid ""
-#~ "Removes a child node. The node is NOT deleted and must be deleted "
-#~ "manually."
-#~ msgstr ""
-#~ "Elimina un nodo hijo. El nodo NO se elimina y debe ser eliminado "
-#~ "manualmente."
-
-#~ msgid "Returns the vertical scrollbar."
-#~ msgstr "Devuelve la barra de desplazamiento vertical."
-
-#~ msgid ""
-#~ "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer]."
-#~ msgstr ""
-#~ "Devuelve la barra de desplazamiento horizontal [HScrollBar] de este "
-#~ "[ScrollContainer]."
-
-#~ msgid ""
-#~ "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer]."
-#~ msgstr ""
-#~ "Devuelve la barra de desplazamiento vertical [VScrollBar] de este "
-#~ "[ScrollContainer]."
-
-#~ msgid ""
-#~ "Returns the [LineEdit] instance from this [SpinBox]. You can use it to "
-#~ "access properties and methods of [LineEdit]."
-#~ msgstr ""
-#~ "Devuelve la instancia [LineEdit] de este [SpinBox]. Puedes usarlo para "
-#~ "acceder a las propiedades y métodos de [LineEdit]."
-
-#~ msgid ""
-#~ "Returns the [Popup] node instance if one has been set already with "
-#~ "[method set_popup]."
-#~ msgstr ""
-#~ "Devuelve la instancia del nodo [Popup] si ya se ha establecido uno con "
-#~ "[method set_popup]."
-
-#~ msgid ""
-#~ "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is "
-#~ "displayed when right-clicking on the [TextEdit]."
-#~ msgstr ""
-#~ "Devuelve el [PopupMenu] de este [TextEdit]. Por defecto, este menú se "
-#~ "muestra cuando se hace clic con el botón derecho del ratón en el "
-#~ "[TextEdit]."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if this [Thread] is currently active. An active "
-#~ "[Thread] cannot start work on a new method but can be joined with [method "
-#~ "wait_to_finish]."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si este [Thread] está actualmente activo. Un "
-#~ "[Thread] activo no puede empezar a trabajar en un nuevo método pero puede "
-#~ "unirse con [method wait_to_finish]."
-
-#~ msgid "Wait time in seconds."
-#~ msgstr "Tiempo de espera en segundos."
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Devuelve la textura del tile."
-
-#~ msgid ""
-#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1 then -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Devuelve el coseno del ángulo [code]s[/code] en radianes.\n"
-#~ "[codeblock]\n"
-#~ "# Imprime 1 despues -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "Función de easing, basada en el exponente. 0 es constante, 1 es lineal, 0 "
-#~ "a 1 es de ease-in, 1+ es de ease-out. Los valores negativos son in-out/"
-#~ "out in."
-
-#~ msgid ""
-#~ "Converts one or more arguments to strings in the best way possible and "
-#~ "prints them to the console.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Convierte uno o más argumentos en strings de la mejor manera posible y "
-#~ "los imprime en la consola.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Imprime ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
-#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
-#~ "final-1, increment).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Devuelve un array con el rango dado. La función acepta un argumento N (0 "
-#~ "a N-1), dos argumentos (inicial, final-1) o tres argumentos (inicial, "
-#~ "final-1, incremento).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-
-#~ msgid "Positive infinity. For negative infinity, use -INF."
-#~ msgstr "Infinito positivo. Para el infinito negativo, use -INF."
-
-#~ msgid ""
-#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
-#~ "properties, including that it is not equal to itself. It is output by "
-#~ "some invalid operations, such as dividing zero by zero."
-#~ msgstr ""
-#~ "\"No es un número\", un valor inválido. [code]NaN[/code] tiene "
-#~ "propiedades especiales, incluyendo que no es igual a sí mismo. Se produce "
-#~ "por algunas operaciones inválidas, como la división de cero por cero."
-
-#~ msgid "The [Geometry3D] singleton."
-#~ msgstr "El singleton [Geometry3D]."
-
-#~ msgid "The [GodotSharp] singleton."
-#~ msgstr "El singleton [GodotSharp]."
-
-#~ msgid "The [NavigationServer2D] singleton."
-#~ msgstr "El singleton [NavigationServer2D]."
-
-#~ msgid "The [PhysicsServer3D] singleton."
-#~ msgstr "El singleton [PhysicsServer3D]."
-
-#~ msgid "The [RenderingServer] singleton."
-#~ msgstr "El singleton [RenderingServer]."
-
-#~ msgid "Back key."
-#~ msgstr "Tecla Atras."
-
-#~ msgid "Forward key."
-#~ msgstr "Tecla Adelante."
-
-#~ msgid "Stop key."
-#~ msgstr "Tecla Parar."
-
-#~ msgid "Refresh key."
-#~ msgstr "Tecla Refresco."
-
-#~ msgid "An invalid game controller button."
-#~ msgstr "Un botón de control de juego inválido."
-
-#~ msgid "Game controller SDL button A."
-#~ msgstr "Botón A del mando de juego SDL."
-
-#~ msgid "Game controller SDL button B."
-#~ msgstr "Botón B del mando de juego SDL."
-
-#~ msgid "Game controller SDL button X."
-#~ msgstr "Botón X del mando de juego SDL."
-
-#~ msgid "Game controller SDL button Y."
-#~ msgstr "Botón Y del mando de juego SDL."
-
-#~ msgid "Game controller SDL back button."
-#~ msgstr "Botón volver del mando de juego SDL."
-
-#~ msgid "Game controller SDL start button."
-#~ msgstr "Botón start del mando de juego SDL."
-
-#~ msgid "Game controller SDL left stick button."
-#~ msgstr "Botón stick izquierdo del mando de juego SDL."
-
-#~ msgid "Game controller SDL right stick button."
-#~ msgstr "Botón stick derecho del mando de juego SDL."
-
-#~ msgid "Game controller SDL D-pad up button."
-#~ msgstr "Botón D-Pad arriba del mando de juego SDL."
-
-#~ msgid "Game controller SDL D-pad down button."
-#~ msgstr "Botón D-Pad abajo del mando de juego SDL."
-
-#~ msgid "Game controller SDL D-pad right button."
-#~ msgstr "Botón D-Pad derecha del mando de juego SDL."
-
-#~ msgid "The number of SDL game controller buttons."
-#~ msgstr "El número de botones del mando de juego SDL."
-
-#~ msgid "Sony DualShock controller X button maps to SDL button A."
-#~ msgstr ""
-#~ "El botón X del mando DualShock de Sony se asigna al botón A del SDL."
-
-#~ msgid "Sony DualShock controller cross button maps to SDL button A."
-#~ msgstr ""
-#~ "El botón cruz del mando DualShock de Sony se asigna al botón A del SDL."
-
-#~ msgid "Sony DualShock controller circle button maps to SDL button B."
-#~ msgstr ""
-#~ "El botón círculo del mando DualShock de Sony se asigna al botón B del SDL."
-
-#~ msgid "Sony DualShock controller square button maps to SDL button X."
-#~ msgstr ""
-#~ "El botón cuadrado del mando DualShock de Sony se asigna al botón X del "
-#~ "SDL."
-
-#~ msgid "Sony DualShock controller triangle button maps to SDL button Y."
-#~ msgstr ""
-#~ "El botón del triángulo del mando de Sony DualShock se asigna al botón Y "
-#~ "de SDL."
-
-#~ msgid "Sony DualShock controller select button maps to SDL back button."
-#~ msgstr ""
-#~ "El mando de Sony DualShock selecciona los mapas de botones para el botón "
-#~ "de volver del SDL."
-
-#~ msgid "Sony DualShock controller start button maps to SDL start button."
-#~ msgstr ""
-#~ "El botón de inicio del mando Sony DualShock se asigna al botón de start "
-#~ "de SDL."
-
-#~ msgid "Sony DualShock controller PS button maps to SDL guide button."
-#~ msgstr ""
-#~ "El botón PS del mando Sony DualShock se asigna al botón de guía de SDL."
-
-#~ msgid ""
-#~ "Sony DualShock controller L1 button maps to SDL left shoulder button."
-#~ msgstr ""
-#~ "El botón L1 del mando Sony DualShock se asigna al botón del hombro "
-#~ "izquierdo de SDL."
-
-#~ msgid ""
-#~ "Sony DualShock controller R1 button maps to SDL right shoulder button."
-#~ msgstr ""
-#~ "El botón R1 del mando Sony DualShock se asigna al botón del hombro "
-#~ "derecho de SDL."
-
-#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button."
-#~ msgstr ""
-#~ "El botón L3 del mando DualShock de Sony se asigna al botón del stick "
-#~ "izquierdo del SDL."
-
-#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button."
-#~ msgstr ""
-#~ "El botón R3 del mando DualShock de Sony se asigna al botón del stick "
-#~ "derecho del SDL."
-
-#~ msgid "Xbox game controller A button maps to SDL button A."
-#~ msgstr "El botón A del mando de juego de Xbox se asigna al botón A de SDL."
-
-#~ msgid "Xbox game controller B button maps to SDL button B."
-#~ msgstr "El botón B del mando de juego de Xbox se asigna al botón B de SDL."
-
-#~ msgid "Xbox game controller X button maps to SDL button X."
-#~ msgstr "El botón X del mando de juego de Xbox se asigna al botón X de SDL."
-
-#~ msgid "Xbox game controller Y button maps to SDL button Y."
-#~ msgstr "El botón Y del mando de juego de Xbox se asigna al botón Y de SDL."
-
-#~ msgid "Xbox game controller back button maps to SDL back button."
-#~ msgstr ""
-#~ "El botón back del mando de juego de Xbox se mapea con el botón back del "
-#~ "SDL."
-
-#~ msgid "Xbox game controller start button maps to SDL start button."
-#~ msgstr ""
-#~ "El botón start del mando de juego de Xbox se mapea al botón start del SDL."
-
-#~ msgid "Xbox game controller home button maps to SDL guide button."
-#~ msgstr ""
-#~ "El botón home del mando de juego de la Xbox se conecta con el botón de la "
-#~ "guía de SDL."
-
-#~ msgid ""
-#~ "Xbox game controller left stick button maps to SDL left stick button."
-#~ msgstr ""
-#~ "El botón stick izquierdo del mando de juego de la Xbox se mapea con el "
-#~ "botón stick izquierdo del SDL."
-
-#~ msgid ""
-#~ "Xbox game controller right stick button maps to SDL right stick button."
-#~ msgstr ""
-#~ "El botón stick derecho del mando de juego de la Xbox se mapea con el "
-#~ "botón stick derecho del SDL."
-
-#~ msgid ""
-#~ "Xbox game controller left bumper button maps to SDL left shoulder button."
-#~ msgstr ""
-#~ "El botón del bumper izquierdo del mando de juego de la Xbox se mapea con "
-#~ "el botón del hombro izquierdo del SDL."
-
-#~ msgid ""
-#~ "Xbox game controller right bumper button maps to SDL right shoulder "
-#~ "button."
-#~ msgstr ""
-#~ "El botón del bumper derecho del mando de juego de la Xbox se mapea con el "
-#~ "botón del hombro derecho del SDL."
-
-#~ msgid "The maximum number of game controller buttons."
-#~ msgstr "El número máximo de botones del mando del juego."
-
-#~ msgid "An invalid game controller axis."
-#~ msgstr "Un eje de control de juego inválido."
-
-#~ msgid "Game controller left joystick x-axis."
-#~ msgstr "Mando del juego eje X izquierdo del joystick."
-
-#~ msgid "Game controller left joystick y-axis."
-#~ msgstr "Mando del juego eje Y izquierdo del joystick."
-
-#~ msgid "Game controller right joystick x-axis."
-#~ msgstr "Mando del juego eje X derecho del joystick."
-
-#~ msgid "Game controller right joystick y-axis."
-#~ msgstr "Mando del juego eje Y derecho del joystick."
-
-#~ msgid "Game controller left trigger axis."
-#~ msgstr "Eje analógico del gatillo izquierdo del mando de videojuegos."
-
-#~ msgid "Game controller right trigger axis."
-#~ msgstr "Gatillo derecho de eje analógico del mando de juegos."
-
-#~ msgid "The number of SDL game controller axes."
-#~ msgstr "El número de ejes del mando de juego SDL."
-
-#~ msgid "Game controller joystick 0 x-axis."
-#~ msgstr "El joystick 0 eje-x del mando del juego."
-
-#~ msgid "Game controller joystick 0 y-axis."
-#~ msgstr "El joystick 0 eje-y del mando del juego."
-
-#~ msgid "Game controller joystick 1 x-axis."
-#~ msgstr "El joystick 1 eje-x del mando del juego."
-
-#~ msgid "Game controller joystick 1 y-axis."
-#~ msgstr "El joystick 1 eje-y del mando del juego."
-
-#~ msgid "Game controller joystick 2 x-axis."
-#~ msgstr "El joystick 2 eje-x del mando del juego."
-
-#~ msgid "Game controller joystick 2 y-axis."
-#~ msgstr "El joystick 2 eje-y del mando del juego."
-
-#~ msgid "Game controller joystick 3 x-axis."
-#~ msgstr "El joystick 3 eje-x del mando del juego."
-
-#~ msgid "Game controller joystick 3 y-axis."
-#~ msgstr "El joystick 3 eje-y del mando del juego."
-
-#~ msgid "Game controller joystick 4 x-axis."
-#~ msgstr "El joystick 4 eje-x del mando del juego."
-
-#~ msgid "Game controller joystick 4 y-axis."
-#~ msgstr "El joystick 4 eje-y del mando del juego."
-
-#~ msgid "The maximum number of game controller axes."
-#~ msgstr "El número máximo de ejes del mando de juego."
-
-#~ msgid ""
-#~ "Used to group properties together in the editor in a subgroup (under a "
-#~ "group)."
-#~ msgstr ""
-#~ "Se utiliza para agrupar las propiedades en el editor en un subgrupo (bajo "
-#~ "un grupo)."
-
-#~ msgid "Variable is of type [Vector2i]."
-#~ msgstr "La variable es de tipo [Vector2i]."
-
-#~ msgid "Variable is of type [Rect2i]."
-#~ msgstr "La variable es de tipo [Rect2i]."
-
-#~ msgid "Variable is of type [Vector3i]."
-#~ msgstr "La variable es de tipo [Vector3i]."
-
-#~ msgid "Variable is of type [StringName]."
-#~ msgstr "La variable es de tipo [StringName]."
-
-#~ msgid "Variable is of type [Callable]."
-#~ msgstr "La variable es de tipo [Callable]."
-
-#~ msgid "Variable is of type [Signal]."
-#~ msgstr "La variable es de tipo [Signal]."
-
-#~ msgid "Variable is of type [PackedInt32Array]."
-#~ msgstr "La variable es de tipo [PackedInt32Array]."
-
-#~ msgid "Variable is of type [PackedInt64Array]."
-#~ msgstr "La variable es de tipo [PackedInt64Array]."
-
-#~ msgid "Variable is of type [PackedFloat32Array]."
-#~ msgstr "La variable es de tipo [PackedFloat32Array]."
-
-#~ msgid "Variable is of type [PackedFloat64Array]."
-#~ msgstr "La variable es de tipo [PackedFloat64Array]."
-
-#~ msgid ""
-#~ "AABB consists of a position, a size, and several utility functions. It is "
-#~ "typically used for fast overlap tests."
-#~ msgstr ""
-#~ "El AABB consiste en una posición, un tamaño y varias funciones de "
-#~ "utilidad. Se utiliza típicamente para pruebas de superposición rápida."
-
-#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]."
-#~ msgstr "La fuerza del efecto de luz especular de este [AnimatedSprite2D]."
-
-#~ msgid "The color of the specular light effect."
-#~ msgstr "El color del efecto de la luz especular."
-
-#~ msgid ""
-#~ "This node can be used to cause a seek command to happen to any sub-"
-#~ "children of the graph. After setting the time, this value returns to -1."
-#~ msgstr ""
-#~ "Este nodo puede ser usado para hacer que un comando de búsqueda le suceda "
-#~ "a cualquier sub-hijo del gráfico. Después de establecer el tiempo, este "
-#~ "valor vuelve a -1."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/es/latest/getting_started/step_by_step/"
-#~ "animations.html"
-
-#~ msgid ""
-#~ "The name of the current animation, \"\" if not playing anything. When "
-#~ "being set, does not restart the animation. See also [method play]."
-#~ msgstr ""
-#~ "El nombre de la animación actual, \"\" si no está reproduciendo nada. "
-#~ "Cuando se establece, no se reinicia la animación. Ver también [method "
-#~ "play]."
-
-#~ msgid ""
-#~ "If the currently being played animation changes, this signal will notify "
-#~ "of such change."
-#~ msgstr ""
-#~ "Si la animación que se está reproduciendo actualmente cambia, esta señal "
-#~ "notificará dicho cambio."
-
-#~ msgid ""
-#~ "Returns an individual bit on the layer mask. Describes whether other "
-#~ "areas will collide with this one on the given layer."
-#~ msgstr ""
-#~ "Devuelve un bit individual de la máscara de la capa. Describe si otras "
-#~ "áreas colisionarán con ésta en la capa dada."
-
-#~ msgid ""
-#~ "Returns an individual bit on the collision mask. Describes whether this "
-#~ "area will collide with others on the given layer."
-#~ msgstr ""
-#~ "Devuelve un bit individual en la máscara de colisión. Describe si esta "
-#~ "área colisionará con otras en la capa dada."
-
-#~ msgid ""
-#~ "Set/clear individual bits on the layer mask. This makes getting an area "
-#~ "in/out of only one layer easier."
-#~ msgstr ""
-#~ "Coloca/limpia bits individuales de una mascara de capa. Esto hace mas "
-#~ "facil poner o sacar una capa."
-
-#~ msgid ""
-#~ "Set/clear individual bits on the collision mask. This makes selecting the "
-#~ "areas scanned easier."
-#~ msgstr ""
-#~ "Pone/borra bits individuales en la máscara de colisión. Esto hace que la "
-#~ "selección de las áreas escaneadas sea más fácil."
-
-#~ msgid "The physics layers this area scans to determine collision detection."
-#~ msgstr ""
-#~ "Las capas físicas de esta área se escanean para determinar la detección "
-#~ "de colisiones."
-
-#~ msgid "Emitted when another area enters."
-#~ msgstr "Emitido cuando entra otra área."
-
-#~ msgid "Emitted when another area exits."
-#~ msgstr "Emitido cuando sale otra área."
-
-#~ msgid ""
-#~ "Emitted when another area enters, reporting which shapes overlapped. "
-#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the "
-#~ "parent object of the owner of the [code]shape[/code]."
-#~ msgstr ""
-#~ "Emitido cuando entra otra área, informando qué formas se superponen. "
-#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] devuelve el "
-#~ "objeto padre del propietario de la [code]shape[/code]."
-
-#~ msgid ""
-#~ "Emitted when another area exits, reporting which shapes were overlapping."
-#~ msgstr ""
-#~ "Emitida cuando sale otra área, informando qué formas se superponían."
-
-#~ msgid ""
-#~ "Emitted when a physics body enters.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "Emitida cuando entra un cuerpo físico.\n"
-#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody2D] "
-#~ "o de [TileMap] (aunque los TileMaps no son cuerpos físicos propiamente "
-#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico "
-#~ "virtual)."
-
-#~ msgid ""
-#~ "Emitted when a physics body exits.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "Emitida cuando un cuerpo físico sale.\n"
-#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody2D] "
-#~ "o de [TileMap] (aunque los TileMaps no son cuerpos físicos propiamente "
-#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico "
-#~ "virtual)."
-
-#~ msgid ""
-#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "Emitida cuando entra un cuerpo físico, informando qué formas se "
-#~ "superponen.\n"
-#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody2D] "
-#~ "o de [TileMap] (aunque los TileMaps no son cuerpos físicos propiamente "
-#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico "
-#~ "virtual)."
-
-#~ msgid ""
-#~ "Emitted when a physics body exits, reporting which shapes were "
-#~ "overlapping.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "Emitido cuando un cuerpo físico sale, informando qué formas se "
-#~ "superponen.\n"
-#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody2D] "
-#~ "o de [TileMap] (aunque los TileMaps no son cuerpos físicos propiamente "
-#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico "
-#~ "virtual)."
-
-#~ msgid "General-purpose area node for detection and 3D physics influence."
-#~ msgstr ""
-#~ "Nodo de área de propósito general para la detección e influencia de la "
-#~ "física 3D."
-
-#~ msgid ""
-#~ "Returns a list of intersecting [Area3D]s. For performance reasons "
-#~ "(collisions are all processed at the same time) this list is modified "
-#~ "once during the physics step, not immediately after objects are moved. "
-#~ "Consider using signals instead."
-#~ msgstr ""
-#~ "Devuelve una lista de los [Area3D] que se intersectan. Por razones de "
-#~ "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista "
-#~ "se modifica una vez durante el paso de la física, no inmediatamente "
-#~ "después de que los objetos se muevan. Considere la posibilidad de usar "
-#~ "señales en su lugar."
-
-#~ msgid ""
-#~ "Returns a list of intersecting [PhysicsBody3D]s. For performance reasons "
-#~ "(collisions are all processed at the same time) this list is modified "
-#~ "once during the physics step, not immediately after objects are moved. "
-#~ "Consider using signals instead."
-#~ msgstr ""
-#~ "Devuelve una lista de los [PhysicsBody3D] que se intersectan. Por razones "
-#~ "de rendimiento (las colisiones se procesan todas al mismo tiempo) esta "
-#~ "lista se modifica una vez durante el paso de la física, no inmediatamente "
-#~ "después de que los objetos se muevan. Considere la posibilidad de "
-#~ "utilizar señales en su lugar."
-
-#~ msgid ""
-#~ "If [code]true[/code], the given area overlaps the Area3D.\n"
-#~ "[b]Note:[/b] The result of this test is not immediate after moving "
-#~ "objects. For performance, list of overlaps is updated once per frame and "
-#~ "before the physics step. Consider using signals instead."
-#~ msgstr ""
-#~ "Si [code]true[/code], el área dada se superpone al Area3D.\n"
-#~ "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover "
-#~ "los objetos. Para el rendimiento, la lista de superposiciones se "
-#~ "actualiza una vez por fotograma y antes del paso de física. Considere la "
-#~ "posibilidad de utilizar señales en su lugar."
-
-#~ msgid ""
-#~ "Set/clear individual bits on the layer mask. This simplifies editing this "
-#~ "[Area3D]'s layers."
-#~ msgstr ""
-#~ "Pone/borra bits individuales en la máscara de la capa. Esto simplifica la "
-#~ "edición de las capas de este [Area3D]."
-
-#~ msgid ""
-#~ "Set/clear individual bits on the collision mask. This simplifies editing "
-#~ "which [Area3D] layers this [Area3D] scans."
-#~ msgstr ""
-#~ "Pone/borra bits individuales en la máscara de colisión. Esto simplifica "
-#~ "la edición de las capas de [Area3D] que este [Area3D] escanea."
-
-#~ msgid ""
-#~ "Emitted when another area enters, reporting which areas overlapped. "
-#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the "
-#~ "parent object of the owner of the [code]shape[/code]."
-#~ msgstr ""
-#~ "Emitida cuando entra otra área, informando qué áreas se superponen. "
-#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] devuelve el "
-#~ "objeto padre del propietario de [code]shape[/code]."
-
-#~ msgid ""
-#~ "Emitted when another area exits, reporting which areas were overlapping."
-#~ msgstr "Emitida cuando sale otra área, informando qué áreas se superponían."
-
-#~ msgid ""
-#~ "Emitted when a physics body enters.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "Emitida cuando entra un cuerpo físico.\n"
-#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody3D] "
-#~ "o de [GridMap] (aunque los GridMaps no son cuerpos físicos propiamente "
-#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico "
-#~ "virtual)."
-
-#~ msgid ""
-#~ "Emitted when a physics body exits.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "Emitido cuando un cuerpo físico sale.\n"
-#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody3D] "
-#~ "o de [GridMap] (aunque los GridMaps no son cuerpos físicos propiamente "
-#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico "
-#~ "virtual)."
-
-#~ msgid ""
-#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "Emitido cuando entra un cuerpo físico, informando qué formas se "
-#~ "superponen.\n"
-#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody3D] "
-#~ "o de [GridMap] (aunque los GridMaps no son cuerpos físicos propiamente "
-#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico "
-#~ "virtual)."
-
-#~ msgid ""
-#~ "Emitted when a physics body exits, reporting which shapes were "
-#~ "overlapping.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "Emitida cuando un cuerpo físico sale, informando qué formas se "
-#~ "superponen.\n"
-#~ "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody3D] "
-#~ "o de [GridMap] (aunque los GridMaps no son cuerpos físicos propiamente "
-#~ "dichos, registran sus piezas con formas de colisión como un cuerpo físico "
-#~ "virtual)."
-
-#~ msgid "Constructs an array from a [PackedFloat64Array]."
-#~ msgstr "Construye un array a partir de un [PackedFloat64Array]."
-
-#~ msgid "Constructs an array from a [PackedFloat32Array]."
-#~ msgstr "Construye un array a partir de un [PackedFloat32Array]."
-
-#~ msgid "Constructs an array from a [PackedInt32Array]."
-#~ msgstr "Construye un array a partir de un [PackedInt32Array]."
-
-#~ msgid ""
-#~ "Returns the last element of the array, or [code]null[/code] if the array "
-#~ "is empty."
-#~ msgstr ""
-#~ "Devuelve el último elemento del array, o [code]null[/code] si el array "
-#~ "está vacío."
-
-#~ msgid "Removes the first occurrence of a value from the array."
-#~ msgstr "Elimina la primera ocurrencia de un valor en un array."
-
-#~ msgid ""
-#~ "Returns the first element of the array, or [code]null[/code] if the array "
-#~ "is empty."
-#~ msgstr ""
-#~ "Devuelve el primer elemento del array, o [code]null[/code] si el array es "
-#~ "vacio."
-
-#~ msgid "Returns a hashed integer value representing the array contents."
-#~ msgstr ""
-#~ "Devuelve un valor entero en forma de hash representado el contenido del "
-#~ "array."
-
-#~ msgid ""
-#~ "Inserts a new element at a given position in the array. The position must "
-#~ "be valid, or at the end of the array ([code]pos == size()[/code])."
-#~ msgstr ""
-#~ "Inserta un nuevo elemento en la posicion dada en el array.La posicion "
-#~ "debe ser valido, o el final del array ([code]pos == size()[/code])."
-
-#~ msgid ""
-#~ "Removes and returns the first element of the array. Returns [code]null[/"
-#~ "code] if the array is empty."
-#~ msgstr ""
-#~ "Elimina y devuelve el primer elemento del array. Devuelve [code]null[/"
-#~ "code] si el array esta vacio."
-
-#~ msgid "Adds an element at the beginning of the array."
-#~ msgstr "Añade un elemento al principio del array."
-
-#~ msgid ""
-#~ "Sets the [code]weight_scale[/code] for the point with the given [code]id[/"
-#~ "code]."
-#~ msgstr ""
-#~ "Coloca el [code]weight_scale[/code] para el punto con el [code]id[/code] "
-#~ "dado."
-
-#~ msgid ""
-#~ "Packs multiple small textures in a single, bigger one. Helps to optimize "
-#~ "video memory costs and render calls."
-#~ msgstr ""
-#~ "Empaqueta varias pequeñas texturas en una sola, mas grande. Ayuda a "
-#~ "optimizar los costes de memoria de video y las llamadas a renderizacion."
-
-#~ msgid ""
-#~ "[Texture2D] resource aimed at managing big textures files that pack "
-#~ "multiple smaller textures. Consists of a [Texture2D], a margin that "
-#~ "defines the border width, and a region that defines the actual area of "
-#~ "the AtlasTexture."
-#~ msgstr ""
-#~ "Recurso [Texture2D] utilizado para manejar grandes archivos de texturas "
-#~ "que empaquetan varias texturas mas pequeñas. Consiste en una [Texture2D], "
-#~ "un margen que define el ancho del borde, una region que define el area "
-#~ "actual de la AtlasTexture."
-
-#~ msgid "Pitch value. Can range from 0 (-1 octave) to 16 (+16 octaves)."
-#~ msgstr ""
-#~ "Valor de altura. Puede variar entre 0 (-1 octava) y 16 (+16 octavas)."
-
-#~ msgid "Plays an audio stream non-positionally."
-#~ msgstr "Reproduce un stream de audio sin posición."
-
-#~ msgid "Plays audio in 2D."
-#~ msgstr "Reproduce el audio en 2D."
-
-#~ msgid "Plays audio that dampens with distance from screen center."
-#~ msgstr ""
-#~ "Reproduce un audio que se atenúa con la distancia del centro de la "
-#~ "pantalla."
-
-#~ msgid ""
-#~ "Plays a sound effect with directed sound effects, dampens with distance "
-#~ "if needed, generates effect of hearable position in space."
-#~ msgstr ""
-#~ "Reproduce un efecto de sonido con efectos de sonido dirigido, se "
-#~ "amortigua con la distancia si es necesario, genera un efecto de posición "
-#~ "audible en el espacio."
-
-#~ msgid "Dampens audio above this frequency, in Hz."
-#~ msgstr "Amortigua el audio por encima de esta frecuencia, en Hz."
-
-#~ msgid "Decides in which step the Doppler effect should be calculated."
-#~ msgstr "Decide en qué paso debe calcularse el efecto Doppler."
-
-#~ msgid "Factor for the attenuation effect."
-#~ msgstr "Factor para el efecto de atenuación."
-
-#~ msgid "No dampening of loudness according to distance."
-#~ msgstr "No hay disminución del sonido según la distancia."
-
-#~ msgid "Mix this audio in, even when it's out of range."
-#~ msgstr "Mezcla este audio, incluso cuando está fuera de rango."
-
-#~ msgid "Pause this audio when it gets out of range."
-#~ msgstr "Pone en pausa este audio cuando se sale del rango."
-
-#~ msgid "The sample rate for mixing this audio."
-#~ msgstr "La frecuencia de muestreo para mezclar este audio."
-
-#~ msgid ""
-#~ "Focus access mode to use when switching between enabled/disabled (see "
-#~ "[member Control.focus_mode] and [member disabled])."
-#~ msgstr ""
-#~ "Modo de acceso de enfoque para utilizar cuando se cambia entre activado/"
-#~ "desactivado (ver [member Control.focus_mode] y [member disabled])."
-
-#~ msgid ""
-#~ "If [code]true[/code], the button's state is pressed. Means the button is "
-#~ "pressed down or toggled (if [member toggle_mode] is active)."
-#~ msgstr ""
-#~ "Si [code]true[/code], el botón de estado es presionado. Es decir, el "
-#~ "botón es pulsado o conmutado (si está activado [member toggle_mode] )."
-
-#~ msgid ""
-#~ "Sets the texture for the slot specified by [code]param[/code]. See [enum "
-#~ "TextureParam] for available slots."
-#~ msgstr ""
-#~ "Establece la textura para la ranura especificada por [code]param[/code]. "
-#~ "Véase [enum TextureParam] para los espacios disponibles."
-
-#~ msgid "If [code]true[/code], the backlight effect is enabled."
-#~ msgstr "Si [code]true[/code], se activa el efecto de luz de fondo."
-
-#~ msgid "Controls how the object faces the camera. See [enum BillboardMode]."
-#~ msgstr ""
-#~ "Controla la forma en que el objeto está de cara a la cámara. Ver [enum "
-#~ "BillboardMode]."
-
-#~ msgid "Distance at which the object fades fully and is no longer visible."
-#~ msgstr ""
-#~ "Distancia a la que el objeto se desvanece completamente y ya no es "
-#~ "visible."
-
-#~ msgid ""
-#~ "Distance at which the object starts to fade. If the object is less than "
-#~ "this distance away it will appear normal."
-#~ msgstr ""
-#~ "Distancia a la que el objeto comienza a desvanecerse. Si el objeto está a "
-#~ "menos de esta distancia, parecerá normal."
-
-#~ msgid ""
-#~ "If [code]true[/code], the refraction effect is enabled. Distorts "
-#~ "transparency based on light from behind the object."
-#~ msgstr ""
-#~ "Si [code]true[/code], se activa el efecto de refracción. Distorsiona la "
-#~ "transparencia basada en la luz que viene de detrás del objeto."
-
-#~ msgid "The strength of the refraction effect."
-#~ msgstr "La fuerza del efecto de refracción."
-
-#~ msgid ""
-#~ "Sets whether the shading takes place per-pixel or per-vertex. Per-vertex "
-#~ "lighting is faster, making it the best choice for mobile applications, "
-#~ "however it looks considerably worse than per-pixel."
-#~ msgstr ""
-#~ "Establece si el sombreado se produce por píxel o por vértice. La "
-#~ "iluminación por vértice es más rápida, lo que la convierte en la mejor "
-#~ "opción para las aplicaciones móviles, sin embargo se ve considerablemente "
-#~ "peor que la de por píxel."
-
-#~ msgid ""
-#~ "If [code]true[/code], subsurface scattering will use a special mode "
-#~ "optimized for the color and density of human skin."
-#~ msgstr ""
-#~ "Si [code]true[/code], la dispersión del subsuelo utilizará un modo "
-#~ "especial optimizado para el color y la densidad de la piel humana."
-
-#~ msgid "Filter flags for the texture. See [enum TextureFilter] for options."
-#~ msgstr ""
-#~ "Filtro de flags para la textura. Ver [enum TextureFilter] para las "
-#~ "opciones."
-
-#~ msgid ""
-#~ "If [code]true[/code], triplanar mapping for [code]UV2[/code] is "
-#~ "calculated in world space rather than object local space. See also "
-#~ "[member uv2_triplanar]."
-#~ msgstr ""
-#~ "Si [code]true[/code], la cartografía triplanar para [code]UV2[/code] se "
-#~ "calcula en el espacio del mundo en lugar de en el espacio local de los "
-#~ "objetos. Ver también [member uv2_triplanar]."
-
-#~ msgid ""
-#~ "Texture specifying per-pixel transmittance for subsurface scattering."
-#~ msgstr ""
-#~ "Textura que especifica la transmisión por píxel para la subsurface "
-#~ "scattering."
-
-#~ msgid "Texture specifying per-pixel backlight color."
-#~ msgstr "Textura que especifica el color de la luz de fondo por píxel."
-
-#~ msgid "Texture holding ambient occlusion, roughness, and metallic."
-#~ msgstr ""
-#~ "Textura que mantiene los valores de la oclusión ambiental, la rugosidad y "
-#~ "el metal."
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel only. The simplest and "
-#~ "fastest method of filtering, but the texture will look pixelized."
-#~ msgstr ""
-#~ "El filtro de textura se lee sólo desde el píxel más cercano. Es el método "
-#~ "más simple y rápido de filtrar, pero la textura se verá pixelada."
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels. Use this when you "
-#~ "want to avoid a pixelated style, but do not want mipmaps."
-#~ msgstr ""
-#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos. Úsalo "
-#~ "cuando quieras evitar un estilo pixelado, pero no quieras mipmaps."
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel in the nearest mipmap. "
-#~ "The fastest way to read from textures with mipmaps."
-#~ msgstr ""
-#~ "El filtro de textura se lee desde el píxel más cercano en el mipmap más "
-#~ "cercano. La forma más rápida de leer de las texturas con mipmaps."
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and between the "
-#~ "nearest 2 mipmaps. Use this for most cases as mipmaps are important to "
-#~ "smooth out pixels that are far from the camera."
-#~ msgstr ""
-#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos y entre "
-#~ "los 2 mipmaps más cercanos. Utilízalo en la mayoría de los casos, ya que "
-#~ "los mipmaps son importantes para suavizar los píxeles que están lejos de "
-#~ "la cámara."
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel, but selects a mipmap "
-#~ "based on the angle between the surface and the camera view. This reduces "
-#~ "artifacts on surfaces that are almost in line with the camera."
-#~ msgstr ""
-#~ "El filtro de textura lee desde el píxel más cercano, pero selecciona un "
-#~ "mipmap basado en el ángulo entre la superficie y la vista de la cámara. "
-#~ "Esto reduce los artefactos en las superficies que están casi en línea con "
-#~ "la cámara."
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and selects a "
-#~ "mipmap based on the angle between the surface and the camera view. This "
-#~ "reduces artifacts on surfaces that are almost in line with the camera. "
-#~ "This is the slowest of the filtering options, but results in the highest "
-#~ "quality texturing."
-#~ msgstr ""
-#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos y "
-#~ "selecciona un mipmap basado en el ángulo entre la superficie y la vista "
-#~ "de la cámara. Esto reduce los artefactos en las superficies que están "
-#~ "casi en línea con la cámara. Esta es la más lenta de las opciones de "
-#~ "filtrado, pero da como resultado una textura de la más alta calidad."
-
-#~ msgid "The material will not use transparency."
-#~ msgstr "El material no utilizará la transparencia."
-
-#~ msgid "The material will use the texture's alpha values for transparency."
-#~ msgstr ""
-#~ "El material usará los valores alfa de la textura para la transparencia."
-
-#~ msgid ""
-#~ "The material will cut off all values below a threshold, the rest will "
-#~ "remain opaque."
-#~ msgstr ""
-#~ "El material cortará todos los valores por debajo de un umbral, el resto "
-#~ "permanecerá opaco."
-
-#~ msgid ""
-#~ "The material will use the texture's alpha value for transparency, but "
-#~ "will still be rendered in the pre-pass."
-#~ msgstr ""
-#~ "El material utilizará el valor alfa de la textura para la transparencia, "
-#~ "pero aún así se renderizará en el paso previo."
-
-#~ msgid "Represents the size of the [enum Transparency] enum."
-#~ msgstr "Representa el tamaño del enum [enum Transparency]."
-
-#~ msgid "The object will not receive shadows."
-#~ msgstr "El objeto no recibirá sombras."
-
-#~ msgid ""
-#~ "The object will be shaded per pixel. Useful for realistic shading effect."
-#~ msgstr ""
-#~ "El objeto se sombreará por píxel. Es útil para un efecto de sombreado "
-#~ "realista."
-
-#~ msgid ""
-#~ "The object will be shaded per vertex. Useful when you want cheaper "
-#~ "shaders and do not care about visual quality."
-#~ msgstr ""
-#~ "El objeto será sombreado por vértice. Es útil cuando quieres sombreadores "
-#~ "más baratos y no te importa la calidad visual."
-
-#~ msgid "Represents the size of the [enum ShadingMode] enum."
-#~ msgstr "Representa el tamaño del enum [enum ShadingMode]."
-
-#~ msgid "Constant for setting [member heightmap_enabled]."
-#~ msgstr "Constante para configuración [member heightmap_enabled]."
-
-#~ msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]."
-#~ msgstr ""
-#~ "Constante para configuración [member "
-#~ "subsurf_scatter_transmittance_enabled]."
-
-#~ msgid "Constant for setting [member backlight_enabled]."
-#~ msgstr "Constante para configuración [member backlight_enabled]."
-
-#~ msgid ""
-#~ "Enables the texture to repeat when UV coordinates are outside the 0-1 "
-#~ "range. If using one of the linear filtering modes, this can result in "
-#~ "artifacts at the edges of a texture when the sampler filters across the "
-#~ "edges of the texture."
-#~ msgstr ""
-#~ "Habilita que la textura se repita cuando las coordenadas UV están fuera "
-#~ "del rango 0-1. Si se utiliza uno de los modos de filtrado lineal, esto "
-#~ "puede dar lugar a artefactos en los bordes de una textura cuando el "
-#~ "muestreador se filtra a través de los bordes de la textura."
-
-#~ msgid ""
-#~ "Invert values read from a depth texture to convert them to height values "
-#~ "(heightmap)."
-#~ msgstr ""
-#~ "Invertir los valores leídos de una textura de profundidad para "
-#~ "convertirlos en valores de altura (mapa de altura)."
-
-#~ msgid ""
-#~ "Enables the skin mode for subsurface scattering which is used to improve "
-#~ "the look of subsurface scattering when used for human skin."
-#~ msgstr ""
-#~ "Habilita el modo de piel para la subsurface scattering el cual se utiliza "
-#~ "para mejorar el aspecto de la subsurface scattering cuando se utiliza "
-#~ "para la piel humana."
-
-#~ msgid ""
-#~ "An object representing a method in a certain object that can be called."
-#~ msgstr ""
-#~ "Un objeto que representa un método en un determinado objeto que puede ser "
-#~ "llamado."
-
-#~ msgid ""
-#~ "[Callable] is a first class object which can be held in variables and "
-#~ "passed to functions. It represents a given method in an [Object], and is "
-#~ "typically used for signal callbacks.\n"
-#~ "[b]Example:[/b]\n"
-#~ "[codeblock]\n"
-#~ "var callable = Callable(self, \"print_args\")\n"
-#~ "func print_args(arg1, arg2, arg3 = \"\"):\n"
-#~ " prints(arg1, arg2, arg3)\n"
-#~ "func test():\n"
-#~ " callable.call(\"hello\", \"world\") # Prints \"hello world\".\n"
-#~ " callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 "
-#~ "Node(Node.gd)::print_args\".\n"
-#~ " callable.call(\"invalid\") # Invalid call, should have at least 2 "
-#~ "arguments.\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "[Callabl] es un objeto de primera clase que puede ser mantenido en "
-#~ "variables y pasado a funciones. Representa un método dado en un "
-#~ "[Objecto], y es típicamente usado para señalar llamadas.\n"
-#~ "[b]Ejemplo:[/b]\n"
-#~ "[codeblock]\n"
-#~ "var llamable = Callable(self, \"imprimir_argumentos\")\n"
-#~ "func imprimir_argumentos(arg1, arg2, arg3 = \"\"):\n"
-#~ " prints(arg1, arg2, arg3)\n"
-#~ "func test():\n"
-#~ " llamable.call(\"hola\", \"mundo\") # Imprime \"hola mundo\".\n"
-#~ " llamable.call(Vector2.UP, 42, callable) # Imprime \"(0, -1) 42 "
-#~ "Node(Node.gd)::imprimir_argumentos\".\n"
-#~ " llamable.call(\"invalid\") # Llamada inválida, debe tener al menos 2 "
-#~ "argumentos.\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Creates a new [Callable] for the method called [code]method_name[/code] "
-#~ "in the specified [code]object[/code]."
-#~ msgstr ""
-#~ "Crea un nuevo [Callable] para el método llamado [code]method_name[/code] "
-#~ "en el [code]object[/code] especificado."
-
-#~ msgid ""
-#~ "Calls the method represented by this [Callable]. Arguments can be passed "
-#~ "and should match the method's signature."
-#~ msgstr ""
-#~ "Llama al método representado por este [Callable]. Los argumentos pueden "
-#~ "ser pasados y deben coincidir con los indicados por el método."
-
-#~ msgid ""
-#~ "Calls the method represented by this [Callable] in deferred mode, i.e. "
-#~ "during the idle frame. Arguments can be passed and should match the "
-#~ "method's signature."
-#~ msgstr ""
-#~ "Llama al método representado por este [Callable] en modo diferido, es "
-#~ "decir, durante los fotogramas de inactividad. Los argumentos pueden ser "
-#~ "pasados y deben coincidir con los indicados por el método."
-
-#~ msgid "Returns the name of the method represented by this [Callable]."
-#~ msgstr "Devuelve el nombre del método representado por este [Callable]."
-
-#~ msgid "Returns the object on which this [Callable] is called."
-#~ msgstr "Devuelve el objeto sobre el que se llama este [Callable]."
-
-#~ msgid ""
-#~ "Returns the ID of this [Callable]'s object (see [method Object."
-#~ "get_instance_id])."
-#~ msgstr ""
-#~ "Devuelve el ID del objeto de este [Callable] (ver [method Object."
-#~ "get_instance_id])."
-
-#~ msgid ""
-#~ "If [code]true[/code], the camera smoothly stops when reaches its limits."
-#~ msgstr ""
-#~ "Si [code]true[/code], la cámara se detiene suavemente cuando llega a sus "
-#~ "límites."
-
-#~ msgid ""
-#~ "Gets the camera transform. Subclassed cameras such as [ClippedCamera3D] "
-#~ "may provide different transforms than the [Node] transform."
-#~ msgstr ""
-#~ "Obtiene la transformada de la cámara. Las subclases de cámaras como "
-#~ "[ClippedCamera3D] pueden proveer transformaciones diferentes que la "
-#~ "transformación de [Nodo]."
-
-#~ msgid ""
-#~ "Returns the 2D coordinate in the [Viewport] rectangle that maps to the "
-#~ "given 3D point in worldspace."
-#~ msgstr ""
-#~ "Devuelve la coordenada 2D en el rectángulo [Viewport] que mapea al punto "
-#~ "3D dado en el espacio del mundo."
-
-#~ msgid ""
-#~ "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate "
-#~ "the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
-#~ "url] for objects changed in particular [code]_process[/code] methods. See "
-#~ "[enum DopplerTracking] for possible values."
-#~ msgstr ""
-#~ "Si no [constant DOPPLER_TRACKING_DISABLED], esta cámara simulará el "
-#~ "efecto [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler[/url] "
-#~ "para los objetos cambiados en los métodos particulares de [code]_process[/"
-#~ "code]. Ver [enum DopplerTracking] para los posibles valores."
-
-#~ msgid "The [CameraEffects] to use for this camera."
-#~ msgstr "El [CameraEffects] a utilizar para esta cámara."
-
-#~ msgid ""
-#~ "Contains camera-specific effects such as depth of field and exposure "
-#~ "override."
-#~ msgstr ""
-#~ "Contiene efectos específicos de la cámara como la profundidad de campo y "
-#~ "la anulación de la exposición."
-
-#~ msgid ""
-#~ "Contains camera-specific effects such as depth of field and exposure "
-#~ "override.\n"
-#~ "See also [Environment] for general 3D environment settings."
-#~ msgstr ""
-#~ "Contiene efectos específicos de la cámara como la profundidad de campo y "
-#~ "la anulación de la exposición.\n"
-#~ "Véase también [Environment] para los ajustes generales del entorno 3D."
-
-#~ msgid ""
-#~ "The amount of blur for both near and far depth-of-field effects. The "
-#~ "amount of blur increases the radius of the blur effect, making the "
-#~ "affected area blurrier. However, If the amount is too high, you might "
-#~ "start to see lines appearing, especially when using a low quality blur."
-#~ msgstr ""
-#~ "La cantidad de borrosidad para los efectos de profundidad de campo tanto "
-#~ "de cerca como de lejos. La cantidad de desenfoque aumenta el radio del "
-#~ "efecto de desenfoque, haciendo más borrosa la zona afectada. Sin embargo, "
-#~ "si la cantidad es demasiado alta, es posible que empiece a ver aparecer "
-#~ "líneas, especialmente cuando se utiliza un desenfoque de baja calidad."
-
-#~ msgid ""
-#~ "If [code]true[/code], enables the depth-of-field far blur effect. This "
-#~ "has a significant performance cost. Consider disabling it in scenes where "
-#~ "there are no far away objects."
-#~ msgstr ""
-#~ "Si [code]true[/code], permite el efecto de borrosidad de profundidad de "
-#~ "campo. Esto tiene un costo de rendimiento significativo. Considere la "
-#~ "posibilidad de desactivarlo en escenas en las que no haya objetos lejanos."
-
-#~ msgid ""
-#~ "If [code]true[/code], enables the depth-of-field near blur effect. This "
-#~ "has a significant performance cost. Consider disabling it in scenes where "
-#~ "there are no nearby objects."
-#~ msgstr ""
-#~ "Si [code]true[/code], activa la profundidad de campo cerca del efecto de "
-#~ "borrosidad. Esto tiene un costo de rendimiento significativo. Considere "
-#~ "la posibilidad de desactivarlo en escenas en las que no haya objetos "
-#~ "cercanos."
-
-#~ msgid ""
-#~ "The exposure override value to use. Higher values will result in a "
-#~ "brighter scene. Only effective if [member override_exposure_enabled] is "
-#~ "[code]true[/code]."
-#~ msgstr ""
-#~ "El valor de anulación de la exposición a utilizar. Valores más altos "
-#~ "resultarán en una escena más brillante. Sólo es efectivo si [member "
-#~ "override_exposure_enabled] es [code]true[/code]."
-
-#~ msgid ""
-#~ "If [code]true[/code], overrides the manual or automatic exposure defined "
-#~ "in the [Environment] with the value in [member override_exposure]."
-#~ msgstr ""
-#~ "Si [code]true[/code], anula la exposición manual o automática definida en "
-#~ "el [Environment] con el valor en [member override_exposure]."
-
-#~ msgid ""
-#~ "Returns the [CameraFeed] corresponding to the camera with the given "
-#~ "[code]index[/code]."
-#~ msgstr ""
-#~ "Devuelve el [CameraFeed] correspondiente a la cámara con el [code]index[/"
-#~ "code] dado."
-
-#~ msgid "Removes the specified camera [code]feed[/code]."
-#~ msgstr "Elimina la cámara especificada [code]feed[/code]."
-
-#~ msgid ""
-#~ "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
-#~ msgstr ""
-#~ "La imagen de la cámara [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/"
-#~ "url]."
-
-#~ msgid "Draws multiple, parallel lines with a uniform [code]color[/code]."
-#~ msgstr ""
-#~ "Dibuja múltiples líneas paralelas con un [code]color[/code] uniforme."
-
-#~ msgid "The texture filtering mode to use on this [CanvasItem]."
-#~ msgstr "El modo de filtrado de texturas a utilizar en este [CanvasItem]."
-
-#~ msgid "The texture repeating mode to use on this [CanvasItem]."
-#~ msgstr "El modo de repetición de texturas para usar en este [CanvasItem]."
-
-#~ msgid "Emitted when the item rect has changed."
-#~ msgstr "Emitido cuando el objeto rect ha cambiado."
-
-#~ msgid "The [CanvasItem] will inherit the filter from its parent."
-#~ msgstr "El [CanvasItem] heredará el filtro de su padre."
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel only. The simplest and "
-#~ "fastest method of filtering. Useful for pixel art."
-#~ msgstr ""
-#~ "El filtro de textura se lee sólo desde el píxel más cercano. El método "
-#~ "más simple y rápido de filtrado. Útil para el pixel art."
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest four pixels. Use this for "
-#~ "most cases where you want to avoid a pixelated style."
-#~ msgstr ""
-#~ "El filtro de textura se mezcla entre los cuatro píxeles más cercanos. "
-#~ "Úsalo para la mayoría de los casos en los que quieras evitar un estilo "
-#~ "pixelado."
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel in the nearest mipmap. "
-#~ "This is the fastest way to read from textures with mipmaps."
-#~ msgstr ""
-#~ "El filtro de textura se lee desde el píxel más cercano en el mipmap más "
-#~ "cercano. Esta es la forma más rápida de leer de las texturas con mipmaps."
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and between the "
-#~ "nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed "
-#~ "at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to "
-#~ "smooth out pixels that are smaller than on-screen pixels."
-#~ msgstr ""
-#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos y entre "
-#~ "los 2 mipmaps más cercanos. Utilízalo para texturas artísticas que no "
-#~ "sean píxeles y que se puedan ver a baja escala (por ejemplo, debido al "
-#~ "zoom [Camera2D]), ya que los mipmaps son importantes para suavizar los "
-#~ "píxeles que son más pequeños que los de la pantalla."
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel, but selects a mipmap "
-#~ "based on the angle between the surface and the camera view. This reduces "
-#~ "artifacts on surfaces that are almost in line with the camera.\n"
-#~ "[b]Note:[/b] This texture filter is rarely useful in 2D projects. "
-#~ "[constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more "
-#~ "appropriate."
-#~ msgstr ""
-#~ "El filtro de textura lee desde el píxel más cercano, pero selecciona un "
-#~ "mipmap basado en el ángulo entre la superficie y la vista de la cámara. "
-#~ "Esto reduce los artefactos en las superficies que están casi en línea con "
-#~ "la cámara.\n"
-#~ "[b]Nota:[/b] Este filtro de textura es raramente útil en proyectos 2D. La "
-#~ "[constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] es normalmente más "
-#~ "apropiada."
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and selects a "
-#~ "mipmap based on the angle between the surface and the camera view. This "
-#~ "reduces artifacts on surfaces that are almost in line with the camera. "
-#~ "This is the slowest of the filtering options, but results in the highest "
-#~ "quality texturing.\n"
-#~ "[b]Note:[/b] This texture filter is rarely useful in 2D projects. "
-#~ "[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate."
-#~ msgstr ""
-#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos y "
-#~ "selecciona un mipmap basado en el ángulo entre la superficie y la vista "
-#~ "de la cámara. Esto reduce los artefactos en las superficies que están "
-#~ "casi en línea con la cámara. Esta es la más lenta de las opciones de "
-#~ "filtrado, pero da como resultado una textura de la más alta calidad.\n"
-#~ "[b]Nota:[/b] Este filtro de textura es raramente útil en proyectos 2D. La "
-#~ "[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] es normalmente más "
-#~ "apropiada."
-
-#~ msgid "Texture will repeat normally."
-#~ msgstr "La textura se repetirá normalmente."
-
-#~ msgid ""
-#~ "Texture will repeat in a 2x2 tiled mode, where elements at even positions "
-#~ "are mirrored."
-#~ msgstr ""
-#~ "La textura se repetirá en un modo de mosaico 2x2, donde los elementos en "
-#~ "posiciones impares se reflejan."
-
-#~ msgid "Represents the size of the [enum TextureRepeat] enum."
-#~ msgstr "Representa el tamaño del enum [enum TextureRepeat]."
-
-#~ msgid "Height of the capsule mesh from the center point."
-#~ msgstr "La altura de la malla de la cápsula desde el punto central."
-
-#~ msgid ""
-#~ "The camera's collision mask. Only objects in at least one collision layer "
-#~ "matching the mask will be detected."
-#~ msgstr ""
-#~ "La máscara de colisión de la cámara. Sólo se detectarán los objetos en se "
-#~ "encuentren al menos en una capa de colisión que coincida con la máscara."
-
-#~ msgid "Adds a [Shape3D] to the shape owner."
-#~ msgstr "Añade un [Shape3D] al dueño de la forma."
-
-#~ msgid "Returns the [Shape3D] with the given id from the given shape owner."
-#~ msgstr ""
-#~ "Devuelve el [Shape3D] con la identificación dada por el dueño de la forma."
-
-#~ msgid ""
-#~ "Returns the child index of the [Shape3D] with the given id from the given "
-#~ "shape owner."
-#~ msgstr ""
-#~ "Devuelve el índice de hijos de la [Forma3D] con la identificación dada "
-#~ "del propietario de la forma."
-
-#~ msgid ""
-#~ "Emitted when [method _input_event] receives an event. See its description "
-#~ "for details."
-#~ msgstr ""
-#~ "Emitido cuando [method _input_event] recibe un evento. Vea su descripción "
-#~ "para más detalles."
-
-#~ msgid ""
-#~ "Constructs a color from an existing color, but with a custom alpha "
-#~ "value.\n"
-#~ "[codeblock]\n"
-#~ "var red = Color(Color.red, 0.5) # 50% transparent red.\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Construye un color a partir de un color existente, pero con un valor alfa "
-#~ "personalizado.\n"
-#~ "[codeblock]\n"
-#~ "var rojo = Color(Color.red, 0.5) # 50% rojo transaparente.\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Displays a color picker widget. Useful for selecting a color from an RGB/"
-#~ "RGBA colorspace."
-#~ msgstr ""
-#~ "Muestra un widget de selección de color. Es útil para seleccionar un "
-#~ "color de un espacio de color RGB/RGBA."
-
-#~ msgid ""
-#~ "Encapsulates a [ColorPicker] making it accessible by pressing a button. "
-#~ "Pressing the button will toggle the [ColorPicker] visibility."
-#~ msgstr ""
-#~ "Encapsula un [ColorPicker] haciéndolo accesible al presionar un botón. Al "
-#~ "pulsar el botón se cambia la visibilidad de [ColorPicker]."
-
-#~ msgid "Displays a colored rectangle."
-#~ msgstr "Muestra un rectángulo coloreado."
-
-#~ msgid ""
-#~ "Overrides the [Color] with given [code]name[/code] in the [member theme] "
-#~ "resource the control uses. If the [code]color[/code] is empty or invalid, "
-#~ "the override is cleared and the color from assigned [Theme] is used."
-#~ msgstr ""
-#~ "Sobreescribe el [Color] con el [code]name[/code] dado en el recurso "
-#~ "[member theme] que utiliza el control. Si el [code]color[/code] está "
-#~ "vacío o no es válido, la anulación se borra y se utiliza el color del "
-#~ "[Theme] asignado."
-
-#~ msgid ""
-#~ "Overrides an integer constant with given [code]name[/code] in the [member "
-#~ "theme] resource the control uses. If the [code]constant[/code] is empty "
-#~ "or invalid, the override is cleared and the constant from assigned "
-#~ "[Theme] is used."
-#~ msgstr ""
-#~ "Sobreescribe una constante entera con el [code]name[/code] dado en el "
-#~ "recurso [member theme] que utiliza el control. Si la constante "
-#~ "[code]constant[/code] está vacía o no es válida, la sobreescritura se "
-#~ "borra y se utiliza la constante del [Theme] es asignada."
-
-#~ msgid ""
-#~ "Overrides the font with given [code]name[/code] in the [member theme] "
-#~ "resource the control uses. If [code]font[/code] is empty or invalid, the "
-#~ "override is cleared and the font from assigned [Theme] is used."
-#~ msgstr ""
-#~ "Sobrescribe la fuente con el [code]name[/code] dado en el recurso [member "
-#~ "theme] que utiliza el control. Si la fuente [code]font[/code] está vacía "
-#~ "o no es válida, la anulación se borra y se utiliza la fuente del [Theme] "
-#~ "asignado."
-
-#~ msgid ""
-#~ "Overrides the icon with given [code]name[/code] in the [member theme] "
-#~ "resource the control uses. If [code]icon[/code] is empty or invalid, the "
-#~ "override is cleared and the icon from assigned [Theme] is used."
-#~ msgstr ""
-#~ "Sobreescribe el icono con el [code]name[/code] dado en el recurso [member "
-#~ "theme] que utiliza el control. Si el icono [code]icon[/code] está vacío o "
-#~ "no es válido, la sobreescritura se borra y se utiliza el icono del "
-#~ "[Theme] asignado."
-
-#~ msgid ""
-#~ "Overrides the [Shader] with given [code]name[/code] in the [member theme] "
-#~ "resource the control uses. If [code]shader[/code] is empty or invalid, "
-#~ "the override is cleared and the shader from assigned [Theme] is used."
-#~ msgstr ""
-#~ "Sobrescribe el [Shader] con el [code]name[/code] dado en el recurso "
-#~ "[member theme] que utiliza el control. Si [code]shader[/code] está vacío "
-#~ "o no es válido, la sobreescritura se borra y se utiliza el shader del "
-#~ "[Theme] asignado."
-
-#~ msgid ""
-#~ "Overrides the [StyleBox] with given [code]name[/code] in the [member "
-#~ "theme] resource the control uses. If [code]stylebox[/code] is empty or "
-#~ "invalid, the override is cleared and the [StyleBox] from assigned [Theme] "
-#~ "is used."
-#~ msgstr ""
-#~ "Sobreescribe el [StyleBox] con el [code]name[/code] dado en el recurso "
-#~ "[member theme] que utiliza el control. Si [code]stylebox[/code] está "
-#~ "vacío o no es válido, la sobrees se borra y se utiliza el [StyleBox] del "
-#~ "[Theme] asignado."
-
-#~ msgid ""
-#~ "Returns a color from assigned [Theme] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code].\n"
-#~ "[codeblock]\n"
-#~ "func _ready():\n"
-#~ " modulate = get_theme_color(\"font_color\", \"Button\") #get the color "
-#~ "defined for button fonts\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Devuelve un color del [Theme] asignado con el [code]name[/code] dado y "
-#~ "asociado con el [Control] del [code]type[/code] dado.\n"
-#~ "[codeblock]\n"
-#~ "func _ready():\n"
-#~ " modulate = get_theme_color(\"font_color\", \"Button\") # obtiene el "
-#~ "color definido por la fuente del botón\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns a constant from assigned [Theme] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code]."
-#~ msgstr ""
-#~ "Devuelve una constante de [Theme] asignada con un [code]name[/code] dado "
-#~ "y asociada a [Control] de un [code]type[/code] dado."
-
-#~ msgid ""
-#~ "Returns a font from assigned [Theme] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code]."
-#~ msgstr ""
-#~ "Devuelve una fuente de [Theme] asignada con un [code]name[/code] dado y "
-#~ "asociada a [Control] de [code]type[/code] dado."
-
-#~ msgid ""
-#~ "Returns an icon from assigned [Theme] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code]."
-#~ msgstr ""
-#~ "Devuelve un icono de [Theme] asignado con un [code]name[/code] dado y "
-#~ "asociado con [Control] de [code]type[/code] dado."
-
-#~ msgid ""
-#~ "Returns a [StyleBox] from assigned [Theme] with given [code]name[/code] "
-#~ "and associated with [Control] of given [code]type[/code]."
-#~ msgstr ""
-#~ "Devuelve un [StyleBox] de [Theme] asignado con un [code]name[/code] dado "
-#~ "y asociado a [Control] de [code]type[/code] dado."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if [Color] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code] exists in assigned "
-#~ "[Theme]."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si el [Color] con el [code]name[/code] dado y "
-#~ "asociado con el [Control] del [code]type[/code] dado existe en el [Theme] "
-#~ "asignado."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if constant with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code] exists in assigned "
-#~ "[Theme]."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si la constante con el [code]name[/code] dado "
-#~ "y asociada al [Control] del [code]type[/code] dado existe en el [Theme] "
-#~ "asignado."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if constant with given [code]name[/code] has a "
-#~ "valid override in this [Control] node."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si la constante con el [code]name[/code] dado "
-#~ "tiene una sobreescritura válida en este nodo [Control]."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if font with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code] exists in assigned "
-#~ "[Theme]."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si la fuente con el [code]name[/code] dado y "
-#~ "asociada al [Control] del [code]type[/code] dado existe en el [Theme] "
-#~ "asignado."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if icon with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code] exists in assigned "
-#~ "[Theme]."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si el icono con el [code]nombre[/code] dado y "
-#~ "asociado con el [Control] del [code]type[/code] dado existe en el [Theme] "
-#~ "asignado."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if icon with given [code]name[/code] has a "
-#~ "valid override in this [Control] node."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si el icono con el nombre [code]name[/code] "
-#~ "dado tiene una sobreescritura válida en este nodo [Control]."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if [Shader] with given [code]name[/code] has a "
-#~ "valid override in this [Control] node."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si [Shader] con el nombre [code]name[/code] "
-#~ "dado tiene una sobreescritura válida en este nodo [Control]."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if [StyleBox] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code] exists in assigned "
-#~ "[Theme]."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si [StyleBox] con el [code]name[/code] dado y "
-#~ "asociado con el [Control] del [code]type[/code] dado existe en el [theme] "
-#~ "asignado."
-
-#~ msgid ""
-#~ "Changes the tooltip text. The tooltip appears when the user's mouse "
-#~ "cursor stays idle over this control for a few moments, provided that the "
-#~ "[member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You "
-#~ "can change the time required for the tooltip to appear with [code]gui/"
-#~ "timers/tooltip_delay_sec[/code] option in Project Settings."
-#~ msgstr ""
-#~ "Cambia el texto de la sugerenica. La sugerencia aparece cuando el cursor "
-#~ "del ratón del usuario permanece inactivo sobre este control por unos "
-#~ "momentos, siempre que la propiedad [member mouse_filter] no sea [constant "
-#~ "MOUSE_FILTER_IGNORE]. Se puede modificar el tiempo necesario para que la "
-#~ "sugerencia aparezca con la opción [code]gui/timers/tooltip_delay_sec[/"
-#~ "code] en los parámetros del proyecto."
-
-#~ msgid ""
-#~ "Emitted when the mouse enters the control's [code]Rect[/code] area, "
-#~ "provided its [member mouse_filter] lets the event reach it."
-#~ msgstr ""
-#~ "Emitido cuando el ratón entra en el área de [code]Rect[/code] del "
-#~ "control, siempre que su [member mouse_filter] permita que el evento "
-#~ "llegue a él."
-
-#~ msgid ""
-#~ "Emitted when the mouse leaves the control's [code]Rect[/code] area, "
-#~ "provided its [member mouse_filter] lets the event reach it."
-#~ msgstr ""
-#~ "Emitido cuando el ratón abandona el área de [code]Rect[/code] del "
-#~ "control, siempre que su [member mouse_filter] permita que el evento "
-#~ "llegue a él."
-
-#~ msgid "Number of particles emitted in one emission cycle."
-#~ msgstr "Número de partículas emitidas en un ciclo de emisión."
-
-#~ msgid "Each particle's color will vary along this [Gradient]."
-#~ msgstr "El color de cada partícula variará a lo largo de este [Gradient]."
-
-#~ msgid ""
-#~ "Sets this node's properties to match a given [GPUParticles3D] node with "
-#~ "an assigned [ParticlesMaterial]."
-#~ msgstr ""
-#~ "Establece las propiedades de este nodo para hacer coincidir un nodo "
-#~ "[GPUParticles3D] dado con un [ParticlesMaterial] asignado."
-
-#~ msgid "Unused for 3D particles."
-#~ msgstr "No se usa para partículas 3D."
-
-#~ msgid ""
-#~ "This node takes a 2D polygon shape and extrudes it to create a 3D mesh."
-#~ msgstr ""
-#~ "Este nodo toma una forma de polígono 2D y lo extrae para crear una malla "
-#~ "3D."
-
-#~ msgid "Material to use for the resulting mesh."
-#~ msgstr "Material a utilizar para la malla resultante."
-
-#~ msgid "Extrusion mode."
-#~ msgstr "Modo extrusión."
-
-#~ msgid ""
-#~ "If [code]true[/code] the u component of our uv will continuously increase "
-#~ "in unison with the distance traveled along our path when [member mode] is "
-#~ "[constant MODE_PATH]."
-#~ msgstr ""
-#~ "Si [code]true[/code] el componente u de nuestro uv aumentará "
-#~ "continuamente al unísono con la distancia recorrida a lo largo de nuestro "
-#~ "camino cuando [member mode] sea [constant MODE_PATH]."
-
-#~ msgid ""
-#~ "Interval at which a new extrusion slice is added along the path when "
-#~ "[member mode] is [constant MODE_PATH]."
-#~ msgstr ""
-#~ "Intervalo en el que se añade un nuevo trozo de extrusión a lo largo de la "
-#~ "ruta cuando el [member mode] es [constant MODE_PATH]."
-
-#~ msgid ""
-#~ "If [code]true[/code] the start and end of our path are joined together "
-#~ "ensuring there is no seam when [member mode] is [constant MODE_PATH]."
-#~ msgstr ""
-#~ "Si [code]true[/code] el comienzo y el final de nuestro camino se unen "
-#~ "asegurando que no haya ninguna costura cuando [member mode] es [constant "
-#~ "MODE_PATH]."
-
-#~ msgid ""
-#~ "If [code]false[/code] we extrude centered on our path, if [code]true[/"
-#~ "code] we extrude in relation to the position of our CSGPolygon3D when "
-#~ "[member mode] is [constant MODE_PATH]."
-#~ msgstr ""
-#~ "Si [code]false[/code] extruimos centrado en nuestra cuha, si [code]true[/"
-#~ "code] extruimos en relación con la posición de nuestro CSGPolygon3D "
-#~ "cuando [member mode] es [constant MODE_PATH]."
-
-#~ msgid ""
-#~ "The [Shape3D] object containing the path along which we extrude when "
-#~ "[member mode] is [constant MODE_PATH]."
-#~ msgstr ""
-#~ "El objeto [Shape3D] que contiene el camino a lo largo del cual realizamos "
-#~ "una extrusión cuando [member mode] es [constant MODE_PATH]."
-
-#~ msgid ""
-#~ "The method by which each slice is rotated along the path when [member "
-#~ "mode] is [constant MODE_PATH]."
-#~ msgstr ""
-#~ "El método por el cual cada pedazo se rota a lo largo del camino cuando "
-#~ "[member mode] es [constant MODE_PATH]."
-
-#~ msgid "Generates smooth normals so smooth shading is applied to our mesh."
-#~ msgstr ""
-#~ "Genera normales suaves para que se aplique un sombreado suave a nuestra "
-#~ "malla."
-
-#~ msgid ""
-#~ "Degrees to rotate our extrusion for each slice when [member mode] is "
-#~ "[constant MODE_SPIN]."
-#~ msgstr ""
-#~ "Grados a rotar nuestra extrusión para cada pedazo cuando el [member mode] "
-#~ "es [constant MODE_SPIN]."
-
-#~ msgid "Shape3D is extruded to [member depth]."
-#~ msgstr "A una Shape3D se le realiza una extrusión a [member depth]."
-
-#~ msgid "Slice is not rotated."
-#~ msgstr "El trozo no se rota."
-
-#~ msgid "Slice is rotated around the up vector of the path."
-#~ msgstr "El trozo se rota alrededor del vector ascendente del camino."
-
-#~ msgid "Slice is rotate to match the path exactly."
-#~ msgstr "El trozo se rota para que coincida exactamente con la trayectoria."
-
-#~ msgid "The physics layers this CSG shape scans for collisions."
-#~ msgstr ""
-#~ "Las capas de física que esta forma de CSG explora en busca de colisiones."
-
-#~ msgid ""
-#~ "Returns the position of the control point leading to the vertex "
-#~ "[code]idx[/code]. If the index is out of bounds, the function sends an "
-#~ "error to the console, and returns [code](0, 0)[/code]."
-#~ msgstr ""
-#~ "Devuelve la posición del punto de control que lleva al vértice [code]idx[/"
-#~ "code]. Si el índice está fuera de los límites, la función envía un error "
-#~ "a la consola, y devuelve [code](0, 0)[/code]."
-
-#~ msgid ""
-#~ "Returns the position of the control point leading to the vertex "
-#~ "[code]idx[/code]. If the index is out of bounds, the function sends an "
-#~ "error to the console, and returns [code](0, 0, 0)[/code]."
-#~ msgstr ""
-#~ "Devuelve la posición del punto de control que lleva al vértice [code]idx[/"
-#~ "code]. Si el índice está fuera de los límites, la función envía un error "
-#~ "a la consola, y devuelve [code](0, 0, 0)[/code]."
-
-#~ msgid "Bottom radius of the cylinder."
-#~ msgstr "El radio inferior del cilindro."
-
-#~ msgid "Number of radial segments on the cylinder."
-#~ msgstr "Número de segmentos radiales en el cilindro."
-
-#~ msgid "Number of edge rings along the height of the cylinder."
-#~ msgstr "Número de anillos a lo largo de la altura del cilindro."
-
-#~ msgid "Top radius of the cylinder."
-#~ msgstr "El radio superior del cilindro."
-
-#~ msgid "Node that projects a texture onto a [MeshInstance3D]."
-#~ msgstr "Nodo que proyecta una textura en un [MeshInstance3D]."
-
-#~ msgid ""
-#~ "[Decal]s are used to project a texture onto a [Mesh] in the scene. Use "
-#~ "Decals to add detail to a scene without affecting the underlying [Mesh]. "
-#~ "They are often used to add weathering to building, add dirt or mud to the "
-#~ "ground, or add variety to props. Decals can be moved at any time, making "
-#~ "them suitable for things like blob shadows or laser sight dots.\n"
-#~ "They are made of an [AABB] and a group of [Texture2D]s specifying "
-#~ "[Color], normal, ORM (ambient occlusion, roughness, metallic), and "
-#~ "emission. Decals are projected within their [AABB] so altering the "
-#~ "orientation of the Decal affects the direction in which they are "
-#~ "projected. By default, Decals are projected down (i.e. from positive Y to "
-#~ "negative Y).\n"
-#~ "The [Texture2D]s associated with the Decal are automatically stored in a "
-#~ "texture atlas which is used for drawing the decals so all decals can be "
-#~ "drawn at once. Godot uses clustered decals, meaning they are stored in "
-#~ "cluster data and drawn when the mesh is drawn, they are not drawn as a "
-#~ "postprocessing effect after."
-#~ msgstr ""
-#~ "Las [Decal]s se usan para proyectar una textura sobre una [Mesh] en la "
-#~ "escena. Utilice las calcomanías para añadir detalles a una escena sin "
-#~ "afectar a la [Mesh] subyacente. A menudo se utilizan para añadir "
-#~ "intemperie a un edificio, añadir tierra o barro al suelo, o añadir "
-#~ "variedad a los accesorios. Las calcomanías pueden ser movidas en "
-#~ "cualquier momento, haciéndolas adecuadas para cosas como sombras de "
-#~ "manchas o puntos de vista de láser.\n"
-#~ "Están hechas de un [AABB] y un grupo de [Texture2D] especificando "
-#~ "[Color], normal, ORM (oclusión ambiental, rugosidad, metálico), y "
-#~ "emisión. Las calcomanías se proyectan dentro de su [AABB] por lo que "
-#~ "alterar la orientación de la calcomanía afecta a la dirección en la que "
-#~ "se proyectan. Por defecto, las calcomanías se proyectan hacia abajo (es "
-#~ "decir, de Y positivo a Y negativo).\n"
-#~ "Las [Texture2D]s asociadas con la Calcomanía se almacenan automáticamente "
-#~ "en un atlas de texturas que se utiliza para dibujar las calcomanías, de "
-#~ "modo que todas las calcomanías pueden ser dibujadas a la vez. Godot "
-#~ "utiliza calcomanías agrupadas, lo que significa que se almacenan en datos "
-#~ "agrupados y se dibujan cuando se dibuja la malla, no se dibujan como un "
-#~ "efecto de post-procesamiento después."
-
-#~ msgid ""
-#~ "Returns the [Texture2D] associated with the specified [enum "
-#~ "DecalTexture]. This is a convenience method, in most cases you should "
-#~ "access the texture directly.\n"
-#~ "For example, instead of [code]albedo_tex = $Decal.get_texture(Decal."
-#~ "TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/"
-#~ "code].\n"
-#~ "One case where this is better than accessing the texture directly is when "
-#~ "you want to copy one Decal's textures to another. For example:\n"
-#~ "[codeblock]\n"
-#~ "for i in Decal.TEXTURE_MAX:\n"
-#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Devuelve la [Texture2D] asociada a la [enum DecalTexture] especificada. "
-#~ "Este es un método conveniente, en la mayoría de los casos se debe acceder "
-#~ "a la textura directamente.\n"
-#~ "Por ejemplo, en lugar de [code]albedo_tex = $Decal.get_texture(Decal."
-#~ "TEXTURE_ALBEDO)[/code], usa [code]albedo_tex = $Decal.texture_albedo[/"
-#~ "code].\n"
-#~ "Un caso en el que esto es mejor que acceder a la textura directamente es "
-#~ "cuando quieres copiar las texturas de una Calcomanía a otra. Por "
-#~ "ejemplo:\n"
-#~ "[codeblock]\n"
-#~ "para la i en Decal.TEXTURE_MAX:\n"
-#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
-#~ "[/codebloque]"
-
-#~ msgid ""
-#~ "Sets the [Texture2D] associated with the specified [enum DecalTexture]. "
-#~ "This is a convenience method, in most cases you should access the texture "
-#~ "directly.\n"
-#~ "For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, "
-#~ "albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n"
-#~ "One case where this is better than accessing the texture directly is when "
-#~ "you want to copy one Decal's textures to another. For example:\n"
-#~ "[codeblock]\n"
-#~ "for i in Decal.TEXTURE_MAX:\n"
-#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Establece la [Texture2D] asociada a la [enum DecalTexture] especificada. "
-#~ "Este es un método conveniente, en la mayoría de los casos se debe acceder "
-#~ "a la textura directamente.\n"
-#~ "Por ejemplo, en lugar de [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, "
-#~ "albedo_tex)[/code], usa [code]$Decal.texture_albedo = albedo_tex[/code].\n"
-#~ "Un caso en el que esto es mejor que acceder a la textura directamente es "
-#~ "cuando quieres copiar las texturas de una Calcomanía a otra. Por "
-#~ "ejemplo:\n"
-#~ "[codeblock]\n"
-#~ "para la i en Decal.TEXTURE_MAX:\n"
-#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
-#~ "[/codebloque]"
-
-#~ msgid ""
-#~ "Blends the albedo [Color] of the decal with albedo [Color] of the "
-#~ "underlying mesh."
-#~ msgstr ""
-#~ "Mezcla el albedo [Color] de la calcomanía con el albedo [Color] de la "
-#~ "malla subyacente."
-
-#~ msgid ""
-#~ "Specifies which [member VisualInstance3D.layers] this decal will project "
-#~ "on. By default, Decals affect all layers. This is used so you can specify "
-#~ "which types of objects receive the Decal and which do not. This is "
-#~ "especially useful so you an ensure that dynamic objects don't "
-#~ "accidentally receive a Decal intended for the terrain under them."
-#~ msgstr ""
-#~ "Especifica sobre qué [member VisualInstance3D.layers] se proyectará esta "
-#~ "calcomanía. Por defecto, las calcomanías afectan a todas las capas. Esto "
-#~ "se utiliza para poder especificar qué tipos de objetos reciben la "
-#~ "calcomanía y cuáles no. Esto es especialmente útil para asegurarte de que "
-#~ "los objetos dinámicos no reciban accidentalmente una calcomanía destinada "
-#~ "al terreno debajo de ellos."
-
-#~ msgid "Distance from the camera at which the Decal begins to fade away."
-#~ msgstr ""
-#~ "Distancia de la cámara en la que la calcomanía comienza a desvanecerse."
-
-#~ msgid ""
-#~ "If [code]true[/code], decals will smoothly fade away when far from the "
-#~ "active [Camera3D] starting at [member distance_fade_begin]. The Decal "
-#~ "will fade out over [member distance_fade_length], after which it will be "
-#~ "culled and not sent to the shader at all. Use this to reduce the number "
-#~ "of active Decals in a scene and thus improve performance."
-#~ msgstr ""
-#~ "Si [code]true[/code], las calcomanías se desvanecerán suavemente cuando "
-#~ "estén lejos de la [Camera3D] activa, comenzando en [member "
-#~ "distance_fade_begin]. La calcomanía se desvanecerá en [member "
-#~ "distance_fade_length], después de lo cual será eliminada y no será "
-#~ "enviada al shader en absoluto. Usa esto para reducir el número de "
-#~ "calcomanías activas en una escena y así mejorar el rendimiento."
-
-#~ msgid ""
-#~ "Distance over which the Decal fades. The Decal becomes slowly more "
-#~ "transparent over this distance and is completely invisible at the end."
-#~ msgstr ""
-#~ "Distancia a la que la calcomanía se desvanece. La calcomanía se vuelve "
-#~ "lentamente más transparente a esta distancia y es completamente invisible "
-#~ "al final."
-
-#~ msgid ""
-#~ "Energy multiplier for the emission texture. This will make the decal emit "
-#~ "light at a higher intensity."
-#~ msgstr ""
-#~ "Multiplicador de energía para la textura de la emisión. Esto hará que la "
-#~ "calcomanía emita luz a una mayor intensidad."
-
-#~ msgid ""
-#~ "Sets the size of the [AABB] used by the decal. The AABB goes from [code]-"
-#~ "extents[/code] to [code]extents[/code]."
-#~ msgstr ""
-#~ "Establece el tamaño del [AABB] usado por la calcomanía. El AABB va de "
-#~ "[code]-extents[/code] a [code]-extents[/code]."
-
-#~ msgid ""
-#~ "Sets the curve over which the decal will fade as the surface gets further "
-#~ "from the center of the [AABB]."
-#~ msgstr ""
-#~ "Establece la curva sobre la cual la calcomanía se desvanecerá a medida "
-#~ "que la superficie se aleje del centro del [AABB]."
-
-#~ msgid "Changes the [Color] of the Decal by multiplying it with this value."
-#~ msgstr "Cambia el [color] de la calcomanía multiplicándolo por este valor."
-
-#~ msgid ""
-#~ "Fades the Decal if the angle between the Decal's [AABB] and the target "
-#~ "surface becomes too large. A value of [code]0[/code] projects the Decal "
-#~ "regardless of angle, a value of [code]1[/code] limits the Decal to "
-#~ "surfaces that are nearly perpendicular."
-#~ msgstr ""
-#~ "Se desvanece la calcomanía si el ángulo entre la calcomanía [AABB] y la "
-#~ "superficie del objetivo se hace demasiado grande. Un valor de [code]0[/"
-#~ "code] proyecta la calcomanía sin importar el ángulo, un valor de [code]1[/"
-#~ "code] limita la calcomanía a las superficies que son casi perpendiculares."
-
-#~ msgid ""
-#~ "[Texture2D] with the base [Color] of the Decal. Either this or the "
-#~ "[member texture_emission] must be set for the Decal to be visible. Use "
-#~ "the alpha channel like a mask to smoothly blend the edges of the decal "
-#~ "with the underlying object."
-#~ msgstr ""
-#~ "[Textura2D] con la base [Color] de la calcomanía. Esto o el [member "
-#~ "texture_emission] debe ser establecido para que la calcomanía sea "
-#~ "visible. Utilice el canal alfa como una máscara para mezclar suavemente "
-#~ "los bordes de la calcomanía con el objeto subyacente."
-
-#~ msgid ""
-#~ "[Texture2D] with the emission [Color] of the Decal. Either this or the "
-#~ "[member texture_emission] must be set for the Decal to be visible. Use "
-#~ "the alpha channel like a mask to smoothly blend the edges of the decal "
-#~ "with the underlying object."
-#~ msgstr ""
-#~ "[Textura2D] con la emisión [Color] de la calcomanía. Esto o la [member "
-#~ "texture_emission] debe ser establecido para que la calcomanía sea "
-#~ "visible. Utilice el canal alfa como una máscara para mezclar suavemente "
-#~ "los bordes de la calcomanía con el objeto subyacente."
-
-#~ msgid ""
-#~ "[Texture2D] with the per-pixel normalmap for the decal. Use this to add "
-#~ "extra detail to decals."
-#~ msgstr ""
-#~ "[Textura2D] con el mapa normal por píxel para la calcomanía. Usa esto "
-#~ "para añadir detalles extra a las calcomanías."
-
-#~ msgid ""
-#~ "[Texture2D] storing ambient occlusion, roughness, and metallic for the "
-#~ "decal. Use this to add extra detail to decals."
-#~ msgstr ""
-#~ "[Textura2D] almacenando la oclusión ambiental, la rugosidad y el metal "
-#~ "para la calcomanía. Usa esto para añadir detalles adicionales a las "
-#~ "calcomanías."
-
-#~ msgid "[Texture2D] corresponding to [member texture_albedo]."
-#~ msgstr "[Texture2D] correspondiente a [member texture_albedo]."
-
-#~ msgid "[Texture2D] corresponding to [member texture_normal]."
-#~ msgstr "[Texture2D] correspondiente a [member texture_normal]."
-
-#~ msgid "[Texture2D] corresponding to [member texture_orm]."
-#~ msgstr "[Texture2D] correspondiente a [member texture_orm]."
-
-#~ msgid "[Texture2D] corresponding to [member texture_emission]."
-#~ msgstr "[Texture2D] correspondiente a [member texture_emission]."
-
-#~ msgid "Max size of [enum DecalTexture] enum."
-#~ msgstr "Tamaño máximo del enum [enum DecalTexture]."
-
-#~ msgid "Returns the size of the dictionary (in pairs)."
-#~ msgstr "Devuelve el tamaño del diccionario (en pares)."
-
-#~ msgid ""
-#~ "Proportion of [member directional_shadow_max_distance] at which point the "
-#~ "shadow starts to fade. At [member directional_shadow_max_distance] the "
-#~ "shadow will disappear."
-#~ msgstr ""
-#~ "Proporción de [member directional_shadow_max_distance] en el que la "
-#~ "sombra comienza a desvanecerse. En [member "
-#~ "directional_shadow_max_distance] la sombra desaparecerá."
-
-#~ msgid ""
-#~ "Sets the size of the directional shadow pancake. The pancake offsets the "
-#~ "start of the shadow's camera frustum to provide a higher effective depth "
-#~ "resolution for the shadow. However, a high pancake size can cause "
-#~ "artifacts in the shadows of large objects that are close to the edge of "
-#~ "the frustum. Reducing the pancake size can help. Setting the size to "
-#~ "[code]0[/code] turns off the pancaking effect."
-#~ msgstr ""
-#~ "Establece el tamaño de la tortita de sombra direccional. La tortita "
-#~ "compensa el inicio del frustum de la cámara de la sombra para "
-#~ "proporcionar una mayor resolución de profundidad efectiva para la sombra. "
-#~ "Sin embargo, un tamaño de tortita alto puede causar artefactos en las "
-#~ "sombras de objetos grandes que están cerca del borde del frustum. Reducir "
-#~ "el tamaño de la tortita puede ayudar. Ajustar el tamaño a [code]0[/code] "
-#~ "desactiva el efecto de tortita."
-
-#~ msgid "Extra character spacing in pixels."
-#~ msgstr "Espacio extra de caracteres en píxeles."
-
-#~ msgid "Extra space spacing in pixels."
-#~ msgstr "Espacio extra en píxeles."
-
-#~ msgid "Character spacing."
-#~ msgstr "El espaciado de caracteres."
-
-#~ msgid "Space spacing."
-#~ msgstr "El espaciado del espacio."
-
-#~ msgid ""
-#~ "Virtual method to be overridden by the user. It is called when the export "
-#~ "starts and provides all information about the export."
-#~ msgstr ""
-#~ "Método virtual que debe ser sobreescrito por el usuario. Se llama cuando "
-#~ "se inicia la exportación y proporciona toda la información sobre la misma."
-
-#~ msgid ""
-#~ "The dialog's open or save mode, which affects the selection behavior. See "
-#~ "[enum FileMode]"
-#~ msgstr ""
-#~ "El diálogo está en modo abierto o guardado, lo que afecta al "
-#~ "comportamiento de la selección. Ver [enum FileMode]"
-
-#~ msgid "Gets the type of the file, given the full path."
-#~ msgstr "Obtiene el tipo de archivo, dada la ruta completa."
-
-#~ msgid "Returns the file extension of the file at index [code]idx[/code]."
-#~ msgstr "Devuelve la extensión del archivo en el índice [code]idx[/code]."
-
-#~ msgid "Gets the name to display in the import window."
-#~ msgstr "Obtiene el nombre para mostrarlo en la ventana de importación."
-
-#~ msgid ""
-#~ "Registers a custom translation parser plugin for extracting translatable "
-#~ "strings from custom files."
-#~ msgstr ""
-#~ "Registra un plugin parser de traducción personalizado para extraer "
-#~ "strings traducibles de archivos personalizados."
-
-#~ msgid "Removes a registered custom translation parser plugin."
-#~ msgstr "Elimina un plugin de parser de traducción personalizada registrado."
-
-#~ msgid "Updates the overlays of the editor (2D/3D) viewport."
-#~ msgstr "Actualiza las capas superiores de la vista del editor (2D/3D)."
-
-#~ msgid "Override if you want to allow a custom tooltip over your property."
-#~ msgstr ""
-#~ "Sobrescribe si quieres permitir que una sugerencia personalizada sobre tu "
-#~ "propiedad."
-
-#~ msgid ""
-#~ "Adds controls with this function if you want them on the bottom (below "
-#~ "the label)."
-#~ msgstr ""
-#~ "Añade controles con esta función si los quieres en la parte inferior "
-#~ "(debajo de la etiqueta)."
-
-#~ msgid ""
-#~ "Used by the inspector, set to [code]true[/code] when the property can be "
-#~ "deleted by the user."
-#~ msgstr ""
-#~ "Usado por el inspector, fijado en [code]true[/code] cuando la propiedad "
-#~ "puede ser eliminada por el usuario."
-
-#~ msgid "Emitted when a property was deleted. Used internally."
-#~ msgstr "Emitido cuando una propiedad fue borrada. Usado internamente."
-
-#~ msgid ""
-#~ "Queue a resource being edited for preview (using an instance). Once the "
-#~ "preview is ready, your receiver.receiver_func will be called either "
-#~ "containing the preview texture or an empty texture (if no preview was "
-#~ "possible). Callback must have the format: (path,texture,userdata). "
-#~ "Userdata can be anything."
-#~ msgstr ""
-#~ "Pone en cola un recurso que se está editando para una vista previa "
-#~ "(usando una instancia). Una vez que la vista previa esté lista, se "
-#~ "llamará a tu receiver.receiver_func, ya sea conteniendo la textura de la "
-#~ "vista previa o una textura vacía (si no fue posible la vista previa). La "
-#~ "llamada debe tener el formato: (path,textura,datos de usuario). Los datos "
-#~ "de usuario pueden ser cualquier cosa."
-
-#~ msgid ""
-#~ "Queue a resource file for preview (using a path). Once the preview is "
-#~ "ready, your receiver.receiver_func will be called either containing the "
-#~ "preview texture or an empty texture (if no preview was possible). "
-#~ "Callback must have the format: (path,texture,userdata). Userdata can be "
-#~ "anything."
-#~ msgstr ""
-#~ "Pone en cola un archivo de recursos para una vista previa (usando una "
-#~ "ruta). Una vez que la vista previa esté lista, se llamará a tu receiver."
-#~ "receiver_func, que contendrá la textura de la vista previa o una textura "
-#~ "vacía (si no fue posible la vista previa). La llamada debe tener el "
-#~ "formato: (path,textura,datos de usuario). Los datos de usuario pueden ser "
-#~ "cualquier cosa."
-
-#~ msgid "FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url]."
-#~ msgstr ""
-#~ "Importador de recursos FBX 3D basado en [url=http://assimp.org/]Assimp[/"
-#~ "url]."
-
-#~ msgid "Adds a node to the selection."
-#~ msgstr "Añade un nodo a la selección."
-
-#~ msgid ""
-#~ "Plugin for adding custom parsers to extract strings that are to be "
-#~ "translated from custom files (.csv, .json etc.)."
-#~ msgstr ""
-#~ "Plugin para añadir analizadores personalizados para extraer strings que "
-#~ "deben ser traducidas de archivos personalizados (.csv, .json etc.)."
-
-#~ msgid ""
-#~ "Plugins are registered via [method EditorPlugin."
-#~ "add_translation_parser_plugin] method. To define the parsing and string "
-#~ "extraction logic, override the [method parse_file] method in script.\n"
-#~ "The extracted strings will be written into a POT file selected by user "
-#~ "under \"POT Generation\" in \"Localization\" tab in \"Project Settings\" "
-#~ "menu.\n"
-#~ "Below shows an example of a custom parser that extracts strings in a CSV "
-#~ "file to write into a POT.\n"
-#~ "[codeblock]\n"
-#~ "tool\n"
-#~ "extends EditorTranslationParserPlugin\n"
-#~ "\n"
-#~ "\n"
-#~ "func parse_file(path, extracted_strings):\n"
-#~ " var file = File.new()\n"
-#~ " file.open(path, File.READ)\n"
-#~ " var text = file.get_as_text()\n"
-#~ " var split_strs = text.split(\",\", false, 0)\n"
-#~ " for s in split_strs:\n"
-#~ " extracted_strings.append(s)\n"
-#~ " #print(\"Extracted string: \" + s)\n"
-#~ "\n"
-#~ "\n"
-#~ "func get_recognized_extensions():\n"
-#~ " return [\"csv\"]\n"
-#~ "[/codeblock]\n"
-#~ "[b]Note:[/b] If you override parsing logic for standard script types "
-#~ "(GDScript, C#, etc.), it would be better to load the [code]path[/code] "
-#~ "argument using [method ResourceLoader.load]. This is because built-in "
-#~ "scripts are loaded as [Resource] type, not [File] type.\n"
-#~ "For example:\n"
-#~ "[codeblock]\n"
-#~ "func parse_file(path, extracted_strings):\n"
-#~ " var res = ResourceLoader.load(path, \"Script\")\n"
-#~ " var text = res.get_source_code()\n"
-#~ " # Parsing logic.\n"
-#~ "\n"
-#~ "\n"
-#~ "func get_recognized_extensions():\n"
-#~ " return [\"gd\"]\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Los plugins se registran mediante el método [method EditorPlugin."
-#~ "add_translation_parser_plugin]. Para definir la lógica de análisis y de "
-#~ "extracción de strings, anula el método [method parse_file] en el script.\n"
-#~ "Las strings extraídas se escribirán en un archivo POT seleccionado por el "
-#~ "usuario en \"Generación POT\" en la pestaña \"Localización\" del menú "
-#~ "\"Configuración del proyecto\".\n"
-#~ "A continuación se muestra un ejemplo de un analizador personalizado que "
-#~ "extrae cadenas en un archivo CSV para escribirlas en un POT.\n"
-#~ "[codeblock]\n"
-#~ "tool\n"
-#~ "extends EditorTranslationParserPlugin\n"
-#~ "\n"
-#~ "\n"
-#~ "func parse_file(path, extracted_strings):\n"
-#~ " var archivo = File.new()\n"
-#~ " archivo.open(path, File.READ)\n"
-#~ " var texto = archivo.get_as_text()\n"
-#~ " var divide_ristras = text.split(\",\", false, 0)\n"
-#~ " for s in divide_ristras:\n"
-#~ " extracted_strings.append(s)\n"
-#~ " #print(\"string extraida: \" + s)\n"
-#~ "\n"
-#~ "\n"
-#~ "func get_recognized_extensions():\n"
-#~ " return [\"csv\"]\n"
-#~ "[/codeblock]\n"
-#~ "[b]Nota:[/b] Si anulas la lógica de análisis para tipos de scripts "
-#~ "estándar (GDScript, C#, etc.), sería mejor cargar el argumento "
-#~ "[code]path[/code] utilizando el [method ResourceLoader.load]. Esto se "
-#~ "debe a que los scripts incorporados se cargan como tipo [Resource], no "
-#~ "como tipo [File].\n"
-#~ "Por ejemplo:\n"
-#~ "[codeblock]\n"
-#~ "func parse_file(ruta, strings_extraidas):\n"
-#~ " var recurso = ResourceLoader.load(ruta, \"Script\")\n"
-#~ " var texto = recurso.get_source_code()\n"
-#~ " # Lógica de análisis.\n"
-#~ "\n"
-#~ "\n"
-#~ "func get_recognized_extensions():\n"
-#~ " return [\"gd\"]\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Gets the list of file extensions to associate with this parser, e.g. "
-#~ "[code][\"csv\"][/code]."
-#~ msgstr ""
-#~ "Obtiene la lista de extensiones de archivos para asociar con este "
-#~ "analizador, por ejemplo, [code][\"csv\"][/code]."
-
-#~ msgid ""
-#~ "Override this method to define a custom parsing logic to extract the "
-#~ "translatable strings."
-#~ msgstr ""
-#~ "Sobreescribe este método para definir una lógica de análisis "
-#~ "personalizado para extraer las strings traducibles."
-
-#~ msgid ""
-#~ "Returns the total number of frames passed since engine initialization "
-#~ "which is advanced on each [b]idle frame[/b], regardless of whether the "
-#~ "render loop is enabled. See also [method get_frames_drawn]."
-#~ msgstr ""
-#~ "Devuelve el número total de fotogramas pasados desde la inicialización "
-#~ "del motor que se avanza en cada [b]fotograma inactivo[/b], "
-#~ "independientemente de si el bucle de renderización está activado. Ver "
-#~ "también [method get_frames_drawn]."
-
-#~ msgid ""
-#~ "Returns the total number of frames passed since engine initialization "
-#~ "which is advanced on each [b]physics frame[/b]."
-#~ msgstr ""
-#~ "Devuelve el número total de fotogramas pasados desde la inicialización "
-#~ "del motor que se avanza en cada [b]fotograma de la física[/b]."
-
-#~ msgid ""
-#~ "If [code]true[/code], it is running inside the editor. Useful for tool "
-#~ "scripts."
-#~ msgstr ""
-#~ "Si [code]true[/code], se está ejecutando dentro del editor. Es útil para "
-#~ "los scripts de herramientas."
-
-#~ msgid ""
-#~ "Gather ambient light from whichever source is specified as the background."
-#~ msgstr ""
-#~ "Recoge la luz ambiental de cualquier fuente que se especifique como fondo."
-
-#~ msgid "Disable ambient light."
-#~ msgstr "Deshabilita la luz ambiental."
-
-#~ msgid "Specify a specific [Color] for ambient light."
-#~ msgstr "Especifique un [Color] específico para la luz ambiental."
-
-#~ msgid ""
-#~ "Gather ambient light from the [Sky] regardless of what the background is."
-#~ msgstr "Recoge la luz ambiental del [Sky] sin importar cuál sea el fondo."
-
-#~ msgid "Use the background for reflections."
-#~ msgstr "Usar el fondo para los reflejos."
-
-#~ msgid "Disable reflections."
-#~ msgstr "Deshabilita los reflejos."
-
-#~ msgid "Use the [Sky] for reflections regardless of what the background is."
-#~ msgstr "Usar el [Sky] para los reflejos sin importar cuál es el fondo."
-
-#~ msgid ""
-#~ "Mixes the glow with the underlying color to avoid increasing brightness "
-#~ "as much while still maintaining a glow effect."
-#~ msgstr ""
-#~ "Mezcla el resplandor con el color subyacente para evitar aumentar el "
-#~ "brillo tanto como sea posible manteniendo el efecto de resplandor."
-
-#~ msgid ""
-#~ "3×3 blur for the screen-space ambient occlusion effect. Increases the "
-#~ "radius of the blur for a smoother look, but can result in checkerboard-"
-#~ "like artifacts."
-#~ msgstr ""
-#~ "Desenfoque de 3×3 para el efecto de oclusión ambiental del espacio de la "
-#~ "pantalla. Aumenta el radio del desenfoque para una apariencia más suave, "
-#~ "pero puede dar lugar a artefactos similares al tablero de ajedrez."
-
-#~ msgid "Closes the currently opened file."
-#~ msgstr "Cierra el archivo actualmente abierto."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the file cursor has read past the end of the "
-#~ "file.\n"
-#~ "[b]Note:[/b] This function will still return [code]false[/code] while at "
-#~ "the end of the file and only activates when reading past it. This can be "
-#~ "confusing but it conforms to how low-level file access works in all "
-#~ "operating systems. There is always [method get_len] and [method "
-#~ "get_position] to implement a custom logic."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si el cursor del archivo ha leído más allá del "
-#~ "final del mismo.\n"
-#~ "[b]Nota:[/b] Esta función seguirá devolviendo [code]false[/code] mientras "
-#~ "se encuentre al final del archivo y sólo se activa cuando se lee más allá "
-#~ "de él. Esto puede ser confuso pero se ajusta a la forma en que funciona "
-#~ "el acceso a archivos de bajo nivel en todos los sistemas operativos. "
-#~ "Siempre hay [method get_len] y [method get_position] para implementar una "
-#~ "lógica personalizada."
-
-#~ msgid ""
-#~ "Returns the next value of the file in CSV (Comma-Separated Values) "
-#~ "format. You can pass a different delimiter [code]delim[/code] to use "
-#~ "other than the default [code]\",\"[/code] (comma). This delimiter must be "
-#~ "one-character long.\n"
-#~ "Text is interpreted as being UTF-8 encoded."
-#~ msgstr ""
-#~ "Devuelve el siguiente valor del archivo en formato CSV (Comma-Separated "
-#~ "Values). Puedes pasar un delimitador diferente [code]delim[/code] para "
-#~ "usar otro que no sea el predeterminado [code]\",\"[/code] (coma). Este "
-#~ "delimitador debe tener un carácter de longitud.\n"
-#~ "El texto se interpreta como si estuviera codificado en UTF-8."
-
-#~ msgid "Opens a compressed file for reading or writing."
-#~ msgstr "Abre un archivo comprimido para leer o escribir."
-
-#~ msgid ""
-#~ "Stores the given [String] as a line in the file.\n"
-#~ "Text will be encoded as UTF-8."
-#~ msgstr ""
-#~ "Almacena la [String] dada como una línea en el archivo.\n"
-#~ "El texto será codificado como UTF-8."
-
-#~ msgid ""
-#~ "Stores the given [String] in the file.\n"
-#~ "Text will be encoded as UTF-8."
-#~ msgstr ""
-#~ "Almacena el [String] dado en el archivo.\n"
-#~ "El texto será codificado como UTF-8."
-
-#~ msgid ""
-#~ "Stores any Variant value in the file. If [code]full_objects[/code] is "
-#~ "[code]true[/code], encoding objects is allowed (and can potentially "
-#~ "include code)."
-#~ msgstr ""
-#~ "Almacena cualquier valor variable en el archivo. Si [code]full_objects[/"
-#~ "code] es [code]true[/code], se permite codificar objetos (y "
-#~ "potencialmente puede incluir código)."
-
-#~ msgid ""
-#~ "If [code]true[/code], the file's endianness is swapped. Use this if "
-#~ "you're dealing with files written on big-endian machines.\n"
-#~ "[b]Note:[/b] This is about the file format, not CPU type. This is always "
-#~ "reset to [code]false[/code] whenever you open the file."
-#~ msgstr ""
-#~ "Si [code]true[/code], la custodia del archivo se intercambia. Usa esto si "
-#~ "estás tratando con archivos escritos en máquinas big-endian.\n"
-#~ "[b]Nota:[/b] Se trata del formato del archivo, no del tipo de CPU. Esto "
-#~ "siempre se reajusta a [code]false[/code] cada vez que se abre el archivo."
-
-#~ msgid "Opens the file for read operations."
-#~ msgstr "Abre el archivo para operaciones de lectura."
-
-#~ msgid ""
-#~ "The file system access scope. See enum [code]Access[/code] constants."
-#~ msgstr ""
-#~ "El ámbito de acceso al sistema de archivos. Ver las constantes enum "
-#~ "[code]Access[/code]."
-
-#~ msgid ""
-#~ "Font contains a Unicode-compatible character set, as well as the ability "
-#~ "to draw it with variable width, ascent, descent and kerning. For creating "
-#~ "fonts from TTF files (or other font formats), see the editor support for "
-#~ "fonts."
-#~ msgstr ""
-#~ "La fuente contiene un conjunto de caracteres compatibles con Unicode, así "
-#~ "como la posibilidad de dibujarla con ancho, ascenso, descenso y kerning "
-#~ "variables. Para crear fuentes a partir de archivos TTF (u otros formatos "
-#~ "de fuentes), consulta el soporte del editor de fuentes."
-
-#~ msgid ""
-#~ "Returns the size of a string, taking kerning and advance into account."
-#~ msgstr ""
-#~ "Devuelve el tamaño de una string, teniendo en cuenta el kerning y el "
-#~ "avance."
-
-#~ msgid ""
-#~ "The name of the referenced function to call on the object, without "
-#~ "parentheses or any parameters."
-#~ msgstr ""
-#~ "El nombre de la función referenciada para llamar al objeto, sin "
-#~ "paréntesis ni parámetros."
-
-#~ msgid "Helper node to calculate generic geometry operations in 3D space."
-#~ msgstr ""
-#~ "Nodo de ayuda para calcular operaciones de geometría genérica en el "
-#~ "espacio 3D."
-
-#~ msgid ""
-#~ "Geometry3D provides users with a set of helper functions to create "
-#~ "geometric shapes, compute intersections between shapes, and process "
-#~ "various other geometric operations."
-#~ msgstr ""
-#~ "Geometry3D proporciona a los usuarios un conjunto de funciones de ayuda "
-#~ "para crear formas geométricas, calcular las intersecciones entre las "
-#~ "formas y procesar varias otras operaciones geométricas."
-
-#~ msgid "2D particle emitter."
-#~ msgstr "Emisor de partículas 2D."
-
-#~ msgid ""
-#~ "2D particle node used to create a variety of particle systems and "
-#~ "effects. [GPUParticles2D] features an emitter that generates some number "
-#~ "of particles at a given rate.\n"
-#~ "Use the [code]process_material[/code] property to add a "
-#~ "[ParticlesMaterial] to configure particle appearance and behavior. "
-#~ "Alternatively, you can add a [ShaderMaterial] which will be applied to "
-#~ "all particles."
-#~ msgstr ""
-#~ "Nodo de partículas 2D utilizado para crear una variedad de sistemas de "
-#~ "partículas y efectos. [GPUParticles2D] tiene un emisor que genera un "
-#~ "cierto número de partículas a una velocidad determinada.\n"
-#~ "Utiliza la propiedad [code]process_material[/code] para añadir un "
-#~ "[ParticlesMaterial] para configurar la apariencia y el comportamiento de "
-#~ "las partículas. Alternativamente, puede agregar un [ShaderMaterial] que "
-#~ "se aplicará a todas las partículas."
-
-#~ msgid "Editor visibility helper."
-#~ msgstr "Ayudante de visibilidad del editor."
-
-#~ msgid "3D particle emitter."
-#~ msgstr "Emisor de partículas en 3D."
-
-#~ msgid ""
-#~ "3D particle node used to create a variety of particle systems and "
-#~ "effects. [GPUParticles3D] features an emitter that generates some number "
-#~ "of particles at a given rate.\n"
-#~ "Use the [code]process_material[/code] property to add a "
-#~ "[ParticlesMaterial] to configure particle appearance and behavior. "
-#~ "Alternatively, you can add a [ShaderMaterial] which will be applied to "
-#~ "all particles."
-#~ msgstr ""
-#~ "Nodo de partículas 3D utilizado para crear una variedad de sistemas de "
-#~ "partículas y efectos. [GPUParticles3D] tiene un emisor que genera un "
-#~ "cierto número de partículas a una velocidad determinada.\n"
-#~ "Utiliza la propiedad [code]process_material[/code] para añadir un "
-#~ "[ParticlesMaterial] para configurar la apariencia y el comportamiento de "
-#~ "las partículas. Alternativamente, puede agregar un [ShaderMaterial] que "
-#~ "se aplicará a todas las partículas."
-
-#~ msgid "Number of particles to emit."
-#~ msgstr "Número de partículas a emitir."
-
-#~ msgid ""
-#~ "The [AABB] that determines the area of the world part of which needs to "
-#~ "be visible on screen for the particle system to be active."
-#~ msgstr ""
-#~ "El [AABB] que determina el área del mundo cuya parte necesita ser visible "
-#~ "en pantalla para que el sistema de partículas esté activo."
-
-#~ msgid "Returns the color set to [code]idx[/code] left (input) slot."
-#~ msgstr ""
-#~ "Devuelve el color colocado a [code]idx[/code] en la ranura (de entrada) "
-#~ "izquierda."
-
-#~ msgid "Returns the color set to [code]idx[/code] right (output) slot."
-#~ msgstr ""
-#~ "Devuelve el color fijado en la ranura derecha (de salida) de [code]idx[/"
-#~ "code]."
-
-#~ msgid "Returns the (integer) type of left (input) [code]idx[/code] slot."
-#~ msgstr ""
-#~ "Devuelve el tipo (entero) de la ranura izquierda (entrada) [code]idx[/"
-#~ "code]."
-
-#~ msgid "Returns the (integer) type of right (output) [code]idx[/code] slot."
-#~ msgstr ""
-#~ "Devuelve el tipo (entero) de la ranura derecha (salida) [code]idx[/code]."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if left (input) slot [code]idx[/code] is "
-#~ "enabled, [code]false[/code] otherwise."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si la ranura (de entrada) izquierda [code]idx[/"
-#~ "code] está activada, [code]false[/code] en caso contrario."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if right (output) slot [code]idx[/code] is "
-#~ "enabled, [code]false[/code] otherwise."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si la ranura derecha (de salida) [code]idx[/"
-#~ "code] está activada, [code]false[/code] en caso contrario."
-
-#~ msgid "The physics layers this GridMap detects collisions in."
-#~ msgstr "Las capas físicas en las que este GridMap detecta las colisiones."
-
-#~ msgid ""
-#~ "Horizontal slider. See [Slider]. This one goes from left (min) to right "
-#~ "(max)."
-#~ msgstr ""
-#~ "Deslizador horizontal. Ver [Slider]. Éste va de izquierda (min) a derecha "
-#~ "(máx)."
-
-#~ msgid ""
-#~ "A [Texture2D] based on an [Image]. Can be created from an [Image] with "
-#~ "[method create_from_image].\n"
-#~ "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics "
-#~ "hardware limitations. Larger images will fail to import."
-#~ msgstr ""
-#~ "Una [Texture2D] basada en una [Image]. Puede ser creada a partir de una "
-#~ "[Image] con el [method create_from_image].\n"
-#~ "[b]Nota:[/b] El tamaño máximo de la imagen es de 16384×16384 píxeles "
-#~ "debido a las limitaciones del hardware de gráficos. Las imágenes más "
-#~ "grandes no se importarán."
-
-#~ msgid "Create a new [ImageTexture] from an [Image]."
-#~ msgstr "Crear un nuevo [ImageTexture] a partir de un [Image]."
-
-#~ msgid ""
-#~ "Replaces the texture's data with a new [code]image[/code]. If "
-#~ "[code]immediate[/code] is [code]true[/code], it will take effect "
-#~ "immediately after the call."
-#~ msgstr ""
-#~ "Sustituye los datos de la textura por una nueva [code]image[/code]. Si "
-#~ "[code]immediate[/code] es [code]true[/code], tendrá efecto inmediatamente "
-#~ "después de la llamada."
-
-#~ msgid ""
-#~ "If the device has an accelerometer, this will return the acceleration. "
-#~ "Otherwise, it returns an empty [Vector3].\n"
-#~ "Note this method returns an empty [Vector3] when running from the editor "
-#~ "even when your device has an accelerometer. You must export your project "
-#~ "to a supported device to read values from the accelerometer."
-#~ msgstr ""
-#~ "Si el dispositivo tiene un acelerómetro, éste devolverá la aceleración. "
-#~ "De lo contrario, devuelve un [Vector3] vacío.\n"
-#~ "Tenga en cuenta que este método devuelve un [Vector3] vacío cuando se "
-#~ "ejecuta desde el editor, incluso cuando el dispositivo tiene un "
-#~ "acelerómetro. Debe exportar su proyecto a un dispositivo compatible para "
-#~ "leer los valores del acelerómetro."
-
-#~ msgid ""
-#~ "If the device has an accelerometer, this will return the gravity. "
-#~ "Otherwise, it returns an empty [Vector3]."
-#~ msgstr ""
-#~ "Si el dispositivo tiene un acelerómetro, esto devolverá la gravedad. De "
-#~ "lo contrario, devuelve un [Vector3] vacío."
-
-#~ msgid ""
-#~ "If the device has a gyroscope, this will return the rate of rotation in "
-#~ "rad/s around a device's X, Y, and Z axes. Otherwise, it returns an empty "
-#~ "[Vector3]."
-#~ msgstr ""
-#~ "Si el dispositivo tiene un giroscopio, éste devolverá la tasa de rotación "
-#~ "en rad/s alrededor de los ejes X, Y y Z del dispositivo. De lo contrario, "
-#~ "devuelve un [Vector3] vacío."
-
-#~ msgid ""
-#~ "If the device has a magnetometer, this will return the magnetic field "
-#~ "strength in micro-Tesla for all axes."
-#~ msgstr ""
-#~ "Si el dispositivo tiene un magnetómetro, éste devolverá la fuerza del "
-#~ "campo magnético en micro-Tesla para todos los ejes."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] when the user stops pressing the action event, "
-#~ "meaning it's [code]true[/code] only on the frame that the user released "
-#~ "the button."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] cuando el usuario deja de pulsar el evento de "
-#~ "acción, lo que significa que es [code]true[/code] sólo en el fotograma en "
-#~ "el que el usuario soltó el botón."
-
-#~ msgid ""
-#~ "Captures the mouse. The mouse will be hidden and unable to leave the game "
-#~ "window, but it will still register movement and mouse button presses. On "
-#~ "Windows and Linux, the mouse will use raw input mode, which means the "
-#~ "reported movement will be unaffected by the OS' mouse acceleration "
-#~ "settings."
-#~ msgstr ""
-#~ "Captura el ratón. El ratón estará oculto y no podrá salir de la ventana "
-#~ "del juego, pero aún así registrará el movimiento y las pulsaciones del "
-#~ "botón del ratón. En Windows y Linux, el ratón utilizará el modo de "
-#~ "entrada en bruto, lo que significa que el movimiento reportado no se verá "
-#~ "afectado por la configuración de la aceleración del ratón del sistema "
-#~ "operativo."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if this input event matches a pre-defined "
-#~ "action of any type."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si este evento de entrada coincide con una "
-#~ "acción predefinida de cualquier tipo."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the given action is released (i.e. not "
-#~ "pressed). Not relevant for events of type [InputEventMouseMotion] or "
-#~ "[InputEventScreenDrag]."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si la acción dada se libera (es decir, no se "
-#~ "presiona). No es relevante para eventos del tipo [InputEventMouseMotion] "
-#~ "o [InputEventScreenDrag]."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the given input event is checking for the "
-#~ "same key ([InputEventKey]), button ([InputEventJoypadButton]) or action "
-#~ "([InputEventAction])."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si el evento de entrada dado está comprobando "
-#~ "la misma tecla ([InputEventKey]), botón ([InputEventJoypadButton]) o "
-#~ "acción ([InputEventAction])."
-
-#~ msgid ""
-#~ "Sets the background color of the item specified by [code]idx[/code] index "
-#~ "to the specified [Color].\n"
-#~ "[codeblock]\n"
-#~ "var some_string = \"Some text\"\n"
-#~ "some_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # This will set "
-#~ "the background color of the first item of the control to red.\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Establece el color de fondo del elemento especificado por el índice "
-#~ "[code]idx[/code] al [Color] especificado.\n"
-#~ "[codeblock]\n"
-#~ "var una_string = \"Algun texto\"\n"
-#~ "una_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # Esto pondrá el "
-#~ "color de fondo del primer elemento del control en rojo.\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Sets the foreground color of the item specified by [code]idx[/code] index "
-#~ "to the specified [Color].\n"
-#~ "[codeblock]\n"
-#~ "var some_string = \"Some text\"\n"
-#~ "some_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) # This will set "
-#~ "the foreground color of the first item of the control to red.\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Establece el color de primer plano del elemento especificado por el "
-#~ "índice [code]idx[/code] al [Color] especificado.\n"
-#~ "[codeblock]\n"
-#~ "var una_string = \"Algun texto\"\n"
-#~ "una_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) #Esto pondrá el "
-#~ "color de primer plano del primer elemento del control en rojo.\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "The JavaScript singleton is implemented only in the HTML5 export. It's "
-#~ "used to access the browser's JavaScript context. This allows interaction "
-#~ "with embedding pages or calling third-party JavaScript APIs."
-#~ msgstr ""
-#~ "El singleton de JavaScript se implementa sólo en la exportación a HTML5. "
-#~ "Se usa para acceder al contexto de JavaScript del navegador. Esto permite "
-#~ "interactuar con páginas incrustadas o llamar a APIs de JavaScript de "
-#~ "terceros."
-
-#~ msgid ""
-#~ "Converts a [Variant] var to JSON text and returns the result. Useful for "
-#~ "serializing data to store or send over the network.\n"
-#~ "[b]Note:[/b] The JSON specification does not define integer or float "
-#~ "types, but only a [i]number[/i] type. Therefore, converting a Variant to "
-#~ "JSON text will convert all numerical values to [float] types."
-#~ msgstr ""
-#~ "Convierte una [Variant] var a texto JSON y devuelve el resultado. Es útil "
-#~ "para serializar datos para almacenarlos o enviarlos a través de la red.\n"
-#~ "[b]Nota:[/b] La especificación JSON no define tipos enteros o reales, "
-#~ "sino sólo un tipo [i]number[/i]. Por lo tanto, al convertir una variante "
-#~ "a texto JSON se convertirán todos los valores numéricos a tipos [float]."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the body is on the ceiling. Only updates "
-#~ "when calling [method move_and_slide]."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si el cuerpo está en el techo. Sólo se "
-#~ "actualiza cuando se llama a [method move_and_slide]."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the body is on the floor. Only updates when "
-#~ "calling [method move_and_slide]."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si el cuerpo está en el suelo. Sólo se "
-#~ "actualiza cuando se llama a [method move_and_slide]."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the body is on a wall. Only updates when "
-#~ "calling [method move_and_slide]."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si el cuerpo está en una pared. Sólo se "
-#~ "actualiza cuando se llama a [method move_and_slide]."
-
-#~ msgid ""
-#~ "If the body is at least this close to another body, this body will "
-#~ "consider them to be colliding."
-#~ msgstr ""
-#~ "Si el cuerpo está al menos así de cerca de otro cuerpo, este cuerpo "
-#~ "considerará que están chocando."
-
-#~ msgid ""
-#~ "Kinematic bodies are special types of bodies that are meant to be user-"
-#~ "controlled. They are not affected by physics at all; to other types of "
-#~ "bodies, such as a character or a rigid body, these are the same as a "
-#~ "static body. However, they have two main uses:\n"
-#~ "[b]Simulated motion:[/b] When these bodies are moved manually, either "
-#~ "from code or from an [AnimationPlayer] (with [member AnimationPlayer."
-#~ "playback_process_mode] set to \"physics\"), the physics will "
-#~ "automatically compute an estimate of their linear and angular velocity. "
-#~ "This makes them very useful for moving platforms or other AnimationPlayer-"
-#~ "controlled objects (like a door, a bridge that opens, etc).\n"
-#~ "[b]Kinematic characters:[/b] KinematicBody3D also has an API for moving "
-#~ "objects (the [method move_and_collide] and [method move_and_slide] "
-#~ "methods) while performing collision tests. This makes them really useful "
-#~ "to implement characters that collide against a world, but that don't "
-#~ "require advanced physics."
-#~ msgstr ""
-#~ "Los cuerpos cinéticos son tipos especiales de cuerpos que están "
-#~ "destinados a ser controlados por el usuario. No se ven afectados por la "
-#~ "física en absoluto; para otros tipos de cuerpos, como un personaje o un "
-#~ "cuerpo rígido, son lo mismo que un cuerpo estático. Sin embargo, tienen "
-#~ "dos usos principales:\n"
-#~ "[b]Movimiento simulado:[/b] Cuando estos cuerpos se mueven manualmente, "
-#~ "ya sea desde el código o desde un [AnimationPlayer] (con el [member "
-#~ "AnimationPlayer.playback_process_mode] ajustado a \"física\"), la física "
-#~ "calculará automáticamente una estimación de su velocidad lineal y "
-#~ "angular. Esto los hace muy útiles para mover plataformas u otros objetos "
-#~ "controlados por AnimationPlayer (como una puerta, un puente que se abre, "
-#~ "etc.).\n"
-#~ "[b]Caracteres cinemáticos:[/b] KinematicBody3D también tiene una API para "
-#~ "mover objetos (los métodos [method move_and_collide] y [method "
-#~ "move_and_slide]) mientras se realizan pruebas de colisión. Esto los hace "
-#~ "realmente útiles para implementar personajes que colisionan contra un "
-#~ "mundo, pero que no requieren de una física avanzada."
-
-#~ msgid ""
-#~ "Moves the body along the vector [code]rel_vec[/code]. The body will stop "
-#~ "if it collides. Returns a [KinematicCollision3D], which contains "
-#~ "information about the collision.\n"
-#~ "If [code]test_only[/code] is [code]true[/code], the body does not move "
-#~ "but the would-be collision information is given."
-#~ msgstr ""
-#~ "Mueve el cuerpo a lo largo del vector [code]rel_vec[/code]. El cuerpo se "
-#~ "detendrá si colisiona. Devuelve un [KinematicCollision3D], que contiene "
-#~ "información sobre la colisión.\n"
-#~ "Si [code]test_only[/code] es [code]true[/code], el cuerpo no se mueve "
-#~ "pero se da la información de la posible colisión."
-
-#~ msgid "Collision data for [KinematicBody3D] collisions."
-#~ msgstr "Datos de colisiones de [KinematicBody3D]."
-
-#~ msgid ""
-#~ "Contains collision data for [KinematicBody3D] collisions. When a "
-#~ "[KinematicBody3D] is moved using [method KinematicBody3D."
-#~ "move_and_collide], it stops if it detects a collision with another body. "
-#~ "If a collision is detected, a KinematicCollision3D object is returned.\n"
-#~ "This object contains information about the collision, including the "
-#~ "colliding object, the remaining motion, and the collision position. This "
-#~ "information can be used to calculate a collision response."
-#~ msgstr ""
-#~ "Contiene los datos de las colisiones de [KinematicBody3D]. Cuando un "
-#~ "[KinematicBody3D] se mueve usando el [method KinematicBody3D."
-#~ "move_and_collide], se detiene si detecta una colisión con otro cuerpo. Si "
-#~ "se detecta una colisión, se devuelve un objeto KinematicCollision3D.\n"
-#~ "Este objeto contiene información sobre la colisión, incluyendo el objeto "
-#~ "que colisiona, el movimiento restante y la posición de la colisión. Esta "
-#~ "información puede utilizarse para calcular una respuesta de colisión."
-
-#~ msgid "The colliding shape's index. See [CollisionObject3D]."
-#~ msgstr "El índice de la forma de colisión. Ver [CollisionObject3D]."
-
-#~ msgid ""
-#~ "The light's angular size in degrees. Only available for "
-#~ "[DirectionalLight3D]s. For reference, the Sun from the Earth is "
-#~ "approximately [code]0.5[/code]."
-#~ msgstr ""
-#~ "El tamaño angular de la luz en grados. Sólo disponible para "
-#~ "[DirectionalLight3D]. Como referencia, el Sol desde la Tierra es "
-#~ "aproximadamente [code]0,5[/code]."
-
-#~ msgid ""
-#~ "[Texture2D] projected by light. [member shadow_enabled] must be on for "
-#~ "the projector to work. Light projectors make the light appear as if it is "
-#~ "shining through a colored but transparent object, almost like light "
-#~ "shining through stained glass."
-#~ msgstr ""
-#~ "[Texture2D] proyectada por la luz. [member shadow_enabled] debe estar "
-#~ "encendido para que el proyector funcione. Los proyectores de luz hacen "
-#~ "que la luz parezca como si brillara a través de un objeto de color pero "
-#~ "transparente, casi como la luz que brilla a través de un vidrio de color."
-
-#~ msgid ""
-#~ "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-"
-#~ "resolution shadow maps. A high value can impact performance, make shadows "
-#~ "appear grainy and can cause other unwanted artifacts. Try to keep as near "
-#~ "default as possible."
-#~ msgstr ""
-#~ "Desdibuja los bordes de la sombra. Se puede usar para ocultar artefactos "
-#~ "de píxeles en mapas de sombras de baja resolución. Un valor alto puede "
-#~ "impactar el rendimiento, hacer que las sombras parezcan granuladas y "
-#~ "puede causar otros artefactos no deseados. Intente mantener un valor lo "
-#~ "más cercano posible al valor por defecto."
-
-#~ msgid ""
-#~ "Offsets the lookup into the shadow map by the object's normal. This can "
-#~ "be used to reduce self-shadowing artifacts without using [member "
-#~ "shadow_bias]. In practice, this value should be tweaked along with "
-#~ "[member shadow_bias] to reduce artifacts as much as possible."
-#~ msgstr ""
-#~ "Desplaza la búsqueda en el mapa de sombras por la normal del objeto. Esto "
-#~ "puede ser usado para reducir los artefactos de auto-sombra sin usar "
-#~ "[member shadow_bias]. En la práctica, este valor debe ser ajustado junto "
-#~ "con [member shadow_bias] para reducir los artefactos tanto como sea "
-#~ "posible."
-
-#~ msgid ""
-#~ "Constant for accessing [member DirectionalLight3D."
-#~ "directional_shadow_fade_start]."
-#~ msgstr ""
-#~ "Constante para acceder a [member DirectionalLight3D."
-#~ "directional_shadow_fade_start]."
-
-#~ msgid "Constant for accessing [member shadow_normal_bias]."
-#~ msgstr "Constante para acceder a [member shadow_normal_bias]."
-
-#~ msgid ""
-#~ "Constant for accessing [member DirectionalLight3D."
-#~ "directional_shadow_pancake_size]."
-#~ msgstr ""
-#~ "Constante para acceder a [member DirectionalLight3D."
-#~ "directional_shadow_pancake_size]."
-
-#~ msgid "Constant for accessing [member shadow_blur]."
-#~ msgstr "Constante para acceder a [member shadow_blur]."
-
-#~ msgid "Constant for accessing [member shadow_transmittance_bias]."
-#~ msgstr "Constante para acceder a [member shadow_transmittance_bias]."
-
-#~ msgid "A line through several points in 2D space."
-#~ msgstr "Una línea que atraviesa varios puntos en el espacio 2D."
-
-#~ msgid ""
-#~ "Maximum amount of characters that can be entered inside the [LineEdit]. "
-#~ "If [code]0[/code], there is no limit."
-#~ msgstr ""
-#~ "La cantidad máxima de caracteres que se pueden introducir dentro de la "
-#~ "[LineEdit]. Si [code]0[/code], no hay límite."
-
-#~ msgid ""
-#~ "Emitted when trying to append text that would overflow the [member "
-#~ "max_length]."
-#~ msgstr ""
-#~ "Emitido cuando se intentaba añadir un texto que desbordaba el [member "
-#~ "max_length]."
-
-#~ msgid ""
-#~ "Notification received from the OS when the application is focused, i.e. "
-#~ "when changing the focus from the OS desktop or a thirdparty application "
-#~ "to any open window of the Godot instance.\n"
-#~ "Implemented on desktop platforms."
-#~ msgstr ""
-#~ "Notificación recibida del sistema operativo cuando la aplicación está "
-#~ "enfocada, es decir, cuando se cambia el enfoque del escritorio del "
-#~ "sistema operativo o de una aplicación de terceros a cualquier ventana "
-#~ "abierta de la instancia Godot.\n"
-#~ "Implementado en plataformas de escritorio."
-
-#~ msgid ""
-#~ "Notification received from the OS when the application is defocused, i.e. "
-#~ "when changing the focus from any open window of the Godot instance to the "
-#~ "OS desktop or a thirdparty application.\n"
-#~ "Implemented on desktop platforms."
-#~ msgstr ""
-#~ "Notificación recibida del sistema operativo cuando la aplicación está "
-#~ "desenfocada, es decir, cuando se cambia el enfoque de cualquier ventana "
-#~ "abierta de la instancia Godot al escritorio del sistema operativo o a una "
-#~ "aplicación de terceros.\n"
-#~ "Implementado en plataformas de escritorio."
-
-#~ msgid "Calculate a [ConvexPolygonShape3D] from the mesh."
-#~ msgstr "Calcula un [ConvexPolygonShape3D] desde la malla."
-
-#~ msgid "Sets a hint to be used for lightmap resolution."
-#~ msgstr ""
-#~ "Establece una sugerencia para ser usada para la resolución de los mapas "
-#~ "de luz."
-
-#~ msgid ""
-#~ "Sets the override [Material] for the specified surface of the [Mesh] "
-#~ "resource. This material is associated with this [MeshInstance3D] rather "
-#~ "than with the [Mesh] resource."
-#~ msgstr ""
-#~ "Establece la sobreescritura del [Material] para la superficie "
-#~ "especificada del recurso [Mesh]. Este material está asociado con este "
-#~ "[MeshInstance3D] en lugar de con el recurso [Mesh]."
-
-#~ msgid "Returns the visibility axis-aligned bounding box."
-#~ msgstr "Devuelve el cuadro delimitador del eje de visibilidad."
-
-#~ msgid ""
-#~ "If [code]true[/code], the [MultiMesh] will use color data (see [member "
-#~ "color_array])."
-#~ msgstr ""
-#~ "Si [code]true[/code], el [MultiMesh] utilizará datos de color (ver "
-#~ "[member color_array])."
-
-#~ msgid ""
-#~ "If [code]true[/code], the [MultiMesh] will use custom data (see [member "
-#~ "custom_data_array])."
-#~ msgstr ""
-#~ "Si [code]true[/code], el [MultiMesh] utilizará datos personalizados "
-#~ "(véase [member custom_data_array])."
-
-#~ msgid ""
-#~ "Locks this [Mutex], blocks until it is unlocked by the current owner."
-#~ msgstr ""
-#~ "Bloquea este [Mutex], lo bloquea hasta que es desbloqueado por el actual "
-#~ "propietario."
-
-#~ msgid "Unlocks this [Mutex], leaving it to other threads."
-#~ msgstr "Desbloquea este [Mutex], dejándolo a otros hilos."
-
-#~ msgid ""
-#~ "Returns the point closest to the provided [code]to_point[/code] on the "
-#~ "navigation mesh surface."
-#~ msgstr ""
-#~ "Devuelve el punto más cercano al [code]to_point[/code] proporcionado en "
-#~ "la superficie de la malla de navegación."
-
-#~ msgid ""
-#~ "Returns the owner region RID for the point returned by [method "
-#~ "get_closest_point]."
-#~ msgstr ""
-#~ "Devuelve la región propietaria RID para el punto devuelto por [method "
-#~ "get_closest_point]."
-
-#~ msgid ""
-#~ "Returns the closest point between the navigation surface and the segment."
-#~ msgstr ""
-#~ "Devuelve el punto más cercano entre la superficie de navegación y el "
-#~ "segmento."
-
-#~ msgid "2D Agent used in navigation for collision avoidance."
-#~ msgstr "Agente 2D utilizado en la navegación para evitar colisiones."
-
-#~ msgid ""
-#~ "2D Agent that is used in navigation to reach a location while avoiding "
-#~ "static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
-#~ "collision avoidance. The agent needs navigation data to work correctly. "
-#~ "This can be done by having the agent as a child of a [Navigation2D] node, "
-#~ "or using [method set_navigation]. [NavigationAgent2D] is physics safe."
-#~ msgstr ""
-#~ "Agente 2D que se utiliza en la navegación para llegar a un lugar mientras "
-#~ "se evitan los obstáculos estáticos y dinámicos. Los obstáculos dinámicos "
-#~ "se evitan usando la evitación de colisiones RVO. El agente necesita datos "
-#~ "de navegación para funcionar correctamente. Esto puede hacerse teniendo "
-#~ "el agente como hijo de un nodo [Navigation2D], o usando [method "
-#~ "set_navigation]. [NavigationAgent2D] que es seguro para la física."
-
-#~ msgid ""
-#~ "Returns the distance to the target location, using the agent's global "
-#~ "position. The user must set the target location with [method "
-#~ "set_target_location] in order for this to be accurate."
-#~ msgstr ""
-#~ "Devuelve la distancia al lugar del objetivo, usando la posición global "
-#~ "del agente. El usuario debe establecer la ubicación del objetivo con "
-#~ "[method set_target_location] para que esto sea preciso."
-
-#~ msgid ""
-#~ "Returns the reachable final location in global coordinates. This can "
-#~ "change if the navigation path is altered in any way."
-#~ msgstr ""
-#~ "Devuelve la ubicación final alcanzable en coordenadas globales. Esto "
-#~ "puede cambiar si la ruta de navegación se altera de alguna manera."
-
-#~ msgid "Returns the path from start to finish in global coordinates."
-#~ msgstr "Devuelve el camino de principio a fin en coordenadas globales."
-
-#~ msgid ""
-#~ "Returns which index the agent is currently on in the navigation path's "
-#~ "[PackedVector2Array]."
-#~ msgstr ""
-#~ "Devuelve el índice en el que se encuentra actualmente el agente en la "
-#~ "ruta de navegación de [PackedVector2Array]."
-
-#~ msgid ""
-#~ "Returns the [Navigation2D] node that the agent is using for its "
-#~ "navigation system."
-#~ msgstr ""
-#~ "Devuelve el nodo [Navigation2D] que el agente está usando para su sistema "
-#~ "de navegación."
-
-#~ msgid ""
-#~ "Returns a [Vector2] in global coordinates, that can be moved to, making "
-#~ "sure that there are no static objects in the way. If the agent does not "
-#~ "have a navigation path, it will return the position of the agent's parent."
-#~ msgstr ""
-#~ "Devuelve un [Vector2] en coordenadas globales, al que se puede desplazar, "
-#~ "asegurándose de que no haya objetos estáticos en el camino. Si el agente "
-#~ "no tiene una ruta de navegación, devolverá la posición del padre del "
-#~ "agente."
-
-#~ msgid ""
-#~ "Returns the user defined [Vector2] after setting the target location."
-#~ msgstr ""
-#~ "Devuelve el [Vector2] definido por el usuario después de establecer la "
-#~ "ubicación del objetivo."
-
-#~ msgid ""
-#~ "Returns true if the navigation path's final location has been reached."
-#~ msgstr ""
-#~ "Vuelve a ser cierto si se ha alcanzado la ubicación final de la ruta de "
-#~ "navegación."
-
-#~ msgid ""
-#~ "Returns true if the target location is reachable. The target location is "
-#~ "set using [method set_target_location]."
-#~ msgstr ""
-#~ "Devuelve verdadero si la ubicación del objetivo es alcanzable. La "
-#~ "ubicación de destino se establece mediante [method set_target_location]."
-
-#~ msgid ""
-#~ "Returns true if the target location is reached. The target location is "
-#~ "set using [method set_target_location]. It may not always be possible to "
-#~ "reach the target location. It should always be possible to reach the "
-#~ "final location though. See [method get_final_location]."
-#~ msgstr ""
-#~ "Vuelve verdadero si se alcanza la ubicación del objetivo. La ubicación de "
-#~ "destino se establece mediante [method set_target_location]. Puede que no "
-#~ "siempre sea posible alcanzar la ubicación de destino. Sin embargo, "
-#~ "siempre debería ser posible llegar a la ubicación final. Ver [method "
-#~ "get_final_location]."
-
-#~ msgid ""
-#~ "Sets the [Navigation2D] node used by the agent. Useful when you don't "
-#~ "want to make the agent a child of a [Navigation2D] node."
-#~ msgstr ""
-#~ "Establece el nodo [Navegación2D] utilizado por el agente. Es útil cuando "
-#~ "no quieres hacer del agente un hijo de un nodo [Navigation2D]."
-
-#~ msgid ""
-#~ "Sets the user desired final location. This will clear the current "
-#~ "navigation path."
-#~ msgstr ""
-#~ "Establece la ubicación final deseada por el usuario. Esto despejará la "
-#~ "ruta de navegación actual."
-
-#~ msgid ""
-#~ "Sends the passed in velocity to the collision avoidance algorithm. It "
-#~ "will adjust the velocity to avoid collisions. Once the adjustment to the "
-#~ "velocity is complete, it will emit the [signal velocity_computed] signal."
-#~ msgstr ""
-#~ "Envía el paso en velocidad al algoritmo de evitación de colisiones. "
-#~ "Ajustará la velocidad para evitar las colisiones. Una vez completado el "
-#~ "ajuste de la velocidad, emitirá la [signal velocity_computed]."
-
-#~ msgid "The maximum number of neighbors for the agent to consider."
-#~ msgstr "El número máximo de vecinos a considerar por el agente."
-
-#~ msgid "The distance to search for other agents."
-#~ msgstr "La distancia para buscar otros agentes."
-
-#~ msgid ""
-#~ "The maximum distance the agent is allowed away from the ideal path to the "
-#~ "final location. This can happen due to trying to avoid collisions. When "
-#~ "the maximum distance is exceeded, it recalculates the ideal path."
-#~ msgstr ""
-#~ "La distancia máxima que se permite al agente para alejarse del camino "
-#~ "ideal hasta la ubicación final. Esto puede suceder debido a que se "
-#~ "intenta evitar las colisiones. Cuando se excede la distancia máxima, se "
-#~ "recalcula el camino ideal."
-
-#~ msgid "The radius of the agent."
-#~ msgstr "El radio del agente."
-
-#~ msgid ""
-#~ "The distance threshold before a target is considered to be reached. This "
-#~ "will allow an agent to not have to hit a point on the path exactly, but "
-#~ "in the area."
-#~ msgstr ""
-#~ "El umbral de distancia antes de que se considere que se ha alcanzado un "
-#~ "objetivo. Esto permitirá que un agente no tenga que llegar a un punto en "
-#~ "el camino exactamente, sino en el área."
-
-#~ msgid ""
-#~ "The minimal amount of time for which this agent's velocities, that are "
-#~ "computed with the collision avoidance algorithim, are safe with respect "
-#~ "to other agents. The larger the number, the sooner the agent will respond "
-#~ "to other agents, but less freedom in choosing its velocities. Must be "
-#~ "positive."
-#~ msgstr ""
-#~ "La cantidad mínima de tiempo durante el cual las velocidades de este "
-#~ "agente, que se calculan con el algoritmo de evitación de colisiones, son "
-#~ "seguras con respecto a otros agentes. Cuanto mayor sea el número, más "
-#~ "pronto el agente responderá a otros agentes, pero menos libertad para "
-#~ "elegir sus velocidades. Debe ser positivo."
-
-#~ msgid "Notifies when the final location is reached."
-#~ msgstr "Notifica cuando se alcanza la ubicación final."
-
-#~ msgid "Notifies when the navigation path changes."
-#~ msgstr "Notifica cuando la ruta de navegación cambia."
-
-#~ msgid ""
-#~ "Notifies when the player defined target, set with [method "
-#~ "set_target_location], is reached."
-#~ msgstr ""
-#~ "Notifica cuando se alcanza el objetivo definido por el jugador, "
-#~ "establecido con [method set_target_location]."
-
-#~ msgid ""
-#~ "Notifies when the collision avoidance velocity is calculated. Emitted by "
-#~ "[method set_velocity]."
-#~ msgstr ""
-#~ "Notifica cuando se calcula la velocidad de prevención de colisiones. "
-#~ "Emitido por [method set_velocity]."
-
-#~ msgid "3D Agent used in navigation for collision avoidance."
-#~ msgstr "Agente 3D utilizado en la navegación para evitar colisiones."
-
-#~ msgid ""
-#~ "3D Agent that is used in navigation to reach a location while avoiding "
-#~ "static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
-#~ "collision avoidance. The agent needs navigation data to work correctly. "
-#~ "This can be done by having the agent as a child of a [Navigation3D] node, "
-#~ "or using [method set_navigation]. [NavigationAgent3D] is physics safe."
-#~ msgstr ""
-#~ "Agente 3D que se utiliza en la navegación para llegar a un lugar mientras "
-#~ "se evitan los obstáculos estáticos y dinámicos. Los obstáculos dinámicos "
-#~ "se evitan usando la evitación de colisiones RVO. El agente necesita los "
-#~ "datos de navegación para funcionar correctamente. Esto puede hacerse "
-#~ "teniendo el agente como hijo de un nodo [Navigation3D], o usando [method "
-#~ "set_navigation]. [NavigationAgent3D] es seguro para la física."
-
-#~ msgid ""
-#~ "Returns the reachable final location in global coordinates. This can "
-#~ "change if the navigation path is altered in any way. Because of this, it "
-#~ "would be best to check this each frame."
-#~ msgstr ""
-#~ "Devuelve la ubicación final alcanzable en coordenadas globales. Esto "
-#~ "puede cambiar si la ruta de navegación se altera de alguna manera. Debido "
-#~ "a esto, sería mejor comprobar esto en cada fotograma."
-
-#~ msgid ""
-#~ "Returns which index the agent is currently on in the navigation path's "
-#~ "[PackedVector3Array]."
-#~ msgstr ""
-#~ "Devuelve el índice en el que se encuentra el agente en la ruta de "
-#~ "navegación [PackedVector3Array]."
-
-#~ msgid ""
-#~ "Returns the [Navigation3D] node that the agent is using for its "
-#~ "navigation system."
-#~ msgstr ""
-#~ "Devuelve el nodo [Navegación3D] que el agente está usando para su sistema "
-#~ "de navegación."
-
-#~ msgid ""
-#~ "Returns a [Vector3] in global coordinates, that can be moved to, making "
-#~ "sure that there are no static objects in the way. If the agent does not "
-#~ "have a navigation path, it will return the origin of the agent's parent."
-#~ msgstr ""
-#~ "Devuelve un [Vector3] en coordenadas globales, al que se puede desplazar, "
-#~ "asegurándose de que no haya objetos estáticos en el camino. Si el agente "
-#~ "no tiene una ruta de navegación, devolverá el origen del padre del agente."
-
-#~ msgid ""
-#~ "Returns the user defined [Vector3] after setting the target location."
-#~ msgstr ""
-#~ "Devuelve el [Vector3] definido por el usuario después de establecer la "
-#~ "ubicación del objetivo."
-
-#~ msgid ""
-#~ "Sets the [Navigation3D] node used by the agent. Useful when you don't "
-#~ "want to make the agent a child of a [Navigation3D] node."
-#~ msgstr ""
-#~ "Establece el nodo [Navigation3D] utilizado por el agente. Es útil cuando "
-#~ "no quieres hacer del agente un hijo de un nodo [Navigation3D]."
-
-#~ msgid "The agent height offset to match the navigation mesh height."
-#~ msgstr ""
-#~ "La altura del agente se compensa con la altura de la malla de navegación."
-
-#~ msgid ""
-#~ "Ignores collisions on the Y axis. Must be true to move on a horizontal "
-#~ "plane."
-#~ msgstr ""
-#~ "Ignora las colisiones en el eje Y. Debe ser cierto para moverse en un "
-#~ "plano horizontal."
-
-#~ msgid "2D Obstacle used in navigation for collision avoidance."
-#~ msgstr "Obstáculo 2D utilizado en la navegación para evitar colisiones."
-
-#~ msgid ""
-#~ "2D Obstacle used in navigation for collision avoidance. The obstacle "
-#~ "needs navigation data to work correctly. This can be done by having the "
-#~ "obstacle as a child of a [Navigation2D] node, or using [method "
-#~ "set_navigation]. [NavigationObstacle2D] is physics safe."
-#~ msgstr ""
-#~ "Obstáculo 2D utilizado en la navegación para evitar colisiones. El "
-#~ "obstáculo necesita datos de navegación para funcionar correctamente. Esto "
-#~ "puede hacerse teniendo el obstáculo como hijo de un nodo [Navigation2D], "
-#~ "o usando [method set_navigation]. [NavigationObstacle2D] es seguro para "
-#~ "la física."
-
-#~ msgid ""
-#~ "Returns the [Navigation2D] node that the obstacle is using for its "
-#~ "navigation system."
-#~ msgstr ""
-#~ "Devuelve el nodo [Navigation2D] que el obstáculo está usando para su "
-#~ "sistema de navegación."
-
-#~ msgid ""
-#~ "Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
-#~ "want to make the obstacle a child of a [Navigation2D] node."
-#~ msgstr ""
-#~ "Establece el nodo [Navigation2D] utilizado por el obstáculo. Es útil "
-#~ "cuando no quieres que el obstáculo sea hijo de un nodo [Navigation2D]."
-
-#~ msgid "3D Obstacle used in navigation for collision avoidance."
-#~ msgstr "Obstáculo 3D utilizado en la navegación para evitar colisiones."
-
-#~ msgid ""
-#~ "3D Obstacle used in navigation for collision avoidance. The obstacle "
-#~ "needs navigation data to work correctly. This can be done by having the "
-#~ "obstacle as a child of a [Navigation3D] node, or using [method "
-#~ "set_navigation]. [NavigationObstacle3D] is physics safe."
-#~ msgstr ""
-#~ "Obstáculo 3D utilizado en la navegación para evitar colisiones. El "
-#~ "obstáculo necesita datos de navegación para funcionar correctamente. Esto "
-#~ "puede hacerse teniendo el obstáculo como hijo de un nodo [Navigation3D], "
-#~ "o usando [method set_navigation]. [NavigationObstacle3D] es seguro para "
-#~ "la física."
-
-#~ msgid ""
-#~ "Returns the [Navigation3D] node that the obstacle is using for its "
-#~ "navigation system."
-#~ msgstr ""
-#~ "Devuelve el nodo [Navegación3D] que el obstáculo está usando para su "
-#~ "sistema de navegación."
-
-#~ msgid ""
-#~ "Sets the [Navigation3D] node used by the obstacle. Useful when you don't "
-#~ "want to make the obstacle a child of a [Navigation3D] node."
-#~ msgstr ""
-#~ "Establece el nodo [Navegación3D] utilizado por el obstáculo. Es útil "
-#~ "cuando no quieres que el obstáculo sea hijo de un nodo [Navigation3D]."
-
-#~ msgid "A region of the navigation map."
-#~ msgstr "Una región del mapa de navegación."
-
-#~ msgid ""
-#~ "A region of the navigation map. It tells the [Navigation3D] node what can "
-#~ "be navigated and what cannot, based on the [NavigationMesh] resource. "
-#~ "This should be a child of a [Navigation3D] node (even not a direct child)."
-#~ msgstr ""
-#~ "Una región del mapa de navegación. Le dice al nodo [Navegation3D] lo que "
-#~ "puede ser navegado y lo que no, basado en el recurso [NavigationMesh]. "
-#~ "Este debe ser un hijo de un nodo [Navigation3D] (aunque no sea un hijo "
-#~ "directo)."
-
-#~ msgid ""
-#~ "Bakes the [NavigationMesh]. The baking is done in a separate thread "
-#~ "because navigation baking is not a cheap operation. This can be done at "
-#~ "runtime. When it is completed, it automatically sets the new "
-#~ "[NavigationMesh]."
-#~ msgstr ""
-#~ "Cocina la [NavigationMesh]. El cocinado se hace en un hilo separado "
-#~ "porque el cocinado de navegación no es una operación barata. Esto se "
-#~ "puede hacer en tiempo de ejecución. Cuando se completa, automáticamente "
-#~ "establece la nueva [NavigationMesh]."
-
-#~ msgid "Determines if the [NavigationRegion3D] is enabled or disabled."
-#~ msgstr "Determina si la [NavigationRegion3D] está activada o desactivada."
-
-#~ msgid "Notifies when the navigation mesh bake operation is completed."
-#~ msgstr ""
-#~ "Notifica cuando la operación de cocinado de la malla de navegación se ha "
-#~ "completado."
-
-#~ msgid "Notifies when the [NavigationMesh] has changed."
-#~ msgstr "Notifica cuando la [NavigationMesh] ha cambiado."
-
-#~ msgid "Server interface for low-level 2D navigation access"
-#~ msgstr ""
-#~ "Interfaz de servidor para el acceso a la navegación 2D de bajo nivel"
-
-#~ msgid ""
-#~ "NavigationServer2D is the server responsible for all 2D navigation. It "
-#~ "creates the agents, maps, and regions for navigation to work as expected. "
-#~ "This keeps tracks of any call and executes them during the sync phase. "
-#~ "This means that you can request any change to the map, using any thread, "
-#~ "without worrying."
-#~ msgstr ""
-#~ "NavigationServer2D es el servidor responsable de toda la navegación 2D. "
-#~ "Crea los agentes, mapas y regiones para que la navegación funcione como "
-#~ "se espera. Esto mantiene un registro de cualquier llamada y las ejecuta "
-#~ "durante la fase de sincronización. Esto significa que puede solicitar "
-#~ "cualquier cambio en el mapa, usando cualquier hilo, sin preocuparse."
-
-#~ msgid "Creates the agent."
-#~ msgstr "Crea el agente."
-
-#~ msgid "Returns true if the map got changed the previous frame."
-#~ msgstr ""
-#~ "Devuelve verdadero si el mapa fue cambiado en el fotograma anterior."
-
-#~ msgid "Callback called at the end of the RVO process."
-#~ msgstr "La llamada de hecha al final del proceso de RVO."
-
-#~ msgid "Puts the agent in the map."
-#~ msgstr "Pone al agente en el mapa."
-
-#~ msgid ""
-#~ "Sets the maximum number of other agents the agent takes into account in "
-#~ "the navigation. The larger this number, the longer the running time of "
-#~ "the simulation. If the number is too low, the simulation will not be safe."
-#~ msgstr ""
-#~ "Establece el número máximo de otros agentes que el agente tiene en cuenta "
-#~ "en la navegación. Cuanto mayor sea este número, mayor será el tiempo de "
-#~ "ejecución de la simulación. Si el número es demasiado bajo, la simulación "
-#~ "no será segura."
-
-#~ msgid "Sets the maximum speed of the agent. Must be positive."
-#~ msgstr "Establece la velocidad máxima del agente. Debe ser positivo."
-
-#~ msgid ""
-#~ "Sets the maximum distance to other agents this agent takes into account "
-#~ "in the navigation. The larger this number, the longer the running time of "
-#~ "the simulation. If the number is too low, the simulation will not be safe."
-#~ msgstr ""
-#~ "Establece la distancia máxima a otros agentes que este agente tiene en "
-#~ "cuenta en la navegación. Cuanto mayor sea este número, mayor será el "
-#~ "tiempo de ejecución de la simulación. Si el número es demasiado bajo, la "
-#~ "simulación no será segura."
-
-#~ msgid "Sets the position of the agent in world space."
-#~ msgstr "Establece la posición del agente en el espacio del mundo."
-
-#~ msgid "Sets the radius of the agent."
-#~ msgstr "Establece el radio del agente."
-
-#~ msgid "Sets the new target velocity."
-#~ msgstr "Establece la nueva velocidad del objetivo."
-
-#~ msgid ""
-#~ "The minimal amount of time for which the agent's velocities that are "
-#~ "computed by the simulation are safe with respect to other agents. The "
-#~ "larger this number, the sooner this agent will respond to the presence of "
-#~ "other agents, but the less freedom this agent has in choosing its "
-#~ "velocities. Must be positive."
-#~ msgstr ""
-#~ "La cantidad mínima de tiempo durante el cual las velocidades del agente "
-#~ "que se calculan mediante la simulación son seguras con respecto a otros "
-#~ "agentes. Cuanto mayor sea este número, antes responderá este agente a la "
-#~ "presencia de otros agentes, pero menos libertad tiene este agente para "
-#~ "elegir sus velocidades. Debe ser positivo."
-
-#~ msgid "Sets the current velocity of the agent."
-#~ msgstr "Establece la velocidad actual del agente."
-
-#~ msgid "Destroy the RID"
-#~ msgstr "Destruye el RID"
-
-#~ msgid "Create a new map."
-#~ msgstr "Crear un nuevo mapa."
-
-#~ msgid "Returns the map cell size."
-#~ msgstr "Devuelve el tamaño de la celda del mapa."
-
-#~ msgid ""
-#~ "Returns the owner region RID for the point returned by [method "
-#~ "map_get_closest_point]."
-#~ msgstr ""
-#~ "Devuelve la región propietaria RID para el punto devuelto por [method "
-#~ "map_get_closest_point]."
-
-#~ msgid ""
-#~ "Returns the edge connection margin of the map. The edge connection margin "
-#~ "is a distance used to connect two regions."
-#~ msgstr ""
-#~ "Devuelve el margen de conexión del borde del mapa. El margen de conexión "
-#~ "del borde es una distancia usada para conectar dos regiones."
-
-#~ msgid ""
-#~ "Returns the navigation path to reach the destination from the origin, "
-#~ "while avoiding static obstacles."
-#~ msgstr ""
-#~ "Devuelve la ruta de navegación para llegar al destino desde el origen, "
-#~ "evitando los obstáculos estáticos."
-
-#~ msgid "Returns true if the map is active."
-#~ msgstr "Devuelve verdadero si el mapa está activo."
-
-#~ msgid "Sets the map active."
-#~ msgstr "Establece el mapa a activo."
-
-#~ msgid "Set the map cell size used to weld the navigation mesh polygons."
-#~ msgstr ""
-#~ "Establece el tamaño de la celda del mapa usada para soldar los polígonos "
-#~ "de la malla de navegación."
-
-#~ msgid ""
-#~ "Set the map edge connection margin used to weld the compatible region "
-#~ "edges."
-#~ msgstr ""
-#~ "Establece el margen de conexión del borde del mapa usado para soldar los "
-#~ "bordes de la región compatible."
-
-#~ msgid "Creates a new region."
-#~ msgstr "Crea una nueva región."
-
-#~ msgid "Sets the map for the region."
-#~ msgstr "Establece el mapa de la región."
-
-#~ msgid "Sets the navigation mesh for the region."
-#~ msgstr "Establece la malla de navegación para la región."
-
-#~ msgid "Sets the global transformation for the region."
-#~ msgstr "Establece la transformación global de la región."
-
-#~ msgid "Server interface for low-level 3D navigation access"
-#~ msgstr ""
-#~ "Interfaz de servidor para el acceso a la navegación 3D de bajo nivel"
-
-#~ msgid ""
-#~ "NavigationServer3D is the server responsible for all 3D navigation. It "
-#~ "creates the agents, maps, and regions for navigation to work as expected. "
-#~ "This keeps tracks of any call and executes them during the sync phase. "
-#~ "This means that you can request any change to the map, using any thread, "
-#~ "without worrying."
-#~ msgstr ""
-#~ "NavigationServer3D es el servidor responsable de toda la navegación 3D. "
-#~ "Crea los agentes, mapas y regiones para que la navegación funcione como "
-#~ "se espera. Esto mantiene un registro de cualquier llamada y las ejecuta "
-#~ "durante la fase de sincronización. Esto significa que puede solicitar "
-#~ "cualquier cambio en el mapa, usando cualquier hilo, sin preocuparse."
-
-#~ msgid ""
-#~ "Returns the point closest to the provided [code]point[/code] on the "
-#~ "navigation mesh surface."
-#~ msgstr ""
-#~ "Devuelve el punto más cercano al [code]point[/code] provisto en la "
-#~ "superficie de la malla de navegación."
-
-#~ msgid ""
-#~ "Returns the normal for the point returned by [method "
-#~ "map_get_closest_point]."
-#~ msgstr ""
-#~ "Devuelve la normal para el punto devuelto por [method "
-#~ "map_get_closest_point]."
-
-#~ msgid "Returns the edge connection margin of the map."
-#~ msgstr "Devuelve el margen de conexión del borde del mapa."
-
-#~ msgid ""
-#~ "Returns the navigation path to reach the destination from the origin."
-#~ msgstr ""
-#~ "Devuelve la ruta de navegación para llegar al destino desde el origen."
-
-#~ msgid "Returns the map's up direction."
-#~ msgstr "Devuelve la dirección del mapa hacia arriba."
-
-#~ msgid ""
-#~ "Set the map edge connection margein used to weld the compatible region "
-#~ "edges."
-#~ msgstr ""
-#~ "Establece el margen de la conexión del borde del mapa que se uso para "
-#~ "soldar los bordes de la región compatible."
-
-#~ msgid "Sets the map up direction."
-#~ msgstr "Establece la dirección del mapa."
-
-#~ msgid ""
-#~ "Process the collision avoidance agents.\n"
-#~ "The result of this process is needed by the physics server, so this must "
-#~ "be called in the main thread.\n"
-#~ "Note: This function is not thread safe."
-#~ msgstr ""
-#~ "Procesa los agentes de evitación de colisiones.\n"
-#~ "El resultado de este proceso es necesario para el servidor de física, por "
-#~ "lo que debe ser llamado en el hilo principal.\n"
-#~ "Nota: Esta función no es segura para el hilo."
-
-#~ msgid "Bakes the navigation mesh."
-#~ msgstr "Cocina la malla de navegación."
-
-#~ msgid "Control activation of this server."
-#~ msgstr "Controla la activación de este servidor."
-
-#~ msgid ""
-#~ "A PacketPeer implementation that should be passed to [member SceneTree."
-#~ "network_peer] after being initialized as either a client or server. "
-#~ "Events can then be handled by connecting to [SceneTree] signals."
-#~ msgstr ""
-#~ "Una implementación de PacketPeer que debe ser pasada a [member SceneTree."
-#~ "network_peer] después de ser inicializada como cliente o servidor. Los "
-#~ "eventos se pueden manejar entonces conectándose a las señales de "
-#~ "[SceneTree]."
-
-#~ msgid ""
-#~ "The compression method used for network packets. These have different "
-#~ "tradeoffs of compression speed versus bandwidth, you may need to test "
-#~ "which one works best for your use case if you use compression at all."
-#~ msgstr ""
-#~ "El método de compresión utilizado para los paquetes de red. Estos tienen "
-#~ "diferentes compensaciones de velocidad de compresión versus ancho de "
-#~ "banda, puede que necesite probar cuál funciona mejor para su caso de uso, "
-#~ "si es que utiliza la compresión en absoluto."
-
-#~ msgid "ENet's built-in range encoding."
-#~ msgstr "La codificación de rango incorporada de ENet."
-
-#~ msgid ""
-#~ "Manages the connection to network peers. Assigns unique IDs to each "
-#~ "client connected to the server."
-#~ msgstr ""
-#~ "Gestiona la conexión con los compañeros de la red. Asigna "
-#~ "identificaciones únicas a cada cliente conectado al servidor."
-
-#~ msgid "Doesn't do anything at the time of writing."
-#~ msgstr "No hace nada en el momento de escribir este artículo."
-
-#~ msgid "The height of the 9-slice's left column."
-#~ msgstr "La altura de la columna izquierda del 9-cortes."
-
-#~ msgid "The height of the 9-slice's right column."
-#~ msgstr "La altura de la columna derecha del 9-cortes."
-
-#~ msgid "The height of the 9-slice's top row."
-#~ msgstr "La altura de la fila superior de los 9-cortes."
-
-#~ msgid ""
-#~ "Finds the first parent of the current node whose name matches [code]mask[/"
-#~ "code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/"
-#~ "code] matches zero or more characters and [code]\"?\"[/code] matches any "
-#~ "single character except [code]\".\"[/code]).\n"
-#~ "[b]Note:[/b] It does not match against the full path, just against "
-#~ "individual node names."
-#~ msgstr ""
-#~ "Encuentra el primer padre del nodo actual cuyo nombre coincide con "
-#~ "[code]mask[/code] como en el [method String.match] (es decir, distingue "
-#~ "entre mayúsculas y minúsculas, pero [code]\"*\"[/code] coincide con cero "
-#~ "o más caracteres y [code]\"?\"[/code] coincide con cualquier carácter "
-#~ "individual excepto con [code]\".\"[/code]).\n"
-#~ "[b]Nota:[/b] No coincide con la ruta completa, sólo con los nombres de "
-#~ "los nodos individuales."
-
-#~ msgid "Returns an array listing the groups that the node is a member of."
-#~ msgstr ""
-#~ "Devuelve un array que enumerando los grupos de los que el nodo es miembro."
-
-#~ msgid ""
-#~ "When a scene is instanced from a file, its topmost node contains the "
-#~ "filename from which it was loaded."
-#~ msgstr ""
-#~ "Cuando una escena es instanciada desde un archivo, su nodo superior "
-#~ "contiene el nombre del archivo desde el cual fue cargado."
-
-#~ msgid ""
-#~ "Notification received from the OS when the node's parent [Window] is "
-#~ "focused. This may be a change of focus between two windows of the same "
-#~ "engine instance, or from the OS desktop or a third-party application to a "
-#~ "window of the game (in which case [constant "
-#~ "NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted)."
-#~ msgstr ""
-#~ "Notificación recibida del sistema operativo cuando el padre del nodo "
-#~ "[Window] está enfocado. Puede tratarse de un cambio de enfoque entre dos "
-#~ "ventanas de la misma instancia de motor, o desde el escritorio del SO o "
-#~ "una aplicación de terceros a una ventana del juego (en cuyo caso también "
-#~ "se emite la constant [NOTIFICATION_APPLICATION_FOCUS_IN])."
-
-#~ msgid ""
-#~ "Notification received from the OS when the node's parent [Window] is "
-#~ "defocused. This may be a change of focus between two windows of the same "
-#~ "engine instance, or from a window of the game to the OS desktop or a "
-#~ "third-party application (in which case [constant "
-#~ "NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted)."
-#~ msgstr ""
-#~ "Notificación recibida del sistema operativo cuando el padre del nodo "
-#~ "[Window] se desenfoca. Puede tratarse de un cambio de enfoque entre dos "
-#~ "ventanas de la misma instancia de motor, o de una ventana del juego al "
-#~ "escritorio del SO o a una aplicación de terceros (en cuyo caso también se "
-#~ "emite [constant NOTIFICATION_APPLICATION_FOCUS_OUT])."
-
-#~ msgid ""
-#~ "Returns the angle between the node and the [code]point[/code] in radians."
-#~ msgstr ""
-#~ "Devuelve el ángulo entre el nodo y el [code]point[/code] en radianes."
-
-#~ msgid ""
-#~ "Whether the texture can be tiled without visible seams or not. Seamless "
-#~ "textures take longer to generate."
-#~ msgstr ""
-#~ "Si la textura puede ser colocada en azulejos sin costuras visibles o no. "
-#~ "Las texturas sin costuras tardan más tiempo en generarse."
-
-#~ msgid ""
-#~ "Deletes the object from memory. Any pre-existing reference to the freed "
-#~ "object will become invalid, e.g. [code]is_instance_valid(object)[/code] "
-#~ "will return [code]false[/code]."
-#~ msgstr ""
-#~ "Borra el objeto de la memoria. Cualquier referencia preexistente al "
-#~ "objeto liberado se convertirá en inválida, por ejemplo, "
-#~ "[code]is_instance_valid(object)[/code] devolverá [code]false[/code]."
-
-#~ msgid "Returns the object's class as a [String]."
-#~ msgstr "Devuelve la clase del objeto como una [String]."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the object inherits from the given "
-#~ "[code]class[/code]."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si el objeto hereda de la [code]class[/code] "
-#~ "dada."
-
-#~ msgid ""
-#~ "Adds or changes a given entry in the object's metadata. Metadata are "
-#~ "serialized, and can take any [Variant] value."
-#~ msgstr ""
-#~ "Añade o cambia una entrada dada en los metadatos del objeto. Los "
-#~ "metadatos se serializan, y pueden tomar cualquier valor [Variant]."
-
-#~ msgid ""
-#~ "An Omnidirectional light is a type of [Light3D] that emits light in all "
-#~ "directions. The light is attenuated by distance and this attenuation can "
-#~ "be configured by changing its energy, radius, and attenuation parameters."
-#~ msgstr ""
-#~ "Una luz omnidireccional es un tipo de [Light3D] que emite luz en todas "
-#~ "las direcciones. La luz es atenuada por la distancia y esta atenuación "
-#~ "puede ser configurada cambiando sus parámetros de energía, radio y "
-#~ "atenuación."
-
-#~ msgid ""
-#~ "Generate a noise image with the requested [code]width[/code] and "
-#~ "[code]height[/code], based on the current noise parameters."
-#~ msgstr ""
-#~ "Generar una imagen de ruido con el [code]width[/code] y [code]height[/"
-#~ "code] solicitado, basado en los parámetros de ruido actuales."
-
-#~ msgid ""
-#~ "Delay execution of the current thread by [code]msec[/code] milliseconds."
-#~ msgstr ""
-#~ "Retrasar la ejecución del hilo actual por [code]msec[/code] milisegundos."
-
-#~ msgid ""
-#~ "Delay execution of the current thread by [code]usec[/code] microseconds."
-#~ msgstr ""
-#~ "Retrasar la ejecución del hilo actual por [code]usec[/code] microsegundos."
-
-#~ msgid "Returns an environment variable."
-#~ msgstr "Devuelve una variable de entorno."
-
-#~ msgid "Returns the host OS locale."
-#~ msgstr "Devuelve el sistema operativo del host local."
-
-#~ msgid ""
-#~ "Returns a string that is unique to the device.\n"
-#~ "[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method "
-#~ "isn't implemented on those platforms yet."
-#~ msgstr ""
-#~ "Devuelve una cadena que es única para el dispositivo.\n"
-#~ "[b]Nota:[/b] Devuelve una cadena vacía en HTML5 y UWP, ya que este método "
-#~ "no está implementado en esas plataformas todavía."
-
-#~ msgid "Returns the current UNIX epoch timestamp."
-#~ msgstr "Devuelve la actual marca de tiempo de la época UNIX."
-
-#~ msgid "Returns [code]true[/code] if an environment variable exists."
-#~ msgstr "Devuelve [code]true[/code] si existe una variable de entorno."
-
-#~ msgid "The Vulkan rendering backend."
-#~ msgstr "El Vulkan renderiza el backend."
-
-#~ msgid "Returns [code]true[/code] if the array contains [code]value[/code]."
-#~ msgstr "Devuelve [code]true[/code] si el array contiene [code]value[/code]."
-
-#~ msgid "Sorts the elements of the array in ascending order."
-#~ msgstr "Ordena los elementos del array en orden ascendente."
-
-#~ msgid "A packed [Array] of 32-bit floating-point values."
-#~ msgstr "Un [Array] empaquetado de valores de 32 bits de tipo real."
-
-#~ msgid ""
-#~ "An [Array] specifically designed to hold 32-bit floating-point values. "
-#~ "Packs data tightly, so it saves memory for large array sizes.\n"
-#~ "[b]Note:[/b] This type is passed by value and not by reference.\n"
-#~ "If you need to pack 64-bit floats tightly, see [PackedFloat64Array]."
-#~ msgstr ""
-#~ "Una [Array] diseñada específicamente para mantener valores de 32 bits de "
-#~ "tipo real. Empaqueta los datos de forma ajustada, por lo que ahorra "
-#~ "memoria para los tamaños de arrays grandes.\n"
-#~ "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
-#~ "Si necesita empaquetar los reales de 64 bits de forma apretada, vea "
-#~ "[PackedFloat64Array]."
-
-#~ msgid ""
-#~ "Constructs a new [PackedFloat32Array]. Optionally, you can pass in a "
-#~ "generic [Array] that will be converted."
-#~ msgstr ""
-#~ "Construye un nuevo [PackedFloat32Array]. Opcionalmente, puedes pasar un "
-#~ "[Array] genérico que será convertido."
-
-#~ msgid "Appends a [PackedFloat32Array] at the end of this array."
-#~ msgstr "Añade un [PackedFloat32Array] al final de este array."
-
-#~ msgid "A packed [Array] of 64-bit floating-point values."
-#~ msgstr "Un paquete [Array] de 64 bits de valores de tipo real."
-
-#~ msgid ""
-#~ "An [Array] specifically designed to hold 64-bit floating-point values. "
-#~ "Packs data tightly, so it saves memory for large array sizes.\n"
-#~ "[b]Note:[/b] This type is passed by value and not by reference.\n"
-#~ "If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] "
-#~ "for a more memory-friendly alternative."
-#~ msgstr ""
-#~ "Una [Array] diseñado específicamente para mantener valores de 64 bits de "
-#~ "tipo real. Empaqueta los datos de forma ajustada, por lo que ahorra "
-#~ "memoria para los tamaños de arrays grandes.\n"
-#~ "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
-#~ "Si sólo necesita empaquetar los reales de 32 bits de forma apretada, vea "
-#~ "[PackedFloat32Array] para una alternativa más amigable con la memoria."
-
-#~ msgid ""
-#~ "Constructs a new [PackedFloat64Array]. Optionally, you can pass in a "
-#~ "generic [Array] that will be converted."
-#~ msgstr ""
-#~ "Construye un nuevo [PackedFloat64Array]. Opcionalmente, puedes pasar un "
-#~ "[Array] genérico que será convertido."
-
-#~ msgid "Appends a [PackedFloat64Array] at the end of this array."
-#~ msgstr "Añade un [PackedFloat64Array] al final de este array."
-
-#~ msgid "A packed [Array] of 64-bit integers."
-#~ msgstr "Un paquete [Array] de 64 bits de tipo entero."
-
-#~ msgid ""
-#~ "An [Array] specifically designed to hold 64-bit integer values. Packs "
-#~ "data tightly, so it saves memory for large array sizes.\n"
-#~ "[b]Note:[/b] This type is passed by value and not by reference.\n"
-#~ "[b]Note:[/b] This type stores signed 64-bit integers, which means it can "
-#~ "take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]"
-#~ "[-9223372036854775808, 9223372036854775807][/code]. Exceeding those "
-#~ "bounds will wrap around. If you only need to pack 32-bit integers "
-#~ "tightly, see [PackedInt32Array] for a more memory-friendly alternative."
-#~ msgstr ""
-#~ "Un [Array] diseñado específicamente para mantener valores enteros de 64 "
-#~ "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria "
-#~ "para los tamaños de arrays grandes.\n"
-#~ "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
-#~ "[b]Nota:[/b] Este tipo almacena enteros de 64 bits con signo, lo que "
-#~ "significa que puede tomar valores en el intervalo [code][-2^63, 2^63 - 1]"
-#~ "[/code], es decir, [code][-9223372036854775808, 9223372036854775807][/"
-#~ "code]. Si se superan esos límites, se puede vuelve al minimo inicial. Si "
-#~ "sólo necesitas empaquetar los enteros de 32 bits de forma apretada, mira "
-#~ "[PackedInt32Array] para una alternativa más amigable con la memoria."
-
-#~ msgid ""
-#~ "Constructs a new [PackedInt64Array]. Optionally, you can pass in a "
-#~ "generic [Array] that will be converted."
-#~ msgstr ""
-#~ "Construye un nuevo [PackedInt64Array]. Opcionalmente, puedes pasar un "
-#~ "[Array] genérico que será convertido."
-
-#~ msgid "Appends a [PackedInt64Array] at the end of this array."
-#~ msgstr "Añade un [PackedInt64Array] al final de este array."
-
-#~ msgid ""
-#~ "This class represents a DTLS peer connection. It can be used to connect "
-#~ "to a DTLS server, and is returned by [method DTLSServer.take_connection]."
-#~ msgstr ""
-#~ "Esta clase representa una conexión entre pares de DTLS. Puede ser usada "
-#~ "para conectarse a un servidor DTLS, y es devuelta por el [method "
-#~ "DTLSServer.take_connection]."
-
-#~ msgid ""
-#~ "Waits for a packet to arrive on the listening port. See [method listen]."
-#~ msgstr ""
-#~ "Espera a que llegue un paquete al puerto de escucha. Ver [method listen]."
-
-#~ msgid "Point sampler for a [Path3D]."
-#~ msgstr "Una muestra de puntos para un [Path3D]."
-
-#~ msgid ""
-#~ "This node takes its parent [Path3D], and returns the coordinates of a "
-#~ "point within it, given a distance from the first vertex.\n"
-#~ "It is useful for making other nodes follow a path, without coding the "
-#~ "movement pattern. For that, the nodes must be children of this node. The "
-#~ "descendant nodes will then move accordingly when setting an offset in "
-#~ "this node."
-#~ msgstr ""
-#~ "Este nodo toma su padre [Path3D], y devuelve las coordenadas de un punto "
-#~ "dentro de él, dada una distancia del primer vértice.\n"
-#~ "Es útil para hacer que otros nodos sigan un camino, sin codificar el "
-#~ "patrón de movimiento. Para ello, los nodos deben ser hijos de este nodo. "
-#~ "Los nodos descendientes se moverán en consecuencia cuando se establezca "
-#~ "un desplazamiento en este nodo."
-
-#~ msgid ""
-#~ "Adds a custom monitor with name same as id. You can specify the category "
-#~ "of monitor using '/' in id. If there are more than one '/' then default "
-#~ "category is used. Default category is \"Custom\".\n"
-#~ "[codeblock]\n"
-#~ "Performance.add_custom_monitor(\"MyCategory/MyMonitor\", some_callable) # "
-#~ "Adds monitor with name \"MyName\" to category \"MyCategory\"\n"
-#~ "Performance.add_custom_monitor(\"MyMonitor\", some_callable) # Adds "
-#~ "monitor with name \"MyName\" to category \"Custom\"\n"
-#~ "# Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but "
-#~ "different ids so above code is valid\n"
-#~ "Performance.add_custom_monitor(\"Custom/MyMonitor\", some_callable) # "
-#~ "Adds monitor with name \"MyName\" to category \"Custom\"\n"
-#~ "# Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same "
-#~ "category but different ids so above code is valid\n"
-#~ "Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", "
-#~ "some_callable) # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/"
-#~ "MyMonitor\" to category \"Custom\"\n"
-#~ "[/codeblock]\n"
-#~ "The debugger calls the callable to get the value of custom monitor. The "
-#~ "callable must return a number.\n"
-#~ "Callables are called with arguments supplied in argument array.\n"
-#~ "[b]Note:[/b] It throws an error if given id is already present."
-#~ msgstr ""
-#~ "Añade un monitor personalizado con el mismo nombre que la identificación. "
-#~ "Puedes especificar la categoría del monitor usando '/' en id. Si hay más "
-#~ "de un \"/\", se utiliza la categoría predeterminada. La categoría "
-#~ "predeterminada es \"Custom\".\n"
-#~ "[codeblock]\n"
-#~ "Performance.add_custom_monitor(\"MiCategoria/MiMonitor\", alguna_llamada) "
-#~ "# Añade el monitor con el nombre \"MiMonitor\" a la categoría "
-#~ "\"MiCategoria\"\n"
-#~ "Performance.add_custom_monitor(\"MiMonitor\", alguna_llamada) # Añade el "
-#~ "monitor con el nombre \"MiMontior\" a la categoría \"Custom\"\n"
-#~ "# Nota: \"MiCategoría/MiMonitor\" y \"MiMonitor\" tienen el mismo nombre "
-#~ "pero diferentes identificaciones, así que el código anterior es válido.\n"
-#~ "Performance.add_custom_monitor(\"Custom/MiMonitor\", alguna_llamada) # "
-#~ "Añade el monitor con el nombre \"MiMonitor\" a la categoría \"Custom\"\n"
-#~ "# Nota: \"MiMonitor\" y \"Custom/MiMonitor\" tienen el mismo nombre y la "
-#~ "misma categoría pero diferentes identificaciones, así que el código "
-#~ "anterior es válido\n"
-#~ "Performance.add_custom_monitor(\"MiCategoríaUno/MiCategoríaDos/MiMonitor"
-#~ "\", alguna_llamada) # Añade el monitor con el nombre \"MiCategoríaUno/"
-#~ "MiCategoríaDos/MiMonitor\" a la categoría \"Custom\"\n"
-#~ "[/codeblock]\n"
-#~ "El depurador llama al llamable para obtener el valor del monitor "
-#~ "personalizado. El llamable debe devolver un número.\n"
-#~ "Los llamables son llamados con argumentos suministrados en el array de "
-#~ "argumentos.\n"
-#~ "[b]Nota:[/b] Lanza un error si el identificador dado ya está presente."
-
-#~ msgid ""
-#~ "Returns the value of custom monitor with given id. The callable is called "
-#~ "to get the value of custom monitor.\n"
-#~ "[b]Note:[/b] It throws an error if the given id is absent."
-#~ msgstr ""
-#~ "Devuelve el valor del monitor personalizado con la identificación dada. "
-#~ "Se llama al llamable para obtener el valor del monitor personalizado.\n"
-#~ "[b]Nota:[/b] Lanza un error si el id dado está ausente."
-
-#~ msgid "Returns the names of active custom monitors in an array."
-#~ msgstr ""
-#~ "Devuelve los nombres de los monitores personalizados activos en una array."
-
-#~ msgid "Returns the last tick in which custom monitor was added/removed."
-#~ msgstr ""
-#~ "Devuelve la última marca que se añadió/quitó al monitor personalizado."
-
-#~ msgid ""
-#~ "Returns true if custom monitor with the given id is present otherwise "
-#~ "returns false."
-#~ msgstr ""
-#~ "Devuelve verdadero si el monitor personalizado con la identificación dada "
-#~ "está presente, de lo contrario devuelve falso."
-
-#~ msgid ""
-#~ "Removes the custom monitor with given id.\n"
-#~ "[b]Note:[/b] It throws an error if the given id is already absent."
-#~ msgstr ""
-#~ "Quita el monitor personalizado con la identificación dada.\n"
-#~ "[b]Nota:[/b] Lanza un error si el id dado ya está ausente."
-
-#~ msgid "Damps the body's rotation if greater than [code]0[/code]."
-#~ msgstr "Amortigua la rotación del cuerpo si es mayor que [code]0[/code]."
-
-#~ msgid "Sets the body's transform."
-#~ msgstr "Establece la transformación del cuerpo."
-
-#~ msgid ""
-#~ "If [code]true[/code], the body is deactivated when there is no movement, "
-#~ "so it will not take part in the simulation until it is awaken by an "
-#~ "external force."
-#~ msgstr ""
-#~ "Si [code]true[/code], el cuerpo se desactiva cuando no hay movimiento, "
-#~ "por lo que no participará en la simulación hasta que sea despertado por "
-#~ "una fuerza externa."
-
-#~ msgid ""
-#~ "The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] "
-#~ "(max friction)."
-#~ msgstr ""
-#~ "La fricción del cuerpo, desde [code]0[/code] (sin fricción) hasta "
-#~ "[code]1[/code] (fricción máxima)."
-
-#~ msgid ""
-#~ "This is multiplied by the global 3D gravity setting found in [b]Project > "
-#~ "Project Settings > Physics > 3d[/b] to produce the body's gravity. For "
-#~ "example, a value of 1 will be normal gravity, 2 will apply double "
-#~ "gravity, and 0.5 will apply half gravity to this object."
-#~ msgstr ""
-#~ "Esto se multiplica por el ajuste de la gravedad global en 3D que se "
-#~ "encuentra en [b]Proyecto > Ajustes del proyecto > Física > 3d[/b] para "
-#~ "producir la gravedad del cuerpo. Por ejemplo, un valor de 1 será la "
-#~ "gravedad normal, 2 aplicará la gravedad doble y 0,5 aplicará la mitad de "
-#~ "la gravedad a este objeto."
-
-#~ msgid "Sets the joint's transform."
-#~ msgstr "Establece la transformación de la articulación."
-
-#~ msgid "Sets the joint's rotation in radians."
-#~ msgstr "Establece la rotación de la articulación en radianes."
-
-#~ msgid "Sets the joint's rotation in degrees."
-#~ msgstr "Establece la rotación de la articulación en grados."
-
-#~ msgid "Damps the body's movement if greater than [code]0[/code]."
-#~ msgstr "Amortigua el movimiento del cuerpo si es mayor que [code]0[/code]."
-
-#~ msgid "[Sky] [Material] used for a physically based sky."
-#~ msgstr "[Sky] [Material] utilizado para un cielo con base física."
-
-#~ msgid ""
-#~ "The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to "
-#~ "draw a sky based on physical properties. This results in a substantially "
-#~ "more realistic sky than the [ProceduralSkyMaterial], but it is slightly "
-#~ "slower and less flexible.\n"
-#~ "The [PhysicalSkyMaterial] only supports one sun. The color, energy, and "
-#~ "direction of the sun are taken from the first [DirectionalLight3D] in the "
-#~ "scene tree.\n"
-#~ "As it is based on a daylight model, the sky fades to black as the sunset "
-#~ "ends. If you want a full day/night cycle, you will have to add a night "
-#~ "sky by converting this to a [ShaderMaterial] and adding a night sky "
-#~ "directly into the resulting shader."
-#~ msgstr ""
-#~ "El [PhysicalSkyMaterial] utiliza el modelo analítico de luz diurna de "
-#~ "Preetham para dibujar un cielo basado en propiedades físicas. Esto da "
-#~ "como resultado un cielo sustancialmente más realista que el "
-#~ "[ProceduralSkyMaterial], pero es ligeramente más lento y menos flexible.\n"
-#~ "El [PhysicalSkyMaterial] sólo soporta un sol. El color, la energía y la "
-#~ "dirección del sol se toman del primer [DirectionalLight3D] del árbol de "
-#~ "la escena.\n"
-#~ "Como está basado en un modelo de luz diurna, el cielo se desvanece a "
-#~ "negro cuando termina la puesta de sol. Si desea un ciclo completo de día/"
-#~ "noche, tendrá que añadir un cielo nocturno convirtiéndolo en un "
-#~ "[ShaderMaterial] y añadiendo un cielo nocturno directamente en el "
-#~ "sombreador resultante."
-
-#~ msgid ""
-#~ "Sets the amount of dithering to use. Dithering helps reduce banding that "
-#~ "appears from the smooth changes in color in the sky. Use the lowest value "
-#~ "possible, higher amounts may add fuzziness to the sky."
-#~ msgstr ""
-#~ "Establece la cantidad de titubeos a usar. El titubeo ayuda a reducir el "
-#~ "anillado que aparece por los suaves cambios de color en el cielo. Utiliza "
-#~ "el valor más bajo posible, las cantidades más altas pueden añadir "
-#~ "difuminado al cielo."
-
-#~ msgid ""
-#~ "Sets the exposure of the sky. Higher exposure values make the entire sky "
-#~ "brighter."
-#~ msgstr ""
-#~ "Establece la exposición del cielo. Los valores de exposición más altos "
-#~ "hacen que todo el cielo sea más brillante."
-
-#~ msgid ""
-#~ "Modulates the [Color] on the bottom half of the sky to represent the "
-#~ "ground."
-#~ msgstr ""
-#~ "Modula el [Color] en la mitad inferior del cielo para representar el "
-#~ "suelo."
-
-#~ msgid ""
-#~ "Controls the strength of mie scattering for the sky. Mie scattering "
-#~ "results from light colliding with larger particles (like water). On "
-#~ "earth, mie scattering results in a whiteish color around the sun and "
-#~ "horizon."
-#~ msgstr ""
-#~ "Controla la fuerza de la difusión Mie para el cielo. La dispersión de la "
-#~ "luz es el resultado de la colisión de la luz con partículas más grandes "
-#~ "(como el agua). En la Tierra, la difusión de Mie resulta en un color "
-#~ "blanquecino alrededor del sol y el horizonte."
-
-#~ msgid ""
-#~ "Controls the [Color] of the mie scattering effect. While not physically "
-#~ "accurate, this allows for the creation of alien looking planets."
-#~ msgstr ""
-#~ "Controla el [Color] del efecto de difusión de Mie Aunque no es "
-#~ "físicamente exacto, esto permite la creación de planetas de aspecto "
-#~ "alienígena."
-
-#~ msgid ""
-#~ "Controls the direction of the mie scattering. A value of [code]1[/code] "
-#~ "means that when light hits a particle it passing through straight "
-#~ "forward. A value of [code]-1[/code] means that all light is scatter "
-#~ "backwards."
-#~ msgstr ""
-#~ "Controla la dirección de la difusión de Mie. Un valor de [code]1[/code] "
-#~ "significa que cuando la luz golpea una partícula que pasa por ella en "
-#~ "línea recta. Un valor de [code]-1[/code] significa que toda la luz se "
-#~ "dispersa hacia atrás."
-
-#~ msgid ""
-#~ "[Texture2D] for the night sky. This is added to the sky, so if it is "
-#~ "bright enough, it may be visible during the day."
-#~ msgstr ""
-#~ "[Texture2D] para el cielo nocturno. Esto se añade al cielo, así que si es "
-#~ "lo suficientemente brillante, puede ser visible durante el día."
-
-#~ msgid ""
-#~ "Controls the strength of the rayleigh scattering. Rayleigh scattering "
-#~ "results from light colliding with small particles. It is responsible for "
-#~ "the blue color of the sky."
-#~ msgstr ""
-#~ "Controla la fuerza de la dispersión del rayleigh. La dispersión de "
-#~ "Rayleigh es el resultado de la colisión de la luz con pequeñas "
-#~ "partículas. Es responsable del color azul del cielo."
-
-#~ msgid ""
-#~ "Controls the [Color] of the rayleigh scattering. While not physically "
-#~ "accurate, this allows for the creation of alien looking planets. For "
-#~ "example, setting this to a red [Color] results in a mars looking "
-#~ "atmosphere with a corresponding blue sunset."
-#~ msgstr ""
-#~ "Controla el [Color] de la dispersión de Rayleigh. Aunque no es "
-#~ "físicamente exacto, esto permite la creación de planetas de aspecto "
-#~ "alienígena. Por ejemplo, si lo fijamos en un [Color] rojo, se obtiene una "
-#~ "atmósfera de aspecto marciano con una correspondiente puesta de sol azul."
-
-#~ msgid ""
-#~ "Sets the size of the sun disk. Default value is based on Sol's perceived "
-#~ "size from Earth."
-#~ msgstr ""
-#~ "Establece el tamaño del disco solar. El valor por defecto se basa en el "
-#~ "tamaño percibido del Sol desde la Tierra."
-
-#~ msgid ""
-#~ "Sets the thickness of the atmosphere. High turbidity creates a foggy "
-#~ "looking atmosphere, while a low turbidity results in a clearer atmosphere."
-#~ msgstr ""
-#~ "Establece el grosor de la atmósfera. Una alta turbidez crea una atmósfera "
-#~ "con aspecto de niebla, mientras que una baja turbidez resulta en una "
-#~ "atmósfera más clara."
-
-#~ msgid ""
-#~ "Sets individual bits on the [member collision_layer] bitmask. Use this if "
-#~ "you only need to change one layer's value."
-#~ msgstr ""
-#~ "Establece los bits individuales en la máscara de bits [member "
-#~ "collision_layer]. Utilízalo si sólo necesitas cambiar el valor de una "
-#~ "capa."
-
-#~ msgid ""
-#~ "Sets individual bits on the [member collision_mask] bitmask. Use this if "
-#~ "you only need to change one layer's value."
-#~ msgstr ""
-#~ "Establece bits individuales en la máscara de bits [member "
-#~ "collision_mask]. Utilízala si sólo necesitas cambiar el valor de una capa."
-
-#~ msgid ""
-#~ "The physics layers this area is in.\n"
-#~ "Collidable objects can exist in any of 32 different layers. These layers "
-#~ "work like a tagging system, and are not visual. A collidable can use "
-#~ "these layers to select with which objects it can collide, using the "
-#~ "[member collision_mask] property.\n"
-#~ "A contact is detected if object A is in any of the layers that object B "
-#~ "scans, or object B is in any layer scanned by object A."
-#~ msgstr ""
-#~ "Las capas físicas en las que se encuentra esta área.\n"
-#~ "Los objetos coleccionables pueden existir en cualquiera de las 32 capas "
-#~ "diferentes. Estas capas funcionan como un sistema de etiquetado, y no son "
-#~ "visuales. Un colisionable puede usar estas capas para seleccionar con qué "
-#~ "objetos puede colisionar, usando la propiedad [member collision_mask].\n"
-#~ "Se detecta un contacto si el objeto A está en cualquiera de las capas que "
-#~ "el objeto B explora, o si el objeto B está en cualquier capa explorada "
-#~ "por el objeto A."
-
-#~ msgid "The physics layers this area scans for collisions."
-#~ msgstr "Las capas físicas de esta área escanean en busca de colisiones."
-
-#~ msgid "Direct access object to a physics body in the [PhysicsServer3D]."
-#~ msgstr ""
-#~ "Acceso directo al objeto a un cuerpo físico en el [PhysicsServer3D]."
-
-#~ msgid ""
-#~ "Provides direct access to a physics body in the [PhysicsServer3D], "
-#~ "allowing safe changes to physics properties. This object is passed via "
-#~ "the direct state callback of rigid/character bodies, and is intended for "
-#~ "changing the direct state of that body. See [method RigidBody3D."
-#~ "_integrate_forces]."
-#~ msgstr ""
-#~ "Proporciona acceso directo a un cuerpo físico en el [PhysicsServer3D], "
-#~ "permitiendo cambios seguros en las propiedades físicas. Este objeto pasa "
-#~ "a través de la llamada de estado directo de los cuerpos rígidos/"
-#~ "característicos, y está destinado a cambiar el estado directo de ese "
-#~ "cuerpo. Ver [method RigidBody3D._integrate_forces]."
-
-#~ msgid ""
-#~ "Returns the number of contacts this body has with other bodies.\n"
-#~ "[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
-#~ "monitor contacts. See [member RigidBody3D.contact_monitor]."
-#~ msgstr ""
-#~ "Devuelve el número de contactos que este cuerpo tiene con otros cuerpos.\n"
-#~ "[b]Nota:[/b] Por defecto, esto devuelve 0 a menos que los cuerpos estén "
-#~ "configurados para monitorear los contactos. Ver [member RigidBody3D."
-#~ "contact_monitor]."
-
-#~ msgid ""
-#~ "Checks how far the shape can travel toward a point. If the shape can not "
-#~ "move, the array will be empty.\n"
-#~ "[b]Note:[/b] Both the shape and the motion are supplied through a "
-#~ "[PhysicsShapeQueryParameters2D] object. The method will return an array "
-#~ "with two floats between 0 and 1, both representing a fraction of "
-#~ "[code]motion[/code]. The first is how far the shape can move without "
-#~ "triggering a collision, and the second is the point at which a collision "
-#~ "will occur. If no collision is detected, the returned array will be [code]"
-#~ "[1, 1][/code]."
-#~ msgstr ""
-#~ "Comprueba lo lejos que la forma puede viajar hacia un punto. Si la forma "
-#~ "no puede moverse, el array estará vacía.\n"
-#~ "[b]Nota:[/b] Tanto la forma como el movimiento se suministran a través de "
-#~ "un objeto [PhysicsShapeQueryParameters2D]. El método devolverá un array "
-#~ "con dos reales entre 0 y 1, ambos representando una fracción de "
-#~ "[code]motion[/code]. El primero es lo lejos que la forma puede moverse "
-#~ "sin provocar una colisión, y el segundo es el punto en el que se "
-#~ "producirá una colisión. Si no se detecta ninguna colisión, el array "
-#~ "devuelto será [code][1, 1][/code]."
-
-#~ msgid "Direct access object to a space in the [PhysicsServer3D]."
-#~ msgstr "Acceso directo al objeto a un espacio en el [PhysicsServer3D]."
-
-#~ msgid ""
-#~ "Direct access object to a space in the [PhysicsServer3D]. It's used "
-#~ "mainly to do queries against objects and areas residing in a given space."
-#~ msgstr ""
-#~ "Acceso directo al objeto a un espacio en el [PhysicsServer3D]. Se utiliza "
-#~ "principalmente para hacer consultas contra objetos y áreas que residen en "
-#~ "un espacio determinado."
-
-#~ msgid ""
-#~ "Checks whether the shape can travel to a point. The method will return an "
-#~ "array with two floats between 0 and 1, both representing a fraction of "
-#~ "[code]motion[/code]. The first is how far the shape can move without "
-#~ "triggering a collision, and the second is the point at which a collision "
-#~ "will occur. If no collision is detected, the returned array will be [code]"
-#~ "[1, 1][/code].\n"
-#~ "If the shape can not move, the returned array will be [code][0, 0][/code] "
-#~ "under Bullet, and empty under GodotPhysics3D."
-#~ msgstr ""
-#~ "Comprueba si la forma puede viajar a un punto. El método devolverá un "
-#~ "array con dos reales entre 0 y 1, ambos representando una fracción de "
-#~ "[code]motion[/code]. La primera es lo lejos que la forma puede moverse "
-#~ "sin provocar una colisión, y la segunda es el punto en el que se "
-#~ "producirá una colisión. Si no se detecta ninguna colisión, el array "
-#~ "devuelto será [code][1, 1][/code].\n"
-#~ "Si la figura no puede moverse, el array devuelto será [code][0, 0][/code] "
-#~ "bajo Bullet, y vacía bajo GodotPhysics3D."
-
-#~ msgid ""
-#~ "Checks the intersections of a shape, given through a "
-#~ "[PhysicsShapeQueryParameters3D] object, against the space. The resulting "
-#~ "array contains a list of points where the shape intersects another. Like "
-#~ "with [method intersect_shape], the number of returned results can be "
-#~ "limited to save processing time."
-#~ msgstr ""
-#~ "Comprueba las intersecciones de una forma, dadas a través de un objeto "
-#~ "[PhysicsShapeQueryParameters3D], contra el espacio. El array resultante "
-#~ "contiene una lista de puntos donde la forma se intersecta con otra. Al "
-#~ "igual que con [method intersect_shape], el número de resultados devueltos "
-#~ "puede limitarse para ahorrar tiempo de procesamiento."
-
-#~ msgid "Sets a body state using one of the [enum BodyState] constants."
-#~ msgstr ""
-#~ "Establece un estado corporal usando una de las constantes [enum "
-#~ "BodyState]."
-
-#~ msgid ""
-#~ "Returns the value of a damped spring joint parameter. See [enum "
-#~ "DampedSpringParam] for a list of available parameters."
-#~ msgstr ""
-#~ "Devuelve el valor de un parámetro de la junta de resorte amortiguado. Ver "
-#~ "[enum DampedSpringParam] para una lista de parámetros disponibles."
-
-#~ msgid "Creates an [Area3D]."
-#~ msgstr "Crea un [Area3D]."
-
-#~ msgid "Returns the [PhysicsDirectBodyState3D] of the body."
-#~ msgstr "Devuelve el [PhysicsDirectBodyState3D] del cuerpo."
-
-#~ msgid ""
-#~ "Destroys any of the objects created by PhysicsServer3D. If the [RID] "
-#~ "passed is not one of the objects that can be created by PhysicsServer3D, "
-#~ "an error will be sent to the console."
-#~ msgstr ""
-#~ "Destruye cualquiera de los objetos creados por PhysicsServer3D. Si el "
-#~ "[RID] pasado no es uno de los objetos que puede ser creado por "
-#~ "PhysicsServer3D, se enviará un error a la consola."
-
-#~ msgid ""
-#~ "Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object "
-#~ "can be used to make collision/intersection queries."
-#~ msgstr ""
-#~ "Devuelve el estado de un espacio, un [PhysicsDirectSpaceState3D]. Este "
-#~ "objeto puede ser usado para hacer consultas de colisión/intersección."
-
-#~ msgid "The [Shape3D] is a [WorldMarginShape3D]."
-#~ msgstr "El [Shape3D] es un [WorldMarginShape3D]."
-
-#~ msgid ""
-#~ "The physics layer(s) the query will take into account (as a bitmask)."
-#~ msgstr ""
-#~ "La(s) capa(s) física(s) que la consulta tendrá en cuenta (como una "
-#~ "máscara de bits)."
-
-#~ msgid ""
-#~ "The [Shape2D] that will be used for collision/intersection queries. This "
-#~ "stores the actual reference which avoids the shape to be released while "
-#~ "being used for queries, so always prefer using this over [member "
-#~ "shape_rid]."
-#~ msgstr ""
-#~ "La [Shape2D] que se utilizará para las consultas de colisión/"
-#~ "intersección. Esto almacena la referencia real que evita que la forma se "
-#~ "libere mientras se utiliza para las consultas, por lo que siempre "
-#~ "preferimos utilizar esto en lugar de [member shape_rid]."
-
-#~ msgid ""
-#~ "The queried shape's [RID] that will be used for collision/intersection "
-#~ "queries. Use this over [member shape] if you want to optimize for "
-#~ "performance using the Servers API:\n"
-#~ "[codeblock]\n"
-#~ "var shape_rid = PhysicsServer2D.circle_shape_create()\n"
-#~ "var radius = 64\n"
-#~ "PhysicsServer2D.shape_set_data(shape_rid, radius)\n"
-#~ "\n"
-#~ "var params = PhysicsShapeQueryParameters2D.new()\n"
-#~ "params.shape_rid = shape_rid\n"
-#~ "\n"
-#~ "# Execute physics queries here...\n"
-#~ "\n"
-#~ "# Release the shape when done with physics queries.\n"
-#~ "PhysicsServer2D.free_rid(shape_rid)\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "La forma consultada [RID] que se usará para consultas de colisión/"
-#~ "intersección. Utiliza esto sobre [member shape] si quieres optimizar el "
-#~ "rendimiento usando la API de los servidores:\n"
-#~ "[codeblock]\n"
-#~ "var shape_rid = PhysicsServer2D.circle_shape_create()\n"
-#~ "var radio= 64\n"
-#~ "PhysicsServer2D.shape_set_data(shape_rid, radio)\n"
-#~ "\n"
-#~ "var params = PhysicsShapeQueryParameters2D.new()\n"
-#~ "params.shape_rid = shape_rid\n"
-#~ "\n"
-#~ "# Ejecutar consultas de física aquí...\n"
-#~ "\n"
-#~ "# Libera la forma cuando termines con las consultas de física.\n"
-#~ "PhysicsServer2D.free_rid(shape_rid)\n"
-#~ "[/codeblock]"
-
-#~ msgid "If [code]true[/code], the query will take [Area3D]s into account."
-#~ msgstr "Si [code]true[/code], la consulta tendrá en cuenta las [Area3D]s."
-
-#~ msgid ""
-#~ "If [code]true[/code], the query will take [PhysicsBody3D]s into account."
-#~ msgstr ""
-#~ "Si [code]true[/code], la consulta tendrá en cuenta las [PhysicsBody3D]s."
-
-#~ msgid ""
-#~ "The [Shape3D] that will be used for collision/intersection queries. This "
-#~ "stores the actual reference which avoids the shape to be released while "
-#~ "being used for queries, so always prefer using this over [member "
-#~ "shape_rid]."
-#~ msgstr ""
-#~ "La [Shape3D] que se utilizará para las consultas de colisión/"
-#~ "intersección. Esto almacena la referencia real que evita que la forma se "
-#~ "libere mientras se utiliza para las consultas, por lo que siempre "
-#~ "preferimos utilizar esto en lugar de [member shape_rid]."
-
-#~ msgid ""
-#~ "The queried shape's [RID] that will be used for collision/intersection "
-#~ "queries. Use this over [member shape] if you want to optimize for "
-#~ "performance using the Servers API:\n"
-#~ "[codeblock]\n"
-#~ "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D."
-#~ "SHAPE_SPHERE)\n"
-#~ "var radius = 2.0\n"
-#~ "PhysicsServer3D.shape_set_data(shape_rid, radius)\n"
-#~ "\n"
-#~ "var params = PhysicsShapeQueryParameters3D.new()\n"
-#~ "params.shape_rid = shape_rid\n"
-#~ "\n"
-#~ "# Execute physics queries here...\n"
-#~ "\n"
-#~ "# Release the shape when done with physics queries.\n"
-#~ "PhysicsServer3D.free_rid(shape_rid)\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "La forma consultada [RID] que se usará para consultas de colisión/"
-#~ "intersección. Utiliza esto sobre [member shape] si quieres optimizar el "
-#~ "rendimiento usando la API de los servidores:\n"
-#~ "[codeblock]\n"
-#~ "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D."
-#~ "SHAPE_SPHERE)\n"
-#~ "var radio = 2.0\n"
-#~ "PhysicsServer3D.shape_set_data(shape_rid, radio)\n"
-#~ "\n"
-#~ "var params = PhysicsShapeQueryParameters3D.new()\n"
-#~ "params.shape_rid = shape_rid\n"
-#~ "\n"
-#~ "# Ejecutar consultas de física aquí...\n"
-#~ "\n"
-#~ "# Libera la forma cuando termines con las consultas de física.\n"
-#~ "PhysicsServer3D.free_rid(shape_rid)\n"
-#~ "[/codeblock]"
-
-#~ msgid "Result of a 2D shape query in [PhysicsServer2D]."
-#~ msgstr "Resultado de una consulta de forma 2D en [PhysicsServer2D]."
-
-#~ msgid ""
-#~ "The result of a 2D shape query in [PhysicsServer2D]. See also "
-#~ "[PhysicsShapeQueryParameters2D]."
-#~ msgstr ""
-#~ "El resultado de una consulta de forma 2D en [PhysicsServer2D]. Ver "
-#~ "también [PhysicsShapeQueryParameters2D]."
-
-#~ msgid "Returns the number of objects that intersected with the shape."
-#~ msgstr "Devuelve el número de objetos que se intersectaron con la forma."
-
-#~ msgid ""
-#~ "Returns the [Object] that intersected with the shape at index [code]idx[/"
-#~ "code]."
-#~ msgstr ""
-#~ "Devuelve el [Object] que se intersectó con la forma en el índice "
-#~ "[code]idx[/code]."
-
-#~ msgid ""
-#~ "Returns the instance ID of the [Object] that intersected with the shape "
-#~ "at index [code]idx[/code]."
-#~ msgstr ""
-#~ "Devuelve el ID de la instancia del [Object] que se intersectó con la "
-#~ "forma en el índice [code]idx[/code]."
-
-#~ msgid ""
-#~ "Returns the child index of the object's [Shape2D] that intersected with "
-#~ "the shape at index [code]idx[/code]."
-#~ msgstr ""
-#~ "Devuelve el índice de hijos de la [Shape2D] del objeto que se intersectó "
-#~ "con la forma en el índice [code]idx[/code]."
-
-#~ msgid ""
-#~ "Returns the [RID] of the object that intersected with the shape at index "
-#~ "[code]idx[/code]."
-#~ msgstr ""
-#~ "Devuelve el [RID] del objeto que se intersectó con la forma en el índice "
-#~ "[code]idx[/code]."
-
-#~ msgid "Result of a 3D shape query in [PhysicsServer3D]."
-#~ msgstr "Resultado de una consulta de forma 3D en [PhysicsServer3D]."
-
-#~ msgid ""
-#~ "The result of a 3D shape query in [PhysicsServer3D]. See also "
-#~ "[PhysicsShapeQueryParameters3D]."
-#~ msgstr ""
-#~ "El resultado de una consulta de forma 3D en [PhysicsServer3D]. Ver "
-#~ "también [PhysicsShapeQueryParameters3D]."
-
-#~ msgid ""
-#~ "Returns the child index of the object's [Shape3D] that intersected with "
-#~ "the shape at index [code]idx[/code]."
-#~ msgstr ""
-#~ "Devuelve el índice de hijos del objeto [Shape3D] que se intersectó con la "
-#~ "forma en el índice [code]idx[/code]."
-
-#~ msgid ""
-#~ "The normal map gives depth to the Polygon2D.\n"
-#~ "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ "
-#~ "coordinates. See [url=http://wiki.polycount.com/wiki/"
-#~ "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] "
-#~ "for a comparison of normal map coordinates expected by popular engines."
-#~ msgstr ""
-#~ "El mapa normal da la profundidad del Polígono2D.\n"
-#~ "[b]Nota:[/b] Godot espera que el mapa normal use las coordenadas X+, Y-, "
-#~ "y Z+. Ver [url=http://wiki.polycount.com/wiki/"
-#~ "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] "
-#~ "para una comparación de las coordenadas del mapa normal esperadas por los "
-#~ "motores populares."
-
-#~ msgid ""
-#~ "Overrides the [AABB] with one defined by user for use with frustum "
-#~ "culling. Especially useful to avoid unnexpected culling when using a "
-#~ "shader to offset vertices."
-#~ msgstr ""
-#~ "Sobreescribe el [AABB] con uno definido por el usuario para su uso con la "
-#~ "recolección de frustum. Especialmente útil para evitar la selección "
-#~ "inesperada cuando se utiliza un shader para desplazar los vértices."
-
-#~ msgid ""
-#~ "Color of the ground at the bottom. Blends with [member "
-#~ "ground_horizon_color]."
-#~ msgstr ""
-#~ "El color del suelo en el fondo. Se mezcla con [member "
-#~ "ground_horizon_color]."
-
-#~ msgid ""
-#~ "Color of the ground at the horizon. Blends with [member "
-#~ "ground_bottom_color]."
-#~ msgstr ""
-#~ "El color del suelo en el horizonte. Se mezcla con [member "
-#~ "ground_bottom_color]."
-
-#~ msgid "Color of the sky at the horizon. Blends with [member sky_top_color]."
-#~ msgstr ""
-#~ "El color del cielo en el horizonte. Se mezcla con [member sky_top_color]."
-
-#~ msgid "Color of the sky at the top. Blends with [member sky_horizon_color]."
-#~ msgstr ""
-#~ "El color del cielo en la parte superior. Se mezcla con [member "
-#~ "sky_horizon_color]."
-
-#~ msgid ""
-#~ "Converts a localized path ([code]res://[/code]) to a full native OS path."
-#~ msgstr ""
-#~ "Convierte una ruta localizada ([code]res://[/code]) en una ruta completa "
-#~ "del sistema operativo nativo."
-
-#~ msgid "Convert a path to a localized path ([code]res://[/code] path)."
-#~ msgstr ""
-#~ "Convierte una ruta en un ruta localizado ([code]res://[/code] ruta)."
-
-#~ msgid "Saves the configuration to the [code]project.godot[/code] file."
-#~ msgstr "Guarda la configuración en el archivo [code]project.godot[/code]."
-
-#~ msgid ""
-#~ "The project's name. It is used both by the Project Manager and by "
-#~ "exporters. The project name can be translated by translating its value in "
-#~ "localization files."
-#~ msgstr ""
-#~ "El nombre del proyecto. Lo utilizan tanto el director del proyecto como "
-#~ "los exportadores. El nombre del proyecto puede traducirse traduciendo su "
-#~ "valor en archivos de localización."
-
-#~ msgid ""
-#~ "If [code]true[/code], disables printing to standard error in an exported "
-#~ "build."
-#~ msgstr ""
-#~ "Si [code]true[/code], desactiva la impresión a error estándar en una "
-#~ "construcción exportada."
-
-#~ msgid ""
-#~ "If [code]true[/code], disables printing to standard output in an exported "
-#~ "build."
-#~ msgstr ""
-#~ "Si [code]true[/code], desactiva la impresión a la salida estándar en una "
-#~ "construcción exportada."
-
-#~ msgid "Default orientation on mobile devices."
-#~ msgstr "Orientación por defecto en los dispositivos móviles."
-
-#~ msgid "Force the window to be always on top."
-#~ msgstr "Obliga a la ventana a estar siempre arriba."
-
-#~ msgid "Force the window to be borderless."
-#~ msgstr "Obliga a la ventana a no tener límites."
-
-#~ msgid "Sets the window to full screen when it starts."
-#~ msgstr "Establece la ventana a pantalla completa cuando comienza."
-
-#~ msgid ""
-#~ "Maximum amount of messages in the debugger queue. Over this value, "
-#~ "content is dropped. This helps to limit the debugger memory usage."
-#~ msgstr ""
-#~ "Cantidad máxima de mensajes en la cola del depurador. Por encima de este "
-#~ "valor, el contenido se elimina. Esto ayuda a limitar el uso de la memoria "
-#~ "del depurador."
-
-#~ msgid "Cell size used for the broad-phase 2D hash grid algorithm."
-#~ msgstr ""
-#~ "Tamaño de la célula utilizada para el algoritmo de la cuadrícula hash 2D "
-#~ "de fase ancha."
-
-#~ msgid "The default angular damp in 2D."
-#~ msgstr "La humedad angular por defecto en 2D."
-
-#~ msgid "The default linear damp in 2D."
-#~ msgstr "La amortiguación lineal por defecto en 2D."
-
-#~ msgid "The default angular damp in 3D."
-#~ msgstr "La amortiguación angular por defecto en 3D."
-
-#~ msgid "The default linear damp in 3D."
-#~ msgstr "La amortiguación lineal por defecto en 3D."
-
-#~ msgid ""
-#~ "Fix to improve physics jitter, specially on monitors where refresh rate "
-#~ "is different than the physics FPS.\n"
-#~ "[b]Note:[/b] This property is only read when the project starts. To "
-#~ "change the physics FPS at runtime, set [member Engine.physics_jitter_fix] "
-#~ "instead."
-#~ msgstr ""
-#~ "Arreglo para mejorar el temblor de la física, especialmente en monitores "
-#~ "donde la velocidad de refresco es diferente a la del FPS de la física.\n"
-#~ "[b]Nota:[/b] Esta propiedad sólo se lee cuando se inicia el proyecto. "
-#~ "Para cambiar el FPS de física en tiempo de ejecución, establece [member "
-#~ "Engine.physics_jitter_fix] en su lugar."
-
-#~ msgid ""
-#~ "Max amount of elements renderable in a frame. If more than this are "
-#~ "visible per frame, they will be dropped. Keep in mind elements refer to "
-#~ "mesh surfaces and not meshes themselves."
-#~ msgstr ""
-#~ "Cantidad máxima de elementos que se pueden representar en un fotograma. "
-#~ "Si más de esto son visibles por fotograma, serán eliminados. Tengan en "
-#~ "cuenta que los elementos se refieren a las superficies de malla y no a "
-#~ "las mallas en sí mismas."
-
-#~ msgid ""
-#~ "If [code]true[/code], forces snapping of polygons to pixels in 2D "
-#~ "rendering. May help in some pixel art styles."
-#~ msgstr ""
-#~ "Si [code]true[/code], fuerza la división de los polígonos en píxeles en "
-#~ "la representación 2D. Puede ayudar en algunos estilos de arte de píxeles."
-
-#~ msgid ""
-#~ "Sets the quality of the depth of field effect. Higher quality takes more "
-#~ "samples, which is slower but looks smoother."
-#~ msgstr ""
-#~ "Establece la calidad del efecto de la profundidad de campo. La calidad "
-#~ "más alta toma más muestras, lo cual es más lento pero se ve más suave."
-
-#~ msgid ""
-#~ "Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the "
-#~ "fastest. Circle is the most realistic, but also the most expensive to "
-#~ "compute."
-#~ msgstr ""
-#~ "Establece la forma de la profundidad del campo. Puede ser una caja, un "
-#~ "hexágono o un círculo. Box es el más rápido. Círculo es el más realista, "
-#~ "pero también el más caro de calcular."
-
-#~ msgid ""
-#~ "If [code]true[/code], jitters DOF samples to make effect slightly "
-#~ "blurrier and hide lines created from low sample rates. This can result in "
-#~ "a slightly grainy appearance when used with a low number of samples."
-#~ msgstr ""
-#~ "Si [code]true[/code], se ponen nerviosos las muestras de DOF para que el "
-#~ "efecto sea ligeramente más borroso y ocultar las líneas creadas por las "
-#~ "bajas tasas de muestreo. Esto puede dar lugar a un aspecto ligeramente "
-#~ "granulado cuando se utiliza con un número bajo de muestras."
-
-#~ msgid ""
-#~ "Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality "
-#~ "settings use more samples when reading from shadow maps and are thus "
-#~ "slower. Low quality settings may result in shadows looking grainy."
-#~ msgstr ""
-#~ "Configuración de calidad para las sombras emitidas por "
-#~ "[DirectionalLight3D]. Los ajustes de calidad más altos utilizan más "
-#~ "muestras cuando se lee de los mapas de sombras y por lo tanto son más "
-#~ "lentos. Los ajustes de baja calidad pueden hacer que las sombras se vean "
-#~ "granuladas."
-
-#~ msgid ""
-#~ "Lower-end override for [member rendering/quality/directional_shadow/"
-#~ "soft_shadow_quality] on mobile devices, due to performance concerns or "
-#~ "driver support."
-#~ msgstr ""
-#~ "Sobrescritura del extremo inferior para [member rendering/quality/"
-#~ "directional_shadow/soft_shadow_quality] en los dispositivos móviles, "
-#~ "debido a problemas de rendimiento o de compatibilidad con el driver."
-
-#~ msgid ""
-#~ "If [code]true[/code], take additional samples when rendering objects "
-#~ "affected by a [GIProbe] to reduce artifacts from only sampling in one "
-#~ "direction."
-#~ msgstr ""
-#~ "Si [code]true[/code], tome muestras adicionales al renderizar los objetos "
-#~ "afectados por una [GIProbe] para reducir los artefactos de muestreo en "
-#~ "una dirección."
-
-#~ msgid ""
-#~ "Sets the number of cone samples taken when rendering objects affected by "
-#~ "[GIProbe]s."
-#~ msgstr ""
-#~ "Establece el número de muestras de conos tomadas al renderizar los "
-#~ "objetos afectados por las [GIProbe]s."
-
-#~ msgid ""
-#~ "Sets how the glow effect is upscaled before being copied onto the screen. "
-#~ "Linear is faster, but looks blocky. Bicubic is slower but looks smooth."
-#~ msgstr ""
-#~ "Establece cómo se aumenta el efecto de brillo antes de ser copiado en la "
-#~ "pantalla. El lineal es más rápido, pero parece bloqueado. Bicúbico es más "
-#~ "lento pero se ve suave."
-
-#~ msgid ""
-#~ "Lower-end override for [member rendering/quality/glow/upscale_mode] on "
-#~ "mobile devices, due to performance concerns or driver support."
-#~ msgstr ""
-#~ "Sobreescritura del extremo inferior para [member rendering/quality/glow/"
-#~ "upscale_mode] en los dispositivos móviles, debido a problemas de "
-#~ "rendimiento o de compatibilidad con los controladores."
-
-#~ msgid ""
-#~ "Number of cubemaps to store in the reflection atlas. The number of "
-#~ "[ReflectionProbe]s in a scene will be limited by this amount. A higher "
-#~ "number requires more VRAM."
-#~ msgstr ""
-#~ "Número de cubemaps para almacenar en el atlas de reflexión. El número de "
-#~ "[ReflectionProbe]s en una escena estará limitado por esta cantidad. Un "
-#~ "número mayor requiere más VRAM."
-
-#~ msgid ""
-#~ "Size of cubemap faces for [ReflectionProbe]s. A higher number requires "
-#~ "more VRAM and may make reflection probe updating slower."
-#~ msgstr ""
-#~ "El tamaño de las caras del mapa del cubo para las [ReflectionProbe]. Un "
-#~ "número mayor requiere más VRAM y puede hacer que la actualización de la "
-#~ "sonda de reflexión sea más lenta."
-
-#~ msgid ""
-#~ "Lower-end override for [member rendering/quality/reflection_atlas/"
-#~ "reflection_size] on mobile devices, due to performance concerns or driver "
-#~ "support."
-#~ msgstr ""
-#~ "Sobrescritura del extremo inferior para [member rendering/quality/"
-#~ "reflection_atlas/reflection_size] en los dispositivos móviles, debido a "
-#~ "problemas de rendimiento o de compatibilidad con los controladores."
-
-#~ msgid ""
-#~ "Use a higher quality variant of the fast filtering algorithm. "
-#~ "Significantly slower than using default quality, but results in smoother "
-#~ "reflections. Should only be used when the scene is especially detailed."
-#~ msgstr ""
-#~ "Utiliza una variante de mayor calidad del algoritmo de filtrado rápido. "
-#~ "Significativamente más lento que el uso de la calidad por defecto, pero "
-#~ "resulta en reflejos más suaves. Sólo debe usarse cuando la escena es "
-#~ "especialmente detallada."
-
-#~ msgid ""
-#~ "Sets the number of samples to take when using importance sampling for "
-#~ "[Sky]s and [ReflectionProbe]s. A higher value will result in smoother, "
-#~ "higher quality reflections, but increases time to calculate radiance "
-#~ "maps. In general, fewer samples are needed for simpler, low dynamic range "
-#~ "environments while more samples are needed for HDR environments and "
-#~ "environments with a high level of detail."
-#~ msgstr ""
-#~ "Establece el número de muestras a tomar cuando se utiliza el muestreo de "
-#~ "importancia para [Sky]s y [ReflectionProbe]s. Un valor más alto resultará "
-#~ "en reflexiones más suaves y de mayor calidad, pero aumenta el tiempo para "
-#~ "calcular los mapas de radiación. En general, se necesitan menos muestras "
-#~ "para entornos más simples y de bajo rango dinámico, mientras que se "
-#~ "necesitan más muestras para entornos HDR y entornos con un alto nivel de "
-#~ "detalle."
-
-#~ msgid ""
-#~ "Limits the number of layers to use in radiance maps when using importance "
-#~ "sampling. A lower number will be slightly faster and take up less VRAM."
-#~ msgstr ""
-#~ "Limita el número de capas a utilizar en los mapas de resplandor cuando se "
-#~ "utiliza el muestreo de importancia. Un número menor será ligeramente más "
-#~ "rápido y ocupará menos VRAM."
-
-#~ msgid ""
-#~ "Sets the screen-space antialiasing mode for the default screen "
-#~ "[Viewport]. Screen-space antialiasing works by selectively blurring edges "
-#~ "in a post-process shader. It differs from MSAA which takes multiple "
-#~ "coverage samples while rendering objects. Screen-space AA methods are "
-#~ "typically faster than MSAA and will smooth out specular aliasing, but "
-#~ "tend to make scenes appear blurry.\n"
-#~ "Another way to combat specular aliasing is to enable [member rendering/"
-#~ "quality/screen_filters/screen_space_roughness_limiter_enabled]."
-#~ msgstr ""
-#~ "Establece el modo de antialiasing del espacio de pantalla para la "
-#~ "pantalla predeterminada [Viewport]. El antialiasing del espacio de "
-#~ "pantalla funciona difuminando los bordes de forma selectiva en un "
-#~ "sombreador de post-proceso. Difiere de la MSAA que toma múltiples "
-#~ "muestras de cobertura mientras renderiza los objetos. Los métodos de AA "
-#~ "en el espacio de pantalla suelen ser más rápidos que los de la MSAA y "
-#~ "suavizan el aliasing especular, pero tienden a hacer que las escenas "
-#~ "aparezcan borrosas.\n"
-#~ "Otra forma de combatir el aliasing especular es habilitar [member "
-#~ "rendering/quality/screen_filters/screen_space_roughness_limiter_enabled]."
-
-#~ msgid ""
-#~ "Sets the quality for rough screen-space reflections. Turning off will "
-#~ "make all screen space reflections sharp, while higher values make rough "
-#~ "reflections look better."
-#~ msgstr ""
-#~ "Establece la calidad de los reflejos en el espacio de la pantalla. Apagar "
-#~ "hará que todos los reflejos del espacio de la pantalla sean nítidos, "
-#~ "mientras que los valores más altos hacen que los reflejos ásperos se vean "
-#~ "mejor."
-
-#~ msgid ""
-#~ "Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. "
-#~ "Higher quality settings use more samples when reading from shadow maps "
-#~ "and are thus slower. Low quality settings may result in shadows looking "
-#~ "grainy."
-#~ msgstr ""
-#~ "Ajuste de calidad para las sombras emitidas por [OmniLight3D] y "
-#~ "[SpotLight3D]. Los ajustes de calidad más altos usan más muestras cuando "
-#~ "se lee de los mapas de sombras y por lo tanto son más lentos. Los ajustes "
-#~ "de baja calidad pueden hacer que las sombras se vean granuladas."
-
-#~ msgid ""
-#~ "Lower-end override for [member rendering/quality/shadows/"
-#~ "soft_shadow_quality] on mobile devices, due to performance concerns or "
-#~ "driver support."
-#~ msgstr ""
-#~ "Sobreescritura del extremo inferior para [member rendering/quality/"
-#~ "shadows/soft_shadow_quality] en los dispositivos móviles, debido a "
-#~ "problemas de rendimiento o a la compatibilidad con los controladores."
-
-#~ msgid ""
-#~ "If [code]true[/code], screen-space ambient occlusion will be rendered at "
-#~ "half size and then upscaled before being added to the scene. This is "
-#~ "significantly faster but may miss small details."
-#~ msgstr ""
-#~ "Si [code]true[/code], la oclusión ambiental del espacio de pantalla se "
-#~ "renderizará a mitad de tamaño y luego se escalará antes de ser añadida a "
-#~ "la escena. Esto es significativamente más rápido pero puede perder "
-#~ "pequeños detalles."
-
-#~ msgid ""
-#~ "Sets the quality of the screen-space ambient occlusion effect. Higher "
-#~ "values take more samples and so will result in better quality, at the "
-#~ "cost of performance."
-#~ msgstr ""
-#~ "Establece la calidad del efecto de oclusión ambiental del espacio de la "
-#~ "pantalla. Los valores más altos toman más muestras y por lo tanto "
-#~ "resultarán en una mejor calidad, a costa del rendimiento."
-
-#~ msgid ""
-#~ "Scales the depth over which the subsurface scattering effect is applied. "
-#~ "A high value may allow light to scatter into a part of the mesh or "
-#~ "another mesh that is close in screen space but far in depth."
-#~ msgstr ""
-#~ "Escala la profundidad sobre la que se aplica el efecto de dispersión del "
-#~ "subsuelo. Un valor alto puede permitir que la luz se disperse en una "
-#~ "parte de la malla o en otra malla que esté cerca en el espacio de la "
-#~ "malla pero a mucha profundidad."
-
-#~ msgid ""
-#~ "Sets the quality of the subsurface scattering effect. Higher values are "
-#~ "slower but look nicer."
-#~ msgstr ""
-#~ "Establece la calidad del efecto de dispersión del subsuelo. Los valores "
-#~ "más altos son más lentos pero se ven mejor."
-
-#~ msgid ""
-#~ "Scales the distance over which samples are taken for subsurface "
-#~ "scattering effect. Changing this does not impact performance, but higher "
-#~ "values will result in significant artifacts as the samples will become "
-#~ "obviously spread out. A lower value results in a smaller spread of "
-#~ "scattered light."
-#~ msgstr ""
-#~ "Escala la distancia a la que se toman las muestras para el efecto de "
-#~ "dispersión subterránea. Cambiar esto no afecta al rendimiento, pero "
-#~ "valores más altos resultarán en artefactos significativos ya que las "
-#~ "muestras se dispersarán obviamente. Un valor más bajo da como resultado "
-#~ "una menor dispersión de la luz dispersada."
-
-#~ msgid ""
-#~ "Sets the maximum number of samples to take when using anisotropic "
-#~ "filtering on textures (as a power of two). A higher sample count will "
-#~ "result in sharper textures at oblique angles, but is more expensive to "
-#~ "compute. A value of [code]0[/code] forcibly disables anisotropic "
-#~ "filtering, even on materials where it is enabled."
-#~ msgstr ""
-#~ "Establece el número máximo de muestras a tomar cuando se utiliza el "
-#~ "filtrado anisotrópico en las texturas (como una potencia de dos). Un "
-#~ "mayor número de muestras dará como resultado texturas más nítidas en "
-#~ "ángulos oblicuos, pero es más caro de calcular. Un valor de [code]0[/"
-#~ "code] desactiva forzosamente el filtrado anisotrópico, incluso en los "
-#~ "materiales en los que está activado."
-
-#~ msgid ""
-#~ "If [code]true[/code], the texture importer will import VRAM-compressed "
-#~ "textures using the Ericsson Texture Compression algorithm. This algorithm "
-#~ "doesn't support alpha channels in textures."
-#~ msgstr ""
-#~ "Si [code]true[/code], el importador de texturas importará texturas "
-#~ "comprimidas VRAM utilizando el algoritmo de Compresión de Texturas de "
-#~ "Ericsson. Este algoritmo no soporta canales alfa en las texturas."
-
-#~ msgid ""
-#~ "If [code]true[/code], the texture importer will import VRAM-compressed "
-#~ "textures using the Ericsson Texture Compression 2 algorithm. This texture "
-#~ "compression algorithm is only supported when using the Vulkan renderer."
-#~ msgstr ""
-#~ "Si [code]true[/code], el importador de texturas importará texturas "
-#~ "comprimidas VRAM utilizando el algoritmo Ericsson Texture Compression 2. "
-#~ "Este algoritmo de compresión de texturas sólo está soportado cuando se "
-#~ "utiliza el renderizador de Vulkan."
-
-#~ msgid ""
-#~ "If [code]true[/code], the texture importer will import VRAM-compressed "
-#~ "textures using the PowerVR Texture Compression algorithm. This texture "
-#~ "compression algorithm is only supported on iOS."
-#~ msgstr ""
-#~ "Si [code]true[/code], el importador de texturas importará texturas "
-#~ "comprimidas con VRAM usando el algoritmo de compresión de texturas "
-#~ "PowerVR. Este algoritmo de compresión de texturas sólo está soportado en "
-#~ "el iOS."
-
-#~ msgid ""
-#~ "The seed used by the random number generator. A given seed will give a "
-#~ "reproducible sequence of pseudo-random numbers.\n"
-#~ "[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
-#~ "similar random streams given similar seeds. Consider using a hash "
-#~ "function to improve your seed quality if they're sourced externally."
-#~ msgstr ""
-#~ "La semilla usada por el generador de números aleatorios. Una semilla dada "
-#~ "dará una secuencia reproducible de números pseudo-aleatorios.\n"
-#~ "[b]Nota:[/b] El RNG no tiene un efecto de avalancha, y puede producir "
-#~ "secuencias aleatorias similares dadas semillas similares. Considere la "
-#~ "posibilidad de utilizar una función de hash para mejorar la calidad de "
-#~ "sus semillas si se obtienen de fuentes externas."
-
-#~ msgid ""
-#~ "Returns the collision point at which the ray intersects the closest "
-#~ "object.\n"
-#~ "[b]Note:[/b] this point is in the [b]global[/b] coordinate system."
-#~ msgstr ""
-#~ "Devuelve el punto de colisión en el que el rayo intersecta el objeto más "
-#~ "cercano.\n"
-#~ "[b]Nota:[/b] este punto está en el sistema de coordenadas [b]global[/b]."
-
-#~ msgid ""
-#~ "The ray's collision mask. Only objects in at least one collision layer "
-#~ "enabled in the mask will be detected."
-#~ msgstr ""
-#~ "La máscara de colisión del rayo. Sólo se detectarán los objetos en al "
-#~ "menos una capa de colisión habilitada en la máscara."
-
-#~ msgid "If [code]true[/code], collision with [Area3D]s will be reported."
-#~ msgstr "Si [code]true[/code], se informará de la colisión con [Area3D]."
-
-#~ msgid ""
-#~ "If [code]true[/code], collision with [PhysicsBody3D]s will be reported."
-#~ msgstr ""
-#~ "Si [code]true[/code], se informará de la colisión con [PhysicsBody3D]."
-
-#~ msgid "2D axis-aligned bounding box using floating point coordinates."
-#~ msgstr "Caja delimitadora alineada con el eje 2D usando coordenadas reales."
-
-#~ msgid "Constructs a [Rect2] from a [Rect2i]."
-#~ msgstr "Construye un [Rect2] a partir de un [Rect2i]."
-
-#~ msgid "2D axis-aligned bounding box using integer coordinates."
-#~ msgstr ""
-#~ "Caja delimitadora alineada con el eje 2D usando coordenadas enteras."
-
-#~ msgid ""
-#~ "[Rect2i] consists of a position, a size, and several utility functions. "
-#~ "It is typically used for fast overlap tests.\n"
-#~ "It uses integer coordinates."
-#~ msgstr ""
-#~ "[Rect2i] consta de una posición, un tamaño y varias funciones de "
-#~ "utilidad. Se utiliza típicamente para pruebas de superposición rápida.\n"
-#~ "Utiliza coordenadas enteras."
-
-#~ msgid "Constructs a [Rect2i] by position and size."
-#~ msgstr "Construye un [Rect2i] por posición y tamaño."
-
-#~ msgid "Constructs a [Rect2i] by x, y, width, and height."
-#~ msgstr "Construye un [Rect2i] por x, y, ancho y alto."
-
-#~ msgid ""
-#~ "Constructs a new [Rect2i] from [Rect2]. The floating point coordinates "
-#~ "will be truncated."
-#~ msgstr ""
-#~ "Construye un nuevo [Rect2i] a partir del [Rect2]. Las coordenadas reales "
-#~ "serán truncadas."
-
-#~ msgid ""
-#~ "Returns a [Rect2i] with equivalent position and area, modified so that "
-#~ "the top-left corner is the origin and [code]width[/code] and "
-#~ "[code]height[/code] are positive."
-#~ msgstr ""
-#~ "Devuelve una [Rect2i] con posición y área equivalentes, modificada de "
-#~ "manera que la esquina superior izquierda es el origen y [code]width[/"
-#~ "code] y [code]height[/code] son positivos."
-
-#~ msgid "Returns the intersection of this [Rect2i] and b."
-#~ msgstr "Devuelve la intersección de esta [Rect2i] y b."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another "
-#~ "one."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si este [Rect2i] encierra completamente otro."
-
-#~ msgid "Returns this [Rect2i] expanded to include a given point."
-#~ msgstr "Devuelve este [Rect2i] expandido para incluir un punto determinado."
-
-#~ msgid "Returns the area of the [Rect2i]."
-#~ msgstr "Devuelve el área de la [Rect2i]."
-
-#~ msgid ""
-#~ "Returns a copy of the [Rect2i] grown a given amount of units towards all "
-#~ "the sides."
-#~ msgstr ""
-#~ "Devuelve una copia del [Rect2i] crecido una cantidad dada de unidades "
-#~ "hacia todos los lados."
-
-#~ msgid ""
-#~ "Returns a copy of the [Rect2i] grown a given amount of units towards each "
-#~ "direction individually."
-#~ msgstr ""
-#~ "Devuelve una copia del [Rect2i] crecido una cantidad dada de unidades "
-#~ "hacia cada dirección individualmente."
-
-#~ msgid ""
-#~ "Returns a copy of the [Rect2i] grown a given amount of units towards the "
-#~ "[enum Margin] direction."
-#~ msgstr ""
-#~ "Devuelve una copia del [Rect2i] crecido una cantidad dada de unidades "
-#~ "hacia la dirección [enum Margin]."
-
-#~ msgid "Returns [code]true[/code] if the [Rect2i] is flat or empty."
-#~ msgstr "Devuelve [code]true[/code] si la [Rect2i] está plana o vacía."
-
-#~ msgid "Returns [code]true[/code] if the [Rect2i] contains a point."
-#~ msgstr "Devuelve [code]true[/code] si la [Rect2i] contiene un punto."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the [Rect2i] overlaps with [code]b[/code] (i."
-#~ "e. they have at least one point in common).\n"
-#~ "If [code]include_borders[/code] is [code]true[/code], they will also be "
-#~ "considered overlapping if their borders touch, even without intersection."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si la [Rect2i] se superpone con [code]b[/code] "
-#~ "(es decir, tienen al menos un punto en común).\n"
-#~ "Si [code]include_borders[/code] es [code]true[/code], también se "
-#~ "considerará que se superponen si sus bordes se tocan, incluso sin "
-#~ "intersección."
-
-#~ msgid ""
-#~ "Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]."
-#~ msgstr ""
-#~ "Devuelve un [Rect2i] más grande que contiene este [Rect2i] y [code]b[/"
-#~ "code]."
-
-#~ msgid "If [code]true[/code], reflections will ignore sky contribution."
-#~ msgstr ""
-#~ "Si [code]true[/code], los reflejos ignorarán la contribución del cielo."
-
-#~ msgid ""
-#~ "Update the probe once on the next frame. The corresponding radiance map "
-#~ "will be generated over the following six frames. This is slower to update "
-#~ "than [constant UPDATE_ALWAYS] but can result in higher quality "
-#~ "reflections."
-#~ msgstr ""
-#~ "Actualice la sonda una vez en el siguiente cuadro. El mapa de radiación "
-#~ "correspondiente se generará en los siguientes seis cuadros. Esto es más "
-#~ "lento de actualizar que [constant UPDATE_ALWAYS] pero puede resultar en "
-#~ "reflexiones de mayor calidad."
-
-#~ msgid ""
-#~ "[RemoteTransform3D] caches the remote node. It may not notice if the "
-#~ "remote node disappears; [method force_update_cache] forces it to update "
-#~ "the cache again."
-#~ msgstr ""
-#~ "[RemoteTransform3D] cachea el nodo remoto. Puede que no se dé cuenta si "
-#~ "el nodo remoto desaparece; [method force_update_cache] le obliga a "
-#~ "actualizar la caché de nuevo."
-
-#~ msgid ""
-#~ "The [NodePath] to the remote node, relative to the RemoteTransform3D's "
-#~ "position in the scene."
-#~ msgstr ""
-#~ "El [NodePath] al nodo remoto, relativo a la posición del "
-#~ "RemoteTransform3D en la escena."
-
-#~ msgid ""
-#~ "Sets the material that the sky uses to render the background and "
-#~ "reflection maps."
-#~ msgstr ""
-#~ "Establece el material que el cielo utiliza para representar los mapas de "
-#~ "fondo y de reflexión."
-
-#~ msgid "Shader is a sky shader."
-#~ msgstr "Shader es un shader de cielo."
-
-#~ msgid ""
-#~ "The size of the light when using spot light or omni light. The angular "
-#~ "size of the light when using directional light."
-#~ msgstr ""
-#~ "El tamaño de la luz cuando se usa luz puntual u omnidireccional. El "
-#~ "tamaño angular de la luz cuando se usa luz direccional."
-
-#~ msgid ""
-#~ "Proportion of shadow max distance where the shadow will start to fade out."
-#~ msgstr ""
-#~ "Proporción de la distancia máxima de la sombra donde la sombra comenzará "
-#~ "a desvanecerse."
-
-#~ msgid ""
-#~ "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low "
-#~ "resolution shadow maps. A high value can make shadows appear grainy and "
-#~ "can cause other unwanted artifacts. Try to keep as near default as "
-#~ "possible."
-#~ msgstr ""
-#~ "Desdibuja los bordes de la sombra. Se puede usar para ocultar artefactos "
-#~ "de píxeles en mapas de sombras de baja resolución. Un valor alto puede "
-#~ "hacer que las sombras aparezcan granuladas y puede causar otros "
-#~ "artefactos no deseados. Trate de mantener un valor lo más cercano posible "
-#~ "al valor por defecto."
-
-#~ msgid "Multisample antialiasing uses 2 samples per pixel."
-#~ msgstr "El antialiasing multimuestreo utiliza 2 muestras por píxel."
-
-#~ msgid "Multisample antialiasing uses 4 samples per pixel."
-#~ msgstr "El antialiasing multimuestreo utiliza 4 muestras por píxel."
-
-#~ msgid "Multisample antialiasing uses 8 samples per pixel."
-#~ msgstr "El antialiasing multimuestreo utiliza 8 muestras por píxel."
-
-#~ msgid "Multisample antialiasing uses 16 samples per pixel."
-#~ msgstr "El antialiasing multimuestreo utiliza 16 muestras por píxel."
-
-#~ msgid "Objects are displayed with only light information."
-#~ msgstr "Los objetos se muestran sin información de la luz."
-
-#~ msgid ""
-#~ "Objects are displayed semi-transparent with additive blending so you can "
-#~ "see where they are drawing over top of one another. A higher overdraw "
-#~ "means you are wasting performance on drawing pixels that are being hidden "
-#~ "behind others."
-#~ msgstr ""
-#~ "Los objetos se muestran semitransparentes con mezcla aditiva para que "
-#~ "puedas ver dónde están dibujando uno encima del otro. Un mayor "
-#~ "sobregirado significa que estás desperdiciando el rendimiento al dibujar "
-#~ "píxeles que están siendo escondidos detrás de otros."
-
-#~ msgid ""
-#~ "Normal buffer is drawn instead of regular scene so you can see the per-"
-#~ "pixel normals that will be used by post-processing effects."
-#~ msgstr ""
-#~ "El buffer normal se dibuja en lugar de la escena regular para que se "
-#~ "puedan ver los normales por píxel que serán utilizados por los efectos de "
-#~ "post-procesamiento."
-
-#~ msgid "Objects are displayed with only the albedo value from [GIProbe]s."
-#~ msgstr ""
-#~ "Los objetos se muestran sólo con el valor del albedo de los [GIProbe]s."
-
-#~ msgid "Objects are displayed with only the lighting value from [GIProbe]s."
-#~ msgstr ""
-#~ "Los objetos se muestran sólo con el valor de iluminación de los "
-#~ "[GIProbe]s."
-
-#~ msgid "Objects are displayed with only the emission color from [GIProbe]s."
-#~ msgstr ""
-#~ "Los objetos se muestran sólo con el color de emisión de los [GIProbe]s."
-
-#~ msgid ""
-#~ "Draws the shadow atlas that stores shadows from [OmniLight3D]s and "
-#~ "[SpotLight3D]s in the upper left quadrant of the [Viewport]."
-#~ msgstr ""
-#~ "Dibuja el atlas de sombras que almacena las sombras de [OmniLight3D] y "
-#~ "[SpotLight3D] en el cuadrante superior izquierdo del [Viewport]."
-
-#~ msgid ""
-#~ "Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in "
-#~ "the upper left quadrant of the [Viewport]."
-#~ msgstr ""
-#~ "Dibuja el atlas de sombras que almacena las sombras de [OmniLight3D] y "
-#~ "[SpotLight3D] en el cuadrante superior izquierdo del [Viewport]."
-
-#~ msgid ""
-#~ "Draws the screen space ambient occlusion texture instead of the scene so "
-#~ "that you can clearly see how it is affecting objects. In order for this "
-#~ "display mode to work, you must have [member Environment.ssao_enabled] set "
-#~ "in your [WorldEnvironment]."
-#~ msgstr ""
-#~ "Dibuja la textura de oclusión ambiental del espacio de la pantalla en "
-#~ "lugar de la escena para que puedas ver claramente cómo está afectando a "
-#~ "los objetos. Para que este modo de visualización funcione, debe tener "
-#~ "[member Environment.ssao_enabled] establecido en su [WorldEnvironment]."
-
-#~ msgid ""
-#~ "Colors each PSSM split for the [DirectionalLight3D]s in the scene a "
-#~ "different color so you can see where the splits are. In order they will "
-#~ "be colored red, green, blue, yellow."
-#~ msgstr ""
-#~ "Coloca cada división PSSM para los [DirectionalLight3D] de la escena un "
-#~ "color diferente para que puedas ver dónde están las divisiones. En orden, "
-#~ "serán de color rojo, verde, azul, amarillo."
-
-#~ msgid ""
-#~ "Uses high quality importance sampling to process the radiance map. In "
-#~ "general, this results in much higher quality than [constant Sky."
-#~ "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not "
-#~ "be used if you plan on changing the sky at runtime. If you are finding "
-#~ "that the reflection is not blurry enough and is showing sparkles or "
-#~ "fireflies, try increasing [member ProjectSettings.rendering/quality/"
-#~ "reflections/ggx_samples]."
-#~ msgstr ""
-#~ "Utiliza un muestreo de importancia de alta calidad para procesar el mapa "
-#~ "de resplandor. En general, esto resulta en una calidad mucho más alta que "
-#~ "[constant Sky.PROCESS_MODE_REALTIME], pero toma mucho más tiempo en "
-#~ "generarse. Esto no debe ser usado si planeas cambiar el cielo en tiempo "
-#~ "de ejecución. Si encuentra que el reflejo no es lo suficientemente "
-#~ "borroso y está mostrando destellos o luciérnagas, intente aumentar "
-#~ "[member ProjectSettings.rendering/quality/reflections/ggx_samples]."
-
-#~ msgid ""
-#~ "Uses the fast filtering algorithm to process the radiance map. In general "
-#~ "this results in lower quality, but substantially faster run times.\n"
-#~ "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, "
-#~ "so [member Sky.radiance_size] must be set to [constant Sky."
-#~ "RADIANCE_SIZE_256]."
-#~ msgstr ""
-#~ "Utiliza el algoritmo de filtrado rápido para procesar el mapa de "
-#~ "radiación. En general, esto da como resultado una menor calidad, pero "
-#~ "tiempos de ejecución sustancialmente más rápidos.\n"
-#~ "[b]Nota:[/b] El algoritmo de filtrado rápido está limitado a mapas "
-#~ "cúbicos de 256x256, por lo que el[member Sky.radiance_size] debe "
-#~ "establecerse en [constant Sky.RADIANCE_SIZE_256]."
-
-#~ msgid "High quality screen space ambient occlusion."
-#~ msgstr "Oclusión ambiental del espacio de la pantalla de alta calidad."
-
-#~ msgid ""
-#~ "Lowest quality DOF blur. This is the fastest setting, but you may be able "
-#~ "to see filtering artifacts."
-#~ msgstr ""
-#~ "El difuminado DOF de más baja calidad. Este es el ajuste más rápido, pero "
-#~ "es posible que puedas ver los artefactos de filtrado."
-
-#~ msgid "Low quality DOF blur."
-#~ msgstr "Difuminado DOF de baja calidad."
-
-#~ msgid "Medium quality DOF blur."
-#~ msgstr "Difuminado DOF de calidad media."
-
-#~ msgid ""
-#~ "Highest quality DOF blur. Results in the smoothest looking blur by taking "
-#~ "the most samples, but is also significantly slower."
-#~ msgstr ""
-#~ "El difuminado DOF de más alta calidad. Da como resultado el desenfoque de "
-#~ "aspecto más suave al tomar la mayor cantidad de muestras, pero también es "
-#~ "significativamente más lento."
-
-#~ msgid ""
-#~ "Calculate the DOF blur using a box filter. The fastest option, but "
-#~ "results in obvious lines in blur pattern."
-#~ msgstr ""
-#~ "Calcula el difuminado DOF usando un filtro de caja. La opción más rápida, "
-#~ "pero resulta en líneas obvias en el patrón de borrosidad."
-
-#~ msgid "Calculates DOF blur using a hexagon shaped filter."
-#~ msgstr "Calcula la difuminación DOF usando un filtro con forma de hexágono."
-
-#~ msgid ""
-#~ "Calculates DOF blur using a circle shaped filter. Best quality and most "
-#~ "realistic, but slowest. Use only for areas where a lot of performance can "
-#~ "be dedicated to post-processing (e.g. cutscenes)."
-#~ msgstr ""
-#~ "Calcula el difuminado DOF usando un filtro en forma de círculo. La mejor "
-#~ "calidad y la más realista, pero la más lenta. Utilízalo sólo para áreas "
-#~ "donde se pueda dedicar mucho rendimiento al post-procesamiento (por "
-#~ "ejemplo, las escenas de corte)."
-
-#~ msgid "The instance is a decal."
-#~ msgstr "La instancia es una calcomanía."
-
-#~ msgid "Allows the instance to be used with dynamic global illumination."
-#~ msgstr "Permite utilizar la instancia con iluminación global dinámica."
-
-#~ msgid "Uses the default filter mode for this [Viewport]."
-#~ msgstr "Utiliza el modo de filtro predeterminado para este [Viewport]."
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and between the "
-#~ "nearest 2 mipmaps."
-#~ msgstr ""
-#~ "El filtro de textura se mezcla entre los 4 píxeles más cercanos y entre "
-#~ "los 2 mipmaps más cercanos."
-
-#~ msgid "Max value for [enum CanvasItemTextureFilter] enum."
-#~ msgstr "Valor máximo para enum [enum CanvasItemTextureFilter]."
-
-#~ msgid "Uses the default repeat mode for this [Viewport]."
-#~ msgstr "Utiliza el modo de repetición predeterminado para este [Viewport]."
-
-#~ msgid ""
-#~ "Disables textures repeating. Instead, when reading UVs outside the 0-1 "
-#~ "range, the value will be clamped to the edge of the texture, resulting in "
-#~ "a stretched out look at the borders of the texture."
-#~ msgstr ""
-#~ "Desactiva la repetición de texturas. En cambio, al leer los UVs fuera del "
-#~ "rango de 0-1, el valor se fijará en el borde de la textura, resultando en "
-#~ "una mirada alargada en los bordes de la textura."
-
-#~ msgid ""
-#~ "Flip the texture when repeating so that the edge lines up instead of "
-#~ "abruptly changing."
-#~ msgstr ""
-#~ "Voltea la textura cuando se repite para que el borde esté alineado en "
-#~ "lugar de que cambie abruptamente."
-
-#~ msgid "Max value for [enum CanvasItemTextureRepeat] enum."
-#~ msgstr "Valor máximo para enum rar [enum CanvasItemTextureRepeat]."
-
-#~ msgid "Max value of the [enum CanvasLightShadowFilter] enum."
-#~ msgstr "Valor máximo del enum [enum CanvasLightShadowFilter]."
-
-#~ msgid "The name of the resource. This is an optional identifier."
-#~ msgstr "El nombre del recurso. Este es un identificador opcional."
-
-#~ msgid ""
-#~ "Returns the resource loaded by [method load_threaded_request].\n"
-#~ "If this is called before the loading thread is done (i.e. [method "
-#~ "load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the "
-#~ "calling thread will be blocked until the resource has finished loading."
-#~ msgstr ""
-#~ "Devuelve el recurso cargado por [method load_threaded_request].\n"
-#~ "Si esto se llama antes de que se haga el hilo de carga (es decir, [method "
-#~ "load_threaded_get_status] no es [constant THREAD_LOAD_LOAD]), el hilo de "
-#~ "llamada se bloqueará hasta que el recurso haya terminado de cargarse."
-
-#~ msgid ""
-#~ "Returns the status of a threaded loading operation started with [method "
-#~ "load_threaded_request] for the resource at [code]path[/code]. See [enum "
-#~ "ThreadLoadStatus] for possible return values.\n"
-#~ "An array variable can optionally be passed via [code]progress[/code], and "
-#~ "will return a one-element array containing the percentage of completion "
-#~ "of the threaded loading."
-#~ msgstr ""
-#~ "Devuelve el estado de una operación de carga de hilos iniciada con "
-#~ "[method load_threaded_request] para el recurso en [code]path[/code]. "
-#~ "Consulta [enum ThreadLoadStatus] para los posibles valores de retorno.\n"
-#~ "Una variable del array puede ser pasada opcionalmente a través de "
-#~ "[code]progress[/code], y devolverá un array de un elemento que contiene "
-#~ "el porcentaje de finalización de la carga de hilos."
-
-#~ msgid ""
-#~ "Loads the resource using threads. If [code]use_sub_threads[/code] is "
-#~ "[code]true[/code], multiple threads will be used to load the resource, "
-#~ "which makes loading faster, but may affect the main thread (and thus "
-#~ "cause game slowdowns)."
-#~ msgstr ""
-#~ "Carga el recurso usando hilos. Si [code]use_sub_threads[/code] es "
-#~ "[code]true[/code], se usarán múltiples hilos para cargar el recurso, lo "
-#~ "que hace que la carga sea más rápida, pero puede afectar al hilo "
-#~ "principal (y por lo tanto, causar retrasos en el juego)."
-
-#~ msgid ""
-#~ "The resource is invalid, or has not been loaded with [method "
-#~ "load_threaded_request]."
-#~ msgstr ""
-#~ "El recurso es inválido, o no ha sido cargado con [method "
-#~ "load_threaded_request]."
-
-#~ msgid "The resource is still being loaded."
-#~ msgstr "El recurso todavía se está cargando."
-
-#~ msgid "Some error occurred during loading and it failed."
-#~ msgstr "Se produjo algún error durante la carga y falló."
-
-#~ msgid ""
-#~ "The resource was loaded successfully and can be accessed via [method "
-#~ "load_threaded_get]."
-#~ msgstr ""
-#~ "El recurso se cargó con éxito y se puede acceder a él a través del "
-#~ "[method load_threaded_get]."
-
-#~ msgid ""
-#~ "Rich text can contain custom text, fonts, images and some basic "
-#~ "formatting. The label manages these as an internal tag stack. It also "
-#~ "adapts itself to given width/heights.\n"
-#~ "[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and "
-#~ "reconstruct it from the property's contents. Any edits made to [member "
-#~ "bbcode_text] will erase previous edits made from other manual sources "
-#~ "such as [method append_bbcode] and the [code]push_*[/code] / [method pop] "
-#~ "methods."
-#~ msgstr ""
-#~ "El texto enriquecido puede contener texto personalizado, fuentes, "
-#~ "imágenes y algún formato básico. La etiqueta los maneja como una pila de "
-#~ "etiquetas internas. También se adapta a un ancho/alto determinado.\n"
-#~ "[b]Nota:[/b] Las asignaciones a [member bbcode_text] borran la pila de "
-#~ "etiquetas y la reconstruyen a partir del contenido de la propiedad. "
-#~ "Cualquier edición realizada a [member bbcode_text] borrará las ediciones "
-#~ "anteriores realizadas desde otras fuentes manuales como [method "
-#~ "append_bbcode] y los métodos [code]push_*[/code] / [method pop]."
-
-#~ msgid ""
-#~ "Parses [code]bbcode[/code] and adds tags to the tag stack as needed. "
-#~ "Returns the result of the parsing, [constant OK] if successful."
-#~ msgstr ""
-#~ "Analiza [code]bbcode[/code] y añade etiquetas a la pila de etiquetas "
-#~ "según sea necesario. Devuelve el resultado del análisis, [constant OK] si "
-#~ "tiene éxito."
-
-#~ msgid ""
-#~ "The restricted number of characters to display in the label. If [code]-1[/"
-#~ "code], all characters will be displayed."
-#~ msgstr ""
-#~ "El número restringido de caracteres a mostrar en la etiqueta. Si "
-#~ "[code]-1[/code], se mostrarán todos los caracteres."
-
-#~ msgid ""
-#~ "If [code]true[/code], the body can enter sleep mode when there is no "
-#~ "movement. See [member sleeping]."
-#~ msgstr ""
-#~ "Si es [code]true[/code], el cuerpo puede entrar el modo inactivo cuando "
-#~ "no hay movimiento. Véase [member sleeping]."
-
-#~ msgid ""
-#~ "Emitted when a body enters into contact with this one. Requires [member "
-#~ "contact_monitor] to be set to [code]true[/code] and [member "
-#~ "contacts_reported] to be set high enough to detect all the collisions."
-#~ msgstr ""
-#~ "Emitido cuando un cuerpo entra en contacto con éste. Requiere que [member "
-#~ "contact_monitor] se establezca en [code]true[/code] y que [member "
-#~ "contacts_reported] se establezca lo suficientemente alto para detectar "
-#~ "todas las colisiones."
-
-#~ msgid ""
-#~ "Emitted when a body exits contact with this one. Requires [member "
-#~ "contact_monitor] to be set to [code]true[/code] and [member "
-#~ "contacts_reported] to be set high enough to detect all the collisions."
-#~ msgstr ""
-#~ "Emitido cuando un cuerpo sale del contacto con éste. Requiere que [member "
-#~ "contact_monitor] se establezca en [code]true[/code] y que [member "
-#~ "contacts_reported] se establezca lo suficientemente alto para detectar "
-#~ "todas las colisiones."
-
-#~ msgid ""
-#~ "Emitted when a body enters into contact with this one. Reports colliding "
-#~ "shape information. See [CollisionObject2D] for shape index information. "
-#~ "Requires [member contact_monitor] to be set to [code]true[/code] and "
-#~ "[member contacts_reported] to be set high enough to detect all the "
-#~ "collisions."
-#~ msgstr ""
-#~ "Emitido cuando un cuerpo entra en contacto con éste. Informa de la "
-#~ "información de la forma de colisión. Ver [CollisionObject2D] para "
-#~ "información sobre el índice de forma. Requiere que [member "
-#~ "contact_monitor] se establezca en [code]true[/code] y que [member "
-#~ "contacts_reported] se establezca lo suficientemente alto para detectar "
-#~ "todas las colisiones."
-
-#~ msgid ""
-#~ "Emitted when a body shape exits contact with this one. Reports colliding "
-#~ "shape information. See [CollisionObject2D] for shape index information. "
-#~ "Requires [member contact_monitor] to be set to [code]true[/code] and "
-#~ "[member contacts_reported] to be set high enough to detect all the "
-#~ "collisions."
-#~ msgstr ""
-#~ "Emitida cuando una forma corporal sale del contacto con ésta. Informa de "
-#~ "la información de la forma de colisión. Ver [CollisionObject2D] para "
-#~ "información sobre el índice de la forma. Requiere que [member "
-#~ "contact_monitor] se establezca en [code]true[/code] y que [member "
-#~ "contacts_reported] se establezca a un nivel suficientemente alto para "
-#~ "detectar todas las colisiones."
-
-#~ msgid "Damps RigidBody3D's rotational forces."
-#~ msgstr "Amortigua las fuerzas de rotación de RigidBody3D."
-
-#~ msgid ""
-#~ "Emitted when a body shape exits contact with this one. Requires [member "
-#~ "contact_monitor] to be set to [code]true[/code] and [member "
-#~ "contacts_reported] to be set high enough to detect all the collisions."
-#~ msgstr ""
-#~ "Emitida cuando una forma corporal sale del contacto con ésta. Requiere "
-#~ "que [member contact_monitor] se establezca en [code]true[/code] y que "
-#~ "[member contacts_reported] se establezca lo suficientemente alto para "
-#~ "detectar todas las colisiones."
-
-#~ msgid ""
-#~ "Emitted when a body shape exits contact with this one. Requires [member "
-#~ "contact_monitor] to be set to [code]true[/code] and [member "
-#~ "contacts_reported] to be set high enough to detect all the collisions.\n"
-#~ "This signal not only receives the body that stopped colliding with this "
-#~ "one, but also its [RID] ([code]body_id[/code]), the shape index from the "
-#~ "colliding body ([code]body_shape[/code]), and the shape index from this "
-#~ "body ([code]local_shape[/code]) the other body stopped colliding with."
-#~ msgstr ""
-#~ "Emitida cuando una forma corporal sale del contacto con ésta. Requiere "
-#~ "que [member contact_monitor] se establezca en [code]true[/code] y que "
-#~ "[member contacts_reported] se establezca lo suficientemente alto para "
-#~ "detectar todas las colisiones.\n"
-#~ "Esta señal no sólo recibe el cuerpo que dejó de colisionar con éste, sino "
-#~ "también su [RID] ([code]body_id[/code]), el índice de forma del cuerpo "
-#~ "que colisionó ([code]body_shape[/code]), y el índice de forma de este "
-#~ "cuerpo ([code]local_shape[/code]) con el que el otro cuerpo dejó de "
-#~ "colisionar."
-
-#~ msgid "Calls [code]method[/code] on each member of the given group."
-#~ msgstr "Llama a [code]method[/code] a cada miembro del grupo dado."
-
-#~ msgid ""
-#~ "Calls [code]method[/code] on each member of the given group, respecting "
-#~ "the given [enum GroupCallFlags]."
-#~ msgstr ""
-#~ "Llama a [code]method[/code] a cada miembro del grupo dado, respetando el "
-#~ "[enum GroupCallFlags] dado."
-
-#~ msgid "Lowers the [Semaphore], allowing one more thread in."
-#~ msgstr "Baja el [Semaphore], permitiendo que entre un hilo más."
-
-#~ msgid ""
-#~ "Like [method wait], but won't block, so if the value is zero, fails "
-#~ "immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
-#~ "[constant OK] to report success."
-#~ msgstr ""
-#~ "Como [method wait], pero no se bloquea, así que si el valor es cero, "
-#~ "falla inmediatamente y devuelve [constant ERR_BUSY]. Si es distinto de "
-#~ "cero, devuelve [constant OK] para informar del éxito."
-
-#~ msgid ""
-#~ "Waits for the [Semaphore], if its value is zero, blocks until non-zero."
-#~ msgstr ""
-#~ "Espera al [Semaphore], si su valor es cero, bloquea hasta que no sea cero."
-
-#~ msgid ""
-#~ "Mode used for drawing skies. Only works with shaders attached to [Sky] "
-#~ "objects."
-#~ msgstr ""
-#~ "El modo utilizado para dibujar los cielos. Sólo funciona con los shaders "
-#~ "adheridos a los objetos [Sky]."
-
-#~ msgid "Class representing a signal defined in an object."
-#~ msgstr "Clase que representa una señal definida en un objeto."
-
-#~ msgid ""
-#~ "Connects this signal to the specified [Callable], optionally providing "
-#~ "binds and connection flags."
-#~ msgstr ""
-#~ "Conecta esta señal a la [Callable] especificada, proporcionando "
-#~ "opcionalmente uniones y flags de conexión."
-
-#~ msgid "Disconnects this signal from the specified [Callable]."
-#~ msgstr "Desconecta esta señal de la [Callable] especificada."
-
-#~ msgid "Emits this signal to all connected objects."
-#~ msgstr "Emite esta señal a todos los objetos conectados."
-
-#~ msgid "Returns the list of [Callable]s connected to this signal."
-#~ msgstr "Devuelve la lista de los [Callable]s conectados a esta señal."
-
-#~ msgid "Returns the object emitting this signal."
-#~ msgstr "Devuelve el objeto que emite esta señal."
-
-#~ msgid ""
-#~ "Returns the ID of the object emitting this signal (see [method Object."
-#~ "get_instance_id])."
-#~ msgstr ""
-#~ "Devuelve el ID del objeto que emite esta señal (ver [method Object."
-#~ "get_instance_id])."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the specified [Callable] is connected to "
-#~ "this signal."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si el [Callable] especificado está conectado a "
-#~ "esta señal."
-
-#~ msgid ""
-#~ "Takes the given bone pose/transform and converts it to a world transform, "
-#~ "relative to the [Skeleton3D] node.\n"
-#~ "This is useful for using the bone transform in calculations with "
-#~ "transforms from [Node3D]-based nodes."
-#~ msgstr ""
-#~ "Toma la pose/transformación del hueso dado y lo convierte en una "
-#~ "transformación del mundo, en relación con el nodo [Skeleton3D].\n"
-#~ "Esto es útil para usar la transformación ósea en los cálculos con las "
-#~ "transformaciones de los nodos basados en [Node3D]."
-
-#~ msgid "Removes the global pose override on all bones in the skeleton."
-#~ msgstr ""
-#~ "Elimina la sobreescritura de la pose global en todos los huesos del "
-#~ "esqueleto."
-
-#~ msgid ""
-#~ "Returns whether the bone rest for the bone at [code]bone_idx[/code] is "
-#~ "disabled."
-#~ msgstr ""
-#~ "Devuelve si el reposo del hueso en [code]bone_idx[/code] está desactivado."
-
-#~ msgid "Returns all bones in the skeleton to their rest poses."
-#~ msgstr ""
-#~ "Devuelve todos los huesos del esqueleto a sus posiciones de descanso."
-
-#~ msgid ""
-#~ "Adds a collision exception to the physical bone.\n"
-#~ "Works just like the [RigidBody3D] node."
-#~ msgstr ""
-#~ "Añade una excepción de colisión al hueso físico.\n"
-#~ "Funciona igual que el nodo [RigidBody3D]."
-
-#~ msgid ""
-#~ "Removes a collision exception to the physical bone.\n"
-#~ "Works just like the [RigidBody3D] node."
-#~ msgstr ""
-#~ "Elimina una excepción de colisión en el hueso físico.\n"
-#~ "Funciona igual que el nodo [RigidBody3D]."
-
-#~ msgid ""
-#~ "Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and "
-#~ "reacting to the physics world.\n"
-#~ "Optionally, a list of bone names can be passed-in, allowing only the "
-#~ "passed-in bones to be simulated."
-#~ msgstr ""
-#~ "Le dice a los nodos [PhysicalBone3D] del Esqueleto que empiecen a simular "
-#~ "y reaccionar al mundo de la física.\n"
-#~ "Opcionalmente, se puede pasar una lista de nombres de huesos, permitiendo "
-#~ "que sólo los huesos pasados sean simulados."
-
-#~ msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating."
-#~ msgstr ""
-#~ "Le dice a los nodos [PhysicalBone3D] del esqueleto que dejen de simular."
-
-#~ msgid "Binds the given Skin to the Skeleton."
-#~ msgstr "Une la piel dada al esqueleto."
-
-#~ msgid ""
-#~ "Sets the custom pose transform, [code]custom_pose[/code], for the bone at "
-#~ "[code]bone_idx[/code]. This pose is an addition to the bone rest pose.\n"
-#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method "
-#~ "world_transform_to_bone_transform] to convert a world transform, like one "
-#~ "you can get from a [Node3D], to bone space."
-#~ msgstr ""
-#~ "Establece la transformación de la pose personalizada, [code]custom_pose[/"
-#~ "code], para el hueso en [code]bone_idx[/code]. Esta pose es una adición a "
-#~ "la pose de reposo del hueso.\n"
-#~ "[b]Nota[/b]: La transformación de la pose necesita estar en el espacio "
-#~ "óseo. Usa [method world_transform_to_bone_transform] para convertir una "
-#~ "transformación del mundo, como la que puedes obtener de un [Node3D], al "
-#~ "espacio óseo."
-
-#~ msgid ""
-#~ "Disables the rest pose for the bone at [code]bone_idx[/code] if "
-#~ "[code]true[/code], enables the bone rest if [code]false[/code]."
-#~ msgstr ""
-#~ "Desactiva la pose de descanso para el hueso en [code]bone_idx[/code] si "
-#~ "[code]true[/code], activa el descanso del hueso si [code]false[/code]."
-
-#~ msgid ""
-#~ "Sets the global pose transform, [code]pose[/code], for the bone at "
-#~ "[code]bone_idx[/code].\n"
-#~ "[code]amount[/code] is the interpolation strength that will be used when "
-#~ "applying the pose, and [code]persistent[/code] determines if the applied "
-#~ "pose will remain.\n"
-#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method "
-#~ "world_transform_to_bone_transform] to convert a world transform, like one "
-#~ "you can get from a [Node3D], to bone space."
-#~ msgstr ""
-#~ "Establece la transformación global de la pose, [code]pose[/code], para el "
-#~ "hueso en [code]bone_idx[/code].\n"
-#~ "[code]amount[/code] es la fuerza de interpolación que se utilizará al "
-#~ "aplicar la pose, y [code]persistent[/code] determina si la pose aplicada "
-#~ "permanecerá.\n"
-#~ "[b]Nota[/b]: La transformación de la pose necesita estar en el espacio "
-#~ "óseo. Usa [method world_transform_to_bone_transform] para convertir una "
-#~ "transformación del mundo, como la que puedes obtener de un [Node3D], al "
-#~ "espacio óseo."
-
-#~ msgid ""
-#~ "Sets the pose transform for bone [code]bone_idx[/code].\n"
-#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method "
-#~ "world_transform_to_bone_transform] to convert a world transform, like one "
-#~ "you can get from a [Node3D], to bone space."
-#~ msgstr ""
-#~ "Establece la transformación de la pose para el hueso [code]bone_idx[/"
-#~ "code].\n"
-#~ "[b]Nota[/b]: La transformación de la pose necesita estar en el espacio "
-#~ "óseo. Usa [method world_transform_to_bone_transform] para convertir una "
-#~ "transformación en un mundo, como la que puedes obtener de un [Node3D], en "
-#~ "espacio de origen óseo."
-
-#~ msgid ""
-#~ "Unparents the bone at [code]bone_idx[/code] and sets its rest position to "
-#~ "that of it's parent prior to being reset."
-#~ msgstr ""
-#~ "Despareja con su padre el hueso en [code]bone_idx[/code] y fija su "
-#~ "posición de reposo a la de su padre antes de ser reajustado."
-
-#~ msgid ""
-#~ "Takes the given world transform, relative to the [Skeleton3D], and "
-#~ "converts it to a bone pose/transform.\n"
-#~ "This is useful for using setting bone poses using transforms from "
-#~ "[Node3D]-based nodes."
-#~ msgstr ""
-#~ "Toma la transformación del mundo dado, en relación con el [Skeleton3D], y "
-#~ "lo convierte en una postura/transformación de hueso.\n"
-#~ "Esto es útil para usar las poses óseas de ajuste usando las "
-#~ "transformaciones de los nodos basados en [Node3D]."
-
-#~ msgid "Background that uses a [Material] to draw a sky."
-#~ msgstr "Fondo que utiliza un [Material] para dibujar un cielo."
-
-#~ msgid ""
-#~ "The [Sky] class uses a [Material] to draw the background and update the "
-#~ "reflection/radiance cubemaps."
-#~ msgstr ""
-#~ "La clase [Sky] utiliza un [Material] para dibujar el fondo y actualizar "
-#~ "los mapas de cubo de reflexión/radiación."
-
-#~ msgid ""
-#~ "Sets the method for generating the radiance map from the sky. The "
-#~ "radiance map is a cubemap with increasingly blurry versions of the sky "
-#~ "corresponding to different levels of roughness. Radiance maps can be "
-#~ "expensive to calculate. See [enum ProcessMode] for options."
-#~ msgstr ""
-#~ "Establece el método para generar el mapa de radiación del cielo. El mapa "
-#~ "de resplandor es un mapa cúbico con versiones cada vez más borrosas del "
-#~ "cielo que corresponden a diferentes niveles de rugosidad. Los mapas de "
-#~ "radiación pueden ser costosos de calcular. Ver [enum ProcessMode] para "
-#~ "las opciones."
-
-#~ msgid ""
-#~ "[Material] used to draw the background. Can be [PanoramaSkyMaterial], "
-#~ "[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a "
-#~ "[ShaderMaterial] if you want to use your own custom shader."
-#~ msgstr ""
-#~ "[Material] utilizado para dibujar el fondo. Puede ser "
-#~ "[PanoramaSkyMaterial], [ProceduralSkyMaterial], [PhysicalSkyMaterial], o "
-#~ "incluso un [ShaderMaterial] si quieres usar tu propio shader "
-#~ "personalizado."
-
-#~ msgid "Radiance texture size is 1024×1024 pixels."
-#~ msgstr "El tamaño de la textura del resplandor es de 1024×1024 píxeles."
-
-#~ msgid "Radiance texture size is 2048×2048 pixels."
-#~ msgstr "El tamaño de la textura del resplandor es de 2048×2048 píxeles."
-
-#~ msgid ""
-#~ "Automatically selects the appropriate process mode based on your sky "
-#~ "shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], "
-#~ "this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any "
-#~ "of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses "
-#~ "[constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to "
-#~ "[constant PROCESS_MODE_QUALITY]."
-#~ msgstr ""
-#~ "Selecciona automáticamente el modo de proceso apropiado basado en tu "
-#~ "shader del cielo. Si tu sombreador usa [code]TIME[/code] o "
-#~ "[code]POSITION[/code], este usará [constant PROCESS_MODE_REALTIME]. Si tu "
-#~ "shader usa cualquiera de las variables [code]LIGHT_*[/code] o cualquier "
-#~ "uniforme personalizado, este usará [constant PROCESS_MODE_INCREMENTAL]. "
-#~ "De lo contrario, esto utiliza por defecto [constant PROCESS_MODE_QUALITY]."
-
-#~ msgid ""
-#~ "Uses high quality importance sampling to process the radiance map. In "
-#~ "general, this results in much higher quality than [constant "
-#~ "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not "
-#~ "be used if you plan on changing the sky at runtime. If you are finding "
-#~ "that the reflection is not blurry enough and is showing sparkles or "
-#~ "fireflies, try increasing [member ProjectSettings.rendering/quality/"
-#~ "reflections/ggx_samples]."
-#~ msgstr ""
-#~ "Utiliza un muestreo de importancia de alta calidad para procesar el mapa "
-#~ "de resplandor. En general, esto resulta en una calidad mucho más alta que "
-#~ "[constant PROCESS_MODE_REALTIME] pero toma mucho más tiempo en generarse. "
-#~ "Esto no debe ser usado si planeas cambiar el cielo en tiempo de "
-#~ "ejecución. Si encuentra que el reflejo no es lo suficientemente borroso y "
-#~ "está mostrando destellos o luciérnagas, intente incrementar [member "
-#~ "ProjectSettings.rendering/quality/reflections/ggx_samples]."
-
-#~ msgid ""
-#~ "Uses the same high quality importance sampling to process the radiance "
-#~ "map as [constant PROCESS_MODE_QUALITY], but updates over several frames. "
-#~ "The number of frames is determined by [member ProjectSettings.rendering/"
-#~ "quality/reflections/roughness_layers]. Use this when you need highest "
-#~ "quality radiance maps, but have a sky that updates slowly."
-#~ msgstr ""
-#~ "Utiliza el mismo muestreo de alta calidad e importancia para procesar el "
-#~ "mapa de resplandor que [constant PROCESS_MODE_QUALITY], pero se actualiza "
-#~ "en varios fotogramas. El número de cuadros se determina por [member "
-#~ "ProjectSettings.rendering/quality/reflections/roughness_layers]. "
-#~ "Utilícelo cuando necesite mapas de resplandor de la más alta calidad, "
-#~ "pero tenga un cielo que se actualiza lentamente."
-
-#~ msgid ""
-#~ "Uses the fast filtering algorithm to process the radiance map. In general "
-#~ "this results in lower quality, but substantially faster run times. If you "
-#~ "need better quality, but still need to update the sky every frame, "
-#~ "consider turning on [member ProjectSettings.rendering/quality/reflections/"
-#~ "fast_filter_high_quality].\n"
-#~ "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, "
-#~ "so [member radiance_size] must be set to [constant RADIANCE_SIZE_256]."
-#~ msgstr ""
-#~ "Utiliza el algoritmo de filtrado rápido para procesar el mapa de "
-#~ "radiación. En general, esto da como resultado una menor calidad, pero "
-#~ "tiempos de ejecución sustancialmente más rápidos. Si necesita una mejor "
-#~ "calidad, pero aún así necesita actualizar el cielo cada cuadro, considere "
-#~ "activar [member ProjectSettings.rendering/quality/reflections/"
-#~ "fast_filter_high_quality].\n"
-#~ "[b]Nota:[/b] El algoritmo de filtrado rápido está limitado a mapas "
-#~ "cúbicos de 256x256, por lo que [member radiance_size] debe estar "
-#~ "configurado a [constant RADIANCE_SIZE_256]."
-
-#~ msgid "The physics layers this SoftBody3D scans for collisions."
-#~ msgstr ""
-#~ "Las capas de física que este SoftBody3D escanea en busca de colisiones."
-
-#~ msgid ""
-#~ "A Spotlight is a type of [Light3D] node that emits lights in a specific "
-#~ "direction, in the shape of a cone. The light is attenuated through the "
-#~ "distance. This attenuation can be configured by changing the energy, "
-#~ "radius and attenuation parameters of [Light3D]."
-#~ msgstr ""
-#~ "Un Foco es un tipo de nodo [Light3D] que emite luces en una dirección "
-#~ "específica, en forma de cono. La luz se atenúa a través de la distancia. "
-#~ "Esta atenuación puede ser configurada cambiando la energía, el radio y "
-#~ "los parámetros de atenuación de [Light3D]."
-
-#~ msgid "The layers against which the collision check shall be done."
-#~ msgstr "Las capas contra las que se comprobará la colisión."
-
-#~ msgid "Strength of the specular light effect of this [Sprite2D]."
-#~ msgstr "La fuerza del efecto de la luz especular de este [Sprite2D]."
-
-#~ msgid "The specular map is used for more control on the shininess effect."
-#~ msgstr ""
-#~ "El mapa especular se utiliza para un mayor control del efecto de brillo."
-
-#~ msgid ""
-#~ "A node that displays a 2D texture in a 3D environment. The texture "
-#~ "displayed can be a region from a larger atlas texture, or a frame from a "
-#~ "sprite sheet animation.\n"
-#~ "[b]Note:[/b] There are [url=https://github.com/godotengine/godot/"
-#~ "issues/20855]known performance issues[/url] when using [Sprite3D]. "
-#~ "Consider using a [MeshInstance3D] with a [QuadMesh] as the mesh instead. "
-#~ "You can still have billboarding by enabling billboard properties in the "
-#~ "QuadMesh's [StandardMaterial3D]."
-#~ msgstr ""
-#~ "Un nodo que muestra una textura 2D en un entorno 3D. La textura mostrada "
-#~ "puede ser una región de una textura de atlas más grande, o un cuadro de "
-#~ "una animación de hoja de sprite.\n"
-#~ "[b]Nota:[/b] Hay [url=https://github.com/godotengine/godot/"
-#~ "issues/20855]problemas de rendimiento conocidos[/url] cuando se usa "
-#~ "[Sprite3D]. Considera el uso de un [MeshInstance3D] con un [QuadMesh] "
-#~ "como malla en su lugar. Todavía puedes tener carteleras al habilitar las "
-#~ "propiedades de las carteleras en el [StandardMaterial3D] de la QuadMesh."
-
-#~ msgid ""
-#~ "Sprite frame library for [AnimatedSprite2D]. Contains frames and "
-#~ "animation data for playback."
-#~ msgstr ""
-#~ "Biblioteca de fotogramas de Sprite para [AnimatedSprite2D]. Contiene "
-#~ "fotogramas y datos de animación para su reproducción."
-
-#~ msgid "If [code]true[/code], the given animation will loop."
-#~ msgstr "Si [code]true[/code], la animación dada se repetirá."
-
-#~ msgid ""
-#~ "Disables Nagle's algorithm to improve latency for small packets.\n"
-#~ "[b]Note:[/b] For applications that send large packets or need to transfer "
-#~ "a lot of data, this can decrease the total available bandwidth."
-#~ msgstr ""
-#~ "Desactiva el algoritmo de Nagle para mejorar la latencia de los paquetes "
-#~ "pequeños.\n"
-#~ "[b]Nota:[/b] Para las aplicaciones que envían grandes paquetes o "
-#~ "necesitan transferir muchos datos, esto puede disminuir el ancho de banda "
-#~ "total disponible."
-
-#~ msgid "Constructs a new String from the given [Vector2i]."
-#~ msgstr "Construye una nueva String a partir del [Vector2i] dado."
-
-#~ msgid "Constructs a new String from the given [Rect2i]."
-#~ msgstr "Construye una nueva String a partir del [Rect2i] dado."
-
-#~ msgid "Constructs a new String from the given [Vector3i]."
-#~ msgstr "Construye una nueva String a partir del [Vector3i] dado."
-
-#~ msgid "Constructs a new String from the given [StringName]."
-#~ msgstr "Construye una nueva String a partir del [StringName] dado."
-
-#~ msgid "Constructs a new String from the given [Callable]."
-#~ msgstr "Construye una nueva String a partir del dado [Callable]."
-
-#~ msgid "Constructs a new String from the given [Signal]."
-#~ msgstr "Construye una nueva String a partir de la [Signal] dada."
-
-#~ msgid "Constructs a new String from the given [PackedInt32Array]."
-#~ msgstr "Construye un nuevo String a partir del [PackedInt32Array] dado."
-
-#~ msgid "Constructs a new String from the given [PackedInt64Array]."
-#~ msgstr "Construye un nuevo String a partir del [PackedInt64Array] dado."
-
-#~ msgid "Constructs a new String from the given [PackedFloat32Array]."
-#~ msgstr "Construye una nueva String a partir del [PackedFloat32Array] dado."
-
-#~ msgid "Constructs a new String from the given [PackedFloat64Array]."
-#~ msgstr "Construye una nueva String a partir del [PackedFloat64Array] dado."
-
-#~ msgid ""
-#~ "Performs a case-sensitive comparison to another string. Returns [code]-1[/"
-#~ "code] if less than, [code]+1[/code] if greater than, or [code]0[/code] if "
-#~ "equal."
-#~ msgstr ""
-#~ "Realiza una comparación entre mayúsculas y minúsculas con otra string. "
-#~ "Devuelve [code]-1[/code] si es menor, [code]+1[/code] si es mayor, o "
-#~ "[code]0[/code] si es igual."
-
-#~ msgid ""
-#~ "Returns the index of the [b]first[/b] case-insensitive occurrence of the "
-#~ "specified string in this instance, or [code]-1[/code]. Optionally, the "
-#~ "starting search index can be specified, continuing to the end of the "
-#~ "string."
-#~ msgstr ""
-#~ "Devuelve el índice de la [b]primera[/b] ocurrencia sin mayúsculas y "
-#~ "minúsculas de la string especificada en este caso, o [code]-1[/code]. "
-#~ "Opcionalmente, se puede especificar el índice de búsqueda inicial, "
-#~ "continuando hasta el final de la string."
-
-#~ msgid "If the string is a valid file path, returns the extension."
-#~ msgstr "Si la string es una ruta de archivo válida, devuelve la extensión."
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if this string contains a valid IP address."
-#~ msgstr ""
-#~ "Devuelve [code]true[/code] si esta string contiene una dirección IP "
-#~ "válida."
-
-#~ msgid ""
-#~ "Return a [String] which is the concatenation of the [code]parts[/code]. "
-#~ "The separator between elements is the string providing this method.\n"
-#~ "Example:\n"
-#~ "[codeblock]\n"
-#~ "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Devuelve una [String] que es la concatenación de las [code]parts[/code]. "
-#~ "El separador entre elementos es la string que proporciona este método.\n"
-#~ "Ejemplo:\n"
-#~ "[codeblock]\n"
-#~ "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
-#~ "[/codeblock]"
-
-#~ msgid "Returns a copy of the string with characters removed from the left."
-#~ msgstr ""
-#~ "Devuelve una copia de la string con los caracteres eliminados de la "
-#~ "izquierda."
-
-#~ msgid ""
-#~ "Performs a case-insensitive comparison to another string. Returns "
-#~ "[code]-1[/code] if less than, [code]+1[/code] if greater than, or "
-#~ "[code]0[/code] if equal."
-#~ msgstr ""
-#~ "Realiza una comparación sin tener en cuenta las mayúsculas y minúsculas "
-#~ "con otra string. Devuelve [code]-1[/code] si es menor, [code]+1[/code] si "
-#~ "es mayor, o [code]0[/code] si es igual."
-
-#~ msgid ""
-#~ "Returns the index of the [b]last[/b] case-sensitive occurrence of the "
-#~ "specified string in this instance, or [code]-1[/code]. Optionally, the "
-#~ "starting search index can be specified, continuing to the beginning of "
-#~ "the string."
-#~ msgstr ""
-#~ "Devuelve el índice de la [b]última[/b] ocurrencia en mayúsculas y "
-#~ "minúsculas de la string especificada en este caso, o [code]-1[/code]. "
-#~ "Opcionalmente, se puede especificar el índice de búsqueda inicial, "
-#~ "continuando hasta el comienzo de la string."
-
-#~ msgid ""
-#~ "Returns the index of the [b]last[/b] case-insensitive occurrence of the "
-#~ "specified string in this instance, or [code]-1[/code]. Optionally, the "
-#~ "starting search index can be specified, continuing to the beginning of "
-#~ "the string."
-#~ msgstr ""
-#~ "Devuelve el índice de la [b]última[/b] ocurrencia insensible a mayúsculas "
-#~ "y minúsculas de la cadena especificada en este caso, o [code]-1[/code]. "
-#~ "Opcionalmente, se puede especificar el índice de búsqueda inicial, "
-#~ "continuando hasta el principio de la string."
-
-#~ msgid "Returns a copy of the string with characters removed from the right."
-#~ msgstr ""
-#~ "Devuelve una copia de la string con los caracteres eliminados de la "
-#~ "derecha."
-
-#~ msgid "An optimized string type for unique names."
-#~ msgstr "Un tipo de string optimizada para nombres únicos."
-
-#~ msgid ""
-#~ "[StringName]s are immutable strings designed for general-purpose "
-#~ "represention of unique names. [StringName] ensures that only one instance "
-#~ "of a given name exists (so two [StringName]s with the same value are the "
-#~ "same object). Comparing them is much faster than with regular [String]s, "
-#~ "because only the pointers are compared, not the whole strings."
-#~ msgstr ""
-#~ "Los [StringName] son strings inmutables diseñadas para la representación "
-#~ "de nombres únicos con fines generales. [StringName] asegura que sólo "
-#~ "existe una instancia de un nombre dado (por lo que dos [StringName] con "
-#~ "el mismo valor son el mismo objeto). La comparación es mucho más rápida "
-#~ "que con las [String]s normales, porque sólo se comparan los punteros, no "
-#~ "las strings completas."
-
-#~ msgid "Creates a new [StringName] from the given [String]."
-#~ msgstr "Crea un nuevo [StringName] a partir del [String] dado."
-
-#~ msgid "The width and height of the sub-viewport."
-#~ msgstr "El ancho y la altura del sub-viewport."
-
-#~ msgid ""
-#~ "The 2D size override of the sub-viewport. If either the width or height "
-#~ "is [code]0[/code], the override is disabled."
-#~ msgstr ""
-#~ "La sobrescritura del tamaño 2D del sub-viewport. Si el ancho o la altura "
-#~ "es [code]0[/code], la sobrescritura está desactivada."
-
-#~ msgid "Update the render target only when the its parent is visible."
-#~ msgstr ""
-#~ "Actualice el objetivo de renderización sólo cuando su padre sea visible."
-
-#~ msgid "Specifies a [Color] for the next vertex to use."
-#~ msgstr "Especifica un [Color] para el siguiente vértice a utilizar."
-
-#~ msgid "Specifies a normal for the next vertex to use."
-#~ msgstr "Especifica una normal para el próximo vértice a utilizar."
-
-#~ msgid "Specifies a tangent for the next vertex to use."
-#~ msgstr "Especifica una tangente para el siguiente vértice a utilizar."
-
-#~ msgid "Specifies a set of UV coordinates to use for the next vertex."
-#~ msgstr ""
-#~ "Especifica un conjunto de coordenadas UV para usar en el próximo vértice."
-
-#~ msgid ""
-#~ "Specifies an optional second set of UV coordinates to use for the next "
-#~ "vertex."
-#~ msgstr ""
-#~ "Especifica un segundo conjunto opcional de coordenadas UV para usar en el "
-#~ "próximo vértice."
-
-#~ msgid ""
-#~ "Specifies weight values for next vertex to use. [code]weights[/code] must "
-#~ "contain 4 values."
-#~ msgstr ""
-#~ "Especifica los valores de peso para el próximo vértice a utilizar. El "
-#~ "[code]weights[/code] debe contener 4 valores."
-
-#~ msgid ""
-#~ "Generates normals from vertices so you do not have to do it manually. If "
-#~ "[code]flip[/code] is [code]true[/code], the resulting normals will be "
-#~ "inverted.\n"
-#~ "Requires the primitive type to be set to [constant Mesh."
-#~ "PRIMITIVE_TRIANGLES]."
-#~ msgstr ""
-#~ "Genera normales a partir de los vértices para no tener que hacerlo "
-#~ "manualmente. Si [code]flip[/code] es [code]true[/code], las normales "
-#~ "resultantes se invertirán.\n"
-#~ "Requiere que el tipo primitivo se establezca en [constant Mesh."
-#~ "PRIMITIVE_TRIANGLES]."
-
-#~ msgid ""
-#~ "Sets the active tab's [code]visible[/code] property to the value "
-#~ "[code]true[/code]. Sets all other children's to [code]false[/code].\n"
-#~ "Ignores non-[Control] children.\n"
-#~ "Individual tabs are always visible unless you use [method "
-#~ "set_tab_disabled] and [method set_tab_title] to hide it.\n"
-#~ "To hide only a tab's content, nest the content inside a child [Control], "
-#~ "so it receives the [TabContainer]'s visibility setting instead."
-#~ msgstr ""
-#~ "Establece la propiedad [code]visible[/code] de la pestaña activa en el "
-#~ "valor [code]true[/code]. Establece todos los demás hijos a [code]false[/"
-#~ "code].\n"
-#~ "Ignora a los hijos que no son de [Control].\n"
-#~ "Las pestañas individuales son siempre visibles a menos que uses [method "
-#~ "set_tab_disabled] y [method set_tab_title] para ocultarlo.\n"
-#~ "Para ocultar sólo el contenido de una pestaña, anida el contenido dentro "
-#~ "de un hijo [Control], de modo que reciba en su lugar el ajuste de "
-#~ "visibilidad de [TabContainer]."
-
-#~ msgid ""
-#~ "If [code]disabled[/code] is [code]false[/code], hides the tab at index "
-#~ "[code]tab_idx[/code].\n"
-#~ "[b]Note:[/b] Its title text will remain, unless also removed with [method "
-#~ "set_tab_title]."
-#~ msgstr ""
-#~ "Si [code]disabled[/code] es [code]false[/code], oculta la pestaña en el "
-#~ "índice [code]tab_idx[/code].\n"
-#~ "[b]Nota:[/b] Su texto del título permanecerá, a menos que también se "
-#~ "elimine con [method set_tab_title]."
-
-#~ msgid "Space between tab's name and its icon."
-#~ msgstr "Espacio entre el nombre de la pestaña y su icono."
-
-#~ msgid ""
-#~ "If [code]disabled[/code] is [code]false[/code], hides the tab at index "
-#~ "[code]tab_idx[/code].\n"
-#~ "[b]Note:[/b] Its title text will remain unless it is also removed with "
-#~ "[method set_tab_title]."
-#~ msgstr ""
-#~ "Si [code]disabled[/code] es [code]false[/code], oculta la pestaña en el "
-#~ "índice [code]tab_idx[/code].\n"
-#~ "[b]Nota:[/b] Su texto del título permanecerá a menos que también se "
-#~ "elimine con [method set_tab_title]."
-
-#~ msgid ""
-#~ "Draws the texture using a [CanvasItem] with the [RenderingServer] API."
-#~ msgstr ""
-#~ "Dibuja la textura utilizando un [CanvasItem] con la API [RenderingServer] "
-#~ "en la [code]position[/code] especificada."
-
-#~ msgid ""
-#~ "Draws a part of the texture using a [CanvasItem] with the "
-#~ "[RenderingServer] API."
-#~ msgstr ""
-#~ "Dibuja una parte de la textura usando un [CanvasItem] con la API "
-#~ "[RenderingServer]."
-
-#~ msgid "The theme's default font."
-#~ msgstr "La fuente por defecto del tema."
-
-#~ msgid ""
-#~ "Joins the [Thread] and waits for it to finish. Returns what the method "
-#~ "called returned."
-#~ msgstr ""
-#~ "Se une al [Thread] y espera a que termine. Devuelve lo que el método "
-#~ "llamado \"devuelve\"."
-
-#~ msgid ""
-#~ "Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a "
-#~ "list of tiles (textures plus optional collision, navigation, and/or "
-#~ "occluder shapes) which are used to create grid-based maps."
-#~ msgstr ""
-#~ "Nodo para mapas basados en tiles 2D. Los Tilemaps utilizan un [TileSet] "
-#~ "que contiene una lista de tiles (texturas más formas opcionales de "
-#~ "colisión, navegación y/u oclusión) que se utilizan para crear mapas "
-#~ "basados en cuadrículas."
-
-#~ msgid ""
-#~ "Returns the global position corresponding to the given tilemap (grid-"
-#~ "based) coordinates.\n"
-#~ "Optionally, the tilemap's half offset can be ignored."
-#~ msgstr ""
-#~ "Devuelve la posición global correspondiente a las coordenadas del tilemap "
-#~ "(basado en una cuadrícula).\n"
-#~ "Opcionalmente, se puede ignorar la mitad del desplazamiento del tilemap."
-
-#~ msgid ""
-#~ "Returns the tilemap (grid-based) coordinates corresponding to the given "
-#~ "local position."
-#~ msgstr ""
-#~ "Devuelve las coordenadas del tilemap (basadas en la cuadrícula) "
-#~ "correspondientes a la posición local dada."
-
-#~ msgid "The collision layer(s) for all colliders in the TileMap."
-#~ msgstr ""
-#~ "La(s) capa(s) de colisión para todos los colisionadores del TileMap."
-
-#~ msgid "The collision mask(s) for all colliders in the TileMap."
-#~ msgstr ""
-#~ "La(s) máscara(s) de colisión para todos los colisionadores del TileMap."
-
-#~ msgid ""
-#~ "Button for touch screen devices. You can set it to be visible on all "
-#~ "screens, or only on touch devices."
-#~ msgstr ""
-#~ "Botón para dispositivos de pantalla táctil. Puede configurarlo para que "
-#~ "sea visible en todas las pantallas, o sólo en los dispositivos táctiles."
-
-#~ msgid "Returns the current locale of the game."
-#~ msgstr "Devuelve el locale actual del juego."
-
-#~ msgid "Sets the locale of the game."
-#~ msgstr "Establece el locale del juego."
-
-#~ msgid ""
-#~ "Returns the column for the currently edited item. This is only available "
-#~ "for custom cell mode."
-#~ msgstr ""
-#~ "Devuelve la columna del artículo actualmente editado. Esto sólo está "
-#~ "disponible para el modo de celdas personalizadas."
-
-#~ msgid "Cell can be checked."
-#~ msgstr "La celda puede ser chequeada."
-
-#~ msgid ""
-#~ "Provides UPNP functionality to discover [UPNPDevice]s on the local "
-#~ "network and execute commands on them, like managing port mappings (port "
-#~ "forwarding) and querying the local and remote network IP address. Note "
-#~ "that methods on this class are synchronous and block the calling thread.\n"
-#~ "To forward a specific port:\n"
-#~ "[codeblock]\n"
-#~ "const PORT = 7777\n"
-#~ "var upnp = UPNP.new()\n"
-#~ "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-#~ "upnp.add_port_mapping(port)\n"
-#~ "[/codeblock]\n"
-#~ "To close a specific port (e.g. after you have finished using it):\n"
-#~ "[codeblock]\n"
-#~ "upnp.delete_port_mapping(port)\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Funciones de red UPNP. Proporciona la funcionalidad UPNP para descubrir "
-#~ "[UPNPDevice]s en la red local y ejecutar comandos en ellos, como la "
-#~ "gestión de mapeo de puertos (redireccionamiento de puertos) y la consulta "
-#~ "de la dirección IP de la red local y remota. Tenga en cuenta que los "
-#~ "métodos de esta clase son síncronos y bloquean el hilo de llamada.\n"
-#~ "Para reenviar un puerto específico:\n"
-#~ "[codeblock]\n"
-#~ "const PORT = 7777\n"
-#~ "var upnp = UPNP.new()\n"
-#~ "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-#~ "upnp.add_port_mapping(port)\n"
-#~ "[/codeblock]\n"
-#~ "Para cerrar un puerto específico (por ejemplo, después de haber terminado "
-#~ "de usarlo):\n"
-#~ "[codeblock]\n"
-#~ "upnp.delete_port_mapping(port)\n"
-#~ "[/codeblock]"
-
-#~ msgid "Vector used for 2D math using floating point coordinates."
-#~ msgstr "Vector utilizado para las matemáticas 2D usando coordenadas reales."
-
-#~ msgid "Constructs a new [Vector2] from [Vector2i]."
-#~ msgstr "Construye un nuevo [Vector2] a partir del [Vector2i]."
-
-#~ msgid ""
-#~ "Returns this vector's angle with respect to the X axis, or [code](1, 0)[/"
-#~ "code] vector, in radians.\n"
-#~ "Equivalent to the result of [method @GDScript.atan2] when called with the "
-#~ "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/"
-#~ "code]."
-#~ msgstr ""
-#~ "Devuelve el ángulo de este vector con respecto al eje X, o vector [code]"
-#~ "(1, 0)[/code], en radianes.\n"
-#~ "Equivalente al resultado de [method @GDScript.atan2] cuando se llama con "
-#~ "el vector de [member y] y [miembro x] como parámetros: [code]atan2(y, x)[/"
-#~ "code]."
-
-#~ msgid "Returns the angle to the given vector, in radians."
-#~ msgstr "Devuelve el ángulo al vector dado, en radianes."
-
-#~ msgid ""
-#~ "Returns the angle between the line connecting the two points and the X "
-#~ "axis, in radians."
-#~ msgstr ""
-#~ "Devuelve el ángulo entre la línea que conecta los dos puntos y el eje X, "
-#~ "en radianes."
-
-#~ msgid ""
-#~ "2-element structure that can be used to represent positions in 2D space "
-#~ "or any other pair of numeric values.\n"
-#~ "It uses integer coordinates and is therefore preferable to [Vector2] when "
-#~ "exact precision is required.\n"
-#~ "[b]Note:[/b] In a boolean context, a Vector2i will evaluate to "
-#~ "[code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. "
-#~ "Otherwise, a Vector2i will always evaluate to [code]true[/code]."
-#~ msgstr ""
-#~ "Estructura de 2 elementos que puede ser usada para representar posiciones "
-#~ "en el espacio 2D o cualquier otro par de valores numéricos.\n"
-#~ "Utiliza coordenadas enteras y por lo tanto es preferible a [Vector2] "
-#~ "cuando se requiere una precisión exacta.\n"
-#~ "[b]Nota:[/b] En un contexto booleano, un Vector2i evaluará a [code]false[/"
-#~ "code] si es igual a [code]Vector2i(0, 0)[/code]. De lo contrario, un "
-#~ "Vector2i siempre evaluará a [code]true[/code]."
-
-#~ msgid ""
-#~ "Constructs a new [Vector2i] from the given [code]x[/code] and [code]y[/"
-#~ "code]."
-#~ msgstr ""
-#~ "Construye un nuevo [Vector2i] a partir del [code]x[/code] y [code]y[/"
-#~ "code] dados."
-
-#~ msgid ""
-#~ "Constructs a new [Vector2i] from [Vector2]. The floating point "
-#~ "coordinates will be truncated."
-#~ msgstr ""
-#~ "Construye un nuevo [Vector2i] a partir del [Vector2]. Las coordenadas "
-#~ "reales serán truncadas."
-
-#~ msgid "Returns the ratio of [member x] to [member y]."
-#~ msgstr "Devuelve la proporción de [member x] a [member y]."
-
-#~ msgid ""
-#~ "Returns the vector with each component set to one or negative one, "
-#~ "depending on the signs of the components."
-#~ msgstr ""
-#~ "Devuelve el vector con cada componente ajustado a uno o negativo, "
-#~ "dependiendo de los signos de los componentes."
-
-#~ msgid "Vector used for 3D math using floating point coordinates."
-#~ msgstr "Vector utilizado para las matemáticas 3D usando coordenadas reales."
-
-#~ msgid "Constructs a new [Vector3] from [Vector3i]."
-#~ msgstr "Construye un nuevo [Vector3] a partir del [Vector3i]."
-
-#~ msgid ""
-#~ "3-element structure that can be used to represent positions in 3D space "
-#~ "or any other pair of numeric values.\n"
-#~ "It uses integer coordinates and is therefore preferable to [Vector3] when "
-#~ "exact precision is required.\n"
-#~ "[b]Note:[/b] In a boolean context, a Vector3i will evaluate to "
-#~ "[code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. "
-#~ "Otherwise, a Vector3i will always evaluate to [code]true[/code]."
-#~ msgstr ""
-#~ "Estructura de 3 elementos que puede ser usada para representar posiciones "
-#~ "en el espacio tridimensional o cualquier otro par de valores numéricos.\n"
-#~ "Utiliza coordenadas enteras y por lo tanto es preferible a [Vector3] "
-#~ "cuando se requiere una precisión exacta.\n"
-#~ "[b]Nota:[/b] En un contexto booleano, un Vector3i evaluará a [code]false[/"
-#~ "code] si es igual a [code]Vector3i(0, 0, 0)[/code]. De lo contrario, un "
-#~ "Vector3i siempre evaluará a [code]true[/code]."
-
-#~ msgid "Returns a [Vector3i] with the given components."
-#~ msgstr "Devuelve un [Vector3i] con los componentes dados."
-
-#~ msgid ""
-#~ "Constructs a new [Vector3i] from [Vector3]. The floating point "
-#~ "coordinates will be truncated."
-#~ msgstr ""
-#~ "Construye un nuevo [Vector3i] a partir del [Vector3]. Las coordenadas "
-#~ "reales serán truncadas."
-
-#~ msgid "Enumerated value for the Z axis."
-#~ msgstr "Valor enumerado para el eje Z."
-
-#~ msgid "The current position of the stream, in seconds."
-#~ msgstr "La posición actual del stream, en segundos."
-
-#~ msgid ""
-#~ "[VideoStream] resource handling the [url=https://www.theora.org/]Ogg "
-#~ "Theora[/url] video format with [code].ogv[/code] extension."
-#~ msgstr ""
-#~ "Recurso [VideoStream] que maneja el formato de video [url=https://www."
-#~ "theora.org/]Ogg Theora[/url] con la extensión [code].ogv[/code]."
-
-#~ msgid ""
-#~ "[VideoStream] resource handling the [url=https://www.webmproject."
-#~ "org/]WebM[/url] video format with [code].webm[/code] extension."
-#~ msgstr ""
-#~ "Recurso [VideoStream] que maneja el formato de video [url=https://www."
-#~ "webmproject.org/]WebM[/url] con la extensión [code].webm[/code]."
-
-#~ msgid ""
-#~ "Sets the default filter mode used by [CanvasItem]s in this Viewport. See "
-#~ "[enum DefaultCanvasItemTextureFilter] for options."
-#~ msgstr ""
-#~ "Establece el modo de filtro por defecto utilizado por [CanvasItem]s en "
-#~ "este Viewport. Consulte [enum DefaultCanvasItemTextureFilter] para "
-#~ "conocer las opciones."
-
-#~ msgid ""
-#~ "Sets the default repeat mode used by [CanvasItem]s in this Viewport. See "
-#~ "[enum DefaultCanvasItemTextureRepeat] for options."
-#~ msgstr ""
-#~ "Establece el modo de repetición por defecto utilizado por [CanvasItem]s "
-#~ "en este Viewport. Ver [enum DefaultCanvasItemTextureRepeat] para las "
-#~ "opciones."
-
-#~ msgid ""
-#~ "Sets the screen-space antialiasing method used. Screen-space antialiasing "
-#~ "works by selectively blurring edges in a post-process shader. It differs "
-#~ "from MSAA which takes multiple coverage samples while rendering objects. "
-#~ "Screen-space AA methods are typically faster than MSAA and will smooth "
-#~ "out specular aliasing, but tend to make scenes appear blurry."
-#~ msgstr ""
-#~ "Establece el método de antialiasing del espacio de pantalla utilizado. El "
-#~ "antialiasing del espacio de pantalla funciona difuminando los bordes de "
-#~ "forma selectiva en un sombreador de post-proceso. Difiere del MSAA que "
-#~ "toma múltiples muestras de cobertura mientras renderiza los objetos. Los "
-#~ "métodos de AA en el espacio de la pantalla suelen ser más rápidos que los "
-#~ "de la MSAA y suavizan el aliasing especular, pero tienden a hacer que las "
-#~ "escenas aparezcan borrosas."
-
-#~ msgid "Represents the size of the [enum MSAA] enum."
-#~ msgstr "Representa el tamaño del enum [enum MSAA]."
-
-#~ msgid "Do not perform any antialiasing in the full screen post-process."
-#~ msgstr ""
-#~ "No realice ningún antialiasing en el post-proceso de pantalla completa."
-
-#~ msgid "Represents the size of the [enum ScreenSpaceAA] enum."
-#~ msgstr "Representa el tamaño del enum [enum ScreenSpaceAA]."
-
-#~ msgid ""
-#~ "Draws the screen-space ambient occlusion texture instead of the scene so "
-#~ "that you can clearly see how it is affecting objects. In order for this "
-#~ "display mode to work, you must have [member Environment.ssao_enabled] set "
-#~ "in your [WorldEnvironment]."
-#~ msgstr ""
-#~ "Dibuja la textura de oclusión ambiental del espacio de la pantalla en "
-#~ "lugar de la escena para que puedas ver claramente cómo está afectando a "
-#~ "los objetos. Para que este modo de visualización funcione, debe tener "
-#~ "[member Environment.ssao_enabled] establecido en su [WorldEnvironment]."
-
-#~ msgid ""
-#~ "Colors each PSSM split for the [DirectionalLight3D]s in the scene a "
-#~ "different color so you can see where the splits are. In order, they will "
-#~ "be colored red, green, blue, and yellow."
-#~ msgstr ""
-#~ "Coloca cada división PSSM para los [DirectionalLight3D] de la escena un "
-#~ "color diferente para que puedas ver dónde están las divisiones. En orden, "
-#~ "serán de color rojo, verde, azul y amarillo."
-
-#~ msgid ""
-#~ "Draws the decal atlas used by [Decal]s and light projector textures in "
-#~ "the upper left quadrant of the [Viewport]."
-#~ msgstr ""
-#~ "Dibuja el atlas de decal usado por los [Decal]s y las texturas de los "
-#~ "proyectores de luz en el cuadrante superior izquierdo del [Viewport]."
-
-#~ msgid "Max value for [enum DefaultCanvasItemTextureFilter] enum."
-#~ msgstr "Valor máximo para enum [enum DefaultCanvasItemTextureFilter]."
-
-#~ msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum."
-#~ msgstr "Valor máximo para enum [enum DefaultCanvasItemTextureFilter]."
-
-#~ msgid "If [code]true[/code], [RigidBody3D] nodes will be paused."
-#~ msgstr "Si [code]true[/code], los nodos de [RigidBody3D] estarán en pausa."
-
-#~ msgid "This enabler will freeze [RigidBody3D] nodes."
-#~ msgstr "Este habilitador congelará los nodos [RigidBody3D]."
-
-#~ msgid "Emitted when the VisibilityNotifier3D enters the screen."
-#~ msgstr "Emitido cuando el VisibilityNotifier3D entra en la pantalla."
-
-#~ msgid "Emitted when the VisibilityNotifier3D exits the screen."
-#~ msgstr "Emitido cuando el VisibilityNotifier3D sale de la pantalla."
-
-#~ msgid "Return the specified output's name."
-#~ msgstr "Devuelve el nombre de la salida especificada."
-
-#~ msgid ""
-#~ "Return the specified output's type. See the [enum Variant.Type] values."
-#~ msgstr ""
-#~ "Devuelve el tipo de salida especificado. Vea los valores de [enum Variant."
-#~ "Type]."
-
-#~ msgid "Integer scalar. Translated to [code]int[/code] type in shader code."
-#~ msgstr "Escalar entero. Traducido a [code]int[/code] en shader code."
-
-#~ msgid "A default value to be assigned within the shader."
-#~ msgstr "Un valor predeterminado que se asignará dentro del shader."
-
-#~ msgid "Enables usage of the [member default_value]."
-#~ msgstr "Permite el uso de [member default_value]."
-
-#~ msgid "An integer scalar."
-#~ msgstr "Un escalar entero."
-
-#~ msgid ""
-#~ "Override this method to enable high-end mark in the Visual Shader "
-#~ "Editor's members dialog.\n"
-#~ "Defining this method is [b]optional[/b]. If not overridden, it's false."
-#~ msgstr ""
-#~ "Sobreescribe este método para habilitar la marca de alta gama en el "
-#~ "diálogo de miembros del Editor Shader Visual.\n"
-#~ "Definir este método es [b]opcional[/b]. Si no se sobreescribe, es falso."
-
-#~ msgid ""
-#~ "A scalar floating-point constant to be used within the visual shader "
-#~ "graph."
-#~ msgstr ""
-#~ "Una constante escalar real para ser usada dentro del gráfico shader "
-#~ "visual."
-
-#~ msgid "Translated to [code]float[/code] in the shader language."
-#~ msgstr "Traducido a [code]real[/code] en el lenguaje shader."
-
-#~ msgid "A floating-point constant which represents a state of this node."
-#~ msgstr "Una constante real que representa un estado de este nodo."
-
-#~ msgid ""
-#~ "A scalar floating-point function to be used within the visual shader "
-#~ "graph."
-#~ msgstr ""
-#~ "Una función escalar real para ser usada dentro del gráfico de shader "
-#~ "visual."
-
-#~ msgid ""
-#~ "Accept a floating-point scalar ([code]x[/code]) to the input port and "
-#~ "transform it according to [member function]."
-#~ msgstr ""
-#~ "Acepta un escalar real ([code]x[/code]) en el puerto de entrada y lo "
-#~ "transforma de acuerdo con [member function]."
-
-#~ msgid ""
-#~ "A function to be applied to the scalar. See [enum Function] for options."
-#~ msgstr ""
-#~ "Una función que se aplicará al escalar. Véase [enum Function] para las "
-#~ "opciones."
-
-#~ msgid ""
-#~ "Returns the sine of the parameter. Translates to [code]sin(x)[/code] in "
-#~ "the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el seno del parámetro. Se traduce a [code]sin(x)[/code] en el "
-#~ "Lenguaje de Sombreado Godot."
-
-#~ msgid ""
-#~ "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in "
-#~ "the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el coseno del parámetro. Se traduce a [code]cos(x)[/code] en el "
-#~ "lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] "
-#~ "in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve la tangente del parámetro. Se traduce a [code]tan(x)[/code] en "
-#~ "el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] "
-#~ "in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el arco-seno del parámetro. Se traduce a [code]asin(x)[/code] en "
-#~ "el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el arco-coseno del parámetro. Se traduce a [code]acos(x)[/code] "
-#~ "en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el arco-tangente del parámetro. Se traduce a [code]atan(x)[/"
-#~ "code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)"
-#~ "[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el seno hiperbólico del parámetro. Se traduce a [code]sinh(x)[/"
-#~ "code] en el Languaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the hyperbolic cosine of the parameter. Translates to "
-#~ "[code]cosh(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el coseno hiperbólico del parámetro. Se traduce a [code]cosh(x)[/"
-#~ "code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the hyperbolic tangent of the parameter. Translates to "
-#~ "[code]tanh(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve la tangente hiperbólica del parámetro. Se traduce a [code]tanh(x)"
-#~ "[/code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the natural logarithm of the parameter. Translates to [code]log(x)"
-#~ "[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el logaritmo natural del parámetro. Se traduce a [code]log(x)[/"
-#~ "code] en el lenguaje Godot Shader."
-
-#~ msgid ""
-#~ "Returns the natural exponentiation of the parameter. Translates to "
-#~ "[code]exp(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve la exponencia natural del parámetro. Se traduce a [code]exp(x)[/"
-#~ "code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the square root of the parameter. Translates to [code]sqrt(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve la raíz cuadrada del parámetro. Se traduce a [code]sqrt(x)[/"
-#~ "code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the absolute value of the parameter. Translates to [code]abs(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el valor absoluto del parámetro. Se traduce a [code]abs(x)[/"
-#~ "code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in "
-#~ "the Godot Shader Language."
-#~ msgstr ""
-#~ "Extrae el signo del parámetro. Se traduce a [code]sign(x)[/code] en el "
-#~ "Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Finds the nearest integer less than or equal to the parameter. Translates "
-#~ "to [code]floor(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Encuentra el entero más cercano menor o igual al parámetro. Se traduce a "
-#~ "[code]floor(x)[/code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Finds the nearest integer to the parameter. Translates to [code]round(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Encuentra el entero más cercano al parámetro. Se traduce a [code]round(x)"
-#~ "[/code] en el Lenguaje Shader Godot ."
-
-#~ msgid ""
-#~ "Finds the nearest integer that is greater than or equal to the parameter. "
-#~ "Translates to [code]ceil(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Encuentra el entero más cercano que es mayor o igual al parámetro. Se "
-#~ "traduce a [code]ceil(x)[/code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Computes the fractional part of the argument. Translates to [code]fract(x)"
-#~ "[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Calcula la parte fraccionaria del argumento. Se traduce a [code]fract(x)[/"
-#~ "code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Clamps the value between [code]0.0[/code] and [code]1.0[/code] using "
-#~ "[code]min(max(x, 0.0), 1.0)[/code]."
-#~ msgstr ""
-#~ "Encierras el valor entre [code]0.0[/code] y [code]1.0[/code] usando "
-#~ "[code]min(max(x, 0.0), 1.0)[/code]."
-
-#~ msgid "Negates the [code]x[/code] using [code]-(x)[/code]."
-#~ msgstr "Negativa al [code]x[/code] usando [code]-(x)[/code]."
-
-#~ msgid ""
-#~ "Returns the arc-hyperbolic-cosine of the parameter. Translates to "
-#~ "[code]acosh(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el arco-hiperbólico-coseno del parámetro. Se traduce a "
-#~ "[code]acosh(x)[/code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the arc-hyperbolic-sine of the parameter. Translates to "
-#~ "[code]asinh(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el arco-hiperbólico-seno del parámetro. Se traduce a "
-#~ "[code]asinh(x)[/code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the arc-hyperbolic-tangent of the parameter. Translates to "
-#~ "[code]atanh(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el arco-hiperbólico-tangente del parámetro. Se traduce a "
-#~ "[code]atanh(x)[/code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Convierte una cantidad en radianes a grados. Se traduce a [code]degrees(x)"
-#~ "[/code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns 2 raised by the power of the parameter. Translates to "
-#~ "[code]exp2(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve 2 elevado por la potencia del parámetro. Se traduce a "
-#~ "[code]exp2(x)[/code] en el lenguaje Shader de Godot."
-
-#~ msgid ""
-#~ "Returns the inverse of the square root of the parameter. Translates to "
-#~ "[code]inversesqrt(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el inverso de la raíz cuadrada del parámetro. Se traduce a "
-#~ "[code]inversesqrt(x)[/code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)"
-#~ "[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el logaritmo base 2 del parámetro. Se traduce a [code]log2(x)[/"
-#~ "code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Convierte una cantidad en grados a radianes. Se traduce a [code]radians(x)"
-#~ "[/code] en el Lenguaje Shader de Godot."
-
-#~ msgid ""
-#~ "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/"
-#~ "code])."
-#~ msgstr ""
-#~ "Encuentra el valor recíproco de dividir 1 por [code]x[/code] (es decir, "
-#~ "[code]1 / x[/code])."
-
-#~ msgid ""
-#~ "Finds the nearest even integer to the parameter. Translates to "
-#~ "[code]roundEven(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Encuentra el entero par más cercano al parámetro. Se traduce a "
-#~ "[code]roundEven(x)[/code] en el Lenguaje Shader de Godot."
-
-#~ msgid ""
-#~ "Returns a value equal to the nearest integer to [code]x[/code] whose "
-#~ "absolute value is not larger than the absolute value of [code]x[/code]. "
-#~ "Translates to [code]trunc(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve un valor igual al entero más cercano a [code]x[/code] cuyo valor "
-#~ "absoluto no es mayor que el valor absoluto de [code]x[/code]. Se traduce "
-#~ "a [code]trunc(x)[/code] en el Lenguaje Shader de Godot."
-
-#~ msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])."
-#~ msgstr ""
-#~ "Resta el escalar [code]x[/code] de 1 (es decir, [code]1 - x[/code])."
-
-#~ msgid ""
-#~ "A floating-point scalar operator to be used within the visual shader "
-#~ "graph."
-#~ msgstr ""
-#~ "Un operador escalar de real para ser usado dentro del gráfico shader "
-#~ "visual."
-
-#~ msgid ""
-#~ "Applies [member operator] to two floating-point inputs: [code]a[/code] "
-#~ "and [code]b[/code]."
-#~ msgstr ""
-#~ "Se aplica [member operator] a dos entradas reales: [code]a[/code] y "
-#~ "[code]b[/code]."
-
-#~ msgid "Sums two numbers using [code]a + b[/code]."
-#~ msgstr "Suma dos números usando [code]a + b[/code]."
-
-#~ msgid "Subtracts two numbers using [code]a - b[/code]."
-#~ msgstr "Resta dos números usando [code]a - b[/code]."
-
-#~ msgid "Multiplies two numbers using [code]a * b[/code]."
-#~ msgstr "Multiplica dos números usando [code]a * b[/code]."
-
-#~ msgid "Divides two numbers using [code]a / b[/code]."
-#~ msgstr "Divide dos números usando [code]a / b[/code]."
-
-#~ msgid ""
-#~ "Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Calcula el resto de dos números. Se traduce a [code]mod(a, b)[/code] en "
-#~ "el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to "
-#~ "[code]pow(a, b)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Eleva el [code]a[/code] al poder del [code]b[/code]. Se traduce a "
-#~ "[code]pow(a, b)[/code] en el Lenguaje Shader Godot."
-
-#~ msgid ""
-#~ "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] "
-#~ "in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el mayor de dos números. Se traduce a [code]max(a, b)[/code] en "
-#~ "el Lenguaje Shader de Godot."
-
-#~ msgid ""
-#~ "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] "
-#~ "in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el menor de dos números. Se traduce a [code]min(a, b)[/code] en "
-#~ "el Lenguaje Shader de Godot."
-
-#~ msgid ""
-#~ "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)"
-#~ "[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el arco-tangente de los parámetros. Se traduce a [code]atan(a, b)"
-#~ "[/code] en el Lenguaje Shader de Godot."
-
-#~ msgid ""
-#~ "Generates a step function by comparing [code]b[/code](x) to [code]a[/code]"
-#~ "(edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] "
-#~ "and otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot "
-#~ "Shader Language."
-#~ msgstr ""
-#~ "Genera una función de paso comparando [code]b[/code](x) con [code]a[/code]"
-#~ "(edge). Devuelve 0,0 si [code]x[/code] es más pequeño que [code]edge[/"
-#~ "code] y de lo contrario 1,0. Se traduce a [code]step(a, b)[/code] en el "
-#~ "Lenguaje Shader de Godot."
-
-#~ msgid "A scalar float uniform to be used within the visual shader graph."
-#~ msgstr ""
-#~ "Un real escalar uniforme para ser usado dentro del gráfico shader visual."
-
-#~ msgid "Translated to [code]uniform float[/code] in the shader language."
-#~ msgstr "Traducido al lenguaje shader a [code]uniform float[/code]."
-
-#~ msgid ""
-#~ "A hint applied to the uniform, which controls the values it can take when "
-#~ "set through the inspector."
-#~ msgstr ""
-#~ "Una sugerencia aplicada al uniforme, que controla los valores que puede "
-#~ "tomar cuando se establece a través del inspector."
-
-#~ msgid ""
-#~ "Minimum value for range hints. Used if [member hint] is set to [constant "
-#~ "HINT_RANGE] or [constant HINT_RANGE_STEP]."
-#~ msgstr ""
-#~ "Valor mínimo para las sugerencias de rango. Se usa si [member hint] se "
-#~ "establece en [constant HINT_RANGE] o [constant HINT_RANGE_STEP]."
-
-#~ msgid ""
-#~ "Maximum value for range hints. Used if [member hint] is set to [constant "
-#~ "HINT_RANGE] or [constant HINT_RANGE_STEP]."
-#~ msgstr ""
-#~ "Valor máximo de las sugerencias de rango. Se usa si [member hint] se "
-#~ "establece en [constant HINT_RANGE] o [constant HINT_RANGE_STEP]."
-
-#~ msgid ""
-#~ "Step (increment) value for the range hint with step. Used if [member "
-#~ "hint] is set to [constant HINT_RANGE_STEP]."
-#~ msgstr ""
-#~ "El valor del paso (incremento) para el rango de sugerencia con paso. Se "
-#~ "usa si [member hint] se establece en [constant HINT_RANGE_STEP]."
-
-#~ msgid "No hint used."
-#~ msgstr "No se ha usado ninguna sugerencia."
-
-#~ msgid ""
-#~ "A range hint for scalar value, which limits possible input values between "
-#~ "[member min] and [member max]. Translated to [code]hint_range(min, max)[/"
-#~ "code] in shader code."
-#~ msgstr ""
-#~ "Una sugerencia de rango para el valor escalar, que limita los posibles "
-#~ "valores de entrada entre [member min] y [member max]. Traducido a "
-#~ "[code]hint_range(min, max)[/code] en código shader."
-
-#~ msgid ""
-#~ "A range hint for scalar value with step, which limits possible input "
-#~ "values between [member min] and [member max], with a step (increment) of "
-#~ "[member step]). Translated to [code]hint_range(min, max, step)[/code] in "
-#~ "shader code."
-#~ msgstr ""
-#~ "Una sugerencia de rango para el valor escalar con paso, que limita los "
-#~ "posibles valores de entrada entre [member min] y [member max], con un "
-#~ "paso (incremento) de [member step]). Traducido a [code]hint_range(min, "
-#~ "max, step)[/code] en código shader."
-
-#~ msgid ""
-#~ "Compares two floating-point numbers in order to return a required vector "
-#~ "within the visual shader graph."
-#~ msgstr ""
-#~ "Compara dos números reales para devolver un vector requerido dentro del "
-#~ "gráfico shader visual."
-
-#~ msgid ""
-#~ "First two ports are scalar floatin-point numbers to compare, third is "
-#~ "tolerance comparison amount and last three ports represents a vectors "
-#~ "returned if [code]a == b[/code], [code]a > b[/code] and [code]a < b[/"
-#~ "code] respectively."
-#~ msgstr ""
-#~ "Los dos primeros puertos son números escalares reales para comparar, el "
-#~ "tercero es la cantidad de comparación de tolerancia y los tres últimos "
-#~ "puertos representan un vector devuelto si [code]a == b[/code], [code]a > "
-#~ "b[/code] y [code]a < b[/code] respectivamente."
-
-#~ msgid ""
-#~ "Represents the input shader parameter within the visual shader graph."
-#~ msgstr ""
-#~ "Representa el parámetro shader de entrada dentro del gráfico shader "
-#~ "visual."
-
-#~ msgid ""
-#~ "Returns a translated name of the current constant in the Godot Shader "
-#~ "Language. eg. [code]\"ALBEDO\"[/code] if the [member input_name] equal to "
-#~ "[code]\"albedo\"[/code]."
-#~ msgstr ""
-#~ "Devuelve un nombre traducido de la constante actual en el Lenguaje Shader "
-#~ "de Godot. Por ejemplo, [code]\"ALBEDO\"[/code] si el [member input_name] "
-#~ "es igual a [code]\"albedo\"[/code]."
-
-#~ msgid "Emitted when input is changed via [member input_name]."
-#~ msgstr ""
-#~ "Emitido cuando se cambia la entrada a través de [member input_name]."
-
-#~ msgid "A scalar integer constant to be used within the visual shader graph."
-#~ msgstr ""
-#~ "Una constante entera escalar para ser usada dentro del gráfico shader "
-#~ "visual."
-
-#~ msgid "Translated to [code]int[/code] in the shader language."
-#~ msgstr "Traducido a [code]int[/code] en el lenguaje shader."
-
-#~ msgid "An integer constant which represents a state of this node."
-#~ msgstr "Una constante entera que representa un estado de este nodo."
-
-#~ msgid "A scalar integer function to be used within the visual shader graph."
-#~ msgstr ""
-#~ "Una función entera escalar para ser usada dentro del gráfico shader "
-#~ "visual."
-
-#~ msgid ""
-#~ "Accept an integer scalar ([code]x[/code]) to the input port and transform "
-#~ "it according to [member function]."
-#~ msgstr ""
-#~ "Acepta un escalar entero ([code]x[/code]) al puerto de entrada y lo "
-#~ "transforma de acuerdo con [member function]."
-
-#~ msgid ""
-#~ "Constrains a parameter between [code]min[/code] and [code]max[/code]. "
-#~ "Translates to [code]clamp(x, min, max)[/code] in the Godot Shader "
-#~ "Language."
-#~ msgstr ""
-#~ "Restringe un parámetro entre [code]min[/code] y [code]max[/code]. Se "
-#~ "traduce a [code]clamp(x, min, max)[/code] en el Lenguaje Shader de Godot."
-
-#~ msgid ""
-#~ "An integer scalar operator to be used within the visual shader graph."
-#~ msgstr ""
-#~ "Un operador escalar entero para ser usado dentro del gráfico shader "
-#~ "visual."
-
-#~ msgid ""
-#~ "Applies [member operator] to two integer inputs: [code]a[/code] and "
-#~ "[code]b[/code]."
-#~ msgstr ""
-#~ "Aplica [member operator] a dos entradas de números enteros: [code]a[/"
-#~ "code] y [code]b[/code]."
-
-#~ msgid "Calculates the remainder of two numbers using [code]a % b[/code]."
-#~ msgstr "Calcula el resto de dos números usando [code]a % b[/code]."
-
-#~ msgid ""
-#~ "Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] "
-#~ "in the Godot Shader Language."
-#~ msgstr ""
-#~ "Devuelve el menor de dos números. Se traduce a [code]max(a, b)[/code] en "
-#~ "el Lenguaje Shader de Godot."
-
-#~ msgid "A scalar integer uniform to be used within the visual shader graph."
-#~ msgstr ""
-#~ "Un entero escalar uniforme para ser usado dentro del gráfico shader "
-#~ "visual."
-
-#~ msgid "Translated to [code]uniform int[/code] in the shader language."
-#~ msgstr "Traducido a [code]uniform int[/code] en el lenguaje shader."
-
-#~ msgid ""
-#~ "Performs a fused multiply-add operation within the visual shader graph."
-#~ msgstr ""
-#~ "Realiza una operación de multiplicación fusionada dentro del gráfico "
-#~ "shader visual."
-
-#~ msgid "Uses three operands to compute [code](a * b + c)[/code] expression."
-#~ msgstr ""
-#~ "Utiliza tres operandos para calcular la expresión [code](a * b + c)[/"
-#~ "code]."
-
-#~ msgid "A type of operands and returned value."
-#~ msgstr "Un tipo de operandos y valor devuelto."
-
-#~ msgid "A scalar type."
-#~ msgstr "Un tipo escalar."
-
-#~ msgid "A vector type."
-#~ msgstr "Un tipo vector."
-
-#~ msgid ""
-#~ "A base node for nodes which samples 3D textures in the visual shader "
-#~ "graph."
-#~ msgstr ""
-#~ "Un nodo base para nodos que muestrea texturas 3D en el gráfico shader "
-#~ "visual."
-
-#~ msgid "A virtual class, use the descendants instead."
-#~ msgstr "Una clase virtual, usa los descendientes en su lugar."
-
-#~ msgid "An input source type."
-#~ msgstr "Un tipo de fuente de entrada."
-
-#~ msgid ""
-#~ "Creates internal uniform and provides a way to assign it within node."
-#~ msgstr ""
-#~ "Crea un uniforme interno y proporciona una forma de asignarlo dentro del "
-#~ "nodo."
-
-#~ msgid "Use the uniform texture from sampler port."
-#~ msgstr "Usar la textura uniforme del puerto de muestreo."
-
-#~ msgid ""
-#~ "A 2D texture uniform array to be used within the visual shader graph."
-#~ msgstr ""
-#~ "Un array uniforme de textura 2D para ser usado dentro del gráfico shader "
-#~ "visual."
-
-#~ msgid ""
-#~ "Translated to [code]uniform sampler2DArray[/code] in the shader language."
-#~ msgstr ""
-#~ "Traducido a [code]uniform sampler2DArray[/code] en el lenguaje shader."
-
-#~ msgid ""
-#~ "A source texture array. Used if [member VisualShaderNodeSample3D.source] "
-#~ "is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]."
-#~ msgstr ""
-#~ "Una array de texturas de origen. Se usa si [member "
-#~ "VisualShaderNodeSample3D.source] está configurado como [constant "
-#~ "VisualShaderNodeSample3D.SOURCE_TEXTURE]."
-
-#~ msgid ""
-#~ "Vertical slider. See [Slider]. This one goes from bottom (min) to top "
-#~ "(max)."
-#~ msgstr ""
-#~ "Deslizador vertical. Ver [Slider]. Éste va de abajo (min) a arriba (máx)."
-
-#~ msgid ""
-#~ "Direct access to the world's physics 2D space state. Used for querying "
-#~ "current and potential collisions. Must only be accessed from the main "
-#~ "thread within [code]_physics_process(delta)[/code]."
-#~ msgstr ""
-#~ "Acceso directo al estado espacial 2D de la física del mundo. Se utiliza "
-#~ "para consultar las colisiones actuales y potenciales. Sólo se puede "
-#~ "acceder desde el hilo principal dentro de [code]_physics_process(delta)[/"
-#~ "code]."
-
-#~ msgid "Returns [code]true[/code] if [code]s[/code] is zero or almost zero."
-#~ msgstr "Devuelve [code]true[/code] si [code]s[/code] es cero o casi cero."
-
-#~ msgid ""
-#~ "Returns the nearest larger power of 2 for integer [code]value[/code].\n"
-#~ "[codeblock]\n"
-#~ "nearest_po2(3) # Returns 4\n"
-#~ "nearest_po2(4) # Returns 4\n"
-#~ "nearest_po2(5) # Returns 8\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Devuelve la potencia mayor más cercana de 2 para el entero "
-#~ "[code]value[code].\n"
-#~ "[codeblock]\n"
-#~ "nearest_po2(3) # Devuelve 4\n"
-#~ "nearest_po2(4) # Devuelve 4\n"
-#~ "nearest_po2(5) # Devuelve 8\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns a resource from the filesystem that is loaded during script "
-#~ "parsing.\n"
-#~ "[b]Note:[/b] Resource paths can be obtained by right clicking on a "
-#~ "resource in the Assets Panel and choosing \"Copy Path\".\n"
-#~ "[codeblock]\n"
-#~ "# Load a scene called main located in the root of the project directory.\n"
-#~ "var main = preload(\"res://main.tscn\")\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Devuelve un recurso del sistema de archivos que se carga durante el "
-#~ "análisis de script.\n"
-#~ "[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic con "
-#~ "el botón derecho del ratón en un recurso del Panel de recursos y "
-#~ "eligiendo \"Copy Path\".\n"
-#~ "[codeblock]\n"
-#~ "# Cargar una escena llamada principal ubicada en la raíz del directorio "
-#~ "del proyecto.\n"
-#~ "var main = preload(\"res://main.tscn\")\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns a number smoothly interpolated between the [code]from[/code] and "
-#~ "[code]to[/code], based on the [code]weight[/code]. Similar to [method "
-#~ "lerp], but interpolates faster at the beginning and slower at the end.\n"
-#~ "[codeblock]\n"
-#~ "smoothstep(0, 2, 0.5) # Returns 0.15\n"
-#~ "smoothstep(0, 2, 1.0) # Returns 0.5\n"
-#~ "smoothstep(0, 2, 2.0) # Returns 1.0\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Devuelve un número interpolado suavemente entre el [code]from[/code] y el "
-#~ "[code]to[/code], basado en el [code]weight[/code]. Es similar al [método "
-#~ "lerp], pero interpola más rápido al inicio y más lento al final.\n"
-#~ "[codeblock]\n"
-#~ "smoothstep(0, 2, 0.5) # Devuelve 0.15\n"
-#~ "smoothstep(0, 2, 1.0) # Devuelve 0.5\n"
-#~ "smoothstep(0, 2, 2.0) # Devuelve 1.0\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns the square root of [code]s[/code].\n"
-#~ "[codeblock]\n"
-#~ "sqrt(9) # Returns 3\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Devuelve la raíz cuadrada de [code]s[/code].\n"
-#~ "[codeblock]\n"
-#~ "sqrt(9) # Devuelve 3\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Converts a Variant [code]var[/code] to JSON text and return the result. "
-#~ "Useful for serializing data to store or send over the network.\n"
-#~ "[codeblock]\n"
-#~ "a = { \"a\": 1, \"b\": 2 }\n"
-#~ "b = to_json(a)\n"
-#~ "print(b) # {\"a\":1, \"b\":2}\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Convierte una variable [code]var[/code] en texto JSON y devuelve el "
-#~ "resultado. Es útil para serializar datos y almacenarlos o enviarlos a "
-#~ "través de la red.\n"
-#~ "[codeblock]\n"
-#~ "a = { \"a\": 1, \"b\": 2 }\n"
-#~ "b = to_json(a)\n"
-#~ "print(b) # {\"a\":1, \"b\":2}\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Macro constant that expands to an expression of type float that "
-#~ "represents a NaN.\n"
-#~ "The NaN values are used to identify undefined or non-representable values "
-#~ "for floating-point elements, such as the square root of negative numbers "
-#~ "or the result of 0/0."
-#~ msgstr ""
-#~ "Macro constante que se expande a una expresión de tipo real que "
-#~ "representa un NaN.\n"
-#~ "Los valores de NaN se utilizan para identificar valores indefinidos o no "
-#~ "representables de elementos reales como la raíz cuadrada de los números "
-#~ "negativos o el resultado de 0/0."
-
-#~ msgid "Beginning corner."
-#~ msgstr "Esquina de inicial."
-
-#~ msgid "Size from position to end."
-#~ msgstr "Tamaño desde la posición hasta el final."
-
-#~ msgid "Called when the button is pressed."
-#~ msgstr "Se llama cuando se pulsa el boton."
-
-#~ msgid "The basis matrix's X vector."
-#~ msgstr "El vector X de la matriz base."
-
-#~ msgid "The basis matrix's Y vector."
-#~ msgstr "El vector Y de la matriz base."
-
-#~ msgid "The basis matrix's Z vector."
-#~ msgstr "El vector Z de la matriz base."
-
-#~ msgid ""
-#~ "Button is the standard themed button. It can contain text and an icon, "
-#~ "and will display them according to the current [Theme]."
-#~ msgstr ""
-#~ "El botón es el botón temático estándar. Puede contener texto y un icono, "
-#~ "y los mostrará de acuerdo con el [Theme] actual."
-
-#~ msgid "Draws a string using a custom font."
-#~ msgstr "Dibuja una string usando una fuente personalizada."
-
-#~ msgid "Alpha value (range 0 to 1)."
-#~ msgstr "Valor alfa (rango 0 a 1)."
-
-#~ msgid "Alpha value (range 0 to 255)."
-#~ msgstr "Valor alfa (rango de 0 a 255)."
-
-#~ msgid "Blue value (range 0 to 1)."
-#~ msgstr "Valor azul (rango 0 a 1)."
-
-#~ msgid "Blue value (range 0 to 255)."
-#~ msgstr "Valor azul (rango de 0 a 255)."
-
-#~ msgid "Green value (range 0 to 1)."
-#~ msgstr "Valor verde (rango 0 a 1)."
-
-#~ msgid "Green value (range 0 to 255)."
-#~ msgstr "Valor verde (rango de 0 a 255)."
-
-#~ msgid "Red value (range 0 to 1)."
-#~ msgstr "Valor rojo (rango 0 a 1)."
-
-#~ msgid "Red value (range 0 to 255)."
-#~ msgstr "Valor rojo (rango de 0 a 255)."
-
-#~ msgid "HSV value (range 0 to 1)."
-#~ msgstr "Valor HSV (rango 0 a 1)."
-
-#~ msgid ""
-#~ "The node's scale, relative to its [member rect_size]. Change this "
-#~ "property to scale the node around its [member rect_pivot_offset]."
-#~ msgstr ""
-#~ "La escala del nodo, relativa a su [member rect_size]. Cambie esta "
-#~ "propiedad para escalar el nodo alrededor de su [member rect_pivot_offset]."
-
-#~ msgid "Returns the editor [Viewport]."
-#~ msgstr "Devuelve el editor [Viewport]."
-
-#~ msgid "Gets whether a handle is highlighted or not."
-#~ msgstr "Averigua si una manejador está resaltado o no."
-
-#~ msgid "Erase a given setting (pass full property path)."
-#~ msgstr "Borra un ajuste dado (pasar ruta absoluta de la propiedad)."
-
-#~ msgid ""
-#~ "Contains mouse and pen motion information. Supports relative, absolute "
-#~ "positions and speed. See [method Node._input]."
-#~ msgstr ""
-#~ "Contiene información sobre el movimiento del ratón y el bolígrafo. "
-#~ "Soporta posiciones y velocidades relativas y absolutas. Ver [method Node."
-#~ "_input]."
-
-#~ msgid ""
-#~ "Converts a [Variant] var to JSON text and returns the result. Useful for "
-#~ "serializing data to store or send over the network."
-#~ msgstr ""
-#~ "Convierte una [Variant] var a texto JSON y devuelve el resultado. Es útil "
-#~ "para serializar datos para almacenarlos o enviarlos a través de la red."
-
-#~ msgid ""
-#~ "Returns whether the node is visible, taking into consideration that its "
-#~ "parents visibility."
-#~ msgstr ""
-#~ "Devuelve si el nodo es visible, teniendo en cuenta que sus padres son "
-#~ "visibles."
-
-#~ msgid ""
-#~ "Returns the [Variant] value of the given [code]property[/code]. If the "
-#~ "[code]property[/code] doesn't exist, this will return [code]null[/code]."
-#~ msgstr ""
-#~ "Devuelve el valor de la [Variant] de la [code]property[/code]. Si la "
-#~ "[code]property[/code] no existe, esto devolverá [code]null[/code]."
-
-#~ msgid "Built-in visual script functions."
-#~ msgstr "Funciones de visual script incorporadas."
-
-#~ msgid ""
-#~ "A list of built-in visual script functions, see [VisualScriptBuiltinFunc] "
-#~ "and [VisualScript]."
-#~ msgstr ""
-#~ "Una lista de funciones construidas en visual script, ver "
-#~ "[VisualScriptBuiltinFunc] y [VisualScript]."
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index 7db57a74d4..8d8b5089ee 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -70356,18 +70356,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "تابع کاهش ، بر اساس نماد. مقادیر منحنی عبارتند از: 0 ثابت است ، 1 خطی "
-#~ "است ، 0 تا 1 آسان است ، 1+ راحت است. مقادیر منفی درون یا خارج هستند."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index 58026fc6b6..f3b714b63d 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -69952,7 +69952,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Palauttaa parametrin kosinin."
diff --git a/doc/translations/fil.po b/doc/translations/fil.po
index 9f32d4ea22..8854dd197b 100644
--- a/doc/translations/fil.po
+++ b/doc/translations/fil.po
@@ -69895,10 +69895,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index f4fbd6f6d0..5189a94ba9 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -73503,905 +73503,3 @@ msgid ""
msgstr ""
"Si [code]true[/code] (vrai), les nœuds enfants sont triés, sinon le tri est "
"désactivé."
-
-#~ msgid "Edits the given [Resource]."
-#~ msgstr "Modifie la [Ressource] donnée."
-
-#, fuzzy
-#~ msgid "RigidBody's rotational velocity."
-#~ msgstr "La vélocité de rotation du RigidBody3D."
-
-#~ msgid "Returns this [AABB] expanded to include a given point."
-#~ msgstr "Retourne cette [AABB] élargie pour inclure un point donné."
-
-#, fuzzy
-#~ msgid "Returns the [PhysicsDirectBodyState] of the body."
-#~ msgstr "Retourne le [enum BitmaskMode] de l'autotile."
-
-#, fuzzy
-#~ msgid "Emitted when the resource value was set and user clicked to edit it."
-#~ msgstr "Émis lorsqu'une interface est supprimée."
-
-#~ msgid "Returns the label used for built-in text."
-#~ msgstr "Retourne l’étiquette utilisée pour le texte intégré."
-
-#~ msgid "Returns the OK [Button] instance."
-#~ msgstr "Retourne l'instance OK [Bouton]."
-
-#~ msgid "Returns the cancel button."
-#~ msgstr "Retourne le bouton d'annulation."
-
-#~ msgid "Wait time in seconds."
-#~ msgstr "Temps d'attente en secondes."
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Retourne la texture de la tuile."
-
-#~ msgid ""
-#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1 then -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Renvoie le cosinus de l'angle [code]s[/code] en radians.\n"
-#~ "[codeblock]\n"
-#~ "# Renvoie 1 puis -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "Courbe d'accélération, basée sur l'exposant. Les valeurs de courbe sont : "
-#~ "0 pour constante, 1 pour linéaire, de 0 à 1 pour adoucie à l'entrée, 1+ "
-#~ "pour adoucie à la sortie. Les valeurs négatives sont pour les courbes "
-#~ "adoucies à l'entrée et à la sortie."
-
-#~ msgid ""
-#~ "Converts one or more arguments to strings in the best way possible and "
-#~ "prints them to the console.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Convertit un ou plusieurs arguments en chaînes de la meilleure façon "
-#~ "possible et les affiche dans la console.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
-#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
-#~ "final-1, increment).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Retourne un tableau dans la gamme donnée. Cette gamme peut être d'1 "
-#~ "argument N (de 0 à N-1), de deux arguments (initial, final-1) ou de trois "
-#~ "arguments (initial, final-1, incrément).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4) :\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5) :\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2) :\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output :\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-
-#~ msgid "Positive infinity. For negative infinity, use -INF."
-#~ msgstr "L'infini positif. Pour l'infini négatif, utilisez -INF."
-
-#~ msgid ""
-#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
-#~ "properties, including that it is not equal to itself. It is output by "
-#~ "some invalid operations, such as dividing zero by zero."
-#~ msgstr ""
-#~ "« Pas un nombre », une valeur non valide. [code]NaN[/code] a des "
-#~ "propriétés spéciales, notamment de ne pas être égal à lui-même. Il est "
-#~ "produit par certaines opérations non valides, telles que diviser zéro par "
-#~ "zéro."
-
-#~ msgid "The [Geometry3D] singleton."
-#~ msgstr "Le singleton [Geometry3D]."
-
-#~ msgid "The [GodotSharp] singleton."
-#~ msgstr "Le singleton [GodotSharp]."
-
-#~ msgid "The [NavigationServer2D] singleton."
-#~ msgstr "Le singleton [NavigationServer2D]."
-
-#~ msgid "The [PhysicsServer3D] singleton."
-#~ msgstr "Le singleton [PhysicsServer2D]."
-
-#~ msgid "The [RenderingServer] singleton."
-#~ msgstr "Le singleton [RenderingServer]."
-
-#~ msgid "Back key."
-#~ msgstr "Touche Retour."
-
-#~ msgid "Forward key."
-#~ msgstr "Touche avant."
-
-#~ msgid "Stop key."
-#~ msgstr "Touche d'arrêt."
-
-#~ msgid "Refresh key."
-#~ msgstr "Clé de rafraîchissement."
-
-#~ msgid "An invalid game controller button."
-#~ msgstr "Un bouton de contrôleur de jeu non valide."
-
-#~ msgid "Game controller SDL button B."
-#~ msgstr "Bouton B du contrôleur de jeu SDL."
-
-#~ msgid "Game controller SDL button X."
-#~ msgstr "Bouton X du contrôleur de jeu SDL."
-
-#~ msgid "Game controller SDL button Y."
-#~ msgstr "Bouton Y du contrôleur de jeu SDL."
-
-#~ msgid "Game controller SDL back button."
-#~ msgstr "Bouton recul du contrôleur de jeu SDL."
-
-#~ msgid "Game controller SDL start button."
-#~ msgstr "Le bouton commencement du contrôleur de jeu SDL."
-
-#~ msgid "Game controller SDL left stick button."
-#~ msgstr "Levier de commande gauche du contrôleur de jeu SDL."
-
-#~ msgid "Game controller SDL right stick button."
-#~ msgstr "Levier de commande droite du contrôleur de jeu SDL."
-
-#~ msgid "Game controller SDL D-pad down button."
-#~ msgstr "Bouton bas du pavé directionnel du contrôleur de jeu SDL."
-
-#~ msgid "Game controller SDL D-pad right button."
-#~ msgstr "Bouton droite du pavé directionnel du contrôleur de jeu SDL."
-
-#~ msgid "The number of SDL game controller buttons."
-#~ msgstr "Le nombre de boutons du contrôleur de jeu SDL."
-
-#~ msgid "Sony DualShock controller X button maps to SDL button A."
-#~ msgstr ""
-#~ "Bouton X du contrôleur de jeu Sony DualShock schématise au bouton A du "
-#~ "contrôleur de jeu SDL."
-
-#~ msgid "Sony DualShock controller cross button maps to SDL button A."
-#~ msgstr ""
-#~ "Le bouton croix du contrôleur de jeu Sony DualShock correspond au bouton "
-#~ "A du contrôleur de jeu SDL."
-
-#~ msgid "Sony DualShock controller circle button maps to SDL button B."
-#~ msgstr ""
-#~ "Le bouton cercle du contrôleur de jeu Sony DualShock correspond au bouton "
-#~ "B du contrôleur de jeu SDL."
-
-#~ msgid "Sony DualShock controller square button maps to SDL button X."
-#~ msgstr ""
-#~ "Le bouton carré du contrôleur de jeu Sony DualShock correspond au bouton "
-#~ "X du contrôleur de jeu SDL."
-
-#~ msgid "Sony DualShock controller triangle button maps to SDL button Y."
-#~ msgstr ""
-#~ "Le bouton triangle du contrôleur de jeu Sony DualShock correspond au "
-#~ "bouton Y du contrôleur de jeu SDL."
-
-#~ msgid "Sony DualShock controller select button maps to SDL back button."
-#~ msgstr ""
-#~ "Le bouton de sélection du contrôleur de jeu Sony DualShock correspond au "
-#~ "bouton recul du contrôleur de jeu SDL."
-
-#~ msgid "Sony DualShock controller start button maps to SDL start button."
-#~ msgstr ""
-#~ "Le bouton de démarrage du contrôleur de jeu Sony DualShock correspond au "
-#~ "bouton de démarrage du contrôleur de jeu SDL."
-
-#~ msgid "Sony DualShock controller PS button maps to SDL guide button."
-#~ msgstr ""
-#~ "Le bouton PS du contrôleur de jeu Sony DualShock correspond au bouton "
-#~ "guide du contrôleur de jeu SDL."
-
-#~ msgid ""
-#~ "Sony DualShock controller L1 button maps to SDL left shoulder button."
-#~ msgstr ""
-#~ "Le bouton L1 du contrôleur de jeu Sony DualShock correspond au gâchette "
-#~ "gauche du contrôleur de jeu SDL."
-
-#~ msgid ""
-#~ "Sony DualShock controller R1 button maps to SDL right shoulder button."
-#~ msgstr ""
-#~ "Le bouton R1 du contrôleur de jeu Sony DualShock correspond au gâchette "
-#~ "droite du contrôleur de jeu SDL."
-
-#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button."
-#~ msgstr ""
-#~ "Le bouton L3 du contrôleur de jeu Sony DualShock correspond au manette "
-#~ "gauche du contrôleur de jeu SDL."
-
-#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button."
-#~ msgstr ""
-#~ "Le bouton R3 du contrôleur de jeu Sony DualShock correspond au manette "
-#~ "droite du contrôleur de jeu SDL."
-
-#~ msgid "Xbox game controller A button maps to SDL button A."
-#~ msgstr ""
-#~ "Le bouton A du contrôleur de jeu Xbox correspond au bouton A du "
-#~ "contrôleur de jeu SDL."
-
-#~ msgid "Xbox game controller B button maps to SDL button B."
-#~ msgstr ""
-#~ "Le bouton B du contrôleur de jeu Xbox correspond au bouton B du "
-#~ "contrôleur de jeu SDL."
-
-#~ msgid "Xbox game controller X button maps to SDL button X."
-#~ msgstr ""
-#~ "Le bouton X du contrôleur de jeu Xbox correspond au bouton X du "
-#~ "contrôleur de jeu SDL."
-
-#~ msgid "Xbox game controller Y button maps to SDL button Y."
-#~ msgstr ""
-#~ "Le bouton Y du contrôleur de jeu Xbox correspond au bouton Y du "
-#~ "contrôleur de jeu SDL."
-
-#~ msgid "Xbox game controller back button maps to SDL back button."
-#~ msgstr ""
-#~ "Le bouton recul du contrôleur de jeu Xbox correspond au bouton recul du "
-#~ "contrôleur de jeu SDL."
-
-#~ msgid "Xbox game controller start button maps to SDL start button."
-#~ msgstr ""
-#~ "Le bouton de démarrage du contrôleur de jeu Xbox correspond au bouton de "
-#~ "démarrage du contrôleur de jeu SDL."
-
-#~ msgid "Xbox game controller home button maps to SDL guide button."
-#~ msgstr ""
-#~ "Le bouton accueil du contrôleur de jeu Xbox correspond au bouton guide du "
-#~ "contrôleur de jeu SDL."
-
-#~ msgid ""
-#~ "Xbox game controller left stick button maps to SDL left stick button."
-#~ msgstr ""
-#~ "Le manette gauche du contrôleur de jeu Xbox correspond au manette gauche "
-#~ "du contrôleur de jeu SDL."
-
-#~ msgid ""
-#~ "Xbox game controller right stick button maps to SDL right stick button."
-#~ msgstr ""
-#~ "Le manette droite du contrôleur de jeu Xbox correspond au manette droite "
-#~ "du contrôleur de jeu SDL."
-
-#~ msgid ""
-#~ "Xbox game controller left bumper button maps to SDL left shoulder button."
-#~ msgstr ""
-#~ "Le gâchette gauche de la manette Xbox correspond à la gâchette gauche du "
-#~ "contrôleur de jeu SDL."
-
-#~ msgid ""
-#~ "Xbox game controller right bumper button maps to SDL right shoulder "
-#~ "button."
-#~ msgstr ""
-#~ "Le gâchette droite de la manette Xbox correspond à la gâchette droite du "
-#~ "contrôleur de jeu SDL."
-
-#~ msgid "An invalid game controller axis."
-#~ msgstr "Un axe du contrôleur de jeu non valide."
-
-#~ msgid "Game controller left joystick y-axis."
-#~ msgstr "Axe Y de la manette droite du contrôleur de jeu."
-
-#~ msgid "Game controller right joystick y-axis."
-#~ msgstr "Axe Y de la manette droite du contrôleur de jeu."
-
-#~ msgid "The number of SDL game controller axes."
-#~ msgstr "Le nombre d'axes du contrôleur de jeu SDL."
-
-#~ msgid "Game controller joystick 0 x-axis."
-#~ msgstr "Axe X de la manette 0 du contrôleur de jeu."
-
-#~ msgid "Game controller joystick 0 y-axis."
-#~ msgstr "Axe Y de la manette 0 du contrôleur de jeu."
-
-#~ msgid "Game controller joystick 1 x-axis."
-#~ msgstr "Axe X de la manette 1 du contrôleur de jeu."
-
-#~ msgid "Game controller joystick 1 y-axis."
-#~ msgstr "Axe Y de la manette 1 du contrôleur de jeu."
-
-#~ msgid "Game controller joystick 2 x-axis."
-#~ msgstr "Axe X de la manette 2 du contrôleur de jeu."
-
-#~ msgid "Game controller joystick 2 y-axis."
-#~ msgstr "Axe Y de la manette 2 du contrôleur de jeu."
-
-#~ msgid "Game controller joystick 3 x-axis."
-#~ msgstr "Axe X de la manette 3 du contrôleur de jeu."
-
-#~ msgid "Game controller joystick 3 y-axis."
-#~ msgstr "Axe Y de la manette 3 du contrôleur de jeu."
-
-#~ msgid "Game controller joystick 4 x-axis."
-#~ msgstr "Axe X de la manette 4 du contrôleur de jeu."
-
-#~ msgid "Game controller joystick 4 y-axis."
-#~ msgstr "Axe Y de la manette 4 du contrôleur de jeu."
-
-#~ msgid "The maximum number of game controller axes."
-#~ msgstr "Le nombre maximum d'axes du contrôleur de jeu."
-
-#~ msgid ""
-#~ "Used to group properties together in the editor in a subgroup (under a "
-#~ "group)."
-#~ msgstr ""
-#~ "Utilisé pour rassembler des propriétés ensemble dans l'éditeur dans un "
-#~ "sous-groupe (sous un groupe)."
-
-#~ msgid "Variable is of type [Vector2i]."
-#~ msgstr "La variable est de type [Vector2i]."
-
-#~ msgid "Variable is of type [Rect2i]."
-#~ msgstr "Variable est de type [Rect2i]."
-
-#~ msgid "Variable is of type [Vector3i]."
-#~ msgstr "Variable est de type [Vector3i]."
-
-#~ msgid "Variable is of type [StringName]."
-#~ msgstr "La variable est de type [StringName]."
-
-#~ msgid "Variable is of type [Callable]."
-#~ msgstr "Variable est de type [Callable]."
-
-#~ msgid "Variable is of type [Signal]."
-#~ msgstr "Variable est de type [Signal]."
-
-#~ msgid "Variable is of type [PackedInt32Array]."
-#~ msgstr "La variable est de type [PackedInt32Array]."
-
-#~ msgid "Variable is of type [PackedInt64Array]."
-#~ msgstr "Variable est de type [PackedInt64Array]."
-
-#~ msgid "Variable is of type [PackedFloat32Array]."
-#~ msgstr "Variable est de type [PackedFloat32Array]."
-
-#~ msgid "Variable is of type [PackedFloat64Array]."
-#~ msgstr "La variable est de type [PackedInt32Array]."
-
-#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]."
-#~ msgstr ""
-#~ "Intensité de l'effet de lumière spéculaire de cette [AnimatedSprite2D]."
-
-#~ msgid "The color of the specular light effect."
-#~ msgstr "La couleur de l’effet de lumière spéculaire."
-
-#~ msgid ""
-#~ "This node can be used to cause a seek command to happen to any sub-"
-#~ "children of the graph. After setting the time, this value returns to -1."
-#~ msgstr ""
-#~ "Ce nœud peut être utilisé pour faire en sorte qu'une commande de "
-#~ "recherche soit exécutée sur n'importe quel sous-enfant du graphe. Après "
-#~ "avoir réglé le temps, cette valeur revient à -1."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-
-#~ msgid "Emitted when another area enters."
-#~ msgstr "Émis lorsqu’une autre zone entre."
-
-#~ msgid "Emitted when another area exits."
-#~ msgstr "Émis lors de la sortie d'une autre zone."
-
-#~ msgid "Plays an audio stream non-positionally."
-#~ msgstr "Joue un flux audio non positionné."
-
-#, fuzzy
-#~ msgid "Dampens audio above this frequency, in Hz."
-#~ msgstr "Amortit l’audio au-dessus de cette fréquence, en Hz."
-
-#~ msgid "Factor for the attenuation effect."
-#~ msgstr "Facteur pour l’effet d’atténuation."
-
-#~ msgid "The strength of the refraction effect."
-#~ msgstr "La force de l’effet de réfraction."
-
-#~ msgid "Texture specifying per-pixel backlight color."
-#~ msgstr "Texture spécifiant la couleur du rétroéclairage par pixel."
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and between the "
-#~ "nearest 2 mipmaps. Use this for most cases as mipmaps are important to "
-#~ "smooth out pixels that are far from the camera."
-#~ msgstr ""
-#~ "Le filtre de texture se mélange entre les 4 pixels les plus proches et "
-#~ "entre les 2 mipmaps les plus proches. Utilisez-le pour la plupart des cas "
-#~ "car les mipmaps sont importants pour lisser les pixels qui sont loin de "
-#~ "la caméra."
-
-#~ msgid "The material will not use transparency."
-#~ msgstr "Le matériel n’utilisera pas la transparence."
-
-#~ msgid "The material will use the texture's alpha values for transparency."
-#~ msgstr ""
-#~ "Le matériau utilisera les valeurs d'alpha de la texture pour la "
-#~ "transparence."
-
-#~ msgid ""
-#~ "The material will cut off all values below a threshold, the rest will "
-#~ "remain opaque."
-#~ msgstr ""
-#~ "Le matériau coupera toutes les valeurs en dessous d’un seuil, le reste "
-#~ "restera opaque."
-
-#~ msgid "Represents the size of the [enum Transparency] enum."
-#~ msgstr "Représente la taille de l’enum [enum Transparency]."
-
-#~ msgid "Represents the size of the [enum ShadingMode] enum."
-#~ msgstr "Représente la taille de l’enum [enum ShadingMode]."
-
-#, fuzzy
-#~ msgid "Constant for setting [member heightmap_enabled]."
-#~ msgstr "Constante pour le réglage [member heightmap_enabled]."
-
-#, fuzzy
-#~ msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]."
-#~ msgstr ""
-#~ "Constante pour le réglage [member subsurf_scatter_transmittance_enabled]."
-
-#, fuzzy
-#~ msgid "Constant for setting [member backlight_enabled]."
-#~ msgstr "Constant pour définir [member backlight_enabled]."
-
-#, fuzzy
-#~ msgid ""
-#~ "Returns the 2D coordinate in the [Viewport] rectangle that maps to the "
-#~ "given 3D point in worldspace."
-#~ msgstr ""
-#~ "Renvoie la coordonnée 2D dans le rectangle [Viewport] qui mappe au point "
-#~ "3D donné dans worldspace."
-
-#~ msgid "The [CameraEffects] to use for this camera."
-#~ msgstr "Le [CameraEffects] à utiliser pour cette caméra."
-
-#~ msgid ""
-#~ "Contains camera-specific effects such as depth of field and exposure "
-#~ "override.\n"
-#~ "See also [Environment] for general 3D environment settings."
-#~ msgstr ""
-#~ "Contient des effets spécifiques à la caméra tels que la profondeur de "
-#~ "champ et l'outrepassement de l'exposition.\n"
-#~ "Voir aussi [Environnement] pour les paramètres généraux d'environnement "
-#~ "3D."
-
-#~ msgid ""
-#~ "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
-#~ msgstr ""
-#~ "L’image de la caméra [url=https://fr.wikipedia.org/wiki/YCbCr]YCbCr[/url]."
-
-#~ msgid "Emitted when the item rect has changed."
-#~ msgstr "Émis lorsque le rect de l'élément a changé."
-
-#~ msgid "Texture will repeat normally."
-#~ msgstr "La texture se répètera normalement."
-
-#~ msgid "Adds a [Shape3D] to the shape owner."
-#~ msgstr "Ajoute un [Shape2D] au propriétaire de la forme."
-
-#~ msgid "Displays a colored rectangle."
-#~ msgstr "Affiche un rectangle coloré."
-
-#~ msgid ""
-#~ "This node takes a 2D polygon shape and extrudes it to create a 3D mesh."
-#~ msgstr ""
-#~ "Ce nœud prend la forme d'un polygone en 2D et l'extrude pour créer un "
-#~ "maillage en 3D."
-
-#~ msgid "Material to use for the resulting mesh."
-#~ msgstr "Matériel à utiliser pour le maillage résultant."
-
-#~ msgid "Extrusion mode."
-#~ msgstr "Mode d'extrusion."
-
-#~ msgid "Shape3D is extruded to [member depth]."
-#~ msgstr "Shape3D est extrudé à [member depth]."
-
-#~ msgid "Slice is not rotated."
-#~ msgstr "La tranche n’est pas tournée."
-
-#~ msgid "Slice is rotated around the up vector of the path."
-#~ msgstr "La tranche est tournée autour du vecteur haut du trajet."
-
-#~ msgid "Slice is rotate to match the path exactly."
-#~ msgstr ""
-#~ "La tranche est en rotation pour correspondre exactement au chemin d’accès."
-
-#~ msgid "Bottom radius of the cylinder."
-#~ msgstr "Rayon inférieur du cylindre."
-
-#~ msgid "Top radius of the cylinder."
-#~ msgstr "Rayon supérieur du cylindre."
-
-#~ msgid ""
-#~ "Energy multiplier for the emission texture. This will make the decal emit "
-#~ "light at a higher intensity."
-#~ msgstr ""
-#~ "Multiplicateur d'énergie pour la texture d'émission. Ainsi, la "
-#~ "décalcomanie émettra de la lumière à une intensité plus élevée."
-
-#~ msgid ""
-#~ "Sets the curve over which the decal will fade as the surface gets further "
-#~ "from the center of the [AABB]."
-#~ msgstr ""
-#~ "Définit la courbe sur laquelle le décalcomanie s’estompera à mesure que "
-#~ "la surface s’éloignera du centre de l’[AABB]."
-
-#~ msgid "Changes the [Color] of the Decal by multiplying it with this value."
-#~ msgstr ""
-#~ "Change la [Color] de l'autocollant en le multipliant par cette valeur."
-
-#~ msgid ""
-#~ "[Texture2D] with the per-pixel normalmap for the decal. Use this to add "
-#~ "extra detail to decals."
-#~ msgstr ""
-#~ "[Texture2D] avec la normal map par pixel pour la décalcomanie. Utilisez "
-#~ "cette fonction pour ajouter des détails supplémentaires aux décalcomanies."
-
-#~ msgid ""
-#~ "[Texture2D] storing ambient occlusion, roughness, and metallic for the "
-#~ "decal. Use this to add extra detail to decals."
-#~ msgstr ""
-#~ "[Texture2D] stockant l’occlusion ambiante, la rugosité et la "
-#~ "métallisation pour le décalque. Utilisez-le pour ajouter des détails "
-#~ "supplémentaires aux décalques."
-
-#~ msgid "[Texture2D] corresponding to [member texture_albedo]."
-#~ msgstr "[Texture2D] correspondant à [member texture_albedo]."
-
-#~ msgid "[Texture2D] corresponding to [member texture_normal]."
-#~ msgstr "[Texture2D] correspondant à [member texture_normal]."
-
-#~ msgid "[Texture2D] corresponding to [member texture_orm]."
-#~ msgstr "[Texture2D] correspondant à [member texture_orm]."
-
-#~ msgid "[Texture2D] corresponding to [member texture_emission]."
-#~ msgstr "[Texture2D] correspondant à [member texture_emission]."
-
-#~ msgid "Max size of [enum DecalTexture] enum."
-#~ msgstr "Taille maximale de l'enum [enum DecalTexture]."
-
-#~ msgid "Extra character spacing in pixels."
-#~ msgstr "Espacement supplémentaire des caractères en pixels."
-
-#~ msgid "Extra space spacing in pixels."
-#~ msgstr "Espacement d’espace supplémentaire en pixels."
-
-#~ msgid "Character spacing."
-#~ msgstr "Espacement des caractères."
-
-#~ msgid "Space spacing."
-#~ msgstr "Espacement d’espace."
-
-#, fuzzy
-#~ msgid "Updates the overlays of the editor (2D/3D) viewport."
-#~ msgstr "Met à jour les superpositions de la fenêtre de l’éditeur (2D/3D)."
-
-#~ msgid "Override if you want to allow a custom tooltip over your property."
-#~ msgstr ""
-#~ "Passe outre si vous souhaitez autoriser une info-bulle personnalisée sur "
-#~ "votre propriété."
-
-#~ msgid "Adds a node to the selection."
-#~ msgstr "Ajoute un nœud à la sélection."
-
-#~ msgid "Disable ambient light."
-#~ msgstr "Désactiver la lumière ambiante."
-
-#~ msgid "Use the background for reflections."
-#~ msgstr "Utiliser l’arrière-plan pour les réflexions."
-
-#~ msgid "Disable reflections."
-#~ msgstr "Désactiver les réflexions."
-
-#~ msgid "Closes the currently opened file."
-#~ msgstr "Ferme le fichier actuellement ouvert."
-
-#~ msgid "Opens the file for read operations."
-#~ msgstr "Ouvre le fichier pour les opérations de lecture."
-
-#~ msgid "Editor visibility helper."
-#~ msgstr "Aide à la visibilité de l’éditeur."
-
-#~ msgid "The physics layers this GridMap detects collisions in."
-#~ msgstr ""
-#~ "Les calques de physique dans lesquels cette GridMap détecte les "
-#~ "collisions."
-
-#~ msgid ""
-#~ "If the body is at least this close to another body, this body will "
-#~ "consider them to be colliding."
-#~ msgstr ""
-#~ "Si le corps est au moins aussi proche d’un autre corps, ce corps les "
-#~ "considérera comme des collisions."
-
-#~ msgid "Calculate a [ConvexPolygonShape3D] from the mesh."
-#~ msgstr "Calculer une [ConvexPolygonShape3D] à partir du maillage."
-
-#~ msgid ""
-#~ "Locks this [Mutex], blocks until it is unlocked by the current owner."
-#~ msgstr ""
-#~ "Verrouille ce [Mutex], bloque jusqu’à ce qu’il soit débloqué par le "
-#~ "propriétaire actuel."
-
-#~ msgid "The radius of the agent."
-#~ msgstr "Le rayon de l’agent."
-
-#~ msgid "Creates the agent."
-#~ msgstr "Crée l'agent."
-
-#~ msgid "Destroy the RID"
-#~ msgstr "Détruisez le RID"
-
-#~ msgid "Create a new map."
-#~ msgstr "Créer une nouvelle carte."
-
-#~ msgid "Returns the map cell size."
-#~ msgstr "Retourne la taille de la cellule de la carte."
-
-#~ msgid "Sets the map active."
-#~ msgstr "Active la carte."
-
-#~ msgid "Creates a new region."
-#~ msgstr "Crée une nouvelle région."
-
-#~ msgid "Control activation of this server."
-#~ msgstr "Contrôler l’activation de ce serveur."
-
-#, fuzzy
-#~ msgid "ENet's built-in range encoding."
-#~ msgstr "L'encodage de gamme intégré d'ENet."
-
-#~ msgid "Returns an environment variable."
-#~ msgstr "Retourne une variable d'environnement."
-
-#, fuzzy
-#~ msgid "The Vulkan rendering backend."
-#~ msgstr "Le fond de rendu vulcain."
-
-#, fuzzy
-#~ msgid "Point sampler for a [Path3D]."
-#~ msgstr "Échantillonneur de points pour un [Path3D]."
-
-#~ msgid "Sets the body's transform."
-#~ msgstr "Définit le transform du corps."
-
-#~ msgid "Sets the joint's transform."
-#~ msgstr "Définit le transform de l'articulation."
-
-#~ msgid ""
-#~ "[Texture2D] for the night sky. This is added to the sky, so if it is "
-#~ "bright enough, it may be visible during the day."
-#~ msgstr ""
-#~ "[Texture2D] pour le ciel nocturne. Ceci est ajouté au ciel, donc s’il est "
-#~ "assez lumineux, il peut être visible pendant la journée."
-
-#~ msgid "Creates an [Area3D]."
-#~ msgstr "Crée un [Area3D]."
-
-#~ msgid "The [Shape3D] is a [WorldMarginShape3D]."
-#~ msgstr "Le [Shape3D] est un [WorldMarginShape3D]."
-
-#~ msgid "Default orientation on mobile devices."
-#~ msgstr "Orientation par défaut sur les appareils mobiles."
-
-#~ msgid "Constructs a [Rect2] from a [Rect2i]."
-#~ msgstr "Construit un [Rect2] à partir d’un [Rect2i]."
-
-#, fuzzy
-#~ msgid ""
-#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another "
-#~ "one."
-#~ msgstr ""
-#~ "Retourne [code]true[/code] (vrai) si la chaîne de caractères finit par la "
-#~ "chaîne de caractères donnée."
-
-#, fuzzy
-#~ msgid "Shader is a sky shader."
-#~ msgstr "Shader est un shader de ciel."
-
-#~ msgid "Low quality DOF blur."
-#~ msgstr "Flou DOF de faible qualité."
-
-#~ msgid "Medium quality DOF blur."
-#~ msgstr "Blur DOF de qualité moyenne."
-
-#~ msgid "Strength of the specular light effect of this [Sprite2D]."
-#~ msgstr "Force de l’effet de lumière spéculaire de ce [Sprite2D]."
-
-#, fuzzy
-#~ msgid "The specular map is used for more control on the shininess effect."
-#~ msgstr ""
-#~ "La carte spéculaire est utilisée pour mieux contrôler l'effet de "
-#~ "brillance."
-
-#~ msgid "Constructs a new String from the given [Vector2i]."
-#~ msgstr ""
-#~ "Construit une nouvelle chaîne de caractères à partir du [Vector2i] donné."
-
-#~ msgid "Constructs a new String from the given [Rect2i]."
-#~ msgstr ""
-#~ "Construit une nouvelle chaîne de caractères à partir du [Rect2i] donné."
-
-#~ msgid "Constructs a new String from the given [Vector3i]."
-#~ msgstr ""
-#~ "Construit une nouvelle chaîne de caractères à partir du [Vector3i] donné."
-
-#~ msgid "Constructs a new String from the given [StringName]."
-#~ msgstr ""
-#~ "Construit une nouvelle chaîne de caractères à partir du [StringName] (nom "
-#~ "de la chaîne de caractères) donné."
-
-#~ msgid "Constructs a new String from the given [Callable]."
-#~ msgstr ""
-#~ "Construit une nouvelle chaîne de caractères à partir du [Callable] donné."
-
-#~ msgid "Constructs a new String from the given [Signal]."
-#~ msgstr ""
-#~ "Construit une nouvelle chaîne de caractères à partir du [Signal] (signal) "
-#~ "donné."
-
-#~ msgid "Constructs a new String from the given [PackedInt64Array]."
-#~ msgstr ""
-#~ "Construit une nouvelle chaîne de caractères à partir du "
-#~ "[PackedInt64Array] donné."
-
-#~ msgid "Constructs a new String from the given [PackedFloat32Array]."
-#~ msgstr ""
-#~ "Construit une nouvelle chaîne de caractères à partir du "
-#~ "[PackedFloat32Array] donné."
-
-#~ msgid "Constructs a new String from the given [PackedFloat64Array]."
-#~ msgstr ""
-#~ "Construit une nouvelle chaîne de caractères à partir du "
-#~ "[PackedFloat64Array] donné."
-
-#~ msgid ""
-#~ "Performs a case-sensitive comparison to another string. Returns [code]-1[/"
-#~ "code] if less than, [code]+1[/code] if greater than, or [code]0[/code] if "
-#~ "equal."
-#~ msgstr ""
-#~ "Effectue une comparaison sensible à la casse avec une autre chaîne de "
-#~ "caractères. Retourne [code]-1[/code] si inférieur, [code]+1[/code] si "
-#~ "supérieur, ou [code]0[/code] si égal."
-
-#~ msgid "If the string is a valid file path, returns the extension."
-#~ msgstr ""
-#~ "Si la chaîne de caractères est un chemin de fichier valide, retourne "
-#~ "l'extension."
-
-#~ msgid "An optimized string type for unique names."
-#~ msgstr "Un type de chaîne de caractères optimisé pour les noms uniques."
-
-#~ msgid "Creates a new [StringName] from the given [String]."
-#~ msgstr "Crée un [StringName] à partir de la [String] donnée."
-
-#~ msgid "Cell can be checked."
-#~ msgstr "La cellule peut être vérifiée."
-
-#~ msgid "This enabler will freeze [RigidBody3D] nodes."
-#~ msgstr "Cet activateur permettra de geler les nœuds [RigidBody3D]."
-
-#~ msgid "Emitted when the VisibilityNotifier3D exits the screen."
-#~ msgstr "Émis lorsque le VisibilityNotifier3D quitte l'écran."
-
-#~ msgid "Return the specified output's name."
-#~ msgstr "Retourner le nom de la sortie spécifiée."
-
-#~ msgid "An integer scalar."
-#~ msgstr "Un scalaire entier."
-
-#~ msgid ""
-#~ "Computes the fractional part of the argument. Translates to [code]fract(x)"
-#~ "[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Calcule la partie fractionnaire de l’argument. Traduit en [code]fract(x)[/"
-#~ "code] dans le langage Godot Shader."
-
-#, fuzzy
-#~ msgid "Negates the [code]x[/code] using [code]-(x)[/code]."
-#~ msgstr "Oppose le [code]x[/code] à l’aide de [code]-(x)[/code]."
-
-#, fuzzy
-#~ msgid ""
-#~ "Returns the arc-hyperbolic-cosine of the parameter. Translates to "
-#~ "[code]acosh(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Retourne l’arc-hyperbolique-cosine du paramètre. Traduit en [code]acosh(x)"
-#~ "[/code] dans le langage Godot Shader."
-
-#~ msgid ""
-#~ "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Convertit une quantité en radians en degrés. Traduit en [code]degrees(x)[/"
-#~ "code] dans le langage Godot Shader."
-
-#~ msgid ""
-#~ "Returns the inverse of the square root of the parameter. Translates to "
-#~ "[code]inversesqrt(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "Retourne l’inverse de la racine carrée du paramètre. Traduit en "
-#~ "[code]inversesqrt(x)[/code] dans la langage de Godot Shader."
-
-#~ msgid ""
-#~ "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/"
-#~ "code])."
-#~ msgstr ""
-#~ "Trouve la valeur réciproque de la division 1 par [code]x[/code] (c.-à-d. "
-#~ "[code]1 / x[/code])."
-
-#~ msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])."
-#~ msgstr ""
-#~ "Soustrait le scalaire [code]x[/code] de 1 (c.-à-d. [code]1 - x[/code])."
-
-#~ msgid "No hint used."
-#~ msgstr "Pas d'indice utilisé."
-
-#~ msgid "Uses three operands to compute [code](a * b + c)[/code] expression."
-#~ msgstr ""
-#~ "Utilise trois opérandes pour calculer l'expression [code](a * b + c)[/"
-#~ "code]."
-
-#~ msgid "A scalar type."
-#~ msgstr "Un type scalaire."
-
-#~ msgid "A vector type."
-#~ msgstr "Un type de vecteur."
-
-#~ msgid "An input source type."
-#~ msgstr "Un type de source d'entrée."
diff --git a/doc/translations/id.po b/doc/translations/id.po
index b112a00f2d..5253d66a69 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -70130,10 +70130,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/it.po b/doc/translations/it.po
index c1c34d3acb..489a50f456 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -70962,30 +70962,3 @@ msgid ""
msgstr ""
"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
"è disabilitato."
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Restituisce il coseno del parametro."
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "Funzione d'interpolazione, basata sull'esponente. I valori delle curve "
-#~ "sono: 0 è costante, 1 è lineare, da 0 a 1 è ease-in, 1+ è ease-out. I "
-#~ "valori negativi sono in-out/out in."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another "
-#~ "one."
-#~ msgstr ""
-#~ "Ritorna [code]true[/code] if questo [Rect2i] ne racchiude completamente "
-#~ "un altro."
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index 98e01ca229..1d44577847 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -73483,1102 +73483,3 @@ msgid ""
msgstr ""
"[code]true[/code]の場合、子ノードはソートされます。そうでなければソートは無効"
"になります。"
-
-#~ msgid "Returns this [AABB] expanded to include a given point."
-#~ msgstr "与えられたポイントを含むよう拡大した [AABB] を返します。"
-
-#, fuzzy
-#~ msgid ""
-#~ "Returns a list of intersecting [Area]s. For performance reasons "
-#~ "(collisions are all processed at the same time) this list is modified "
-#~ "once during the physics step, not immediately after objects are moved. "
-#~ "Consider using signals instead."
-#~ msgstr ""
-#~ "現在交差している [Area2D] のリストを返します。性能上の理由から (衝突はすべ"
-#~ "て同時に処理されます)、このリストはオブジェクトが移動した直後ではなく、物"
-#~ "理ステップ中に一度だけ変更されます。代わりにシグナルの使用を考えてくださ"
-#~ "い。"
-
-#, fuzzy
-#~ msgid "Emitted when the resource value was set and user clicked to edit it."
-#~ msgstr "インスペクタでリソースが選択されたときに発信。"
-
-#~ msgid "Returns the label used for built-in text."
-#~ msgstr "組み込みテキストに使用されているラベルを返します。"
-
-#~ msgid "Returns the OK [Button] instance."
-#~ msgstr "OK [Button] インスタンスを返します。"
-
-#~ msgid "Returns the editor's [FileSystemDock] instance."
-#~ msgstr "エディタの [FileSystemDock] インスタンスを返します。"
-
-#~ msgid "Returns the editor's [EditorInspector] instance."
-#~ msgstr "エディタの [EditorInspector] インスタンスを返します。"
-
-#~ msgid "Returns the editor's [ScriptEditor] instance."
-#~ msgstr "エディタの [ScriptEditor] インスタンスを返します。"
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "与えられたフレームの [Texture2D] を返します。"
-
-#~ msgid ""
-#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1 then -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "角度 [code]s[/code] のコサインをラジアンで返します。\n"
-#~ "[codeblock]\n"
-#~ "# 1 そして -1 と表示\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "指数によるイージング関数。曲線値: 0 は不変、1 は等速、0 から 1 の間はイー"
-#~ "ズイン、1 より上はイーズアウトです。負の値はインアウト / アウトインになり"
-#~ "ます。"
-
-#~ msgid ""
-#~ "Converts one or more arguments to strings in the best way possible and "
-#~ "prints them to the console.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "ひとつ又は複数の引数を、可能なかぎり最適な方法で文字列に変換してからコン"
-#~ "ソールに表示します。\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # ab[1, 2, 3] と表示\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
-#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
-#~ "final-1, increment).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "与えられた範囲の配列を返します。Range は1つの引数 (0 から N-1)、2つの引数 "
-#~ "(開始値, 終了値 - 1)、または3つの引数 (開始値, 終了値 - 1, 増加量) をとれ"
-#~ "ます。\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "出力:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-
-#~ msgid "Positive infinity. For negative infinity, use -INF."
-#~ msgstr "正の無限大。負の無限大には -INF を使ってください。"
-
-#~ msgid ""
-#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
-#~ "properties, including that it is not equal to itself. It is output by "
-#~ "some invalid operations, such as dividing zero by zero."
-#~ msgstr ""
-#~ "「Not a Number (数値でない)」、無効な値です。[code]NaN[/code]は、自分自身"
-#~ "と等しくないなどの特殊な性質を持っています。0を0で割るなど、いくつかの無効"
-#~ "な操作で出力されます。"
-
-#~ msgid "The [Geometry3D] singleton."
-#~ msgstr "[Geometry3D] シングルトン。"
-
-#~ msgid "The [GodotSharp] singleton."
-#~ msgstr "[GodotSharp] シングルトン。"
-
-#~ msgid "The [NavigationServer2D] singleton."
-#~ msgstr "[NavigationServer2D] シングルトン。"
-
-#~ msgid "The [PhysicsServer3D] singleton."
-#~ msgstr "[PhysicsServer3D] シングルトン。"
-
-#~ msgid "The [RenderingServer] singleton."
-#~ msgstr "[RenderingServer] シングルトン。"
-
-#~ msgid "Back key."
-#~ msgstr "Backキー。"
-
-#~ msgid "Forward key."
-#~ msgstr "Forwardキー。"
-
-#~ msgid "Stop key."
-#~ msgstr "Stopキー。"
-
-#~ msgid "Refresh key."
-#~ msgstr "Refreshキー。"
-
-#~ msgid "An invalid game controller button."
-#~ msgstr "無効なゲームコントローラ ボタン。"
-
-#~ msgid "Game controller SDL button A."
-#~ msgstr "ゲームコントローラ SDLボタンA。"
-
-#~ msgid "Game controller SDL button B."
-#~ msgstr "ゲームコントローラ SDLボタンB。"
-
-#~ msgid "Game controller SDL button X."
-#~ msgstr "ゲームコントローラ SDLボタンX。"
-
-#~ msgid "Game controller SDL button Y."
-#~ msgstr "ゲームコントローラ SDLボタンY。"
-
-#~ msgid "Game controller SDL back button."
-#~ msgstr "ゲームコントローラ SDLバックボタン。"
-
-#~ msgid "Game controller SDL start button."
-#~ msgstr "ゲームコントローラ SDLスタートボタン。"
-
-#~ msgid "Game controller SDL left stick button."
-#~ msgstr "ゲームコントローラ SDL左スティックボタン。"
-
-#~ msgid "Game controller SDL right stick button."
-#~ msgstr "ゲームコントローラ SDL右スティックボタン。"
-
-#~ msgid "Game controller SDL D-pad up button."
-#~ msgstr "ゲームコントローラ SDL 十字ボタン上。"
-
-#~ msgid "Game controller SDL D-pad down button."
-#~ msgstr "ゲームコントローラ SDL 十字ボタン下。"
-
-#~ msgid "Game controller SDL D-pad right button."
-#~ msgstr "ゲームコントローラ SDL 十字ボタン右。"
-
-#~ msgid "The number of SDL game controller buttons."
-#~ msgstr "SDLゲームコントローラのボタンの数。"
-
-#~ msgid "Sony DualShock controller X button maps to SDL button A."
-#~ msgstr ""
-#~ "SDLボタンAにマップされる、ソニーのデュアルショック コントローラ Xボタン。"
-
-#~ msgid "Sony DualShock controller cross button maps to SDL button A."
-#~ msgstr ""
-#~ "SDLボタンAにマップされる、ソニーのデュアルショック コントローラ ×ボタン。"
-
-#~ msgid "Sony DualShock controller circle button maps to SDL button B."
-#~ msgstr ""
-#~ "SDLボタンBにマップされる、ソニーのデュアルショック コントローラ ○ボタン。"
-
-#~ msgid "Sony DualShock controller square button maps to SDL button X."
-#~ msgstr ""
-#~ "SDLボタンXにマップされる、ソニーのデュアルショック コントローラ □ボタン。"
-
-#~ msgid "Sony DualShock controller triangle button maps to SDL button Y."
-#~ msgstr ""
-#~ "SDLボタンYにマップされる、ソニーのデュアルショック コントローラ △ボタン。"
-
-#~ msgid "Sony DualShock controller select button maps to SDL back button."
-#~ msgstr ""
-#~ "SDL backボタンにマップされる、ソニーのデュアルショック コントローラ セレク"
-#~ "トボタン。"
-
-#~ msgid "Sony DualShock controller start button maps to SDL start button."
-#~ msgstr ""
-#~ "SDL startボタンにマップされる、ソニーのデュアルショック コントローラ ス"
-#~ "タートボタン。"
-
-#~ msgid "Sony DualShock controller PS button maps to SDL guide button."
-#~ msgstr ""
-#~ "SDL guideボタンにマップされる、ソニーのデュアルショック コントローラ PSボ"
-#~ "タン。"
-
-#~ msgid ""
-#~ "Sony DualShock controller L1 button maps to SDL left shoulder button."
-#~ msgstr ""
-#~ "SDL 左ショルダーボタンにマップされる、ソニーのデュアルショック コントロー"
-#~ "ラ L1ボタン。"
-
-#~ msgid ""
-#~ "Sony DualShock controller R1 button maps to SDL right shoulder button."
-#~ msgstr ""
-#~ "SDL 右ショルダーボタンにマップされる、ソニーのデュアルショック コントロー"
-#~ "ラ R1ボタン。"
-
-#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button."
-#~ msgstr ""
-#~ "SDL 左スティックボタンにマップされる、ソニーのデュアルショック コントロー"
-#~ "ラ L3ボタン。"
-
-#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button."
-#~ msgstr ""
-#~ "SDL 右スティックボタンにマップされる、ソニーのデュアルショック コントロー"
-#~ "ラ R3ボタン。"
-
-#~ msgid "Xbox game controller A button maps to SDL button A."
-#~ msgstr "SDLボタンAにマップされる、Xboxゲームコントローラ Aボタン。"
-
-#~ msgid "Xbox game controller B button maps to SDL button B."
-#~ msgstr "SDLボタンBにマップされる、Xboxゲームコントローラ Bボタン。"
-
-#~ msgid "Xbox game controller X button maps to SDL button X."
-#~ msgstr "SDLボタンXにマップされる、Xboxゲームコントローラ Xボタン。"
-
-#~ msgid "Xbox game controller Y button maps to SDL button Y."
-#~ msgstr "SDLボタンYにマップされる、Xboxゲームコントローラ Yボタン。"
-
-#~ msgid "Xbox game controller back button maps to SDL back button."
-#~ msgstr "SDL backボタンにマップされる、Xbox ゲーム コントローラ backボタン。"
-
-#~ msgid "Xbox game controller start button maps to SDL start button."
-#~ msgstr ""
-#~ "SDL startボタンにマップされる、Xbox ゲーム コントローラ startボタン。"
-
-#~ msgid "Xbox game controller home button maps to SDL guide button."
-#~ msgstr "SDL guideボタンにマップされる、Xboxゲームコントローラ homeボタン。"
-
-#~ msgid ""
-#~ "Xbox game controller left stick button maps to SDL left stick button."
-#~ msgstr ""
-#~ "SDL 左スティックボタンにマップされる、Xboxゲーム コントローラ 左スティック"
-#~ "ボタン。"
-
-#~ msgid ""
-#~ "Xbox game controller right stick button maps to SDL right stick button."
-#~ msgstr ""
-#~ "SDL 右スティックボタンにマップされる、Xboxゲーム コントローラ 右スティック"
-#~ "ボタン。"
-
-#~ msgid ""
-#~ "Xbox game controller left bumper button maps to SDL left shoulder button."
-#~ msgstr ""
-#~ "SDL 左ショルダーボタンにマップされる、Xboxゲーム コントローラ 左バンパーボ"
-#~ "タン。"
-
-#~ msgid ""
-#~ "Xbox game controller right bumper button maps to SDL right shoulder "
-#~ "button."
-#~ msgstr ""
-#~ "SDL 右ショルダーボタンにマップされる、Xboxゲーム コントローラ 右バンパーボ"
-#~ "タン。"
-
-#~ msgid "The maximum number of game controller buttons."
-#~ msgstr "ゲームコントローラ ボタンの最大数。"
-
-#~ msgid "An invalid game controller axis."
-#~ msgstr "無効なゲームコントローラ軸。"
-
-#~ msgid "Game controller left joystick x-axis."
-#~ msgstr "ゲームコントローラの左ジョイスティック x軸。"
-
-#~ msgid "Game controller left joystick y-axis."
-#~ msgstr "ゲームコントローラの左ジョイスティック y軸。"
-
-#~ msgid "Game controller right joystick x-axis."
-#~ msgstr "ゲームコントローラの右ジョイスティック x軸。"
-
-#~ msgid "Game controller right joystick y-axis."
-#~ msgstr "ゲームコントローラの右ジョイスティック y軸。"
-
-#~ msgid "Game controller left trigger axis."
-#~ msgstr "ゲームコントローラの左トリガー軸。"
-
-#~ msgid "Game controller right trigger axis."
-#~ msgstr "ゲームコントローラの右トリガー軸。"
-
-#~ msgid "The number of SDL game controller axes."
-#~ msgstr "SDLゲームコントローラ軸の数。"
-
-#~ msgid "Game controller joystick 0 x-axis."
-#~ msgstr "ゲームコントローラ ジョイスティック0 X軸。"
-
-#~ msgid "Game controller joystick 0 y-axis."
-#~ msgstr "ゲームコントローラ ジョイスティック0 Y軸。"
-
-#~ msgid "Game controller joystick 1 x-axis."
-#~ msgstr "ゲームコントローラ ジョイスティック1 X軸。"
-
-#~ msgid "Game controller joystick 1 y-axis."
-#~ msgstr "ゲームコントローラ ジョイスティック1 Y軸。"
-
-#~ msgid "Game controller joystick 2 x-axis."
-#~ msgstr "ゲームコントローラ ジョイスティック2 X軸。"
-
-#~ msgid "Game controller joystick 2 y-axis."
-#~ msgstr "ゲームコントローラ ジョイスティック2 Y軸。"
-
-#~ msgid "Game controller joystick 3 x-axis."
-#~ msgstr "ゲームコントローラ ジョイスティック3 X軸。"
-
-#~ msgid "Game controller joystick 3 y-axis."
-#~ msgstr "ゲームコントローラ ジョイスティック3 Y軸。"
-
-#~ msgid "Game controller joystick 4 x-axis."
-#~ msgstr "ゲームコントローラ ジョイスティック4 X軸。"
-
-#~ msgid "Game controller joystick 4 y-axis."
-#~ msgstr "ゲームコントローラ ジョイスティック4 Y軸。"
-
-#~ msgid "The maximum number of game controller axes."
-#~ msgstr "ゲームコントローラ軸の最大数。"
-
-#~ msgid ""
-#~ "Used to group properties together in the editor in a subgroup (under a "
-#~ "group)."
-#~ msgstr ""
-#~ "エディタ内でプロパティをサブグループ (グループの下) にまとめてグループ化す"
-#~ "るのに使用します。"
-
-#~ msgid "Variable is of type [Vector2i]."
-#~ msgstr "変数は [Vector2i] 型。"
-
-#~ msgid "Variable is of type [Rect2i]."
-#~ msgstr "変数は [Rect2i] 型。"
-
-#~ msgid "Variable is of type [Vector3i]."
-#~ msgstr "変数は [Vector3i] 型。"
-
-#~ msgid "Variable is of type [StringName]."
-#~ msgstr "変数は [StringName] 型。"
-
-#~ msgid "Variable is of type [Callable]."
-#~ msgstr "変数は [Callable] 型。"
-
-#~ msgid "Variable is of type [Signal]."
-#~ msgstr "変数は [Signal] 型。"
-
-#~ msgid "Variable is of type [PackedInt32Array]."
-#~ msgstr "変数は [PackedInt32Array] 型。"
-
-#~ msgid "Variable is of type [PackedInt64Array]."
-#~ msgstr "変数は [PackedInt64Array] 型。"
-
-#~ msgid "Variable is of type [PackedFloat32Array]."
-#~ msgstr "変数は [PackedFloat32Array] 型。"
-
-#~ msgid "Variable is of type [PackedFloat64Array]."
-#~ msgstr "変数は [PackedFloat64Array] 型。"
-
-#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]."
-#~ msgstr "この [AnimatedSprite2D] のスペキュラ光エフェクトの強さ。"
-
-#~ msgid ""
-#~ "This node can be used to cause a seek command to happen to any sub-"
-#~ "children of the graph. After setting the time, this value returns to -1."
-#~ msgstr ""
-#~ "このノードは、グラフのどんな副子ノードに対してもシーク命令を送ります。時間"
-#~ "をセットした後は、値は -1 に戻ります。"
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/ja/latest/getting_started/step_by_step/"
-#~ "animations.html"
-
-#~ msgid ""
-#~ "The name of the current animation, \"\" if not playing anything. When "
-#~ "being set, does not restart the animation. See also [method play]."
-#~ msgstr ""
-#~ "現在のアニメーション名で、何も再生していなければ \"\" になります。これを設"
-#~ "定しても、アニメーションは再スタートされません。[method play] も参照。"
-
-#~ msgid ""
-#~ "If the currently being played animation changes, this signal will notify "
-#~ "of such change."
-#~ msgstr ""
-#~ "現在再生中のアニメーションが変わった場合、このシグナルは変化を通知します。"
-
-#~ msgid ""
-#~ "Returns an individual bit on the layer mask. Describes whether other "
-#~ "areas will collide with this one on the given layer."
-#~ msgstr ""
-#~ "レイヤーマスク上の特定のビットを返します。指定したレイヤー上において、他の"
-#~ "エリアがこのエリアと衝突するかどうかを表します。"
-
-#~ msgid ""
-#~ "Returns an individual bit on the collision mask. Describes whether this "
-#~ "area will collide with others on the given layer."
-#~ msgstr ""
-#~ "コリジョンマスク上の特定のビットを返します。指定したレイヤー上において、こ"
-#~ "のエリアが他のエリアと衝突するかどうかを表します。"
-
-#~ msgid ""
-#~ "Set/clear individual bits on the layer mask. This makes getting an area "
-#~ "in/out of only one layer easier."
-#~ msgstr ""
-#~ "レイヤーマスクの個々のビットを設定/消去します。これにより、1つのレイヤーの"
-#~ "みにあるエリアを出し入れすることが容易になります。"
-
-#~ msgid ""
-#~ "Set/clear individual bits on the collision mask. This makes selecting the "
-#~ "areas scanned easier."
-#~ msgstr ""
-#~ "コリジョンマスクの個々のビットを設定/消去します。これにより、スキャンする"
-#~ "エリアの選択が容易になります。"
-
-#~ msgid "The physics layers this area scans to determine collision detection."
-#~ msgstr "衝突検出を判定するためにこのエリアがスキャンする物理レイヤーです。"
-
-#~ msgid "Emitted when another area enters."
-#~ msgstr "他のエリアが入ってくるときに発信されます。"
-
-#~ msgid "Emitted when another area exits."
-#~ msgstr "他のエリアが出ていくときに発信されます。"
-
-#~ msgid ""
-#~ "Emitted when another area enters, reporting which shapes overlapped. "
-#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the "
-#~ "parent object of the owner of the [code]shape[/code]."
-#~ msgstr ""
-#~ "他のエリアが入ったときに、どのシェイプが重なったかを報告するために発信され"
-#~ "ます。[code]shape_owner_get_owner(shape_find_owner(shape))[/code] は、"
-#~ "[code]shape[/code]の所有者にとっての親オブジェクトを返します。"
-
-#~ msgid ""
-#~ "Emitted when another area exits, reporting which shapes were overlapping."
-#~ msgstr ""
-#~ "物理ボディが出ていくときに発信され、どのシェイプがオーバーラップしていたの"
-#~ "かを知らせます。"
-
-#~ msgid ""
-#~ "Emitted when a physics body enters.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "物理ボディが入ってくるときに発信されます。\n"
-#~ "[code]body[/code] 引数には [PhysicsBody2D] あるいは [TileMap] インスタンス"
-#~ "を渡せます (TileMap自体は物理ボディではありませんが、コリジョンシェイプ付"
-#~ "きのタイルを実質的な物理ボディとして登録します)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body exits.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "物理ボディが出ていくときに発信されます。\n"
-#~ "[code]body[/code] 引数には [PhysicsBody2D] あるいは [TileMap] インスタンス"
-#~ "を渡せます (TileMap自体は物理ボディではありませんが、コリジョンシェイプ付"
-#~ "きのタイルを実質的な物理ボディとして登録します)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "物理ボディが入ってくるときに発信され、どのシェイプがオーバーラップしたのか"
-#~ "を知らせます。\n"
-#~ "[code]body[/code] 引数には [PhysicsBody2D] あるいは [TileMap] インスタンス"
-#~ "を渡せます (TileMap自体は物理ボディではありませんが、コリジョンシェイプ付"
-#~ "きのタイルを実質的な物理ボディとして登録します)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body exits, reporting which shapes were "
-#~ "overlapping.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "物理ボディが出ていくときに発信され、どのシェイプがオーバーラップしていたの"
-#~ "かを知らせます。\n"
-#~ "[code]body[/code] 引数には [PhysicsBody2D] あるいは [TileMap] インスタンス"
-#~ "を渡せます (TileMap自体は物理ボディではありませんが、コリジョンシェイプ付"
-#~ "きのタイルを実質的な物理ボディとして登録します)。"
-
-#~ msgid "General-purpose area node for detection and 3D physics influence."
-#~ msgstr "3D物理作用の検出のために使う汎用のエリアノードです。"
-
-#~ msgid ""
-#~ "Returns a list of intersecting [Area3D]s. For performance reasons "
-#~ "(collisions are all processed at the same time) this list is modified "
-#~ "once during the physics step, not immediately after objects are moved. "
-#~ "Consider using signals instead."
-#~ msgstr ""
-#~ "現在交差している [Area3D] のリストを返します。性能上の理由から (衝突はすべ"
-#~ "て同時に処理されます)、このリストはオブジェクトが移動した直後ではなく、物"
-#~ "理ステップ中に一度だけ変更されます。代わりにシグナルの使用を考えてくださ"
-#~ "い。"
-
-#~ msgid ""
-#~ "Returns a list of intersecting [PhysicsBody3D]s. For performance reasons "
-#~ "(collisions are all processed at the same time) this list is modified "
-#~ "once during the physics step, not immediately after objects are moved. "
-#~ "Consider using signals instead."
-#~ msgstr ""
-#~ "現在交差している [PhysicsBody3D] のリストを返します。性能上の理由から (衝"
-#~ "突はすべて同時に処理されます)、このリストはオブジェクトが移動した直後では"
-#~ "なく、物理ステップ中に一度だけ変更されます。代わりにシグナルの使用を考えて"
-#~ "ください。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the given area overlaps the Area3D.\n"
-#~ "[b]Note:[/b] The result of this test is not immediate after moving "
-#~ "objects. For performance, list of overlaps is updated once per frame and "
-#~ "before the physics step. Consider using signals instead."
-#~ msgstr ""
-#~ "[code]true[/code]の場合、与えられたエリアはこのArea3Dと重なっています。\n"
-#~ "[b]注:[/b] このテストの結果は、オブジェクトを移動させた直後には得られませ"
-#~ "ん。パフォーマンスのために、オーバーラップのリストはフレームごとに一度、物"
-#~ "理ステップの前に更新されます。代わりにシグナルの使用を考えてください。"
-
-#~ msgid ""
-#~ "Set/clear individual bits on the layer mask. This simplifies editing this "
-#~ "[Area3D]'s layers."
-#~ msgstr ""
-#~ "レイヤーマスクの個々のビットを設定/消去します。これにより、この[Area3D]の"
-#~ "レイヤーを容易に編集できます。"
-
-#~ msgid ""
-#~ "Set/clear individual bits on the collision mask. This simplifies editing "
-#~ "which [Area3D] layers this [Area3D] scans."
-#~ msgstr ""
-#~ "コリジョンマスクの個々のビットを設定/消去します。これにより、この[Area3D]"
-#~ "がどの[Area3D]レイヤーをスキャンするのか容易に編集できます。"
-
-#~ msgid ""
-#~ "Emitted when another area enters, reporting which areas overlapped. "
-#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the "
-#~ "parent object of the owner of the [code]shape[/code]."
-#~ msgstr ""
-#~ "他のエリアが入ってきたときに、どのエリアが重なったのかを報告するために発信"
-#~ "されます。[code]shape_owner_get_owner(shape_find_owner(shape))[/code] は、"
-#~ "[code]shape[/code] の所有者にとっての親オブジェクトを返します。"
-
-#~ msgid ""
-#~ "Emitted when another area exits, reporting which areas were overlapping."
-#~ msgstr ""
-#~ "他のエリアが出ていくとき、どのエリアが重なっているかを報告するため発信され"
-#~ "ます。"
-
-#~ msgid ""
-#~ "Emitted when a physics body enters.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "物理ボディが入ってくるときに発信されます。\n"
-#~ "[code]body[/code] 引数には [PhysicsBody3D] あるいは [GridMap] インスタンス"
-#~ "を渡せます (GridMap自体は物理ボディではありませんが、コリジョンシェイプ付"
-#~ "きのタイルを実質的な物理ボディとして登録します)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body exits.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "物理ボディが出ていくときに発信されます。\n"
-#~ "[code]body[/code] 引数には [PhysicsBody3D] あるいは [GridMap] インスタンス"
-#~ "を渡せます (GridMap自体は物理ボディではありませんが、コリジョンシェイプ付"
-#~ "きのタイルを実質的な物理ボディとして登録します)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "物理ボディが入ってくるときに発信され、どのシェイプがオーバーラップしたのか"
-#~ "を知らせます。\n"
-#~ "[code]body[/code] 引数には [PhysicsBody3D] あるいは [GridMap] インスタンス"
-#~ "を渡せます (GridMap自体は物理ボディではありませんが、コリジョンシェイプ付"
-#~ "きのタイルを実質的な物理ボディとして登録します)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body exits, reporting which shapes were "
-#~ "overlapping.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "物理ボディが出ていくときに発信され、どのシェイプがオーバーラップしていたの"
-#~ "かを知らせます。\n"
-#~ "[code]body[/code] 引数には [PhysicsBody3D] あるいは [GridMap] インスタンス"
-#~ "を渡せます (GridMap自体は物理ボディではありませんが、コリジョンシェイプ付"
-#~ "きのタイルを実質的な物理ボディとして登録します)。"
-
-#~ msgid "Constructs an array from a [PackedFloat64Array]."
-#~ msgstr "[PackedFloat64Array] から配列を作成します。"
-
-#~ msgid "Constructs an array from a [PackedFloat32Array]."
-#~ msgstr "[PackedFloat32Array] から配列を作成します。"
-
-#~ msgid "Constructs an array from a [PackedInt32Array]."
-#~ msgstr "[PackedInt32Array] から配列を作成します。"
-
-#~ msgid ""
-#~ "Returns the last element of the array, or [code]null[/code] if the array "
-#~ "is empty."
-#~ msgstr ""
-#~ "配列の最後の要素を返します。配列が空の場合は [code]null[/code] を返しま"
-#~ "す。"
-
-#~ msgid "Removes the first occurrence of a value from the array."
-#~ msgstr "配列から最初に出現する値を削除します。"
-
-#~ msgid ""
-#~ "Returns the first element of the array, or [code]null[/code] if the array "
-#~ "is empty."
-#~ msgstr ""
-#~ "配列の最初の要素を返します。配列が空の場合は [code]null[/code] を返しま"
-#~ "す。"
-
-#~ msgid "Returns a hashed integer value representing the array contents."
-#~ msgstr "配列の内容を表すハッシュを整数値で返します。"
-
-#~ msgid "Adds an element at the beginning of the array."
-#~ msgstr "配列の先頭に要素を追加します。"
-
-#~ msgid ""
-#~ "Sets the [code]weight_scale[/code] for the point with the given [code]id[/"
-#~ "code]."
-#~ msgstr ""
-#~ "与えられた [code]id[/code] を持つ点のウェイトスケール [code]weight_scale[/"
-#~ "code] を設定します。"
-
-#~ msgid ""
-#~ "Packs multiple small textures in a single, bigger one. Helps to optimize "
-#~ "video memory costs and render calls."
-#~ msgstr ""
-#~ "複数の小さなテクスチャを1つの大きなテクスチャにまとめます。ビデオメモリの"
-#~ "コストとレンダーコールを最適化するのに役立ちます。"
-
-#~ msgid ""
-#~ "[Texture2D] resource aimed at managing big textures files that pack "
-#~ "multiple smaller textures. Consists of a [Texture2D], a margin that "
-#~ "defines the border width, and a region that defines the actual area of "
-#~ "the AtlasTexture."
-#~ msgstr ""
-#~ "複数の小さなテクスチャを詰め込んだ大きなテクスチャファイルを管理することを"
-#~ "目的とする、[Texture2D] リソースです。これは、ひとつの [Texture2D]、境界線"
-#~ "の幅を定義するマージン、AtlasTexture における実際のエリアを定義する範囲か"
-#~ "ら構成されています。"
-
-#~ msgid "Pitch value. Can range from 0 (-1 octave) to 16 (+16 octaves)."
-#~ msgstr ""
-#~ "ピッチ値。0 (-1オクターブ) から16 (+16オクターブ) までの範囲で設定します。"
-
-#~ msgid "Plays an audio stream non-positionally."
-#~ msgstr "オーディオストリームを非ポジショナルで再生します。"
-
-#~ msgid "Plays audio in 2D."
-#~ msgstr "2Dでオーディオを再生します。"
-
-#~ msgid "Plays audio that dampens with distance from screen center."
-#~ msgstr "画面中央からの距離により減衰するオーディオを再生します。"
-
-#~ msgid ""
-#~ "Plays a sound effect with directed sound effects, dampens with distance "
-#~ "if needed, generates effect of hearable position in space."
-#~ msgstr ""
-#~ "指向性音響効果をもつ音響効果を再生します。必要であれば距離に応じて減衰し、"
-#~ "空間内における可聴位置効果を生み出します。"
-
-#~ msgid "Dampens audio above this frequency, in Hz."
-#~ msgstr "この周波数(Hz)よりも上のオーディオを減衰させます。"
-
-#~ msgid "Decides in which step the Doppler effect should be calculated."
-#~ msgstr "ドップラー効果をどちらのステップ時に計算するかを決定します。"
-
-#~ msgid "Factor for the attenuation effect."
-#~ msgstr "減衰効果の係数です。"
-
-#~ msgid "No dampening of loudness according to distance."
-#~ msgstr "距離によるラウドネスの減衰なし。"
-
-#~ msgid "Mix this audio in, even when it's out of range."
-#~ msgstr "範囲外でもこの音声をミックス。"
-
-#~ msgid "Pause this audio when it gets out of range."
-#~ msgstr "範囲外の時はこの音声を一時停止。"
-
-#~ msgid "The sample rate for mixing this audio."
-#~ msgstr "このオーディオをミキシングするためのサンプルレートです。"
-
-#~ msgid ""
-#~ "Focus access mode to use when switching between enabled/disabled (see "
-#~ "[member Control.focus_mode] and [member disabled])."
-#~ msgstr ""
-#~ "有効 / 無効を切り替える際に使用するフォーカスアクセスモード ([member "
-#~ "Control.focus_mode] と [member disabled] を参照)。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the button's state is pressed. Means the button is "
-#~ "pressed down or toggled (if [member toggle_mode] is active)."
-#~ msgstr ""
-#~ "[code]true[/code] の場合、ボタンが押された状態になります。ボタンが押されて"
-#~ "いるか、トグルされたことを意味します ([member toggle_mode] が有効な場合)。"
-
-#~ msgid ""
-#~ "Sets the texture for the slot specified by [code]param[/code]. See [enum "
-#~ "TextureParam] for available slots."
-#~ msgstr ""
-#~ "[code]param[/code] で指定されたスロットのテクスチャを設定します。利用可能"
-#~ "なスロットについては [enum TextureParam] を参照してください。"
-
-#~ msgid "Controls how the object faces the camera. See [enum BillboardMode]."
-#~ msgstr ""
-#~ "オブジェクトがカメラへどう向くかをコントロールします。[enum "
-#~ "BillboardMode] を参照してください。"
-
-#~ msgid "Distance at which the object fades fully and is no longer visible."
-#~ msgstr "オブジェクトが完全に消えて見えなくなる距離です。"
-
-#~ msgid ""
-#~ "Distance at which the object starts to fade. If the object is less than "
-#~ "this distance away it will appear normal."
-#~ msgstr ""
-#~ "オブジェクトがフェードし始める距離です。オブジェクトがこの距離よりも小さい"
-#~ "場合は正常に表示されます。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the refraction effect is enabled. Distorts "
-#~ "transparency based on light from behind the object."
-#~ msgstr ""
-#~ "[code]true[/code]の場合、屈折効果が有効になります。オブジェクトの後ろから"
-#~ "の光に基づいて透明度を歪めます。"
-
-#~ msgid "The strength of the refraction effect."
-#~ msgstr "屈折効果の強さです。"
-
-#~ msgid ""
-#~ "Sets whether the shading takes place per-pixel or per-vertex. Per-vertex "
-#~ "lighting is faster, making it the best choice for mobile applications, "
-#~ "however it looks considerably worse than per-pixel."
-#~ msgstr ""
-#~ "シェーディングをピクセル単位で行うか、バーテックス単位で行うかを設定しま"
-#~ "す。バーテックス単位のライティングは高速なので、モバイル アプリケーション"
-#~ "に最適ですが、ピクセル単位よりも非常に見栄えが悪くなります。"
-
-#~ msgid ""
-#~ "If [code]true[/code], subsurface scattering will use a special mode "
-#~ "optimized for the color and density of human skin."
-#~ msgstr ""
-#~ "[code]true[/code]の場合、サブサーフェス スキャタリングは人間の皮膚の色と密"
-#~ "度に最適化された特別なモードを使用します。"
-
-#~ msgid ""
-#~ "If [code]true[/code], triplanar mapping for [code]UV2[/code] is "
-#~ "calculated in world space rather than object local space. See also "
-#~ "[member uv2_triplanar]."
-#~ msgstr ""
-#~ "[code]true[/code]の場合、[code]UV2[/code]のトリプラナーマッピングは、オブ"
-#~ "ジェクトのローカル空間ではなく、ワールド空間で計算されます。[member "
-#~ "uv2_triplanar]も参照してください。"
-
-#~ msgid ""
-#~ "Texture specifying per-pixel transmittance for subsurface scattering."
-#~ msgstr ""
-#~ "ピクセル単位でサブサーフェス スキャタリングの透過率を指定するテクスチャで"
-#~ "す。"
-
-#~ msgid "Texture specifying per-pixel backlight color."
-#~ msgstr "ピクセル単位でバックライト色を指定するテクスチャです。"
-
-#~ msgid "Texture holding ambient occlusion, roughness, and metallic."
-#~ msgstr ""
-#~ "アンビエントオクルージョン、ラフネス、およびメタリックを保持するテクスチャ"
-#~ "です。"
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel only. The simplest and "
-#~ "fastest method of filtering, but the texture will look pixelized."
-#~ msgstr ""
-#~ "最も近いピクセルからのみ読み込むテクスチャフィルタです。最もシンプルで速い"
-#~ "フィルタリング方法ですが、 テクスチャはピクセル化されたように見えます。"
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels. Use this when you "
-#~ "want to avoid a pixelated style, but do not want mipmaps."
-#~ msgstr ""
-#~ "最も近い4ピクセルの間をブレンドするテクスチャフィルタです。ピクセル化スタ"
-#~ "イルは避けたいものの、 ミップマップは望まないときに使います。"
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel in the nearest mipmap. "
-#~ "The fastest way to read from textures with mipmaps."
-#~ msgstr ""
-#~ "最も近いミップマップ中で最も近いピクセルから読み込むテクスチャフィルタで"
-#~ "す。ミップマップを使ってテクスチャから読み取る方法の中では最速です。"
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and between the "
-#~ "nearest 2 mipmaps. Use this for most cases as mipmaps are important to "
-#~ "smooth out pixels that are far from the camera."
-#~ msgstr ""
-#~ "最も近い 4 つのピクセルと最も近い 2 つのミップマップの間でブレンドするテク"
-#~ "スチャフィルタです。ミップマップはカメラから離れたピクセルを滑らかにするの"
-#~ "に重要なので、 ほとんどの場合はこれを使います。"
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel, but selects a mipmap "
-#~ "based on the angle between the surface and the camera view. This reduces "
-#~ "artifacts on surfaces that are almost in line with the camera."
-#~ msgstr ""
-#~ "最も近いピクセルから読み込みますが、サーフェスとカメラビュー間の角度に基づ"
-#~ "いて1つのミップマップを選択するテクスチャフィルタです。これにより、カメラ"
-#~ "とほぼ一致したサーフェスでのアーティファクトを低減します。"
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and selects a "
-#~ "mipmap based on the angle between the surface and the camera view. This "
-#~ "reduces artifacts on surfaces that are almost in line with the camera. "
-#~ "This is the slowest of the filtering options, but results in the highest "
-#~ "quality texturing."
-#~ msgstr ""
-#~ "最も近い4ピクセル間をブレンドし、サーフェスとカメラビュー間の角度に基づい"
-#~ "てミップマップを選択するテクスチャフィルタです。これにより、カメラとほぼ一"
-#~ "致しているサーフェスでのアーティファクトが低減されます。これはフィルタリン"
-#~ "グオプションの中では最も遅いですが、最高品質のテクスチャリングが得られま"
-#~ "す。"
-
-#~ msgid "The material will not use transparency."
-#~ msgstr "マテリアルに透過率を使用しません。"
-
-#~ msgid "The material will use the texture's alpha values for transparency."
-#~ msgstr "マテリアルの透過率にテクスチャのアルファ値を使用します。"
-
-#~ msgid ""
-#~ "The material will cut off all values below a threshold, the rest will "
-#~ "remain opaque."
-#~ msgstr ""
-#~ "マテリアルの閾値以下の値はすべてカットされ、残りの値は不透過のままになりま"
-#~ "す。"
-
-#~ msgid ""
-#~ "The material will use the texture's alpha value for transparency, but "
-#~ "will still be rendered in the pre-pass."
-#~ msgstr ""
-#~ "マテリアルの透過率にテクスチャのアルファ値を使用しますが、レンダリングはプ"
-#~ "リパス内のままで行われます。"
-
-#~ msgid "Represents the size of the [enum Transparency] enum."
-#~ msgstr "[enum Transparency] enumのサイズを表します。"
-
-#~ msgid "The object will not receive shadows."
-#~ msgstr "オブジェクトは影を受けません。"
-
-#~ msgid ""
-#~ "The object will be shaded per pixel. Useful for realistic shading effect."
-#~ msgstr ""
-#~ "オブジェクトはピクセル単位でシェーディングされます。写実的なシェーディング"
-#~ "エフェクト用に便利です。"
-
-#~ msgid ""
-#~ "The object will be shaded per vertex. Useful when you want cheaper "
-#~ "shaders and do not care about visual quality."
-#~ msgstr ""
-#~ "オブジェクトは頂点単位でシェーディングされます。より軽量なシェーダを使い、"
-#~ "画質にはこだわらない場合に便利です。"
-
-#~ msgid "Represents the size of the [enum ShadingMode] enum."
-#~ msgstr "[enum ShadingMode] enum のサイズを表します。"
-
-#~ msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]."
-#~ msgstr "[member subsurf_scatter_transmittance_enabled] 設定用の定数です。"
-
-#~ msgid "Constant for setting [member backlight_enabled]."
-#~ msgstr "[member backlight_enabled] 設定用の定数です。"
-
-#~ msgid ""
-#~ "Enables the texture to repeat when UV coordinates are outside the 0-1 "
-#~ "range. If using one of the linear filtering modes, this can result in "
-#~ "artifacts at the edges of a texture when the sampler filters across the "
-#~ "edges of the texture."
-#~ msgstr ""
-#~ "UV 座標が 0-1 の範囲外にある場合にテクスチャを繰り返すようにします。リニア"
-#~ "フィルタリングモードのひとつを使用している場合、サンプラーがテクスチャの端"
-#~ "を横切ってフィルタリングするとき、テクスチャの端でアーティファクトが発生す"
-#~ "ることがあります。"
-
-#~ msgid ""
-#~ "Invert values read from a depth texture to convert them to height values "
-#~ "(heightmap)."
-#~ msgstr ""
-#~ "深度テクスチャから読み込んだ値を反転させて、高さの値 (ハイトマップ) に変換"
-#~ "します。"
-
-#~ msgid ""
-#~ "Enables the skin mode for subsurface scattering which is used to improve "
-#~ "the look of subsurface scattering when used for human skin."
-#~ msgstr ""
-#~ "サブサーフェス スキャタリングのスキンモードを有効にします。このモードは、"
-#~ "サブサーフェススキャタリングを人間の皮膚に使用した場合で見た目を向上するた"
-#~ "めに使用されます。"
-
-#~ msgid ""
-#~ "This node takes a 2D polygon shape and extrudes it to create a 3D mesh."
-#~ msgstr "2Dのポリゴン形状を押し出して、3Dのメッシュを作成するノードです。"
-
-#~ msgid "Material to use for the resulting mesh."
-#~ msgstr "生成されるメッシュに使用するMaterial。"
-
-#~ msgid ""
-#~ "If [code]true[/code] the u component of our uv will continuously increase "
-#~ "in unison with the distance traveled along our path when [member mode] is "
-#~ "[constant MODE_PATH]."
-#~ msgstr ""
-#~ "もし[code]true[/code]ならば、[member mode]が[constant MODE_PATH]の時、uvの"
-#~ "u成分は、パスに沿って移動した距離と一致して連続的に増加します。"
-
-#~ msgid ""
-#~ "Interval at which a new extrusion slice is added along the path when "
-#~ "[member mode] is [constant MODE_PATH]."
-#~ msgstr ""
-#~ "[member mode]が[constant MODE_PATH]のときに、パスに沿って新しい押し出しス"
-#~ "ライスが追加される間隔。"
-
-#~ msgid ""
-#~ "If [code]true[/code] the start and end of our path are joined together "
-#~ "ensuring there is no seam when [member mode] is [constant MODE_PATH]."
-#~ msgstr ""
-#~ "[code]true[/code]の場合、パスの始点と終点が結合され、[member mode]が"
-#~ "[constant MODE_PATH]のときに継ぎ目ができないようにします。"
-
-#~ msgid "Returns the names of active custom monitors in an array."
-#~ msgstr "アクティブなカスタムモニターの名前を配列で返します。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another "
-#~ "one."
-#~ msgstr ""
-#~ "この [Rect2i] が、もうひとつを完全に内包している場合は [code]true[/code] "
-#~ "を返します。"
-
-#~ msgid ""
-#~ "Returns the nearest larger power of 2 for integer [code]value[/code].\n"
-#~ "[codeblock]\n"
-#~ "nearest_po2(3) # Returns 4\n"
-#~ "nearest_po2(4) # Returns 4\n"
-#~ "nearest_po2(5) # Returns 8\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "整数 [code]value[/code] 以上で1 番近い2の冪数を返します。\n"
-#~ "[codeblock]\n"
-#~ "nearest_po2(3) # 4 と返る\n"
-#~ "nearest_po2(4) # 4 と返る\n"
-#~ "nearest_po2(5) # 8 と返る\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns a resource from the filesystem that is loaded during script "
-#~ "parsing.\n"
-#~ "[b]Note:[/b] Resource paths can be obtained by right clicking on a "
-#~ "resource in the Assets Panel and choosing \"Copy Path\".\n"
-#~ "[codeblock]\n"
-#~ "# Load a scene called main located in the root of the project directory.\n"
-#~ "var main = preload(\"res://main.tscn\")\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "ファイルシステムにあるリソースを、スクリプトのパース中に読み込みます。\n"
-#~ "[b]注:[/b] リソースのパスは、ファイルシステム ドック内にあるリソースを右ク"
-#~ "リックして「パスをコピー」を選べば得られます。\n"
-#~ "[codeblock]\n"
-#~ "# プロジェクト ディレクトリのルートにある main という名前のシーンを読み込"
-#~ "む。\n"
-#~ "var main = preload(\"res://main.tscn\")\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns a number smoothly interpolated between the [code]from[/code] and "
-#~ "[code]to[/code], based on the [code]weight[/code]. Similar to [method "
-#~ "lerp], but interpolates faster at the beginning and slower at the end.\n"
-#~ "[codeblock]\n"
-#~ "smoothstep(0, 2, 0.5) # Returns 0.15\n"
-#~ "smoothstep(0, 2, 1.0) # Returns 0.5\n"
-#~ "smoothstep(0, 2, 2.0) # Returns 1.0\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "[code]from[/code] から [code]to[/code] の間を、[code]weight[/code] によっ"
-#~ "てスムーズに補完して値を返します。[method lerp] と似ていますが、開始時はよ"
-#~ "り進めて、最終時はより遅れて補完します。\n"
-#~ "[codeblock]\n"
-#~ "smoothstep(0, 2, 0.5) # 返り値は 0.15\n"
-#~ "smoothstep(0, 2, 1.0) # 返り値は 0.5\n"
-#~ "smoothstep(0, 2, 2.0) # 返り値は 1.0\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns the square root of [code]s[/code].\n"
-#~ "[codeblock]\n"
-#~ "sqrt(9) # Returns 3\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "[code]s[/code] の平方根を返します。\n"
-#~ "[codeblock]\n"
-#~ "sqrt(9) # 3 と返す\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Converts a Variant [code]var[/code] to JSON text and return the result. "
-#~ "Useful for serializing data to store or send over the network.\n"
-#~ "[codeblock]\n"
-#~ "a = { \"a\": 1, \"b\": 2 }\n"
-#~ "b = to_json(a)\n"
-#~ "print(b) # {\"a\":1, \"b\":2}\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Variant [code]var[/code] をJSONテキストに変換してから返します。保存したり"
-#~ "ネットワーク上で送信したりするためのデータをシリアライズする際に便利で"
-#~ "す。\n"
-#~ "[codeblock]\n"
-#~ "a = { \"a\": 1, \"b\": 2 }\n"
-#~ "b = to_json(a)\n"
-#~ "print(b) # {\"a\":1, \"b\":2}\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Macro constant that expands to an expression of type float that "
-#~ "represents a NaN.\n"
-#~ "The NaN values are used to identify undefined or non-representable values "
-#~ "for floating-point elements, such as the square root of negative numbers "
-#~ "or the result of 0/0."
-#~ msgstr ""
-#~ "NaNを表現する浮動小数点数型として展開するマクロ定数。\n"
-#~ "NaN値は、浮動小数点数の要素において、負数の平方根や 0/0 の結果といった、未"
-#~ "定義または表現不能な値を識別するのに使います。"
-
-#~ msgid "Beginning corner."
-#~ msgstr "始端。"
-
-#~ msgid "Size from position to end."
-#~ msgstr "position から end までの大きさ。"
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index a2a5922697..677e4543b8 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -70346,14 +70346,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "매개변수의 코사인 값을 반환합니다."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/lv.po b/doc/translations/lv.po
index 20c86878ed..e97241193e 100644
--- a/doc/translations/lv.po
+++ b/doc/translations/lv.po
@@ -69909,10 +69909,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index 83feeaeacd..2bd722ea89 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -69944,10 +69944,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index 4be7218e96..997d750b49 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -70539,50 +70539,3 @@ msgid ""
msgstr ""
"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
"wyłączone."
-
-#~ msgid "Returns the editor's [ScriptEditor] instance."
-#~ msgstr "Zwraca instancję edytora [ScriptEditor]."
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Zwraca cosinus parametru."
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "Funkcja wygładzania bazująca na wykładniku potęgi. Wartościami krzywej "
-#~ "są: 0 jest stałe, 1 jest linearne, od 0 do 1 jest wgładzane, 1+ jest "
-#~ "wygładzane. Negatywne wartości są in-out/out-in."
-
-#~ msgid "Positive infinity. For negative infinity, use -INF."
-#~ msgstr "Dodatnia nieskończoność. (Dla ujemnej nieskończoności, użyj -INF)."
-
-#~ msgid "The [Geometry3D] singleton."
-#~ msgstr "Singleton [Geometry3D]."
-
-#~ msgid "The [GodotSharp] singleton."
-#~ msgstr "Singleton [GodotSharp]."
-
-#~ msgid "The [NavigationServer2D] singleton."
-#~ msgstr "Singleton [NavigationServer2D]."
-
-#~ msgid "The [PhysicsServer3D] singleton."
-#~ msgstr "Singleton [PhysicsServer3D]."
-
-#~ msgid "The [RenderingServer] singleton."
-#~ msgstr "Singleton [RenderingServer]."
-
-#~ msgid "Back key."
-#~ msgstr "Klawisz cofnięcia."
-
-#~ msgid "Stop key."
-#~ msgstr "Klawisz stop."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index 6a862776c3..d516744447 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -71030,199 +71030,3 @@ msgid ""
msgstr ""
"Se [code]true[/code], os nós filhos são organizados, do contrário, a "
"organização é desabilitada."
-
-#~ msgid "Returns the 2D world of the viewport."
-#~ msgstr "Retorna o mundo 2D do viewport."
-
-#~ msgid ""
-#~ "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer]."
-#~ msgstr ""
-#~ "Retorna a barra de rolagem horizontal [HScrollBar] deste "
-#~ "[ScrollContainer]."
-
-#~ msgid ""
-#~ "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer]."
-#~ msgstr ""
-#~ "Retorna a barra de rolagem vertical [VScrollBar] deste [ScrollContainer]."
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Retorna o cosseno do parâmetro."
-
-#~ msgid ""
-#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1 then -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Retorna o cosseno do ângulo [code]s[/code] em radianos.\n"
-#~ "[codeblock]\n"
-#~ "# Imprime 1, então -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "Função de atenuação, baseada no expoente. Os valores da curva são: 0 é "
-#~ "constante, 1 é linear, 0 a 1 é atenuação, 1+ é atenuação. Os valores "
-#~ "negativos estão dentro ou por fora."
-
-#~ msgid ""
-#~ "Converts one or more arguments to strings in the best way possible and "
-#~ "prints them to the console.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Converte um ou mais argumentos para strings da melhor forma possível e "
-#~ "imprime-os no console.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Imprime ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
-#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
-#~ "final-1, increment).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Retorna uma lista com o intervalo especificado. Intervalo pode ser 1 "
-#~ "argumento N (0 to N-1), dois argumentos (inicial, final-1) ou três "
-#~ "argumentos (inicial, final-1, incremento).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Saída:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-
-#~ msgid "Positive infinity. For negative infinity, use -INF."
-#~ msgstr "Infinito positivo. Para infinidade negativa, use -INF."
-
-#~ msgid ""
-#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
-#~ "properties, including that it is not equal to itself. It is output by "
-#~ "some invalid operations, such as dividing zero by zero."
-#~ msgstr ""
-#~ "\"Não é um Número\", um valor inválido. [code]NaN[/code] tem propriedades "
-#~ "especiais, incluindo não ser igual a si mesmo. É gerado por algumas "
-#~ "operações inválidas, como dividir zero por zero."
-
-#~ msgid "The [Geometry3D] singleton."
-#~ msgstr "O singleton [Geometry3D]."
-
-#~ msgid "The [GodotSharp] singleton."
-#~ msgstr "O singleton [GodotSharp]."
-
-#~ msgid "The [NavigationServer2D] singleton."
-#~ msgstr "O singleton [NavigationServer2D]."
-
-#~ msgid "The [PhysicsServer3D] singleton."
-#~ msgstr "O singleton [PhysicsServer3D]."
-
-#~ msgid "The [RenderingServer] singleton."
-#~ msgstr "O singleton [RenderingServer]."
-
-#~ msgid "Back key."
-#~ msgstr "Tecla Back."
-
-#~ msgid "Forward key."
-#~ msgstr "Tecla Forward."
-
-#~ msgid "Stop key."
-#~ msgstr "Tecla Stop."
-
-#~ msgid "Refresh key."
-#~ msgstr "Tecla Refresh."
-
-#~ msgid "An invalid game controller button."
-#~ msgstr "Um botão inválido de um controle."
-
-#~ msgid "Game controller SDL button B."
-#~ msgstr "Botão B do controlador de jogo SDL."
-
-#~ msgid "Game controller SDL button X."
-#~ msgstr "Botão X do controlador de jogo SDL."
-
-#~ msgid "Game controller SDL button Y."
-#~ msgstr "Botão Y do controlador de jogo SDL."
-
-#~ msgid "Game controller SDL back button."
-#~ msgstr "Botão voltar do controlador de jogo SDL."
-
-#~ msgid "Game controller SDL start button."
-#~ msgstr "Botão de início do controlador de jogo SDL."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-
-#~ msgid "The material will use the texture's alpha values for transparency."
-#~ msgstr "O material usará os valores alfa da textura para transparência."
-
-#~ msgid ""
-#~ "The material will use the texture's alpha value for transparency, but "
-#~ "will still be rendered in the pre-pass."
-#~ msgstr ""
-#~ "O material usará o valor alfa da textura para transparência, mas ainda "
-#~ "será renderizado na pré-passagem."
-
-#~ msgid ""
-#~ "Sets the amount of dithering to use. Dithering helps reduce banding that "
-#~ "appears from the smooth changes in color in the sky. Use the lowest value "
-#~ "possible, higher amounts may add fuzziness to the sky."
-#~ msgstr ""
-#~ "Determina a quantidade de matização a usar. A matização (\"dithering\") "
-#~ "ajuda a reduzir as faixas que aparecem nas mudanças suaves na cor do céu. "
-#~ "Use o valor mais baixo possível, quantidades maiores poderão adicionar "
-#~ "artefatos ao céu."
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index fbd61fd315..c00845d5c6 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -69904,10 +69904,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index a39f095788..aa66d8c34f 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -72163,627 +72163,3 @@ msgid ""
msgstr ""
"Если [code]true[/code], дочерние узлы будут отсортированы, иначе сортировка "
"будет отключена."
-
-#~ msgid "Returns this [AABB] expanded to include a given point."
-#~ msgstr "Возвращает расширенный [AABB], включающий данную точку."
-
-#~ msgid "Returns the label used for built-in text."
-#~ msgstr "Возвращает метку (Label), используемую для встроенного текста."
-
-#~ msgid "Returns the OK [Button] instance."
-#~ msgstr "Возвращает экземпляр кнопки ([Button]) OK."
-
-#, fuzzy
-#~ msgid "Returns the editor's [FileSystemDock] instance."
-#~ msgstr "Возвращает длину вектора."
-
-#, fuzzy
-#~ msgid "Returns the editor's [EditorInspector] instance."
-#~ msgstr "Возвращает длину вектора."
-
-#, fuzzy
-#~ msgid "Returns the editor's [ScriptEditor] instance."
-#~ msgstr "Возвращает длину вектора."
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Возвращает [Texture2D] заданного кадра."
-
-#~ msgid ""
-#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1 then -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Возвращает косинус угла [code]s[/code], заданного в радианах.\n"
-#~ "[codeblock]\n"
-#~ "# Печатает 1, а затем -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "Функция плавности, основанная на экспоненте. Значения кривой: 0 — "
-#~ "константа, 1 — линейная, от 0 до 1 — ease-in, 1+ — ease out. "
-#~ "Отрицательные значения — in-out/out in."
-
-#~ msgid ""
-#~ "Converts one or more arguments to strings in the best way possible and "
-#~ "prints them to the console.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Преобразует один или более аргумент в строки наилучшим возможным способом "
-#~ "и печатает их в консоль.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Печатает ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
-#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
-#~ "final-1, increment).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Возвращает массив с заданным диапазоном. Диапазон может быть задан одним "
-#~ "аргументом N (от 0 до N-1 вкл.), двумя аргументами (initial, final-1) или "
-#~ "тремя аргументами (initial, final-1, increment).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Вывод:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-
-#~ msgid "Positive infinity. For negative infinity, use -INF."
-#~ msgstr ""
-#~ "Положительная бесконечность. Для отрицательной бесконечности используйте -"
-#~ "INF."
-
-#~ msgid ""
-#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
-#~ "properties, including that it is not equal to itself. It is output by "
-#~ "some invalid operations, such as dividing zero by zero."
-#~ msgstr ""
-#~ "\"Not a Number\", недопустимое значение. [code]NaN[/code] имеет особые "
-#~ "свойства, в том числе то, что он не равен самому себе. Результат "
-#~ "некоторых недопустимых операций, таких как деление нуля на ноль."
-
-#~ msgid "The [Geometry3D] singleton."
-#~ msgstr "Синглтон [Geometry3D]."
-
-#~ msgid "The [GodotSharp] singleton."
-#~ msgstr "Синглтон [GodotSharp]."
-
-#~ msgid "The [NavigationServer2D] singleton."
-#~ msgstr "Синглтон [NavigationServer2D]."
-
-#~ msgid "The [PhysicsServer3D] singleton."
-#~ msgstr "Синглтон [PhysicsServer3D]."
-
-#~ msgid "The [RenderingServer] singleton."
-#~ msgstr "Синглтон [RenderingServer]."
-
-#~ msgid "Back key."
-#~ msgstr "Клавиша Back."
-
-#~ msgid "Forward key."
-#~ msgstr "Клавиша Forward."
-
-#~ msgid "Stop key."
-#~ msgstr "Клавиша Stop."
-
-#~ msgid "Refresh key."
-#~ msgstr "Клавиша Refresh."
-
-#, fuzzy
-#~ msgid "An invalid game controller button."
-#~ msgstr "Недопустимая кнопка игрового контроллера."
-
-#~ msgid "Game controller SDL button B."
-#~ msgstr "Кнопка B игрового контроллера SDL."
-
-#~ msgid "Game controller SDL button X."
-#~ msgstr "Кнопка X игрового контроллера SDL."
-
-#~ msgid "Game controller SDL button Y."
-#~ msgstr "Кнопка Y игрового контроллера SDL."
-
-#~ msgid "Game controller SDL back button."
-#~ msgstr "Кнопка Back игрового контроллера SDL."
-
-#~ msgid "Game controller SDL start button."
-#~ msgstr "Кнопка Start игрового контроллера SDL."
-
-#~ msgid "Game controller SDL left stick button."
-#~ msgstr "Кнопка Left Stick игрового контроллера SDL."
-
-#~ msgid "Game controller SDL right stick button."
-#~ msgstr "Кнопка Right Stick игрового контроллера SDL."
-
-#~ msgid "Game controller SDL D-pad down button."
-#~ msgstr "Кнопка D-pad Down игрового контроллера SDL."
-
-#~ msgid "Game controller SDL D-pad right button."
-#~ msgstr "Кнопка D-pad Right игрового контроллера SDL."
-
-#~ msgid "The number of SDL game controller buttons."
-#~ msgstr "Число кнопок игрового контроллера SDL."
-
-#~ msgid "Sony DualShock controller X button maps to SDL button A."
-#~ msgstr ""
-#~ "Кнопка X игрового контроллера Sony DualShock, соответствует SDL-кнопке A."
-
-#~ msgid "Sony DualShock controller cross button maps to SDL button A."
-#~ msgstr ""
-#~ "Кнопка Cross игрового контроллера Sony DualShock, соответствует SDL-"
-#~ "кнопке A."
-
-#~ msgid "Sony DualShock controller circle button maps to SDL button B."
-#~ msgstr ""
-#~ "Кнопка Circle игрового контроллера Sony DualShock, соответствует SDL-"
-#~ "кнопке B."
-
-#~ msgid "Sony DualShock controller square button maps to SDL button X."
-#~ msgstr ""
-#~ "Кнопка Square игрового контроллера Sony DualShock, соответствует SDL-"
-#~ "кнопке X."
-
-#~ msgid "Sony DualShock controller triangle button maps to SDL button Y."
-#~ msgstr ""
-#~ "Кнопка Triangle игрового контроллера Sony DualShock, соответствует SDL-"
-#~ "кнопке Y."
-
-#~ msgid "Sony DualShock controller select button maps to SDL back button."
-#~ msgstr ""
-#~ "Кнопка Select игрового контроллера Sony DualShock, соответствует SDL-"
-#~ "кнопке Back."
-
-#~ msgid "Sony DualShock controller start button maps to SDL start button."
-#~ msgstr ""
-#~ "Кнопка Start игрового контроллера Sony DualShock, соответствует SDL-"
-#~ "кнопке Start."
-
-#~ msgid "Sony DualShock controller PS button maps to SDL guide button."
-#~ msgstr ""
-#~ "Кнопка PS игрового контроллера Sony DualShock, соответствует SDL-кнопке "
-#~ "Guide."
-
-#~ msgid ""
-#~ "Sony DualShock controller L1 button maps to SDL left shoulder button."
-#~ msgstr ""
-#~ "Кнопка L1 игрового контроллера Sony DualShock, соответствует SDL-кнопке "
-#~ "Left Shoulder."
-
-#~ msgid ""
-#~ "Sony DualShock controller R1 button maps to SDL right shoulder button."
-#~ msgstr ""
-#~ "Кнопка R1 игрового контроллера Sony DualShock, соответствует SDL-кнопке "
-#~ "Right Shoulder."
-
-#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button."
-#~ msgstr ""
-#~ "Кнопка L3 игрового контроллера Sony DualShock, соответствует SDL-кнопке "
-#~ "Left Stick."
-
-#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button."
-#~ msgstr ""
-#~ "Кнопка R3 игрового контроллера Sony DualShock, соответствует SDL-кнопке "
-#~ "Right Stick."
-
-#~ msgid "Xbox game controller A button maps to SDL button A."
-#~ msgstr "Кнопка A игрового контроллера Xbox, соответствует SDL-кнопке A."
-
-#~ msgid "Xbox game controller B button maps to SDL button B."
-#~ msgstr "Кнопка B игрового контроллера Xbox, соответствует SDL-кнопке B."
-
-#~ msgid "Xbox game controller X button maps to SDL button X."
-#~ msgstr "Кнопка X игрового контроллера Xbox, соответствует SDL-кнопке X."
-
-#~ msgid "Xbox game controller Y button maps to SDL button Y."
-#~ msgstr "Кнопка Y игрового контроллера Xbox, соответствует SDL-кнопке Y."
-
-#~ msgid "Xbox game controller back button maps to SDL back button."
-#~ msgstr ""
-#~ "Кнопка Back игрового контроллера Xbox, соответствует SDL-кнопке Back."
-
-#~ msgid "Xbox game controller start button maps to SDL start button."
-#~ msgstr ""
-#~ "Кнопка Start игрового контроллера Xbox, соответствует SDL-кнопке Start."
-
-#~ msgid "Xbox game controller home button maps to SDL guide button."
-#~ msgstr ""
-#~ "Кнопка Home игрового контроллера Xbox, соответствует SDL-кнопке Guide."
-
-#~ msgid ""
-#~ "Xbox game controller left stick button maps to SDL left stick button."
-#~ msgstr ""
-#~ "Кнопка Left Stick игрового контроллера Xbox, соответствует SDL-кнопке "
-#~ "Left Stick."
-
-#~ msgid ""
-#~ "Xbox game controller right stick button maps to SDL right stick button."
-#~ msgstr ""
-#~ "Кнопка Right Stick игрового контроллера Xbox, соответствует SDL-кнопке "
-#~ "Right Stick."
-
-#~ msgid ""
-#~ "Xbox game controller left bumper button maps to SDL left shoulder button."
-#~ msgstr ""
-#~ "Кнопка Left Bumper игрового контроллера Xbox, соответствует SDL-кнопке "
-#~ "Left Shoulder."
-
-#~ msgid ""
-#~ "Xbox game controller right bumper button maps to SDL right shoulder "
-#~ "button."
-#~ msgstr ""
-#~ "Кнопка Right Bumper игрового контроллера Xbox, соответствует SDL-кнопке "
-#~ "Right Shoulder."
-
-#, fuzzy
-#~ msgid "An invalid game controller axis."
-#~ msgstr "Недопустимая ось игрового контроллера."
-
-#~ msgid "Game controller left joystick y-axis."
-#~ msgstr "Ось Y левого джойстика игрового контроллера."
-
-#~ msgid "Game controller right joystick y-axis."
-#~ msgstr "Ось Y правого джойстика игрового контроллера."
-
-#~ msgid "The number of SDL game controller axes."
-#~ msgstr "Число осей игрового контроллера SDL."
-
-#~ msgid "Game controller joystick 0 x-axis."
-#~ msgstr "Ось X джойстика 0 игрового контроллера."
-
-#~ msgid "Game controller joystick 0 y-axis."
-#~ msgstr "Ось Y джойстика 0 игрового контроллера."
-
-#~ msgid "Game controller joystick 1 x-axis."
-#~ msgstr "Ось X джойстика 1 игрового контроллера."
-
-#~ msgid "Game controller joystick 1 y-axis."
-#~ msgstr "Ось Y джойстика 1 игрового контроллера."
-
-#~ msgid "Game controller joystick 2 x-axis."
-#~ msgstr "Ось X джойстика 2 игрового контроллера."
-
-#~ msgid "Game controller joystick 2 y-axis."
-#~ msgstr "Ось Y джойстика 2 игрового контроллера."
-
-#~ msgid "Game controller joystick 3 x-axis."
-#~ msgstr "Ось X джойстика 3 игрового контроллера."
-
-#~ msgid "Game controller joystick 3 y-axis."
-#~ msgstr "Ось Y джойстика 3 игрового контроллера."
-
-#~ msgid "Game controller joystick 4 x-axis."
-#~ msgstr "Ось X джойстика 4 игрового контроллера."
-
-#~ msgid "Game controller joystick 4 y-axis."
-#~ msgstr "Ось Y джойстика 4 игрового контроллера."
-
-#~ msgid "The maximum number of game controller axes."
-#~ msgstr "Максимальное число осей игрового контроллера."
-
-#~ msgid ""
-#~ "Used to group properties together in the editor in a subgroup (under a "
-#~ "group)."
-#~ msgstr ""
-#~ "Используется для группировки свойств в редакторе в подгруппы (внутри "
-#~ "группы)."
-
-#~ msgid "Variable is of type [Vector2i]."
-#~ msgstr "Переменная типа [Vector2i]."
-
-#~ msgid "Variable is of type [Rect2i]."
-#~ msgstr "Переменная типа [Rect2i]."
-
-#~ msgid "Variable is of type [Vector3i]."
-#~ msgstr "Переменная типа [Vector3i]."
-
-#~ msgid "Variable is of type [StringName]."
-#~ msgstr "Переменная типа [StringName]."
-
-#~ msgid "Variable is of type [Callable]."
-#~ msgstr "Переменная типа [Callable]."
-
-#~ msgid "Variable is of type [Signal]."
-#~ msgstr "Переменная типа [Signal]."
-
-#~ msgid "Variable is of type [PackedInt32Array]."
-#~ msgstr "Переменная типа [PackedInt32Array]."
-
-#~ msgid "Variable is of type [PackedInt64Array]."
-#~ msgstr "Переменная типа [PackedInt64Array]."
-
-#~ msgid "Variable is of type [PackedFloat32Array]."
-#~ msgstr "Переменная типа [PackedFloat32Array]."
-
-#~ msgid "Variable is of type [PackedFloat64Array]."
-#~ msgstr "Переменная типа [PackedFloat64Array]."
-
-#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]."
-#~ msgstr "Сила эффекта отражения [AnimatedSprite2D]."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-
-#~ msgid "Constructs an array from a [PackedFloat64Array]."
-#~ msgstr "Создаёт массив из [PackedFloat64Array]."
-
-#~ msgid "Constructs an array from a [PackedFloat32Array]."
-#~ msgstr "Создаёт массив из [PackedFloat32Array]."
-
-#~ msgid "Constructs an array from a [PackedInt32Array]."
-#~ msgstr "Создаёт массив из [PackedInt32Array]."
-
-#~ msgid "Removes the first occurrence of a value from the array."
-#~ msgstr "Удаляет первое вхождение значения в массиве."
-
-#~ msgid ""
-#~ "Returns the first element of the array, or [code]null[/code] if the array "
-#~ "is empty."
-#~ msgstr ""
-#~ "Возвращает первый элемент в массиве, или [code]null[/code] если массив "
-#~ "пустой."
-
-#~ msgid "Returns a hashed integer value representing the array contents."
-#~ msgstr "Возвращает целочисленный хеш представляющий содержимое массива."
-
-#~ msgid "Adds an element at the beginning of the array."
-#~ msgstr "Добавляет элемент в начало массива."
-
-#, fuzzy
-#~ msgid "Sorts the elements of the array in ascending order."
-#~ msgstr "Удаляет элемент из массива по индексу."
-
-#, fuzzy
-#~ msgid "Returns the names of active custom monitors in an array."
-#~ msgstr "Возвращает количество раз когда элемент встречается в массиве."
-
-#~ msgid ""
-#~ "The seed used by the random number generator. A given seed will give a "
-#~ "reproducible sequence of pseudo-random numbers.\n"
-#~ "[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
-#~ "similar random streams given similar seeds. Consider using a hash "
-#~ "function to improve your seed quality if they're sourced externally."
-#~ msgstr ""
-#~ "Зерно, используемое генератором случайных чисел. Данное зерно "
-#~ "предоставляет воспроизводимую последовательность псевдослучайных чисел.\n"
-#~ "[b]Примечание:[/b] ГСЧ не имеет лавинного эффекта, схожие зёрна могут "
-#~ "давать схожие потоки случайных чисел. Используйте хеш-функцию для "
-#~ "улучшения качества зёрен, полученных из внешних источников."
-
-#~ msgid "Vector used for 2D math using floating point coordinates."
-#~ msgstr ""
-#~ "Вектор используемый для 2D математики с использованием чисел с плавающей "
-#~ "точкой."
-
-#~ msgid "Constructs a new [Vector2] from [Vector2i]."
-#~ msgstr "Создаёт новый [Vector2] из [Vector2i]."
-
-#, fuzzy
-#~ msgid ""
-#~ "Returns this vector's angle with respect to the X axis, or [code](1, 0)[/"
-#~ "code] vector, in radians.\n"
-#~ "Equivalent to the result of [method @GDScript.atan2] when called with the "
-#~ "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/"
-#~ "code]."
-#~ msgstr ""
-#~ "Возвращает угол вектор в радианах с учётом оси X, или вектора [code](1, 0)"
-#~ "[/code].\n"
-#~ "Аналогично результату [method @GDScript.atan2] который вызван с "
-#~ "компонентами вектора [member x] и [member y] как параметры: "
-#~ "[code]atan2(x, y)[/code]."
-
-#, fuzzy
-#~ msgid ""
-#~ "Returns the angle between the line connecting the two points and the X "
-#~ "axis, in radians."
-#~ msgstr ""
-#~ "Возвращает угол в радианах между линией соединяющей две точки и X "
-#~ "координату."
-
-#~ msgid ""
-#~ "2-element structure that can be used to represent positions in 2D space "
-#~ "or any other pair of numeric values.\n"
-#~ "It uses integer coordinates and is therefore preferable to [Vector2] when "
-#~ "exact precision is required.\n"
-#~ "[b]Note:[/b] In a boolean context, a Vector2i will evaluate to "
-#~ "[code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. "
-#~ "Otherwise, a Vector2i will always evaluate to [code]true[/code]."
-#~ msgstr ""
-#~ "2-компонентная структура которая используется для представления позиции в "
-#~ "2D пространстве или любой другой пары числовых значений.\n"
-#~ "Она использует целочисленные значения и поэтому предпочтительнее чем "
-#~ "[Vector2] когда требуется точность.\n"
-#~ "[b]Заметка:[/b] В контексте булевых значений, Vector2i будет преобразован "
-#~ "в [code]false[/code] если он равен [code]Vector2i(0, 0)[/code]. Иначе, "
-#~ "Vector2i всегда будет преобразован в [code]true[/code]."
-
-#~ msgid ""
-#~ "Constructs a new [Vector2i] from [Vector2]. The floating point "
-#~ "coordinates will be truncated."
-#~ msgstr ""
-#~ "Создаёт новый [Vector2i] из [Vector2]. Значения с плавающей точкой будут "
-#~ "округлены."
-
-#~ msgid "Returns the ratio of [member x] to [member y]."
-#~ msgstr "Возвращает соотношение [member x] к [member y]."
-
-#~ msgid ""
-#~ "Returns the vector with each component set to one or negative one, "
-#~ "depending on the signs of the components."
-#~ msgstr ""
-#~ "Возвращает вектор в котором все компоненты установлены в 1 или -1, в "
-#~ "зависимости от знаков перед компонентами исходного вектора."
-
-#~ msgid "Vector used for 3D math using floating point coordinates."
-#~ msgstr ""
-#~ "Вектор используемый для 3D математики с использованием координат с "
-#~ "плавающей точкой."
-
-#~ msgid "Constructs a new [Vector3] from [Vector3i]."
-#~ msgstr "Формирует новый [Vector3] из [Vector3i]."
-
-#, fuzzy
-#~ msgid "A vector type."
-#~ msgstr "Единичный вектор."
-
-#~ msgid ""
-#~ "Returns the nearest larger power of 2 for integer [code]value[/code].\n"
-#~ "[codeblock]\n"
-#~ "nearest_po2(3) # Returns 4\n"
-#~ "nearest_po2(4) # Returns 4\n"
-#~ "nearest_po2(5) # Returns 8\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Возвращает ближайшую большую степень 2 для целого числа [code]value[/"
-#~ "code].\n"
-#~ "[codeblock]\n"
-#~ "nearest_po2(3) # Возвращает 4\n"
-#~ "nearest_po2(4) # Возвращает 4\n"
-#~ "nearest_po2(5) # Возвращает 8\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns a resource from the filesystem that is loaded during script "
-#~ "parsing.\n"
-#~ "[b]Note:[/b] Resource paths can be obtained by right clicking on a "
-#~ "resource in the Assets Panel and choosing \"Copy Path\".\n"
-#~ "[codeblock]\n"
-#~ "# Load a scene called main located in the root of the project directory.\n"
-#~ "var main = preload(\"res://main.tscn\")\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Возвращает ресурс из файловой системы, который загружается во время "
-#~ "синтаксического анализа.\n"
-#~ "[b]Примечание:[/b] Пути к ресурсам можно получить, щелкнув правой кнопкой "
-#~ "мыши ресурс на панели активов (Asset) и выбрав \"Копировать путь\".\n"
-#~ "[codeblock]\n"
-#~ "# Загружает сцену с именем main, расположенную в корне каталога проекта.\n"
-#~ "var main = preload(\"res://main.tscn\")\n"
-#~ "[/codeblock]"
-
-#~ msgid "Returns the angle in radians between the two vectors."
-#~ msgstr "Возвращает угол в радианах между двумя векторами."
-
-#~ msgid ""
-#~ "Returns the 2-dimensional analog of the cross product with the given "
-#~ "vector."
-#~ msgstr ""
-#~ "Возвращает 2-мерный аналог векторного произведения с указанным вектором."
-
-#~ msgid ""
-#~ "Returns the component of the vector along a plane defined by the given "
-#~ "normal."
-#~ msgstr ""
-#~ "Возвращает компоненты вектора вдоль плоскости определённой заданной "
-#~ "нормалью."
-
-#~ msgid "Returns a perpendicular vector."
-#~ msgstr "Возвращает перпендикулярный вектор."
-
-#~ msgid "Zero vector."
-#~ msgstr "Нулевой вектор."
-
-#~ msgid "Infinity vector."
-#~ msgstr "Бесконечный вектор."
-
-#~ msgid "Left unit vector."
-#~ msgstr "Левый единичный вектор."
-
-#~ msgid "Right unit vector."
-#~ msgstr "Правый единичный вектор."
-
-#~ msgid "Returns the cross product with [code]b[/code]."
-#~ msgstr "Возвращает векторное произведение с [code]b[/code]."
-
-#~ msgid ""
-#~ "Returns the squared distance to [code]b[/code]. Prefer this function over "
-#~ "[method distance_to] if you need to sort vectors or need the squared "
-#~ "distance for some formula."
-#~ msgstr ""
-#~ "Возвращает расстояние в квадрате до [code]b[/code]. Эта функция "
-#~ "предпочтительнее чем [method distance_to] если вам нужно сортировать "
-#~ "векторы или нужно расстояние в квадрате для какой-то формулы."
-
-#~ msgid ""
-#~ "Returns the vector's length squared. Prefer this function over [method "
-#~ "length] if you need to sort vectors or need the squared length for some "
-#~ "formula."
-#~ msgstr ""
-#~ "Возвращает длину вектора в квадрате. Эта функция предпочтительнее чем "
-#~ "[method length] если вам нужно сортировать вектора или нужна длина в "
-#~ "квадрате для какой-то формулы."
-
-#~ msgid ""
-#~ "Returns the result of the linear interpolation between this vector and "
-#~ "[code]b[/code] by amount [code]t[/code]. [code]t[/code] is in the range "
-#~ "of [code]0.0 - 1.0[/code], representing the amount of interpolation.."
-#~ msgstr ""
-#~ "Возвращает результат линейного сглаживания между этим вектором и [code]b[/"
-#~ "code] на значение [code]t[/code]. [code]t[/code] это диапазон [code]0.0 - "
-#~ "1.0[/code], представляющий силу сглаживания.."
-
-#~ msgid "Returns a diagonal matrix with the vector as main diagonal."
-#~ msgstr "Возвращает диагональную матрицу с вектором на главной диагонали."
-
-#~ msgid "Forward unit vector."
-#~ msgstr "Передний единичный вектор."
-
-#~ msgid "Back unit vector."
-#~ msgstr "Задний единичный вектор."
diff --git a/doc/translations/sk.po b/doc/translations/sk.po
index 87f26be3e6..46700aa07a 100644
--- a/doc/translations/sk.po
+++ b/doc/translations/sk.po
@@ -69896,10 +69896,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index f28badf4cf..4ce527d317 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -69906,10 +69906,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/th.po b/doc/translations/th.po
index 3e3a8dc234..8bf7ad00d1 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -70083,20 +70083,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "คืนค่าการกำหนดค่าของลำโพง"
-
-#~ msgid "Back key."
-#~ msgstr "ปุ่ม"
-
-#~ msgid "Stop key."
-#~ msgstr "ปุ่ม"
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index dd4f63547f..417c056df1 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -70805,131 +70805,3 @@ msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Parametrenin kosinüsünü döndürür."
-
-#~ msgid ""
-#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1 then -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "[code]s[/code] açısının kosinüs değerini radyan cinsinden döndürür.\n"
-#~ "[codeblock]\n"
-#~ "# Önce 1 sonra -1 yazdırır\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "Geçiş işlevi, üstel ifadeye dayalı. Eğri değerleri: 0 sabit, 1 doğrusal, "
-#~ "0 dan 1 e giriş, 1+ ise çıkış. Negatif değerler giriş-çıkış/çıkış-giriş "
-#~ "içindir."
-
-#~ msgid ""
-#~ "Converts one or more arguments to strings in the best way possible and "
-#~ "prints them to the console.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Bir veya daha fazla argümanı mümkün olan en iyi şekilde karakter dizisi "
-#~ "(string) türüne dönüştürür ve onları sırasıyla konsola yazdırır.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # ekran çıktısı: ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
-#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
-#~ "final-1, increment).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "Verilen aralık parametrelerini kullanarak bir dizi döndürür. "
-#~ "Range(aralık) argümanları, bir tane N sayısı (0'dan N-1'e kadar sonucunu "
-#~ "verir), iki argüman başlangıç ve son (ilk, son-1 aralığı) seklinde ve üç "
-#~ "argüman , başlangıç, son ve artış miktarı (ilk, son-1, artış) şeklinde "
-#~ "olabilir.\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-
-#~ msgid "Positive infinity. For negative infinity, use -INF."
-#~ msgstr "Pozitif sonsuzluk. Negatif sonsuzluk için -INF kullanın."
-
-#~ msgid ""
-#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
-#~ "properties, including that it is not equal to itself. It is output by "
-#~ "some invalid operations, such as dividing zero by zero."
-#~ msgstr ""
-#~ "\"Sayı Değil\", geçersiz bir değer. [code]NaN[/code] kendine eşit "
-#~ "olmaması da dahil olmak üzere özel niteliklere sahiptir. Sıfırın sıfıra "
-#~ "bölünmesi gibi bazı geçersiz işlemlerde çıktı olarak alınır."
-
-#~ msgid "The [Geometry3D] singleton."
-#~ msgstr "[Geometry3D] tekil nesnesi."
-
-#~ msgid "The [GodotSharp] singleton."
-#~ msgstr "[GodotSharp] tekil nesnesi."
-
-#~ msgid "The [NavigationServer2D] singleton."
-#~ msgstr "[NavigationServer2D] tekil nesnesi."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index c6bd9d1ad4..82207d5e14 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -70127,14 +70127,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Повертає косинус параметра."
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/uk/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/doc/translations/vi.po b/doc/translations/vi.po
index 351b99564c..8d363c0b02 100644
--- a/doc/translations/vi.po
+++ b/doc/translations/vi.po
@@ -70217,81 +70217,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "Trả về [Texture2D] của khung hình được cho."
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "Hàm hiệu ứng, dựa trên luỹ thừa. Những giá trị hiệu ứng: 0 là hằng số, 1 "
-#~ "là tuyến tính, 0 tới 1 là chậm dần, 1+ là nhanh dần. Giá trị âm là nhanh-"
-#~ "chậm-nhanh/chậm-nhanh-chậm."
-
-#~ msgid "Positive infinity. For negative infinity, use -INF."
-#~ msgstr "Dương vô cùng. Hãy dùng -INF cho âm vô cùng."
-
-#~ msgid ""
-#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
-#~ "properties, including that it is not equal to itself. It is output by "
-#~ "some invalid operations, such as dividing zero by zero."
-#~ msgstr ""
-#~ "\"Không Phải Số\", một giá trị bất hợp lệ. [code]NaN[/code] có một số đặc "
-#~ "tính, một trong đó là nó không tự bằng chính mình. Đây là kết quả của một "
-#~ "vài phép toán không hợp lệ, ví dụ như không chia không."
-
-#~ msgid "The [Geometry3D] singleton."
-#~ msgstr "Đơn Nhất [Geometry3D]."
-
-#~ msgid "The [GodotSharp] singleton."
-#~ msgstr "Đơn Nhất [GodotSharp]."
-
-#~ msgid "The [NavigationServer2D] singleton."
-#~ msgstr "Đơn Nhất [NavigationServer2D]."
-
-#~ msgid "The [PhysicsServer3D] singleton."
-#~ msgstr "Đơn Nhất [PhysicsServer3D]."
-
-#~ msgid "The [RenderingServer] singleton."
-#~ msgstr "Đơn Nhất [RenderingServer]."
-
-#~ msgid "Variable is of type [Vector2i]."
-#~ msgstr ""
-#~ "Biến thuộc kiểu [Vector2i] (Vector 2 chiều dùng tọa độ là số nguyên)."
-
-#~ msgid "Variable is of type [Rect2i]."
-#~ msgstr "Biến thuộc kiểu [Rect2i] (hình chữ nhật dùng tọa độ là số nguyên)."
-
-#~ msgid "Variable is of type [Vector3i]."
-#~ msgstr ""
-#~ "Biến thuộc kiểu [Vector3i] (Vector 3 chiều dùng tọa độ là số nguyên)."
-
-#~ msgid "Variable is of type [StringName]."
-#~ msgstr "Biến thuộc kiểu [StringName] (xâu biểu diễn tên độc nhất)."
-
-#~ msgid "Variable is of type [Callable]."
-#~ msgstr "Biến thuộc kiểu [Callable] (vật hàm)."
-
-#~ msgid "Variable is of type [Signal]."
-#~ msgstr "Biến thuộc kiểu [Signal] (tín hiệu)."
-
-#~ msgid "Variable is of type [PackedInt32Array]."
-#~ msgstr ""
-#~ "Biến thuộc kiểu [PackedInt32Array] (mảng chuyên chứa số nguyên 32 bit)."
-
-#~ msgid "Variable is of type [PackedInt64Array]."
-#~ msgstr ""
-#~ "Biến thuộc kiểu [PackedInt64Array] (mảng chuyên chứa số nguyên 64 bit)."
-
-#~ msgid "Variable is of type [PackedFloat32Array]."
-#~ msgstr ""
-#~ "Biến thuộc kiểu [PackedFloat32Array] (mảng chuyên chứa số thập phân 32 "
-#~ "bit)."
-
-#~ msgid "Variable is of type [PackedFloat64Array]."
-#~ msgstr ""
-#~ "Biến thuộc kiểu [PackedFloat64Array] (mảng chuyên chứa số thập phân 64 "
-#~ "bit)."
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index d315161344..4fdc48202c 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -86331,6079 +86331,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr "如果为[code]true[/code],则对子节点进行排序,否则禁用排序。"
-
-#~ msgid ""
-#~ "Button's icon, if text is present the icon will be placed before the text."
-#~ msgstr "按钮的图标,如果有文字,图标将放在文字之前。"
-
-#~ msgid "Edits the given [Resource]."
-#~ msgstr "编辑给定的[Resource]。"
-
-#~ msgid ""
-#~ "Appends [code]string[/code] to the file without a line return, encoding "
-#~ "the text as UTF-8."
-#~ msgstr "将 [code]string[/code] 附加到文件而不返回行,将文本编码为 UTF-8。"
-
-#~ msgid ""
-#~ "Returns an array listing the groups that the node is a member of.\n"
-#~ "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/"
-#~ "i] guaranteed. The order of node groups should not be relied upon as it "
-#~ "can vary across project runs."
-#~ msgstr ""
-#~ "返回一个数组,列出节点所属的组。\n"
-#~ "[b]注:[/b]出于性能原因,节点组的顺序是[i]不[/i]确定的。不应依赖节点组的顺"
-#~ "序,因为它可能因项目运行而异。"
-
-#~ msgid ""
-#~ "Replaces a node in a scene by the given one. Subscriptions that pass "
-#~ "through this node will be lost."
-#~ msgstr ""
-#~ "用给定的节点替换一个场景中的节点。经过该节点传递的事件订阅将会丢失。"
-
-#~ msgid "RigidBody's rotational velocity."
-#~ msgstr "刚体的旋转速度。"
-
-#~ msgid ""
-#~ "Sets the active tab's [code]visible[/code] property to the value "
-#~ "[code]true[/code]. Sets all other children's to [code]false[/code].\n"
-#~ "Ignores non-[Control] children."
-#~ msgstr ""
-#~ "将活动选项卡的 [code]visible[/code] 属性设为 [code]true[/code],其他所有子"
-#~ "节点则设为 [code]false[/code]。\n"
-#~ "会忽略非 [Control] 子节点。"
-
-#~ msgid ""
-#~ "Inverse-transforms the given [Vector3], [Plane], [AABB], or "
-#~ "[PoolVector3Array] by this transform."
-#~ msgstr ""
-#~ "通过这个变换对指定的[Vector3]、[Plane]、[AABB]或[PoolVector3Array]进行逆变"
-#~ "换。"
-
-#~ msgid ""
-#~ "Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by "
-#~ "this transform."
-#~ msgstr ""
-#~ "通过此变换对指定的[Vector2]、[Rect2]或[PoolVector2Array]进行逆变换。"
-
-#~ msgid "Returns the 2D world of the viewport."
-#~ msgstr "返回视窗的2D世界。"
-
-#~ msgid "Returns this [AABB] expanded to include a given point."
-#~ msgstr "返回被扩展至包含指定点的该 [AABB]。"
-
-#~ msgid ""
-#~ "Applies morphological dilation to the bitmap. The first argument is the "
-#~ "dilation amount, Rect2 is the area where the dilation will be applied."
-#~ msgstr "在位图上应用形态扩展。第一个参数是扩展量,Rect2是要应用扩展的区域。"
-
-#~ msgid "Returns the [Physics2DDirectBodyState] of the body."
-#~ msgstr "返回物体的[Physics2DDirectBodyState]。"
-
-#~ msgid "Returns the [PhysicsDirectBodyState] of the body."
-#~ msgstr "返回物体的[PhysicsDirectBodyState]。"
-
-#~ msgid ""
-#~ "Output latency in milliseconds for audio. Lower values will result in "
-#~ "lower audio latency at the cost of increased CPU usage. Low values may "
-#~ "result in audible cracking on slower hardware."
-#~ msgstr ""
-#~ "音频的输出延迟(毫秒)。较低的值将导致较低的音频延迟,但代价是CPU使用率增"
-#~ "加。较低的值可能会导致较慢硬件上的声音破裂。"
-
-#~ msgid "Returns this [Rect2] expanded to include a given point."
-#~ msgstr "返回包含给定点的此 [Rect2] 的扩展。"
-
-#~ msgid "Returns [code]true[/code] if the [Rect2] contains a point."
-#~ msgstr "如果 [Rect2] 包含点,则返回 [code]true[/code]。"
-
-#~ msgid ""
-#~ "Append vertices from a given [Mesh] surface onto the current vertex array "
-#~ "with specified [Transform]."
-#~ msgstr "将给定 [Mesh] 表面的顶点附加到具有指定 [Transform] 的当前顶点数组。"
-
-#~ msgid ""
-#~ "Returns a list of intersecting [Area]s. For performance reasons "
-#~ "(collisions are all processed at the same time) this list is modified "
-#~ "once during the physics step, not immediately after objects are moved. "
-#~ "Consider using signals instead."
-#~ msgstr ""
-#~ "返回一个相交的区域[Area]的列表。由于性能原因(碰撞都是同时处理的),这个列"
-#~ "表在物理步骤中被修改一次,而不是在物体被移动后立即修改。可以考虑使用信号来"
-#~ "代替。"
-
-#~ msgid "Emitted when the resource value was set and user clicked to edit it."
-#~ msgstr "在设置资源值并且用户单击以对其进行编辑时发出。"
-
-#~ msgid ""
-#~ "OpenGL texture format [code]RED[/code] with a single component and a "
-#~ "bitdepth of 8."
-#~ msgstr "OpenGL纹理格式[code]RED[/code],具有单一分量,位深为8。"
-
-#~ msgid "Returns the label used for built-in text."
-#~ msgstr "返回用于内置文本的标签。"
-
-#~ msgid "Returns the OK [Button] instance."
-#~ msgstr "返回OK [Button]实例。"
-
-#~ msgid "Returns the [ColorPicker] that this node toggles."
-#~ msgstr "返回此节点切换的[ColorPicker]。"
-
-#~ msgid "Returns the cancel button."
-#~ msgstr "返回取消按钮。"
-
-#~ msgid ""
-#~ "Returns the [code]VBoxContainer[/code] used to display the file system."
-#~ msgstr "返回用于显示文件系统的 [code]VBoxContainer[/code] 。"
-
-#~ msgid "Returns the editor's [FileSystemDock] instance."
-#~ msgstr "返回编辑器的[FileSystemDock]实例。"
-
-#~ msgid "Returns the editor's [EditorInspector] instance."
-#~ msgstr "返回编辑器的[EditorInspector]实例。"
-
-#~ msgid "Returns the editor's [ScriptEditor] instance."
-#~ msgstr "返回编辑器的[ScriptEditor]实例。"
-
-#~ msgid "Returns the LineEdit for the selected file."
-#~ msgstr "返回所选文件的LineEdit。"
-
-#~ msgid ""
-#~ "Returns the vertical box container of the dialog, custom controls can be "
-#~ "added to it."
-#~ msgstr "返回对话框的垂直框容器,可以在其中添加自定义控件。"
-
-#~ msgid "Returns the [Object] ID associated with the list."
-#~ msgstr "返回与列表相关的[Object]对象ID。"
-
-#~ msgid ""
-#~ "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is "
-#~ "displayed when right-clicking on the [LineEdit]."
-#~ msgstr ""
-#~ "返回此[LineEdit]的[PopupMenu]。默认情况下,右键单击[LineEdit]时显示此菜"
-#~ "单。"
-
-#~ msgid "Returns the [PopupMenu] contained in this button."
-#~ msgstr "返回该按钮中包含的[PopupMenu]。"
-
-#~ msgid ""
-#~ "Removes a child node. The node is NOT deleted and must be deleted "
-#~ "manually."
-#~ msgstr "移除一个子节点。该节点不会被删除,必须手动删除。"
-
-#~ msgid "Returns the vertical scrollbar."
-#~ msgstr "返回垂直滚动条。"
-
-#~ msgid ""
-#~ "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer]."
-#~ msgstr "返回此 [ScrollContainer] 的水平滚动条 [HScrollBar]。"
-
-#~ msgid ""
-#~ "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer]."
-#~ msgstr "返回此 [ScrollContainer] 的垂直滚动条 [VScrollBar]。"
-
-#~ msgid ""
-#~ "Returns the [LineEdit] instance from this [SpinBox]. You can use it to "
-#~ "access properties and methods of [LineEdit]."
-#~ msgstr ""
-#~ "从此 [SpinBox] 返回 [LineEdit] 实例。您可以使用它来访问 [LineEdit] 的属性"
-#~ "和方法。"
-
-#~ msgid ""
-#~ "Returns the [Popup] node instance if one has been set already with "
-#~ "[method set_popup]."
-#~ msgstr ""
-#~ "如果已经使用 [method set_popup] 设置了节点实例,则返回 [Popup] 节点实例。"
-
-#~ msgid ""
-#~ "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is "
-#~ "displayed when right-clicking on the [TextEdit]."
-#~ msgstr ""
-#~ "返回此 [TextEdit] 的 [PopupMenu]。默认情况下,右键单击 [TextEdit] 时会显示"
-#~ "此菜单。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if this [Thread] is currently active. An active "
-#~ "[Thread] cannot start work on a new method but can be joined with [method "
-#~ "wait_to_finish]."
-#~ msgstr ""
-#~ "如果这个[Thread]线程当前处于激活状态,返回[code]true[/code]。一个激活的"
-#~ "[Thread]不能在一个新方法上开始运行,但可以与[method wait_to_finish]一起。"
-
-#~ msgid "Wait time in seconds."
-#~ msgstr "以秒为单位的等待时间。"
-
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "返回关闭的[TextureButton]。"
-
-#~ msgid ""
-#~ "Returns the cosine of angle [code]s[/code] in radians.\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1 then -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "返回弧度角 [code]s[/code] 的余弦值。\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1 then -1\n"
-#~ "print(cos(PI * 2))\n"
-#~ "print(cos(PI))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "缓动函数,基于指数。曲线值是:0是常量,1是线性,0到1是缓入,1+是缓出。负值"
-#~ "是in-out / out in。"
-
-#~ msgid ""
-#~ "Converts one or more arguments to strings in the best way possible and "
-#~ "prints them to the console.\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "以尽可能最佳的方式将一个或多个参数转换为字符串,并将其打印到控制台。\n"
-#~ "[codeblock]\n"
-#~ "a = [1, 2, 3]\n"
-#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns an array with the given range. Range can be 1 argument N (0 to "
-#~ "N-1), two arguments (initial, final-1) or three arguments (initial, "
-#~ "final-1, increment).\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "返回具有给定范围的数组。范围可以是1个自变量N(0到N-1),两个自变量(初始,"
-#~ "final-1)或三个自变量(初始,final-1,增量)。\n"
-#~ "[codeblock]\n"
-#~ "for i in range(4):\n"
-#~ " print(i)\n"
-#~ "for i in range(2, 5):\n"
-#~ " print(i)\n"
-#~ "for i in range(0, 6, 2):\n"
-#~ " print(i)\n"
-#~ "[/codeblock]\n"
-#~ "Output:\n"
-#~ "[codeblock]\n"
-#~ "0\n"
-#~ "1\n"
-#~ "2\n"
-#~ "3\n"
-#~ "\n"
-#~ "2\n"
-#~ "3\n"
-#~ "4\n"
-#~ "\n"
-#~ "0\n"
-#~ "2\n"
-#~ "4\n"
-#~ "[/codeblock]"
-
-#~ msgid "Positive infinity. For negative infinity, use -INF."
-#~ msgstr "正无穷大。对于负无穷大,请使用-INF。"
-
-#~ msgid ""
-#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special "
-#~ "properties, including that it is not equal to itself. It is output by "
-#~ "some invalid operations, such as dividing zero by zero."
-#~ msgstr ""
-#~ "“非数字”,无效值。[code]NaN[/code] 具有特殊的属性,包括不等于其自身。它是"
-#~ "通过一些无效操作输出的,例如零除零。"
-
-#~ msgid "The [Geometry3D] singleton."
-#~ msgstr "[Geometry3D] 单例。"
-
-#~ msgid "The [GodotSharp] singleton."
-#~ msgstr "[GodotSharp] 单例。"
-
-#~ msgid "The [NavigationServer2D] singleton."
-#~ msgstr "[NavigationServer2D] 单例。"
-
-#~ msgid "The [PhysicsServer3D] singleton."
-#~ msgstr "[PhysicsServer3D] 单例。"
-
-#~ msgid "The [RenderingServer] singleton."
-#~ msgstr "[RenderingServer]单例。"
-
-#~ msgid "Back key."
-#~ msgstr "Back 键。"
-
-#~ msgid "Forward key."
-#~ msgstr "Forward 键。"
-
-#~ msgid "Stop key."
-#~ msgstr "Stop 键。"
-
-#~ msgid "Refresh key."
-#~ msgstr "刷新键。"
-
-#~ msgid "An invalid game controller button."
-#~ msgstr "无效的游戏控制器按钮。"
-
-#~ msgid "Game controller SDL button B."
-#~ msgstr "游戏控制器 SDL 按钮 B。"
-
-#~ msgid "Game controller SDL button X."
-#~ msgstr "游戏控制器 SDL 按钮 X。"
-
-#~ msgid "Game controller SDL button Y."
-#~ msgstr "游戏控制器 SDL 按钮 Y。"
-
-#~ msgid "Game controller SDL back button."
-#~ msgstr "游戏控制器 SDL 返回按钮。"
-
-#~ msgid "Game controller SDL start button."
-#~ msgstr "游戏控制器 SDL 开始按钮。"
-
-#~ msgid "Game controller SDL left stick button."
-#~ msgstr "游戏控制器 SDL 左摇杆按钮。"
-
-#~ msgid "Game controller SDL right stick button."
-#~ msgstr "游戏控制器 SDL 右摇杆按钮。"
-
-#~ msgid "Game controller SDL D-pad down button."
-#~ msgstr "游戏控制器 SDL 方向下按钮。"
-
-#~ msgid "Game controller SDL D-pad right button."
-#~ msgstr "游戏控制器 SDL 方向右按钮。"
-
-#~ msgid "The number of SDL game controller buttons."
-#~ msgstr "SDL 游戏控制器的按钮数量。"
-
-#~ msgid "Sony DualShock controller X button maps to SDL button A."
-#~ msgstr "Sony DualShock 控制器 X 按钮映射到 SDL 按钮A。"
-
-#~ msgid "Sony DualShock controller cross button maps to SDL button A."
-#~ msgstr "Sony DualShock controller X 按钮映射到 SDL 按钮 A 。"
-
-#~ msgid "Sony DualShock controller circle button maps to SDL button B."
-#~ msgstr "Sony DualShock 控制器圆圈按钮映射到 SDL 按钮 B。"
-
-#~ msgid "Sony DualShock controller square button maps to SDL button X."
-#~ msgstr "Sony DualShock 控制器方框按钮映射到 SDL 按钮 X。"
-
-#~ msgid "Sony DualShock controller triangle button maps to SDL button Y."
-#~ msgstr "Sony DualShock 控制器三角按钮映射到 SDL 按钮 Y 。"
-
-#~ msgid "Sony DualShock controller select button maps to SDL back button."
-#~ msgstr "Sony DualShock 控制器选择按钮映射到 SDL 返回按钮。"
-
-#~ msgid "Sony DualShock controller start button maps to SDL start button."
-#~ msgstr "Sony DualShock 控制器开始按钮映射到 SDL 开始按钮。"
-
-#~ msgid "Sony DualShock controller PS button maps to SDL guide button."
-#~ msgstr "Sony DualShock 控制器 PS 按钮映射到 SDL 向导按钮。"
-
-#~ msgid ""
-#~ "Sony DualShock controller L1 button maps to SDL left shoulder button."
-#~ msgstr "Sony DualShock 控制器 L1 按钮映射到 SDL 左肩按钮。"
-
-#~ msgid ""
-#~ "Sony DualShock controller R1 button maps to SDL right shoulder button."
-#~ msgstr "Sony DualShock 控制器 R1 按钮映射到 SDL 右肩按钮。"
-
-#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button."
-#~ msgstr "Sony DualShock 控制器 L3 按钮映射到 SDL 左摇杆按钮。"
-
-#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button."
-#~ msgstr "Sony DualShock 控制器 R3 按钮映射到 SDL 右摇杆按钮。"
-
-#~ msgid "Xbox game controller A button maps to SDL button A."
-#~ msgstr "Xbox 控制器 A 按钮映射到 SDL 按钮 A 。"
-
-#~ msgid "Xbox game controller B button maps to SDL button B."
-#~ msgstr "Xbox 控制器 B 按钮映射到 SDL 按钮 B。"
-
-#~ msgid "Xbox game controller X button maps to SDL button X."
-#~ msgstr "Xbox 控制器 Y 按钮映射到 SDL 按钮 X。"
-
-#~ msgid "Xbox game controller Y button maps to SDL button Y."
-#~ msgstr "Xbox 控制器 Y 按钮映射到 SDL 按钮 Y 。"
-
-#~ msgid "Xbox game controller back button maps to SDL back button."
-#~ msgstr "Xbox 控制器返回按钮映射到 SDL 返回按钮。"
-
-#~ msgid "Xbox game controller start button maps to SDL start button."
-#~ msgstr "Xbox 控制器开始按钮映射到 SDL 开始按钮。"
-
-#~ msgid "Xbox game controller home button maps to SDL guide button."
-#~ msgstr "Xbox 控制器 Home 按钮映射到 SDL 向导按钮。"
-
-#~ msgid ""
-#~ "Xbox game controller left stick button maps to SDL left stick button."
-#~ msgstr "Xbox 控制器左摇杆按钮映射到 SDL 左摇杆按钮。"
-
-#~ msgid ""
-#~ "Xbox game controller right stick button maps to SDL right stick button."
-#~ msgstr "Xbox 控制器右摇杆按钮映射到 SDL 右摇杆按钮。"
-
-#~ msgid ""
-#~ "Xbox game controller left bumper button maps to SDL left shoulder button."
-#~ msgstr "Xbox 控制器左肩按钮映射到 SDl 左键按钮。"
-
-#~ msgid ""
-#~ "Xbox game controller right bumper button maps to SDL right shoulder "
-#~ "button."
-#~ msgstr "Xbox 控制器右肩按钮映射到 SDL 右肩按钮。"
-
-#~ msgid "An invalid game controller axis."
-#~ msgstr "无效的游戏控制器轴。"
-
-#~ msgid "Game controller left joystick y-axis."
-#~ msgstr "游戏控制器左摇杆Y轴。"
-
-#~ msgid "Game controller right joystick y-axis."
-#~ msgstr "游戏控制器右摇杆Y轴。"
-
-#~ msgid "The number of SDL game controller axes."
-#~ msgstr "SDL 游戏控制器轴的数量。"
-
-#~ msgid "Game controller joystick 0 x-axis."
-#~ msgstr "游戏控制器摇杆0的X轴。"
-
-#~ msgid "Game controller joystick 0 y-axis."
-#~ msgstr "游戏控制器摇杆0的Y轴。"
-
-#~ msgid "Game controller joystick 1 x-axis."
-#~ msgstr "游戏控制器摇杆1的X轴。"
-
-#~ msgid "Game controller joystick 1 y-axis."
-#~ msgstr "游戏控制器摇杆1的Y轴。"
-
-#~ msgid "Game controller joystick 2 x-axis."
-#~ msgstr "游戏控制器摇杆2的X轴。"
-
-#~ msgid "Game controller joystick 2 y-axis."
-#~ msgstr "游戏控制器摇杆2的Y轴。"
-
-#~ msgid "Game controller joystick 3 x-axis."
-#~ msgstr "游戏控制器摇杆3的X轴。"
-
-#~ msgid "Game controller joystick 3 y-axis."
-#~ msgstr "游戏控制器摇杆3的Y轴。"
-
-#~ msgid "Game controller joystick 4 x-axis."
-#~ msgstr "游戏控制器摇杆4的X轴。"
-
-#~ msgid "Game controller joystick 4 y-axis."
-#~ msgstr "游戏控制器摇杆4的Y轴。"
-
-#~ msgid "The maximum number of game controller axes."
-#~ msgstr "游戏控制器轴数量的最大值。"
-
-#~ msgid ""
-#~ "Used to group properties together in the editor in a subgroup (under a "
-#~ "group)."
-#~ msgstr "用于将编辑器中的属性分组为一个子组。"
-
-#~ msgid "Variable is of type [Vector2i]."
-#~ msgstr "变量类型为[Vector2i]。"
-
-#~ msgid "Variable is of type [Rect2i]."
-#~ msgstr "变量类型为[Rect2i]。"
-
-#~ msgid "Variable is of type [Vector3i]."
-#~ msgstr "变量类型为[Vector3i]。"
-
-#~ msgid "Variable is of type [StringName]."
-#~ msgstr "变量的类型为[StringName]."
-
-#~ msgid "Variable is of type [Callable]."
-#~ msgstr "变量的类型为[Callable]."
-
-#~ msgid "Variable is of type [Signal]."
-#~ msgstr "变量的类型为[Signal]."
-
-#~ msgid "Variable is of type [PackedInt32Array]."
-#~ msgstr "变量的类型为[PackedInt32Array]."
-
-#~ msgid "Variable is of type [PackedInt64Array]."
-#~ msgstr "变量的类型为[PackedInt64Array]。"
-
-#~ msgid "Variable is of type [PackedFloat32Array]."
-#~ msgstr "变量的类型为 [PackedFloat32Array]."
-
-#~ msgid "Variable is of type [PackedFloat64Array]."
-#~ msgstr "变量的类型为[PackedFloat64Array]。"
-
-#~ msgid ""
-#~ "AABB consists of a position, a size, and several utility functions. It is "
-#~ "typically used for fast overlap tests."
-#~ msgstr ""
-#~ "AABB包含了一个位置、一个大小和一些实用的函数。它通常被用于快速的碰撞检测。"
-
-#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]."
-#~ msgstr "此[AnimatedSprite2D]的镜面反射光效果的强度。"
-
-#~ msgid "The color of the specular light effect."
-#~ msgstr "镜面反射光效果的颜色。"
-
-#~ msgid ""
-#~ "This node can be used to cause a seek command to happen to any sub-"
-#~ "children of the graph. After setting the time, this value returns to -1."
-#~ msgstr ""
-#~ "此节点可用于在图中的任意子节点中引发一个seek指令。设置时间后,该值变回-1。"
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/zh_CN/latest/getting_started/step_by_step/"
-#~ "animations.html"
-
-#~ msgid ""
-#~ "The name of the current animation, \"\" if not playing anything. When "
-#~ "being set, does not restart the animation. See also [method play]."
-#~ msgstr ""
-#~ "当前动画的名称,如果没有播放任何动画,则为\"\"。当被设置时,不重启动画。参"
-#~ "见[播放方法]。"
-
-#~ msgid ""
-#~ "If the currently being played animation changes, this signal will notify "
-#~ "of such change."
-#~ msgstr "如果当前正在播放的动画发生变化,该信号将通知该变化。"
-
-#~ msgid ""
-#~ "Returns an individual bit on the layer mask. Describes whether other "
-#~ "areas will collide with this one on the given layer."
-#~ msgstr ""
-#~ "返回层遮罩上的单独一位。描述在该层上,其它区域是否会与本区域发生碰撞。"
-
-#~ msgid ""
-#~ "Returns an individual bit on the collision mask. Describes whether this "
-#~ "area will collide with others on the given layer."
-#~ msgstr ""
-#~ "返回碰撞遮罩上的单独一位。描述在该层上,本区域是否会与其它区域发生碰撞。"
-
-#~ msgid ""
-#~ "Set/clear individual bits on the layer mask. This makes getting an area "
-#~ "in/out of only one layer easier."
-#~ msgstr ""
-#~ "设置/清除图层蒙版上的各个位。这使得只进入/离开一个图层的区域变得更容易。"
-
-#~ msgid ""
-#~ "Set/clear individual bits on the collision mask. This makes selecting the "
-#~ "areas scanned easier."
-#~ msgstr "设置/清除碰撞掩模上的各个位。这使得选择扫描的区域更加容易。"
-
-#~ msgid "The physics layers this area scans to determine collision detection."
-#~ msgstr "物理层这个区域扫描确定碰撞检测。"
-
-#~ msgid "Emitted when another area enters."
-#~ msgstr "当另一个区域进入时发出。"
-
-#~ msgid "Emitted when another area exits."
-#~ msgstr "当另一个区域退出时发出。"
-
-#~ msgid ""
-#~ "Emitted when another area enters, reporting which shapes overlapped. "
-#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the "
-#~ "parent object of the owner of the [code]shape[/code]."
-#~ msgstr ""
-#~ "当另一个区域进入时发出,报告哪些形状重叠。 [code] "
-#~ "shape_owner_get_owner(shape_find_owner(shape))[/code]returns[code] "
-#~ "shape [/code]的所有者的父对象。"
-
-#~ msgid ""
-#~ "Emitted when another area exits, reporting which shapes were overlapping."
-#~ msgstr "当另一个区域退出时发出,报告哪些形状是重叠的。"
-
-#~ msgid ""
-#~ "Emitted when a physics body enters.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "当物理物体进入时发射。\n"
-#~ "[code] body [/code]参数可以是[PhysicsBody2D]或 [TileMap]实例(虽然TileMaps"
-#~ "本身不是物理实体,但它们将具有碰撞形状的图块注册为虚拟物理实体)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body exits.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "当物理物体退出时发出。\n"
-#~ "[code] body [/code]参数可以是[PhysicsBody2D]或[TileMap]实例(虽然TileMaps"
-#~ "本身不是物理实体,但它们将具有碰撞形状的图块注册为虚拟物理实体)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "当一个物理体进入时发出,报告哪些形状是重叠的。\n"
-#~ "[code]body[/code]参数可以是一个[PhysicsBody2D]或一个[TileMap]实例(虽然"
-#~ "TileMaps本身不是物理体,但它们将带有碰撞形状的瓷砖注册为虚拟物理体)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body exits, reporting which shapes were "
-#~ "overlapping.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
-#~ "[TileMap] instance (while TileMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "当一个物理体退出时发出,报告哪些形状是重叠的。\n"
-#~ "[code]body[/code]参数可以是一个[PhysicsBody2D]或一个[TileMap]实例(虽然"
-#~ "TileMaps本身不是物理体,但它们将带有碰撞形状的瓷砖注册为虚拟物理体)。"
-
-#~ msgid "General-purpose area node for detection and 3D physics influence."
-#~ msgstr "检测和3D物理影响的通用区域节点。"
-
-#~ msgid ""
-#~ "Returns a list of intersecting [Area3D]s. For performance reasons "
-#~ "(collisions are all processed at the same time) this list is modified "
-#~ "once during the physics step, not immediately after objects are moved. "
-#~ "Consider using signals instead."
-#~ msgstr ""
-#~ "返回相交的 [Area2D] 的列表。由于性能原因(碰撞都是同时处理的),该列表不会"
-#~ "在对象移动后立即更新,只会在物理更新时进行统一修改。可以考虑改用信号。"
-
-#~ msgid ""
-#~ "Returns a list of intersecting [PhysicsBody3D]s. For performance reasons "
-#~ "(collisions are all processed at the same time) this list is modified "
-#~ "once during the physics step, not immediately after objects are moved. "
-#~ "Consider using signals instead."
-#~ msgstr ""
-#~ "返回相交的 [PhysicsBody2D] 的列表。由于性能原因(碰撞都是同时处理的),该"
-#~ "列表不会在对象移动后立即更新,只会在物理更新时进行统一修改。可以考虑改用信"
-#~ "号。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the given area overlaps the Area3D.\n"
-#~ "[b]Note:[/b] The result of this test is not immediate after moving "
-#~ "objects. For performance, list of overlaps is updated once per frame and "
-#~ "before the physics step. Consider using signals instead."
-#~ msgstr ""
-#~ "如果[code]true[/code],则给定区域与Area3D重叠。\n"
-#~ "[b]注意:[/b]在移动物体后,这个测试的结果不是立即的。为了性能,重叠列表每帧"
-#~ "更新一次,并且在物理步骤之前更新。可以考虑使用信号来代替。"
-
-#~ msgid ""
-#~ "Set/clear individual bits on the layer mask. This simplifies editing this "
-#~ "[Area3D]'s layers."
-#~ msgstr "设置/清除图层蒙版上的各个位。这样可以简化编辑这个[Area3D]的图层。"
-
-#~ msgid ""
-#~ "Set/clear individual bits on the collision mask. This simplifies editing "
-#~ "which [Area3D] layers this [Area3D] scans."
-#~ msgstr ""
-#~ "设置/清除碰撞掩模上的各个位。这可以简化编辑该[Area3D]扫描的[Area3D]图层。"
-
-#~ msgid ""
-#~ "Emitted when another area enters, reporting which areas overlapped. "
-#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the "
-#~ "parent object of the owner of the [code]shape[/code]."
-#~ msgstr ""
-#~ "当另一个区域进入时发出,报告哪些区域重叠。"
-#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/"
-#~ "code]returns[code]shape[/code]的所有者的父对象。"
-
-#~ msgid ""
-#~ "Emitted when another area exits, reporting which areas were overlapping."
-#~ msgstr "当另一个区域退出时发出,报告哪些区域是重叠的。"
-
-#~ msgid ""
-#~ "Emitted when a physics body enters.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "当物理物体进入时发射。\n"
-#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(虽然GridMap本"
-#~ "身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body exits.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "当物理物体退出时发出。\n"
-#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(虽然GridMaps"
-#~ "本身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "当物理物体进入时发出,报告哪些形状重叠。\n"
-#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(虽然GridMaps"
-#~ "本身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。"
-
-#~ msgid ""
-#~ "Emitted when a physics body exits, reporting which shapes were "
-#~ "overlapping.\n"
-#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a "
-#~ "[GridMap] instance (while GridMaps are not physics body themselves, they "
-#~ "register their tiles with collision shapes as a virtual physics body)."
-#~ msgstr ""
-#~ "当物理物体退出时发出,报告哪些形状重叠。\n"
-#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(尽管GridMap本"
-#~ "身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。"
-
-#~ msgid "Constructs an array from a [PackedFloat64Array]."
-#~ msgstr "从 [PackedFloat64Array] 构造数组。"
-
-#~ msgid "Constructs an array from a [PackedFloat32Array]."
-#~ msgstr "从 [PackedFloat32Array] 构造数组。"
-
-#~ msgid "Constructs an array from a [PackedInt32Array]."
-#~ msgstr "从 [PackedInt32Array] 构造数组。"
-
-#~ msgid ""
-#~ "Returns the last element of the array, or [code]null[/code] if the array "
-#~ "is empty."
-#~ msgstr "返回数组的最后一个元素。该数组为空时,返回 [code]null[/code]。"
-
-#~ msgid "Removes the first occurrence of a value from the array."
-#~ msgstr "删除数组中首次出现的该值。"
-
-#~ msgid ""
-#~ "Returns the first element of the array, or [code]null[/code] if the array "
-#~ "is empty."
-#~ msgstr "返回数组中的首个元素,数组为空时返回 [code]null[/code]。"
-
-#~ msgid "Returns a hashed integer value representing the array contents."
-#~ msgstr "返回数组内容的整数哈希值。"
-
-#~ msgid ""
-#~ "Inserts a new element at a given position in the array. The position must "
-#~ "be valid, or at the end of the array ([code]pos == size()[/code])."
-#~ msgstr ""
-#~ "在指定位置插入新元素。位置必须有效,或者位于数组结尾([code]pos == size()"
-#~ "[/code])。"
-
-#~ msgid ""
-#~ "Removes and returns the first element of the array. Returns [code]null[/"
-#~ "code] if the array is empty."
-#~ msgstr "删除并返回数组中的首个元素。数组为空时,返回 [code]null[/code]。"
-
-#~ msgid "Adds an element at the beginning of the array."
-#~ msgstr "在数组的开头添加一个元素。"
-
-#~ msgid ""
-#~ "Sets the [code]weight_scale[/code] for the point with the given [code]id[/"
-#~ "code]."
-#~ msgstr "为具有给定[code] id [/code]的点设置[code] weight_scale [/code]。"
-
-#~ msgid ""
-#~ "Packs multiple small textures in a single, bigger one. Helps to optimize "
-#~ "video memory costs and render calls."
-#~ msgstr ""
-#~ "将多个小纹理打包成一个更大的纹理。有助于优化视频存储成本和渲染调用。"
-
-#~ msgid ""
-#~ "[Texture2D] resource aimed at managing big textures files that pack "
-#~ "multiple smaller textures. Consists of a [Texture2D], a margin that "
-#~ "defines the border width, and a region that defines the actual area of "
-#~ "the AtlasTexture."
-#~ msgstr ""
-#~ "[Texture2D]资源,旨在管理包含多个较小纹理的大纹理文件。由一个[Texture2D]、"
-#~ "一个定义边界宽度的边框和一个定义AtlasTexture实际面积的区域组成。"
-
-#~ msgid "Pitch value. Can range from 0 (-1 octave) to 16 (+16 octaves)."
-#~ msgstr "音高值。范围可以从0(-1个八度)到16(+16个八度)。"
-
-#~ msgid "Plays an audio stream non-positionally."
-#~ msgstr "非定位地播放音频流。"
-
-#~ msgid "Plays audio in 2D."
-#~ msgstr "以2D方式播放音频。"
-
-#~ msgid "Plays audio that dampens with distance from screen center."
-#~ msgstr "播放的音频会随着与屏幕中心的距离而减弱。"
-
-#~ msgid ""
-#~ "Plays a sound effect with directed sound effects, dampens with distance "
-#~ "if needed, generates effect of hearable position in space."
-#~ msgstr ""
-#~ "播放带有指向性的声音效果,根据需要随距离的远近而衰减,在空间中产生可听的位"
-#~ "置效果。"
-
-#~ msgid "Dampens audio above this frequency, in Hz."
-#~ msgstr "抑制高于该频率的音频,单位为Hz。"
-
-#~ msgid "Decides in which step the Doppler effect should be calculated."
-#~ msgstr "决定应该在哪一步计算多普勒效应。"
-
-#~ msgid "Factor for the attenuation effect."
-#~ msgstr "衰减效应的因素。"
-
-#~ msgid "No dampening of loudness according to distance."
-#~ msgstr "不会因为距离而降低响度。"
-
-#~ msgid "Mix this audio in, even when it's out of range."
-#~ msgstr "混合这个音频,即使它在范围外。"
-
-#~ msgid "Pause this audio when it gets out of range."
-#~ msgstr "当音频超出范围时暂停此音频。"
-
-#~ msgid "The sample rate for mixing this audio."
-#~ msgstr "混合此音频的采样率。"
-
-#~ msgid ""
-#~ "Focus access mode to use when switching between enabled/disabled (see "
-#~ "[member Control.focus_mode] and [member disabled])."
-#~ msgstr ""
-#~ "在启用/禁用之间切换时要使用的焦点访问模式(参见 [member Control."
-#~ "focus_mode] 和 [member disabled])。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the button's state is pressed. Means the button is "
-#~ "pressed down or toggled (if [member toggle_mode] is active)."
-#~ msgstr ""
-#~ "如果[code]true[/code],则表示按钮的状态被按下。意味着按钮被按下或切换(如"
-#~ "果 [member toggle_mode] is active] 处于活动状态)。"
-
-#~ msgid ""
-#~ "Sets the texture for the slot specified by [code]param[/code]. See [enum "
-#~ "TextureParam] for available slots."
-#~ msgstr ""
-#~ "为 [code]param[/code] 指定的槽位设置纹理。请参阅 [enum TextureParam] 获取"
-#~ "可用的槽位。"
-
-#~ msgid "If [code]true[/code], the backlight effect is enabled."
-#~ msgstr "如果 [code]true[/code] ,则启用背光效果。"
-
-#~ msgid "Controls how the object faces the camera. See [enum BillboardMode]."
-#~ msgstr "控制对象如何面对摄像机。参见 [enum BillboardMode]。"
-
-#~ msgid "Distance at which the object fades fully and is no longer visible."
-#~ msgstr "物体完全褪色并不再可见的距离。"
-
-#~ msgid ""
-#~ "Distance at which the object starts to fade. If the object is less than "
-#~ "this distance away it will appear normal."
-#~ msgstr "物体开始褪色的距离。如果物体小于这个距离,它将显示正常。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the refraction effect is enabled. Distorts "
-#~ "transparency based on light from behind the object."
-#~ msgstr ""
-#~ "如果[code]true[/code],则启用折射效果。根据物体后方的光线来扭曲透明度。"
-
-#~ msgid "The strength of the refraction effect."
-#~ msgstr "折射效果的强度。"
-
-#~ msgid ""
-#~ "Sets whether the shading takes place per-pixel or per-vertex. Per-vertex "
-#~ "lighting is faster, making it the best choice for mobile applications, "
-#~ "however it looks considerably worse than per-pixel."
-#~ msgstr ""
-#~ "设置阴影是按像素还是按顶点进行。Per-vertex照明速度更快,是移动应用的最佳选"
-#~ "择,但它看起来比Per-pixel差很多。"
-
-#~ msgid ""
-#~ "If [code]true[/code], subsurface scattering will use a special mode "
-#~ "optimized for the color and density of human skin."
-#~ msgstr ""
-#~ "如果[code]true[/code],次表面散射将使用针对人体皮肤颜色和密度优化的特殊模"
-#~ "式。"
-
-#~ msgid "Filter flags for the texture. See [enum TextureFilter] for options."
-#~ msgstr "纹理的过滤标志。参见[enum TextureFilter]选项。"
-
-#~ msgid ""
-#~ "If [code]true[/code], triplanar mapping for [code]UV2[/code] is "
-#~ "calculated in world space rather than object local space. See also "
-#~ "[member uv2_triplanar]."
-#~ msgstr ""
-#~ "如果为 [code]true[/code],[code]UV2[/code]的三平面贴图是在世界空间而不是对"
-#~ "象局部空间计算的。另见[member uv2_triplanar]。"
-
-#~ msgid ""
-#~ "Texture specifying per-pixel transmittance for subsurface scattering."
-#~ msgstr "指定每像素透射率的纹理,用于次表面散射。"
-
-#~ msgid "Texture specifying per-pixel backlight color."
-#~ msgstr "指定每个像素背光颜色的纹理。"
-
-#~ msgid "Texture holding ambient occlusion, roughness, and metallic."
-#~ msgstr "纹理持环境咬合度、粗糙度和金属感。"
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel only. The simplest and "
-#~ "fastest method of filtering, but the texture will look pixelized."
-#~ msgstr ""
-#~ "纹理过滤器只从最近的像素读取。是最简单、最快的过滤方法,但纹理会显得像素"
-#~ "化。"
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels. Use this when you "
-#~ "want to avoid a pixelated style, but do not want mipmaps."
-#~ msgstr ""
-#~ "纹理过滤器在最近的4个像素之间进行混合。当你想避免像素化的风格,但又不想使"
-#~ "用mipmaps时,使用此功能。"
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel in the nearest mipmap. "
-#~ "The fastest way to read from textures with mipmaps."
-#~ msgstr ""
-#~ "纹理过滤器从最近的mipmap中最近的像素读取。用mipmap读取纹理的最快方法。"
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and between the "
-#~ "nearest 2 mipmaps. Use this for most cases as mipmaps are important to "
-#~ "smooth out pixels that are far from the camera."
-#~ msgstr ""
-#~ "纹理滤镜在最近的4个像素之间和最近的2个mipmaps之间进行混合。在大多数情况下"
-#~ "使用此功能,因为mipmaps对于平滑离相机较远的像素很重要。"
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel, but selects a mipmap "
-#~ "based on the angle between the surface and the camera view. This reduces "
-#~ "artifacts on surfaces that are almost in line with the camera."
-#~ msgstr ""
-#~ "纹理滤镜从最近的像素读取,但根据曲面与相机视角之间的角度选择一个 mipmap。"
-#~ "这可以减少几乎与相机一致的表面上的伪影。"
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and selects a "
-#~ "mipmap based on the angle between the surface and the camera view. This "
-#~ "reduces artifacts on surfaces that are almost in line with the camera. "
-#~ "This is the slowest of the filtering options, but results in the highest "
-#~ "quality texturing."
-#~ msgstr ""
-#~ "纹理滤镜在最接近的 4 个像素之间进行混合,并根据曲面和相机视角之间的角度选"
-#~ "择一个微缩图。这可以减少几乎与相机一致的表面上的伪影。这是最慢的过滤选项,"
-#~ "但可以得到最高质量的纹理。"
-
-#~ msgid "The material will not use transparency."
-#~ msgstr "该材质将不使用透明度。"
-
-#~ msgid "The material will use the texture's alpha values for transparency."
-#~ msgstr "该材质将使用纹理的alpha值作为透明度。"
-
-#~ msgid ""
-#~ "The material will cut off all values below a threshold, the rest will "
-#~ "remain opaque."
-#~ msgstr "材质将切除所有低于阈值的值,其余的将保持不透明。"
-
-#~ msgid ""
-#~ "The material will use the texture's alpha value for transparency, but "
-#~ "will still be rendered in the pre-pass."
-#~ msgstr "该材质将使用纹理的alpha值作为透明度,但仍将在预通道中渲染。"
-
-#~ msgid "Represents the size of the [enum Transparency] enum."
-#~ msgstr "表示[enum Transparency]枚举的大小。"
-
-#~ msgid "The object will not receive shadows."
-#~ msgstr "对象不会产生阴影。"
-
-#~ msgid ""
-#~ "The object will be shaded per pixel. Useful for realistic shading effect."
-#~ msgstr "物体将按像素进行着色。对逼真的阴影效果很有用。"
-
-#~ msgid ""
-#~ "The object will be shaded per vertex. Useful when you want cheaper "
-#~ "shaders and do not care about visual quality."
-#~ msgstr ""
-#~ "对象的每个顶点将被着色。当你想要更便宜的着色器而又不关心视觉质量时很有用。"
-
-#~ msgid "Represents the size of the [enum ShadingMode] enum."
-#~ msgstr "表示[enum ShadingMode]枚举的大小。"
-
-#~ msgid "Constant for setting [member heightmap_enabled]."
-#~ msgstr "用于设置[member heightmap_enabled]的常量。"
-
-#~ msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]."
-#~ msgstr "用于设置[member subsurf_scatter_transmittance_enabled]的常量。"
-
-#~ msgid "Constant for setting [member backlight_enabled]."
-#~ msgstr "常量,用于设置[member backlight_enabled]。"
-
-#~ msgid ""
-#~ "Enables the texture to repeat when UV coordinates are outside the 0-1 "
-#~ "range. If using one of the linear filtering modes, this can result in "
-#~ "artifacts at the edges of a texture when the sampler filters across the "
-#~ "edges of the texture."
-#~ msgstr ""
-#~ "当UV坐标在0-1范围之外时,启用纹理重复。如果使用线性滤波模式,当采样器在纹"
-#~ "理边缘进行滤波时,会在纹理边缘产生伪影。"
-
-#~ msgid ""
-#~ "Invert values read from a depth texture to convert them to height values "
-#~ "(heightmap)."
-#~ msgstr "将从深度纹理读取的值反转为高度值(heightmap)。"
-
-#~ msgid ""
-#~ "Enables the skin mode for subsurface scattering which is used to improve "
-#~ "the look of subsurface scattering when used for human skin."
-#~ msgstr "启用次表面散射的皮肤模式,用于人体皮肤时,改善次表面散射的外观。"
-
-#~ msgid ""
-#~ "An object representing a method in a certain object that can be called."
-#~ msgstr "代表某个对象中可以调用的方法的对象。"
-
-#~ msgid ""
-#~ "[Callable] is a first class object which can be held in variables and "
-#~ "passed to functions. It represents a given method in an [Object], and is "
-#~ "typically used for signal callbacks.\n"
-#~ "[b]Example:[/b]\n"
-#~ "[codeblock]\n"
-#~ "var callable = Callable(self, \"print_args\")\n"
-#~ "func print_args(arg1, arg2, arg3 = \"\"):\n"
-#~ " prints(arg1, arg2, arg3)\n"
-#~ "func test():\n"
-#~ " callable.call(\"hello\", \"world\") # Prints \"hello world\".\n"
-#~ " callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 "
-#~ "Node(Node.gd)::print_args\".\n"
-#~ " callable.call(\"invalid\") # Invalid call, should have at least 2 "
-#~ "arguments.\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "[Callable]是一个第一类对象,它可以存放在变量中并传递给函数。它代表对象"
-#~ "[Object]中的一个给定方法,通常用于信号回调。\n"
-#~ "[b]示例:[/b]\n"
-#~ "[codeblock]\n"
-#~ "var callable = Callable(self, \"print_args\")\n"
-#~ "func print_args(arg1, arg2, arg3 = \"\"):\n"
-#~ " prints(arg1, arg2, arg3)\n"
-#~ "func test():\n"
-#~ " callable.call(\"hello\", \"world\") # 输出\"hello world\".\n"
-#~ " callable.call(Vector2.UP, 42, callable) # 输出\"(0, -1) 42 Node(Node."
-#~ "gd)::print_args\".\n"
-#~ " callable.call(\"invalid\") # Invalid call, should have at least 2 "
-#~ "arguments.无效调用,应该至少有2个参数\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Creates a new [Callable] for the method called [code]method_name[/code] "
-#~ "in the specified [code]object[/code]."
-#~ msgstr ""
-#~ "在指定的[code]object[/code]中为名为[code] method_name [/code]的方法创建一"
-#~ "个新的[Callable]。"
-
-#~ msgid ""
-#~ "Calls the method represented by this [Callable]. Arguments can be passed "
-#~ "and should match the method's signature."
-#~ msgstr ""
-#~ "调用这个[Callable]所代表的方法。可以传递参数,且参数应与方法的签名一致。"
-
-#~ msgid ""
-#~ "Calls the method represented by this [Callable] in deferred mode, i.e. "
-#~ "during the idle frame. Arguments can be passed and should match the "
-#~ "method's signature."
-#~ msgstr ""
-#~ "在延迟模式下,即在空闲帧中调用该[Callable]所代表的方法。可以传递参数,且参"
-#~ "数应与方法的签名一致。"
-
-#~ msgid "Returns the name of the method represented by this [Callable]."
-#~ msgstr "返回该[Callable]所代表的方法的名称。"
-
-#~ msgid "Returns the object on which this [Callable] is called."
-#~ msgstr "返回这个[Callable]被调用的对象。"
-
-#~ msgid ""
-#~ "Returns the ID of this [Callable]'s object (see [method Object."
-#~ "get_instance_id])."
-#~ msgstr "返回这个[Callable]对象的ID(参见[method Object.get_instance_id])。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the camera smoothly stops when reaches its limits."
-#~ msgstr "如果[code]true[/code],相机将在达到极限时平滑地停止运行。"
-
-#~ msgid ""
-#~ "Gets the camera transform. Subclassed cameras such as [ClippedCamera3D] "
-#~ "may provide different transforms than the [Node] transform."
-#~ msgstr ""
-#~ "获取摄像机的变换。子类相机,如[ClippedCamera3D]可能提供与[Node]变换不同的"
-#~ "变换。"
-
-#~ msgid ""
-#~ "Returns the 2D coordinate in the [Viewport] rectangle that maps to the "
-#~ "given 3D point in worldspace."
-#~ msgstr ""
-#~ "返回[Viewport]矩形中的二维坐标,该坐标映射到世界空间中给定的三维点。"
-
-#~ msgid ""
-#~ "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate "
-#~ "the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
-#~ "url] for objects changed in particular [code]_process[/code] methods. See "
-#~ "[enum DopplerTracking] for possible values."
-#~ msgstr ""
-#~ "如果不是 [constant DOPPLER_TRACKING_DISABLED],此摄像机将模拟 "
-#~ "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler_effect[/url],用"
-#~ "于特定 [code]_process[/code] 方法中改变的对象。请参阅 [enum "
-#~ "DopplerTracking] 了解可能的值。"
-
-#~ msgid "The [CameraEffects] to use for this camera."
-#~ msgstr "此相机要使用的[CameraEffects]。"
-
-#~ msgid ""
-#~ "Contains camera-specific effects such as depth of field and exposure "
-#~ "override."
-#~ msgstr "包含相机特有的效果,如景深和曝光覆盖。"
-
-#~ msgid ""
-#~ "Contains camera-specific effects such as depth of field and exposure "
-#~ "override.\n"
-#~ "See also [Environment] for general 3D environment settings."
-#~ msgstr ""
-#~ "包含特定相机的效果,如景深和曝光覆盖。\n"
-#~ "有关一般的 3D 环境设置,请参阅 [Environment]。"
-
-#~ msgid ""
-#~ "The amount of blur for both near and far depth-of-field effects. The "
-#~ "amount of blur increases the radius of the blur effect, making the "
-#~ "affected area blurrier. However, If the amount is too high, you might "
-#~ "start to see lines appearing, especially when using a low quality blur."
-#~ msgstr ""
-#~ "近景和远景深度效果的模糊量。模糊量会增加模糊效果的半径,使受影响的区域更加"
-#~ "模糊。但是,如果数量太高,你可能会开始看到线条出现,特别是使用低质量模糊"
-#~ "时。"
-
-#~ msgid ""
-#~ "If [code]true[/code], enables the depth-of-field far blur effect. This "
-#~ "has a significant performance cost. Consider disabling it in scenes where "
-#~ "there are no far away objects."
-#~ msgstr ""
-#~ "如果[code]true[/code],启用景深远模糊效果。这有很大的性能代价。考虑在没有"
-#~ "远处物体的场景中禁用它。"
-
-#~ msgid ""
-#~ "If [code]true[/code], enables the depth-of-field near blur effect. This "
-#~ "has a significant performance cost. Consider disabling it in scenes where "
-#~ "there are no nearby objects."
-#~ msgstr ""
-#~ "如果[code]true[/code],启用景深近模糊效果。这有很大的性能代价。考虑在没有"
-#~ "附近物体的场景中禁用它。"
-
-#~ msgid ""
-#~ "The exposure override value to use. Higher values will result in a "
-#~ "brighter scene. Only effective if [member override_exposure_enabled] is "
-#~ "[code]true[/code]."
-#~ msgstr ""
-#~ "要使用的曝光覆盖值。值越高,场景越亮。只有当[member "
-#~ "override_exposure_enabled]为[code]true[/code]时才有效。"
-
-#~ msgid ""
-#~ "If [code]true[/code], overrides the manual or automatic exposure defined "
-#~ "in the [Environment] with the value in [member override_exposure]."
-#~ msgstr ""
-#~ "如果[code]true[/code],用[member override_exposure]中的值覆盖[Environment]"
-#~ "中定义的手动或自动曝光。"
-
-#~ msgid ""
-#~ "Returns the [CameraFeed] corresponding to the camera with the given "
-#~ "[code]index[/code]."
-#~ msgstr "返回给定[code]index[/code]的摄像机对应的[CameraFeed]。"
-
-#~ msgid "Removes the specified camera [code]feed[/code]."
-#~ msgstr "删除指定的摄像机[code]feed[/code]。"
-
-#~ msgid ""
-#~ "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
-#~ msgstr "[url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url]相机图像。"
-
-#~ msgid "Draws multiple, parallel lines with a uniform [code]color[/code]."
-#~ msgstr "用统一的[code]color[/code]绘制多条平行线。"
-
-#~ msgid "The texture filtering mode to use on this [CanvasItem]."
-#~ msgstr "对该[CanvasItem]使用的纹理过滤模式。"
-
-#~ msgid "The texture repeating mode to use on this [CanvasItem]."
-#~ msgstr "该[CanvasItem]上要使用的纹理重复模式。"
-
-#~ msgid "Emitted when the item rect has changed."
-#~ msgstr "当项目的矩形发生变化时发出。"
-
-#~ msgid "The [CanvasItem] will inherit the filter from its parent."
-#~ msgstr "[CanvasItem]将继承其父级的过滤器。"
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel only. The simplest and "
-#~ "fastest method of filtering. Useful for pixel art."
-#~ msgstr ""
-#~ "纹理过滤器仅从最近的像素读取。最简单,最快的过滤方法。对像素艺术有用。"
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest four pixels. Use this for "
-#~ "most cases where you want to avoid a pixelated style."
-#~ msgstr ""
-#~ "纹理过滤器在最接近的四个像素之间进行混合。在大多数情况下,当你想避免像素化"
-#~ "的风格时,可以使用这个滤镜。"
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel in the nearest mipmap. "
-#~ "This is the fastest way to read from textures with mipmaps."
-#~ msgstr ""
-#~ "纹理过滤器从最近的mipmap中最近的像素读取。这是用mipmap读取纹理的最快方法。"
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and between the "
-#~ "nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed "
-#~ "at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to "
-#~ "smooth out pixels that are smaller than on-screen pixels."
-#~ msgstr ""
-#~ "纹理过滤器在最接近的4个像素之间和最接近的2个mipmaps之间进行混合。对于可能"
-#~ "在低比例下观看的非像素艺术纹理(例如,由于[Camera2D]缩放),使用此功能,因"
-#~ "为mipmaps对于平滑小于屏幕像素的像素非常重要。"
-
-#~ msgid ""
-#~ "The texture filter reads from the nearest pixel, but selects a mipmap "
-#~ "based on the angle between the surface and the camera view. This reduces "
-#~ "artifacts on surfaces that are almost in line with the camera.\n"
-#~ "[b]Note:[/b] This texture filter is rarely useful in 2D projects. "
-#~ "[constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more "
-#~ "appropriate."
-#~ msgstr ""
-#~ "纹理滤镜从最近的像素读取,但会根据曲面和相机视图之间的角度选择一个mipmap。"
-#~ "这样可以减少几乎与相机成一直线的表面上的伪影。\n"
-#~ "[b]注意:[/b]此纹理滤镜在2D项目中很少使用。 [constant "
-#~ "TEXTURE_FILTER_NEAREST_WITH_MIPMAPS]通常更合适。"
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and selects a "
-#~ "mipmap based on the angle between the surface and the camera view. This "
-#~ "reduces artifacts on surfaces that are almost in line with the camera. "
-#~ "This is the slowest of the filtering options, but results in the highest "
-#~ "quality texturing.\n"
-#~ "[b]Note:[/b] This texture filter is rarely useful in 2D projects. "
-#~ "[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate."
-#~ msgstr ""
-#~ "纹理滤镜会在最接近的4个像素之间混合,并根据曲面和相机视图之间的角度选择一"
-#~ "个mipmap。这样可以减少几乎与相机成一直线的表面上的伪影。这是最慢的过滤选"
-#~ "项,但可以产生最高质量的纹理。\n"
-#~ "[b]注意:[/b]此纹理滤镜在2D项目中很少使用。 [constant "
-#~ "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS]通常更合适。"
-
-#~ msgid "Texture will repeat normally."
-#~ msgstr "纹理将正常重复。"
-
-#~ msgid ""
-#~ "Texture will repeat in a 2x2 tiled mode, where elements at even positions "
-#~ "are mirrored."
-#~ msgstr "纹理将在2x2平铺模式下重复,其中偶数位置的元素被镜像。"
-
-#~ msgid "Represents the size of the [enum TextureRepeat] enum."
-#~ msgstr "表示[enum TextureRepeat]枚举的大小。"
-
-#~ msgid "Height of the capsule mesh from the center point."
-#~ msgstr "胶囊网格距中心点的高度。"
-
-#~ msgid ""
-#~ "The camera's collision mask. Only objects in at least one collision layer "
-#~ "matching the mask will be detected."
-#~ msgstr ""
-#~ "摄像机的碰撞掩码。只有至少一个碰撞层中与掩码匹配的物体才会被检测到。"
-
-#~ msgid "Adds a [Shape3D] to the shape owner."
-#~ msgstr "给形状所有者添加一个[Shape3D]。"
-
-#~ msgid "Returns the [Shape3D] with the given id from the given shape owner."
-#~ msgstr "从给定的形状所有者返回具有给定ID的[Shape3D]。"
-
-#~ msgid ""
-#~ "Returns the child index of the [Shape3D] with the given id from the given "
-#~ "shape owner."
-#~ msgstr "从给定的形状所有者返回具有给定id的[Shape3D]的子索引。"
-
-#~ msgid ""
-#~ "Emitted when [method _input_event] receives an event. See its description "
-#~ "for details."
-#~ msgstr ""
-#~ "当[method_input_event]接收到一个事件时发出。有关详细信息,请参见其说明。"
-
-#~ msgid ""
-#~ "Constructs a color from an existing color, but with a custom alpha "
-#~ "value.\n"
-#~ "[codeblock]\n"
-#~ "var red = Color(Color.red, 0.5) # 50% transparent red.\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "从现有的颜色中构建一个颜色,但使用自定义的alpha值。\n"
-#~ "[codeblock]\n"
-#~ "var red = Color(Color.red, 0.5) # 50% transparent red.\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Displays a color picker widget. Useful for selecting a color from an RGB/"
-#~ "RGBA colorspace."
-#~ msgstr "显示颜色选择器小部件。用于从RGB / RGBA色彩空间中选择一种颜色。"
-
-#~ msgid ""
-#~ "Encapsulates a [ColorPicker] making it accessible by pressing a button. "
-#~ "Pressing the button will toggle the [ColorPicker] visibility."
-#~ msgstr ""
-#~ "封装[ColorPicker],使其可以通过按下按钮进行访问。按下按钮将切换"
-#~ "[ColorPicker]可见性。"
-
-#~ msgid "Displays a colored rectangle."
-#~ msgstr "显示一个彩色矩形。"
-
-#~ msgid ""
-#~ "Overrides the [Color] with given [code]name[/code] in the [member theme] "
-#~ "resource the control uses. If the [code]color[/code] is empty or invalid, "
-#~ "the override is cleared and the color from assigned [Theme] is used."
-#~ msgstr ""
-#~ "在控件使用的[成员主题]资源中使用给定的[code]name[/code]覆盖[Color]。如果"
-#~ "[code]color[/code]为空或无效,则清除覆盖并使用分配的[Theme]中的颜色。"
-
-#~ msgid ""
-#~ "Overrides an integer constant with given [code]name[/code] in the [member "
-#~ "theme] resource the control uses. If the [code]constant[/code] is empty "
-#~ "or invalid, the override is cleared and the constant from assigned "
-#~ "[Theme] is used."
-#~ msgstr ""
-#~ "覆盖控件使用的[member theme]资源中具有给定[code] name [/code]的整数常量。"
-#~ "如果[code] constant [/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的"
-#~ "常量。"
-
-#~ msgid ""
-#~ "Overrides the font with given [code]name[/code] in the [member theme] "
-#~ "resource the control uses. If [code]font[/code] is empty or invalid, the "
-#~ "override is cleared and the font from assigned [Theme] is used."
-#~ msgstr ""
-#~ "覆盖控件使用的[member theme]资源中具有给定[code]name[/code]的字体。如果"
-#~ "[code] font [/code]为空或无效,则清除覆盖并使用分配的[Theme]中的字体。"
-
-#~ msgid ""
-#~ "Overrides the icon with given [code]name[/code] in the [member theme] "
-#~ "resource the control uses. If [code]icon[/code] is empty or invalid, the "
-#~ "override is cleared and the icon from assigned [Theme] is used."
-#~ msgstr ""
-#~ "覆盖控件使用的[member theme]资源中具有给定[code]name[/code]的图标。如果"
-#~ "[code] icon [/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的图标。"
-
-#~ msgid ""
-#~ "Overrides the [Shader] with given [code]name[/code] in the [member theme] "
-#~ "resource the control uses. If [code]shader[/code] is empty or invalid, "
-#~ "the override is cleared and the shader from assigned [Theme] is used."
-#~ msgstr ""
-#~ "覆盖控件使用的[member theme]资源中给定[code]name[/code]的[Shader]。如果"
-#~ "[code]shader[/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的shader。"
-
-#~ msgid ""
-#~ "Overrides the [StyleBox] with given [code]name[/code] in the [member "
-#~ "theme] resource the control uses. If [code]stylebox[/code] is empty or "
-#~ "invalid, the override is cleared and the [StyleBox] from assigned [Theme] "
-#~ "is used."
-#~ msgstr ""
-#~ "覆盖控件使用的[member theme]资源中给定的[code]name[/code]的[StyleBox]。如"
-#~ "果[code]stylebox[/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的"
-#~ "[StyleBox]。"
-
-#~ msgid ""
-#~ "Returns a color from assigned [Theme] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code].\n"
-#~ "[codeblock]\n"
-#~ "func _ready():\n"
-#~ " modulate = get_theme_color(\"font_color\", \"Button\") #get the color "
-#~ "defined for button fonts\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "从给定[code]名称[/code]并与给定[code]类型[/code]的[控制]相关联的[主题]中返"
-#~ "回一个颜色。\n"
-#~ "[codeblock]\n"
-#~ "func _ready():\n"
-#~ " modulate = get_theme_color(\"font_color\", \"Button\") #get the color "
-#~ "defined for button fonts\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Returns a constant from assigned [Theme] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code]."
-#~ msgstr ""
-#~ "从分配的 [Theme] 返回带有给定 [code] name [/code] 的常量,并与给定的 "
-#~ "[code] type [/code] 的 [Control] 关联。"
-
-#~ msgid ""
-#~ "Returns a font from assigned [Theme] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code]."
-#~ msgstr ""
-#~ "返回具有给定[code]name[/code]并与给定[code]type[/code]的[Control]关联的已"
-#~ "分配[Theme]的字体。"
-
-#~ msgid ""
-#~ "Returns an icon from assigned [Theme] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code]."
-#~ msgstr ""
-#~ "从给定[code]name[/code]的[Theme]中返回一个图标,并与给定[code]type[/code]"
-#~ "的[控制]相关联。"
-
-#~ msgid ""
-#~ "Returns a [StyleBox] from assigned [Theme] with given [code]name[/code] "
-#~ "and associated with [Control] of given [code]type[/code]."
-#~ msgstr ""
-#~ "从具有给定[code]name[/code]并与给定[code]type[/code]的[控件]关联的分配的"
-#~ "[Theme]返回一个[StyleBox]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if [Color] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code] exists in assigned "
-#~ "[Theme]."
-#~ msgstr ""
-#~ "如果在分配的[Theme]中存在具有给定的[code]name[/code]并与给定的[code]type[/"
-#~ "code]的[Control]相关联的[Color],则返回[code] true [/code]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if constant with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code] exists in assigned "
-#~ "[Theme]."
-#~ msgstr ""
-#~ "如果指定的[Theme]中存在给定[code]name[/code]并与给定[code]type[/code]的"
-#~ "[Control]相关联的常量,则返回[code]true[/code]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if constant with given [code]name[/code] has a "
-#~ "valid override in this [Control] node."
-#~ msgstr ""
-#~ "如果给定[code]name[/code]的常量在这个[Control]节点中具有有效的覆盖,则返回"
-#~ "[code]true[/code]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if font with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code] exists in assigned "
-#~ "[Theme]."
-#~ msgstr ""
-#~ "如果指定的[主题]中存在给定[code]name[/code]并与给定[code]type[/code]的"
-#~ "[Control]相关联的字体,则返回[code]true[/code]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if icon with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code] exists in assigned "
-#~ "[Theme]."
-#~ msgstr ""
-#~ "如果给定[code]name[/code]并与给定[code]type[/code]的[Control]相关联的图标"
-#~ "存在于指定的[Theme]中,则返回[code]true[/code]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if icon with given [code]name[/code] has a "
-#~ "valid override in this [Control] node."
-#~ msgstr ""
-#~ "如果给定[code]name[/code]的图标在这个[Control]节点中具有有效的覆盖,则返回"
-#~ "[code]true[/code]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if [Shader] with given [code]name[/code] has a "
-#~ "valid override in this [Control] node."
-#~ msgstr ""
-#~ "如果具有给定[code]name[/code]的[Shader]在此[Control]节点中具有有效的覆盖,"
-#~ "则返回[code] true [/code]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if [StyleBox] with given [code]name[/code] and "
-#~ "associated with [Control] of given [code]type[/code] exists in assigned "
-#~ "[Theme]."
-#~ msgstr ""
-#~ "如果指定的[[Theme]中存在给定[code]name[/code]并与给定[code]type[/code]的"
-#~ "[Control]相关联的[StyleBox],则返回[code]true[/code]。"
-
-#~ msgid ""
-#~ "Changes the tooltip text. The tooltip appears when the user's mouse "
-#~ "cursor stays idle over this control for a few moments, provided that the "
-#~ "[member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You "
-#~ "can change the time required for the tooltip to appear with [code]gui/"
-#~ "timers/tooltip_delay_sec[/code] option in Project Settings."
-#~ msgstr ""
-#~ "更改太平文本。当用户的鼠标光标在此控制上保持怠速片刻时,只要[member "
-#~ "mouse_filter]属性不是[constant MOUSE_FILTER_IGNORE]时,就会出现 tooltip。"
-#~ "您可以更改 Tooltip 在项目设置中以 [code] gui/timers/tooltip_delay_sec [/"
-#~ "code] 选项显示所需的时间。"
-
-#~ msgid ""
-#~ "Emitted when the mouse enters the control's [code]Rect[/code] area, "
-#~ "provided its [member mouse_filter] lets the event reach it."
-#~ msgstr ""
-#~ "当鼠标进入控件的[code] Rect [/code]区域时触发,条件是其控件的[member "
-#~ "mouse_filter]成员可以使事件到达该控件。"
-
-#~ msgid ""
-#~ "Emitted when the mouse leaves the control's [code]Rect[/code] area, "
-#~ "provided its [member mouse_filter] lets the event reach it."
-#~ msgstr ""
-#~ "当鼠标离开控件的[code] Rect [/code]区域时发出,条件是它的[member "
-#~ "mouse_filter]允许事件到达该控件。"
-
-#~ msgid "Number of particles emitted in one emission cycle."
-#~ msgstr "一个发射周期中发射的粒子数。"
-
-#~ msgid "Each particle's color will vary along this [Gradient]."
-#~ msgstr "每个粒子的颜色将沿此[Gradient]变化。"
-
-#~ msgid ""
-#~ "Sets this node's properties to match a given [GPUParticles3D] node with "
-#~ "an assigned [ParticlesMaterial]."
-#~ msgstr ""
-#~ "设置此节点的属性,以使给定的[GPUParticles3D]节点与分配的"
-#~ "[ParticlesMaterial]匹配。"
-
-#~ msgid "Unused for 3D particles."
-#~ msgstr "未用于3D粒子。"
-
-#~ msgid ""
-#~ "This node takes a 2D polygon shape and extrudes it to create a 3D mesh."
-#~ msgstr "该节点采用2D多边形形状并将其拉伸以创建3D网格。"
-
-#~ msgid "Material to use for the resulting mesh."
-#~ msgstr "用于生成的网格的材料。"
-
-#~ msgid "Extrusion mode."
-#~ msgstr "挤出模式。"
-
-#~ msgid ""
-#~ "If [code]true[/code] the u component of our uv will continuously increase "
-#~ "in unison with the distance traveled along our path when [member mode] is "
-#~ "[constant MODE_PATH]."
-#~ msgstr ""
-#~ "如果[code]true[/code],则当[member mode]为[constant MODE_PATH]时,uv的u分"
-#~ "量将随着沿着路径的移动距离一致地不断增加。"
-
-#~ msgid ""
-#~ "Interval at which a new extrusion slice is added along the path when "
-#~ "[member mode] is [constant MODE_PATH]."
-#~ msgstr ""
-#~ "当[member mode]为[constant MODE_PATH]时,沿着路径添加新挤出切片的间隔。"
-
-#~ msgid ""
-#~ "If [code]true[/code] the start and end of our path are joined together "
-#~ "ensuring there is no seam when [member mode] is [constant MODE_PATH]."
-#~ msgstr ""
-#~ "如果[code] true [/code],我们的路径的起点和终点将连接在一起,以确保当"
-#~ "[member mode]为[constant MODE_PATH]时没有接缝。"
-
-#~ msgid ""
-#~ "If [code]false[/code] we extrude centered on our path, if [code]true[/"
-#~ "code] we extrude in relation to the position of our CSGPolygon3D when "
-#~ "[member mode] is [constant MODE_PATH]."
-#~ msgstr ""
-#~ "如果[code]false[/code],则以路径为中心进行拉伸;如果[code]true[/code],则"
-#~ "当[member mode]为[constant MODE_PATH]时,相对于CSGPolygon3D的位置进行拉"
-#~ "伸。"
-
-#~ msgid ""
-#~ "The [Shape3D] object containing the path along which we extrude when "
-#~ "[member mode] is [constant MODE_PATH]."
-#~ msgstr "[Shape3D]对象包含当[member mode] 为 [constant MODE_PATH]。"
-
-#~ msgid ""
-#~ "The method by which each slice is rotated along the path when [member "
-#~ "mode] is [constant MODE_PATH]."
-#~ msgstr "当[member mode]为[constant MODE_PATH]时,沿路径旋转每个切片的方法。"
-
-#~ msgid "Generates smooth normals so smooth shading is applied to our mesh."
-#~ msgstr "生成平滑法线,因此将平滑阴影应用于我们的网格。"
-
-#~ msgid ""
-#~ "Degrees to rotate our extrusion for each slice when [member mode] is "
-#~ "[constant MODE_SPIN]."
-#~ msgstr "当[member mode]为[constant MODE_PATH]时,旋转每个切片的拉伸度。"
-
-#~ msgid "Shape3D is extruded to [member depth]."
-#~ msgstr "将Shape3D拉伸到[member depth]。"
-
-#~ msgid "Slice is not rotated."
-#~ msgstr "切片未旋转。"
-
-#~ msgid "Slice is rotated around the up vector of the path."
-#~ msgstr "切片绕路径的向上向量旋转。"
-
-#~ msgid "Slice is rotate to match the path exactly."
-#~ msgstr "切片将旋转以精确匹配路径。"
-
-#~ msgid "The physics layers this CSG shape scans for collisions."
-#~ msgstr "该CSG形状扫描碰撞的物理层。"
-
-#~ msgid ""
-#~ "Returns the position of the control point leading to the vertex "
-#~ "[code]idx[/code]. If the index is out of bounds, the function sends an "
-#~ "error to the console, and returns [code](0, 0)[/code]."
-#~ msgstr ""
-#~ "返回指向顶点[code]idx[/code]的控制点的位置。如果索引超出边界,函数会向控制"
-#~ "台发送一个错误信息,并返回[code](0,0)[/code]。"
-
-#~ msgid ""
-#~ "Returns the position of the control point leading to the vertex "
-#~ "[code]idx[/code]. If the index is out of bounds, the function sends an "
-#~ "error to the console, and returns [code](0, 0, 0)[/code]."
-#~ msgstr ""
-#~ "返回指向顶点[code]idx[/code]的控制点的位置。如果索引超出边界,函数会向控制"
-#~ "台发送一个错误信息,并返回[code](0,0,0)[/code]。"
-
-#~ msgid "Bottom radius of the cylinder."
-#~ msgstr "圆柱体的半径。"
-
-#~ msgid "Number of radial segments on the cylinder."
-#~ msgstr "圆柱体上的径向段数。"
-
-#~ msgid "Number of edge rings along the height of the cylinder."
-#~ msgstr "沿着圆柱体高度的边环数量。"
-
-#~ msgid "Top radius of the cylinder."
-#~ msgstr "筒体的顶部半径。"
-
-#~ msgid "Node that projects a texture onto a [MeshInstance3D]."
-#~ msgstr "在[MeshInstance3D]上投射纹理的节点。"
-
-#~ msgid ""
-#~ "[Decal]s are used to project a texture onto a [Mesh] in the scene. Use "
-#~ "Decals to add detail to a scene without affecting the underlying [Mesh]. "
-#~ "They are often used to add weathering to building, add dirt or mud to the "
-#~ "ground, or add variety to props. Decals can be moved at any time, making "
-#~ "them suitable for things like blob shadows or laser sight dots.\n"
-#~ "They are made of an [AABB] and a group of [Texture2D]s specifying "
-#~ "[Color], normal, ORM (ambient occlusion, roughness, metallic), and "
-#~ "emission. Decals are projected within their [AABB] so altering the "
-#~ "orientation of the Decal affects the direction in which they are "
-#~ "projected. By default, Decals are projected down (i.e. from positive Y to "
-#~ "negative Y).\n"
-#~ "The [Texture2D]s associated with the Decal are automatically stored in a "
-#~ "texture atlas which is used for drawing the decals so all decals can be "
-#~ "drawn at once. Godot uses clustered decals, meaning they are stored in "
-#~ "cluster data and drawn when the mesh is drawn, they are not drawn as a "
-#~ "postprocessing effect after."
-#~ msgstr ""
-#~ "Decal]用于将贴图投射到场景中的[Mesh]上。使用贴纸可以在不影响底层[Mesh]的情"
-#~ "况下为场景添加细节。它们通常用于为建筑添加风化效果,为地面添加泥土或泥浆,"
-#~ "或为道具添加多样性。贴图可以随时移动,因此适合用于制作小球阴影或激光瞄准点"
-#~ "等。\n"
-#~ "它们由一个[AABB]和一组[Texture2D]组成,分别指定[颜色]、法线、ORM(环境遮"
-#~ "挡、粗糙度、金属感)和发射。Decals在其[AABB]内投射,因此改变Decal的方向会"
-#~ "影响它们的投射方向。默认情况下,贴图是向下投射的(即从正Y到负Y)。\n"
-#~ "与Decal相关联的[Texture2D]会自动存储在一个纹理图集中,该图集用于绘制贴图,"
-#~ "因此所有贴图都可以一次绘制。Godot使用的是簇式贴图,也就是说,这些贴图存储"
-#~ "在簇式数据中,并在绘制网格时绘制,它们并不是作为后处理后的效果来绘制的。"
-
-#~ msgid ""
-#~ "Returns the [Texture2D] associated with the specified [enum "
-#~ "DecalTexture]. This is a convenience method, in most cases you should "
-#~ "access the texture directly.\n"
-#~ "For example, instead of [code]albedo_tex = $Decal.get_texture(Decal."
-#~ "TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/"
-#~ "code].\n"
-#~ "One case where this is better than accessing the texture directly is when "
-#~ "you want to copy one Decal's textures to another. For example:\n"
-#~ "[codeblock]\n"
-#~ "for i in Decal.TEXTURE_MAX:\n"
-#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "返回与指定[enum DecalTexture]相关联的[Texture2D]。这是一个方便的方法,在大"
-#~ "多数情况下,你应该直接访问纹理。\n"
-#~ "例如,与其使用 [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)"
-#~ "[/code] ,不如使用 [code]albedo_tex = $Decal.texture_albedo[/code] 。\n"
-#~ "有一种情况比直接访问纹理更好,那就是当你想把一个Decal的纹理复制到另一个"
-#~ "Decal上。例如:[codeblock]。\n"
-#~ "[codeblock]\n"
-#~ "for i in Decal.TEXTURE_MAX:\n"
-#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Sets the [Texture2D] associated with the specified [enum DecalTexture]. "
-#~ "This is a convenience method, in most cases you should access the texture "
-#~ "directly.\n"
-#~ "For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, "
-#~ "albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n"
-#~ "One case where this is better than accessing the texture directly is when "
-#~ "you want to copy one Decal's textures to another. For example:\n"
-#~ "[codeblock]\n"
-#~ "for i in Decal.TEXTURE_MAX:\n"
-#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "设置与指定的 [字体贴脱]相关的 [纹理 2D] 。这是一种方便的方法,在大多数情况"
-#~ "下,您应该直接访问纹理。\n"
-#~ "例如,使用 [code]$Decal.texture_albedo = albedo_tex[/code],而不是 "
-#~ "[code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, albedo_tex)[/code]。\n"
-#~ "一种情况下,这比直接访问纹理更好,是当你想复制一个十进制的纹理到另一个。例"
-#~ "如:\n"
-#~ "[codeblock]\n"
-#~ "for i in Decal.TEXTURE_MAX:\n"
-#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Blends the albedo [Color] of the decal with albedo [Color] of the "
-#~ "underlying mesh."
-#~ msgstr "将贴图的反射率[Color]与底层网格的反射率[Color]混合。"
-
-#~ msgid ""
-#~ "Specifies which [member VisualInstance3D.layers] this decal will project "
-#~ "on. By default, Decals affect all layers. This is used so you can specify "
-#~ "which types of objects receive the Decal and which do not. This is "
-#~ "especially useful so you an ensure that dynamic objects don't "
-#~ "accidentally receive a Decal intended for the terrain under them."
-#~ msgstr ""
-#~ "指定此贴图将投射到哪个[member VisualInstance3D.layer]上。默认情况下,"
-#~ "Decal 会影响所有层。这样您就可以指定哪些类型的对象会收到Decal,哪些不会。"
-#~ "这一点特别有用,这样您就可以确保动态对象不会意外地收到针对其下的地形的贴"
-#~ "花。"
-
-#~ msgid "Distance from the camera at which the Decal begins to fade away."
-#~ msgstr "Decal开始消失时与相机的距离。"
-
-#~ msgid ""
-#~ "If [code]true[/code], decals will smoothly fade away when far from the "
-#~ "active [Camera3D] starting at [member distance_fade_begin]. The Decal "
-#~ "will fade out over [member distance_fade_length], after which it will be "
-#~ "culled and not sent to the shader at all. Use this to reduce the number "
-#~ "of active Decals in a scene and thus improve performance."
-#~ msgstr ""
-#~ "如果[code]true[/code],当远离活动的[Camera3D]时,从[member "
-#~ "distance_fade_begin]开始,decal将平滑淡出。Decal将在[member "
-#~ "distance_fade_length]上渐渐消失,之后它将被取消,根本不会被发送到着色器。"
-#~ "使用这个功能可以减少场景中活动Decal的数量,从而提高性能。"
-
-#~ msgid ""
-#~ "Distance over which the Decal fades. The Decal becomes slowly more "
-#~ "transparent over this distance and is completely invisible at the end."
-#~ msgstr ""
-#~ "Decal褪色的距离。在这个距离内,贴花会慢慢变得更透明,最后完全看不见。"
-
-#~ msgid ""
-#~ "Energy multiplier for the emission texture. This will make the decal emit "
-#~ "light at a higher intensity."
-#~ msgstr "发射纹理的能量倍增器。这将使贴纸以更高的强度发出光线。"
-
-#~ msgid ""
-#~ "Sets the size of the [AABB] used by the decal. The AABB goes from [code]-"
-#~ "extents[/code] to [code]extents[/code]."
-#~ msgstr ""
-#~ "设置贴纸使用的 [AABB] 大小。AABB从[code]-extents[/code]到[code]extents[/"
-#~ "code]。"
-
-#~ msgid ""
-#~ "Sets the curve over which the decal will fade as the surface gets further "
-#~ "from the center of the [AABB]."
-#~ msgstr "设置当贴花表面离[AABB]中心越远时,贴花会逐渐变淡的曲线。"
-
-#~ msgid "Changes the [Color] of the Decal by multiplying it with this value."
-#~ msgstr "将贴花的[Color]与该值相乘,即可改变贴花的[颜色]。"
-
-#~ msgid ""
-#~ "Fades the Decal if the angle between the Decal's [AABB] and the target "
-#~ "surface becomes too large. A value of [code]0[/code] projects the Decal "
-#~ "regardless of angle, a value of [code]1[/code] limits the Decal to "
-#~ "surfaces that are nearly perpendicular."
-#~ msgstr ""
-#~ "如果Decal的[AABB]与目标表面之间的角度过大,则淡化Decal。值为[code]0[/code]"
-#~ "时,无论角度如何,都会投射出Decal,值为[code]1[/code]时,会将Decal限制在几"
-#~ "乎垂直的表面。"
-
-#~ msgid ""
-#~ "[Texture2D] with the base [Color] of the Decal. Either this or the "
-#~ "[member texture_emission] must be set for the Decal to be visible. Use "
-#~ "the alpha channel like a mask to smoothly blend the edges of the decal "
-#~ "with the underlying object."
-#~ msgstr ""
-#~ "[Texture2D]与贴花的底色[Color]。必须设置此选项或[member texture\\u "
-#~ "emission]才能使贴花可见。像遮罩一样使用alpha通道可以平滑地将贴花的边与基础"
-#~ "对象混合。"
-
-#~ msgid ""
-#~ "[Texture2D] with the emission [Color] of the Decal. Either this or the "
-#~ "[member texture_emission] must be set for the Decal to be visible. Use "
-#~ "the alpha channel like a mask to smoothly blend the edges of the decal "
-#~ "with the underlying object."
-#~ msgstr ""
-#~ "[Texture2D]和贴花的发射[Color]。必须设置此选项或[member texture\\u "
-#~ "emission]才能使贴花可见。像遮罩一样使用alpha通道可以平滑地将贴花的边与基础"
-#~ "对象混合。"
-
-#~ msgid ""
-#~ "[Texture2D] with the per-pixel normalmap for the decal. Use this to add "
-#~ "extra detail to decals."
-#~ msgstr ""
-#~ "[Texture2D]使用贴花的每像素法线贴图。使用此选项可以为贴花添加额外的细节。"
-
-#~ msgid ""
-#~ "[Texture2D] storing ambient occlusion, roughness, and metallic for the "
-#~ "decal. Use this to add extra detail to decals."
-#~ msgstr ""
-#~ "[Texture2D]为贴花存储环境遮挡、粗糙度和金属。使用此选项可以为贴花添加额外"
-#~ "的细节。"
-
-#~ msgid "[Texture2D] corresponding to [member texture_albedo]."
-#~ msgstr "[Texture2D]对应于[member texture_albedo]。"
-
-#~ msgid "[Texture2D] corresponding to [member texture_normal]."
-#~ msgstr "[Texture2D]对应于[member texture\\u normal]。"
-
-#~ msgid "[Texture2D] corresponding to [member texture_orm]."
-#~ msgstr "[Texture2D]对应于[member texture\\u orm]。"
-
-#~ msgid "[Texture2D] corresponding to [member texture_emission]."
-#~ msgstr "[Texture2D]对应于[member texture\\u emission]。"
-
-#~ msgid "Max size of [enum DecalTexture] enum."
-#~ msgstr "[enum DecalTexture]枚举的最大大小。"
-
-#~ msgid "Returns the size of the dictionary (in pairs)."
-#~ msgstr "返回字典的大小(成对)。"
-
-#~ msgid ""
-#~ "Proportion of [member directional_shadow_max_distance] at which point the "
-#~ "shadow starts to fade. At [member directional_shadow_max_distance] the "
-#~ "shadow will disappear."
-#~ msgstr ""
-#~ "在[member directional_shadow_max_distance]的比例下,阴影开始消失。在"
-#~ "[member directional_shadow_max_distance]时,阴影会消失。"
-
-#~ msgid ""
-#~ "Sets the size of the directional shadow pancake. The pancake offsets the "
-#~ "start of the shadow's camera frustum to provide a higher effective depth "
-#~ "resolution for the shadow. However, a high pancake size can cause "
-#~ "artifacts in the shadows of large objects that are close to the edge of "
-#~ "the frustum. Reducing the pancake size can help. Setting the size to "
-#~ "[code]0[/code] turns off the pancaking effect."
-#~ msgstr ""
-#~ "设置方向性阴影饼的大小。阴影饼会偏移阴影的摄影机外壳的起点,为阴影提供更高"
-#~ "的有效深度分辨率。但是,如果阴影大小过大,可能会导致靠近影棚边缘的大型物体"
-#~ "的阴影出现伪影。减少薄饼的大小可以有所帮助。将大小设置为[code]0[/code]可以"
-#~ "关闭煎饼效果。"
-
-#~ msgid "Extra character spacing in pixels."
-#~ msgstr "额外的字符间距,单位为像素。"
-
-#~ msgid "Extra space spacing in pixels."
-#~ msgstr "额外的空间间距,单位为像素。"
-
-#~ msgid "Character spacing."
-#~ msgstr "字符间距。"
-
-#~ msgid "Space spacing."
-#~ msgstr "空间间距。"
-
-#~ msgid ""
-#~ "Virtual method to be overridden by the user. It is called when the export "
-#~ "starts and provides all information about the export."
-#~ msgstr ""
-#~ "用户可重写的虚拟方法。它在导出开始时被调用,并提所有有关的导出信息。"
-
-#~ msgid ""
-#~ "The dialog's open or save mode, which affects the selection behavior. See "
-#~ "[enum FileMode]"
-#~ msgstr "对话框的打开或保存模式,会影响选择行为。参见[enum FileMode]"
-
-#~ msgid "Gets the type of the file, given the full path."
-#~ msgstr "通过文件的绝对路径获取这个文件的类型。"
-
-#~ msgid "Returns the file extension of the file at index [code]idx[/code]."
-#~ msgstr "返回索引[code]idx[/code] 指向文件的扩展名。"
-
-#~ msgid "Gets the name to display in the import window."
-#~ msgstr "获取要在导入窗口中显示的名称。"
-
-#~ msgid ""
-#~ "Registers a custom translation parser plugin for extracting translatable "
-#~ "strings from custom files."
-#~ msgstr ""
-#~ "注册一个自定义翻译解析器插件,用于从自定义文件中提取可翻译的字符串。"
-
-#~ msgid "Removes a registered custom translation parser plugin."
-#~ msgstr "移除注册的自定义翻译解析器插件。"
-
-#~ msgid "Updates the overlays of the editor (2D/3D) viewport."
-#~ msgstr "更新编辑器(2D/3D)视窗的叠加。"
-
-#~ msgid "Override if you want to allow a custom tooltip over your property."
-#~ msgstr "如果你想在属性上允许一个自定义的工具提示,请重写。"
-
-#~ msgid ""
-#~ "Adds controls with this function if you want them on the bottom (below "
-#~ "the label)."
-#~ msgstr "如果要在底部(标签下方)添加控件,请使用此功能。"
-
-#~ msgid ""
-#~ "Used by the inspector, set to [code]true[/code] when the property can be "
-#~ "deleted by the user."
-#~ msgstr "在检查面板使用,当属性可以被用户删除时,设置为[code]true[/code]。"
-
-#~ msgid "Emitted when a property was deleted. Used internally."
-#~ msgstr "属性被删除时触发。在内部使用。"
-
-#~ msgid ""
-#~ "Queue a resource being edited for preview (using an instance). Once the "
-#~ "preview is ready, your receiver.receiver_func will be called either "
-#~ "containing the preview texture or an empty texture (if no preview was "
-#~ "possible). Callback must have the format: (path,texture,userdata). "
-#~ "Userdata can be anything."
-#~ msgstr ""
-#~ "将一个正在编辑的资源排队预览(使用实例)。一旦预览准备好,你的 receiver."
-#~ "receiver_func 将会被调用,要么包含预览纹理,要么包含一个空的纹理(如果不能"
-#~ "预览)。回调的格式必须是:(path,texture,userdata)。(path,texture,"
-#~ "userdata).Userdata可以是任何东西。"
-
-#~ msgid ""
-#~ "Queue a resource file for preview (using a path). Once the preview is "
-#~ "ready, your receiver.receiver_func will be called either containing the "
-#~ "preview texture or an empty texture (if no preview was possible). "
-#~ "Callback must have the format: (path,texture,userdata). Userdata can be "
-#~ "anything."
-#~ msgstr ""
-#~ "排队一个资源文件进行预览(使用路径)。一旦预览准备好了,你的receiver."
-#~ "receiver_func将被调用,要么包含预览纹理,要么包含一个空的纹理(如果不可能"
-#~ "预览)。回调的格式必须是:(path,texture,userdata)。(path,texture,"
-#~ "userdata).Userdata可以是任何东西。"
-
-#~ msgid "FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url]."
-#~ msgstr "基于[url=http://assimp.org/]Assimp[/url]的FBX 3D资源导入器。"
-
-#~ msgid "Adds a node to the selection."
-#~ msgstr "在选择中添加一个节点。"
-
-#~ msgid ""
-#~ "Plugin for adding custom parsers to extract strings that are to be "
-#~ "translated from custom files (.csv, .json etc.)."
-#~ msgstr ""
-#~ "添加自定义解析器的插件,用于从自定义文件(.csv、.json等)中提取要转换的字"
-#~ "符串。"
-
-#~ msgid ""
-#~ "Plugins are registered via [method EditorPlugin."
-#~ "add_translation_parser_plugin] method. To define the parsing and string "
-#~ "extraction logic, override the [method parse_file] method in script.\n"
-#~ "The extracted strings will be written into a POT file selected by user "
-#~ "under \"POT Generation\" in \"Localization\" tab in \"Project Settings\" "
-#~ "menu.\n"
-#~ "Below shows an example of a custom parser that extracts strings in a CSV "
-#~ "file to write into a POT.\n"
-#~ "[codeblock]\n"
-#~ "tool\n"
-#~ "extends EditorTranslationParserPlugin\n"
-#~ "\n"
-#~ "\n"
-#~ "func parse_file(path, extracted_strings):\n"
-#~ " var file = File.new()\n"
-#~ " file.open(path, File.READ)\n"
-#~ " var text = file.get_as_text()\n"
-#~ " var split_strs = text.split(\",\", false, 0)\n"
-#~ " for s in split_strs:\n"
-#~ " extracted_strings.append(s)\n"
-#~ " #print(\"Extracted string: \" + s)\n"
-#~ "\n"
-#~ "\n"
-#~ "func get_recognized_extensions():\n"
-#~ " return [\"csv\"]\n"
-#~ "[/codeblock]\n"
-#~ "[b]Note:[/b] If you override parsing logic for standard script types "
-#~ "(GDScript, C#, etc.), it would be better to load the [code]path[/code] "
-#~ "argument using [method ResourceLoader.load]. This is because built-in "
-#~ "scripts are loaded as [Resource] type, not [File] type.\n"
-#~ "For example:\n"
-#~ "[codeblock]\n"
-#~ "func parse_file(path, extracted_strings):\n"
-#~ " var res = ResourceLoader.load(path, \"Script\")\n"
-#~ " var text = res.get_source_code()\n"
-#~ " # Parsing logic.\n"
-#~ "\n"
-#~ "\n"
-#~ "func get_recognized_extensions():\n"
-#~ " return [\"gd\"]\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "通过[method EditorPlugin.add_translation_parser_plugin]方法注册插件。如果"
-#~ "要定义解析和字符串提取逻辑,请重写脚本中的[method parse_file]方法。\n"
-#~ "提取的字符串将被写入用户在 \"项目设置 \"菜单中 \"本地化 \"选项卡的 \"POT生"
-#~ "成 \"中选择的POT文件中。\n"
-#~ "下面是一个自定义解析器的例子,该解析器将提取CSV文件中的字符串写入POT文"
-#~ "件。\n"
-#~ "[codeblock]\n"
-#~ "tool\n"
-#~ "extends EditorTranslationParserPlugin\n"
-#~ "\n"
-#~ "\n"
-#~ "func parse_file(path, extracted_strings):\n"
-#~ " var file = File.new()\n"
-#~ " file.open(path, File.READ)\n"
-#~ " var text = file.get_as_text()\n"
-#~ " var split_strs = text.split(\",\", false, 0)\n"
-#~ " for s in split_strs:\n"
-#~ " extracted_strings.append(s)\n"
-#~ " #print(\"Extracted string: \" + s)\n"
-#~ "\n"
-#~ "\n"
-#~ "func get_recognized_extensions():\n"
-#~ " return [\"csv\"]\n"
-#~ "[/codeblock]\n"
-#~ "[b]Note:[/b] If you override parsing logic for standard script types "
-#~ "(GDScript, C#, etc.), it would be better to load the [code]path[/code] "
-#~ "argument using [method ResourceLoader.load]. This is because built-in "
-#~ "scripts are loaded as [Resource] type, not [File] type.\n"
-#~ "For example:\n"
-#~ "[codeblock]\n"
-#~ "func parse_file(path, extracted_strings):\n"
-#~ " var res = ResourceLoader.load(path, \"Script\")\n"
-#~ " var text = res.get_source_code()\n"
-#~ " # Parsing logic.\n"
-#~ "\n"
-#~ "\n"
-#~ "func get_recognized_extensions():\n"
-#~ " return [\"gd\"]\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Gets the list of file extensions to associate with this parser, e.g. "
-#~ "[code][\"csv\"][/code]."
-#~ msgstr "获取与该解析器相关联的文件扩展名列表,例如[code][\"csv\"][/code]。"
-
-#~ msgid ""
-#~ "Override this method to define a custom parsing logic to extract the "
-#~ "translatable strings."
-#~ msgstr "重写此方法来定义自定义的解析逻辑来提取可转化的字符串。"
-
-#~ msgid ""
-#~ "Returns the total number of frames passed since engine initialization "
-#~ "which is advanced on each [b]idle frame[/b], regardless of whether the "
-#~ "render loop is enabled. See also [method get_frames_drawn]."
-#~ msgstr ""
-#~ "返回自引擎初始化以来通过的总帧数,这些帧数在每个[b]空闲帧[/b]上都会被推"
-#~ "进,无论渲染循环是否启用。参见[method get_frames_drawn]。"
-
-#~ msgid ""
-#~ "Returns the total number of frames passed since engine initialization "
-#~ "which is advanced on each [b]physics frame[/b]."
-#~ msgstr ""
-#~ "返回自引擎初始化以来传递的帧总数,该帧总数在每个[b]物理帧[/b]上超前。"
-
-#~ msgid ""
-#~ "If [code]true[/code], it is running inside the editor. Useful for tool "
-#~ "scripts."
-#~ msgstr "如果[code]true[/code],则在编辑器内部运行。对工具脚本有用。"
-
-#~ msgid ""
-#~ "Gather ambient light from whichever source is specified as the background."
-#~ msgstr "从指定的任何光源收集环境光作为背景。"
-
-#~ msgid "Disable ambient light."
-#~ msgstr "禁用环境光。"
-
-#~ msgid "Specify a specific [Color] for ambient light."
-#~ msgstr "为环境光指定特定的[Color]。"
-
-#~ msgid ""
-#~ "Gather ambient light from the [Sky] regardless of what the background is."
-#~ msgstr "无论背景是什么,都要从[Sky]收集环境光。"
-
-#~ msgid "Use the background for reflections."
-#~ msgstr "使用背景进行反射。"
-
-#~ msgid "Disable reflections."
-#~ msgstr "禁用反射。"
-
-#~ msgid "Use the [Sky] for reflections regardless of what the background is."
-#~ msgstr "不论背景是什么,都可使用[Sky]进行反射。"
-
-#~ msgid ""
-#~ "Mixes the glow with the underlying color to avoid increasing brightness "
-#~ "as much while still maintaining a glow effect."
-#~ msgstr "将glow与底色混合,在保持glow效果的同时,避免增加过多的亮度。"
-
-#~ msgid ""
-#~ "3×3 blur for the screen-space ambient occlusion effect. Increases the "
-#~ "radius of the blur for a smoother look, but can result in checkerboard-"
-#~ "like artifacts."
-#~ msgstr ""
-#~ "3×3模糊,用于屏幕空间环境遮挡效果。增加模糊的半径,以获得更平滑的外观,但"
-#~ "可能会导致类似棋盘的伪影。"
-
-#~ msgid "Closes the currently opened file."
-#~ msgstr "关闭当前打开的文件。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the file cursor has read past the end of the "
-#~ "file.\n"
-#~ "[b]Note:[/b] This function will still return [code]false[/code] while at "
-#~ "the end of the file and only activates when reading past it. This can be "
-#~ "confusing but it conforms to how low-level file access works in all "
-#~ "operating systems. There is always [method get_len] and [method "
-#~ "get_position] to implement a custom logic."
-#~ msgstr ""
-#~ "如果文件指针已读取到文件末尾,则返回[code] true [/code]。\n"
-#~ "[b]注意:[/b]在文件末尾,此函数仍将返回[code] false [/code],并且仅在经过"
-#~ "文件时才激活。这可能会造成混淆,但它符合所有操作系统中低级文件访问的工作方"
-#~ "式。使用[method get_len]和[method get_position]来实现自定义逻辑。"
-
-#~ msgid ""
-#~ "Returns the next value of the file in CSV (Comma-Separated Values) "
-#~ "format. You can pass a different delimiter [code]delim[/code] to use "
-#~ "other than the default [code]\",\"[/code] (comma). This delimiter must be "
-#~ "one-character long.\n"
-#~ "Text is interpreted as being UTF-8 encoded."
-#~ msgstr ""
-#~ "以CSV(Comma-Separated Values)格式返回文件的下一个值。你可以传递一个不同"
-#~ "的分隔符[code]delim[/code]来使用,而不是默认的[code]\",\"[/code](逗号)。"
-#~ "这个定界符必须是一个字符的长度。\n"
-#~ "文本将被转为UTF-8编码。"
-
-#~ msgid "Opens a compressed file for reading or writing."
-#~ msgstr "打开一个压缩文件进行读写。"
-
-#~ msgid ""
-#~ "Stores the given [String] as a line in the file.\n"
-#~ "Text will be encoded as UTF-8."
-#~ msgstr ""
-#~ "将给定的[String]存储为文件中的一行。\n"
-#~ "文本将被编码为 UTF-8。"
-
-#~ msgid ""
-#~ "Stores the given [String] in the file.\n"
-#~ "Text will be encoded as UTF-8."
-#~ msgstr ""
-#~ "在文件中存储给定为[String]属性。\n"
-#~ "文本将被编码为UTF-8。"
-
-#~ msgid ""
-#~ "Stores any Variant value in the file. If [code]full_objects[/code] is "
-#~ "[code]true[/code], encoding objects is allowed (and can potentially "
-#~ "include code)."
-#~ msgstr ""
-#~ "在文件中存储任何变量值。如果[code]full_objects[/code]是[code]true[/code],"
-#~ "允许对对象进行编码(有可能包括代码)。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the file's endianness is swapped. Use this if "
-#~ "you're dealing with files written on big-endian machines.\n"
-#~ "[b]Note:[/b] This is about the file format, not CPU type. This is always "
-#~ "reset to [code]false[/code] whenever you open the file."
-#~ msgstr ""
-#~ "如果[code]true[/code],文件的字节数会被交换。如果你要处理写在大面值机器上"
-#~ "的文件,就使用这个。\n"
-#~ "[b]注意:[/b] 这是关于文件格式,而不是CPU类型。每当你打开文件时,这一点总"
-#~ "是被重置为[code]false[/code]。"
-
-#~ msgid "Opens the file for read operations."
-#~ msgstr "打开文件读取。"
-
-#~ msgid ""
-#~ "The file system access scope. See enum [code]Access[/code] constants."
-#~ msgstr "文件系统访问范围。参见枚举(enum)[code] Access [/code]常量。"
-
-#~ msgid ""
-#~ "Font contains a Unicode-compatible character set, as well as the ability "
-#~ "to draw it with variable width, ascent, descent and kerning. For creating "
-#~ "fonts from TTF files (or other font formats), see the editor support for "
-#~ "fonts."
-#~ msgstr ""
-#~ "字体含有一个与Unicode兼容的字符集,以及用可变宽度、增高、减矮和字符间距绘"
-#~ "制的能力。有关于从TTF文件(或其他字体格式)创建字体,请参见编辑器对字体的"
-#~ "支持。"
-
-#~ msgid ""
-#~ "Returns the size of a string, taking kerning and advance into account."
-#~ msgstr "返回一个字符串的大小,并考虑到字符间距和提前量。"
-
-#~ msgid ""
-#~ "The name of the referenced function to call on the object, without "
-#~ "parentheses or any parameters."
-#~ msgstr "要在对象上调用的引用函数的名称,没有括号或任何参数。"
-
-#~ msgid "Helper node to calculate generic geometry operations in 3D space."
-#~ msgstr "帮助节点用于计算三维空间中的通用几何操作。"
-
-#~ msgid ""
-#~ "Geometry3D provides users with a set of helper functions to create "
-#~ "geometric shapes, compute intersections between shapes, and process "
-#~ "various other geometric operations."
-#~ msgstr ""
-#~ "Geometry3D为用户提供了一套辅助函数,用于创建几何图形,计算图形之间的交点,"
-#~ "以及处理其他各种几何操作。"
-
-#~ msgid "2D particle emitter."
-#~ msgstr "2D粒子发射器。"
-
-#~ msgid ""
-#~ "2D particle node used to create a variety of particle systems and "
-#~ "effects. [GPUParticles2D] features an emitter that generates some number "
-#~ "of particles at a given rate.\n"
-#~ "Use the [code]process_material[/code] property to add a "
-#~ "[ParticlesMaterial] to configure particle appearance and behavior. "
-#~ "Alternatively, you can add a [ShaderMaterial] which will be applied to "
-#~ "all particles."
-#~ msgstr ""
-#~ "2D粒子节点,用于创建各种粒子系统和效果。 [GPUParticles2D] 的特点是有一个发"
-#~ "射器,能以给定的速度产生一定数量的粒子。\n"
-#~ "使用 [code]process_material[/code] 属性来添加一个 [ParticlesMaterial] 来配"
-#~ "置粒子的外观和行为。或者,你可以添加一个 [ShaderMaterial] ,它将应用于所有"
-#~ "粒子。"
-
-#~ msgid "Editor visibility helper."
-#~ msgstr "编辑器可见性帮助。"
-
-#~ msgid "3D particle emitter."
-#~ msgstr "3D粒子发射器。"
-
-#~ msgid ""
-#~ "3D particle node used to create a variety of particle systems and "
-#~ "effects. [GPUParticles3D] features an emitter that generates some number "
-#~ "of particles at a given rate.\n"
-#~ "Use the [code]process_material[/code] property to add a "
-#~ "[ParticlesMaterial] to configure particle appearance and behavior. "
-#~ "Alternatively, you can add a [ShaderMaterial] which will be applied to "
-#~ "all particles."
-#~ msgstr ""
-#~ "3D粒子节点,用于创建各种粒子系统和效果。 [GPUParticles3D] 的特点是一个发射"
-#~ "器,以给定的速度产生一些数量的粒子。\n"
-#~ "使用 [code]process_material[/code] 属性来添加一个 [ParticlesMaterial] 来配"
-#~ "置粒子的外观和行为。或者,你可以添加一个 [ShaderMaterial] ,它将应用于所有"
-#~ "粒子。"
-
-#~ msgid "Number of particles to emit."
-#~ msgstr "要发出的粒子的数量。"
-
-#~ msgid ""
-#~ "The [AABB] that determines the area of the world part of which needs to "
-#~ "be visible on screen for the particle system to be active."
-#~ msgstr ""
-#~ "决定世界的一部分需要在屏幕上可见的区域的[AABB],以便粒子系统被激活。"
-
-#~ msgid "Returns the color set to [code]idx[/code] left (input) slot."
-#~ msgstr "返回设置在[code]idx[/code]左边(输入)槽的颜色。"
-
-#~ msgid "Returns the color set to [code]idx[/code] right (output) slot."
-#~ msgstr "返回设置在[code]idx[/code]右边(输出)槽的颜色。"
-
-#~ msgid "Returns the (integer) type of left (input) [code]idx[/code] slot."
-#~ msgstr "返回左侧(输入)[code]idx[/code]槽的(整数)类型。"
-
-#~ msgid "Returns the (integer) type of right (output) [code]idx[/code] slot."
-#~ msgstr "返回右侧(输出)[code]idx[/code]槽的(整数)类型。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if left (input) slot [code]idx[/code] is "
-#~ "enabled, [code]false[/code] otherwise."
-#~ msgstr ""
-#~ "如果左侧(输入)槽[code]idx[/code]被启用,返回[code]true[/code],否则返回"
-#~ "[code]false[/code]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if right (output) slot [code]idx[/code] is "
-#~ "enabled, [code]false[/code] otherwise."
-#~ msgstr ""
-#~ "如果左侧(输出)槽[code]idx[/code]被启用,返回[code]true[/code],否则返回"
-#~ "[code]false[/code]。"
-
-#~ msgid "The physics layers this GridMap detects collisions in."
-#~ msgstr "该GridMap检测碰撞的物理层。"
-
-#~ msgid ""
-#~ "Horizontal slider. See [Slider]. This one goes from left (min) to right "
-#~ "(max)."
-#~ msgstr "水平滑块。见[Slider]。水平滑块从左(最小值)到右(最大值)滑动。"
-
-#~ msgid ""
-#~ "A [Texture2D] based on an [Image]. Can be created from an [Image] with "
-#~ "[method create_from_image].\n"
-#~ "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics "
-#~ "hardware limitations. Larger images will fail to import."
-#~ msgstr ""
-#~ "基于 [Image] 的 [Texture2D],可以通过 [method create_from_image] 从 "
-#~ "[Image] 创建。\n"
-#~ "[b]注意:[/b] 由于图形硬件的限制,图片的最大尺寸是 16384×16384 像素,更大"
-#~ "的图片会导入失败。"
-
-#~ msgid "Create a new [ImageTexture] from an [Image]."
-#~ msgstr "从 [Image] 创建新的 [ImageTexture]。"
-
-#~ msgid ""
-#~ "Replaces the texture's data with a new [code]image[/code]. If "
-#~ "[code]immediate[/code] is [code]true[/code], it will take effect "
-#~ "immediately after the call."
-#~ msgstr ""
-#~ "将纹理数据替换成新的[code]image[/code]。如果[code]immediate[/code]为 "
-#~ "[code]true[/code],那么将在调用后立即生效。"
-
-#~ msgid ""
-#~ "If the device has an accelerometer, this will return the acceleration. "
-#~ "Otherwise, it returns an empty [Vector3].\n"
-#~ "Note this method returns an empty [Vector3] when running from the editor "
-#~ "even when your device has an accelerometer. You must export your project "
-#~ "to a supported device to read values from the accelerometer."
-#~ msgstr ""
-#~ "如果设备有一个加速度计,这将返回加速度。否则,它返回一个空的[Vector3]。\n"
-#~ "请注意,即使你的设备有一个加速度计,当从编辑器中运行时,该方法返回一个空"
-#~ "[Vector3]。你必须把你的项目导出到支持加速度计的设备上,这才能从读取到加速"
-#~ "度。"
-
-#~ msgid ""
-#~ "If the device has an accelerometer, this will return the gravity. "
-#~ "Otherwise, it returns an empty [Vector3]."
-#~ msgstr ""
-#~ "如果设备有加速度计,则返回重力加速度。否则,它将返回一个空的[Vector3]。"
-
-#~ msgid ""
-#~ "If the device has a gyroscope, this will return the rate of rotation in "
-#~ "rad/s around a device's X, Y, and Z axes. Otherwise, it returns an empty "
-#~ "[Vector3]."
-#~ msgstr ""
-#~ "如果设备有一个陀螺仪,这将返回围绕设备的X、Y和Z轴的旋转速率,单位是rad/s。"
-#~ "否则,它返回一个空的[Vector3]。"
-
-#~ msgid ""
-#~ "If the device has a magnetometer, this will return the magnetic field "
-#~ "strength in micro-Tesla for all axes."
-#~ msgstr "如果设备有磁力计,这将返回所有轴的磁场强度,单位为微特斯拉。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] when the user stops pressing the action event, "
-#~ "meaning it's [code]true[/code] only on the frame that the user released "
-#~ "the button."
-#~ msgstr ""
-#~ "当用户停止按下动作事件时,返回[code]true[/code],这意味着仅当用户释放按钮的"
-#~ "帧上才是[code]true[/code]."
-
-#~ msgid ""
-#~ "Captures the mouse. The mouse will be hidden and unable to leave the game "
-#~ "window, but it will still register movement and mouse button presses. On "
-#~ "Windows and Linux, the mouse will use raw input mode, which means the "
-#~ "reported movement will be unaffected by the OS' mouse acceleration "
-#~ "settings."
-#~ msgstr ""
-#~ "捕获鼠标。鼠标将被隐藏,并且无法离开游戏窗口,但它仍然会记录移动和鼠标按"
-#~ "键。在Windows和Linux上,鼠标将使用原始输入模式,这意味着报告的移动将不受操"
-#~ "作系统的鼠标加速设置的影响。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if this input event matches a pre-defined "
-#~ "action of any type."
-#~ msgstr ""
-#~ "如果此输入事件与任何类型的预定义操作匹配,则返回 [code] true[/code]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the given action is released (i.e. not "
-#~ "pressed). Not relevant for events of type [InputEventMouseMotion] or "
-#~ "[InputEventScreenDrag]."
-#~ msgstr ""
-#~ "如果给定的动作被释放(即没有被按下),返回[code]true[/code]。与"
-#~ "[InputEventMouseMotion]或[InputEventScreenDrag]类型的事件无关。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the given input event is checking for the "
-#~ "same key ([InputEventKey]), button ([InputEventJoypadButton]) or action "
-#~ "([InputEventAction])."
-#~ msgstr ""
-#~ "如果给定的输入事件正在检查相同的键([InputEventKey])、按钮"
-#~ "([InputEventJoypadButton])或动作([InputEventAction]),则返回 "
-#~ "[code]true[/code]。"
-
-#~ msgid ""
-#~ "Sets the background color of the item specified by [code]idx[/code] index "
-#~ "to the specified [Color].\n"
-#~ "[codeblock]\n"
-#~ "var some_string = \"Some text\"\n"
-#~ "some_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # This will set "
-#~ "the background color of the first item of the control to red.\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "将[code]idx[/code]索引指定的项目的背景颜色设置为指定的颜色[Color]。\n"
-#~ "[codeblock]\n"
-#~ "var some_string = \"一些文本\"\n"
-#~ "some_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # 这将把控件的第"
-#~ "一个项目的背景颜色设置为红色。\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "Sets the foreground color of the item specified by [code]idx[/code] index "
-#~ "to the specified [Color].\n"
-#~ "[codeblock]\n"
-#~ "var some_string = \"Some text\"\n"
-#~ "some_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) # This will set "
-#~ "the foreground color of the first item of the control to red.\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "将[code]idx[/code]索引指定的项目的前景颜色设置为指定的颜色[Color]。\n"
-#~ "[codeblock]\n"
-#~ "var some_string = \"一些文本\"\n"
-#~ "some_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) # 这将把控件的第"
-#~ "一个项目的前景颜色设置为红色。\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "The JavaScript singleton is implemented only in the HTML5 export. It's "
-#~ "used to access the browser's JavaScript context. This allows interaction "
-#~ "with embedding pages or calling third-party JavaScript APIs."
-#~ msgstr ""
-#~ "JavaScript 单例仅在 HTML5 导出中实现。它用于访问浏览器的 JavaScript 上下"
-#~ "文。这允许与嵌入页面交互或调用第三方 JavaScript API。"
-
-#~ msgid ""
-#~ "Converts a [Variant] var to JSON text and returns the result. Useful for "
-#~ "serializing data to store or send over the network.\n"
-#~ "[b]Note:[/b] The JSON specification does not define integer or float "
-#~ "types, but only a [i]number[/i] type. Therefore, converting a Variant to "
-#~ "JSON text will convert all numerical values to [float] types."
-#~ msgstr ""
-#~ "将 [Variant] var 变量转换为 JSON 文本并返回结果。可用于对数据进行序列化以"
-#~ "存储或通过网络发送。\n"
-#~ "[b]注:[/b] JSON 规范中没有定义 integer 整数或 float 浮点类型,而只定义了 "
-#~ "[i]number[/i] 类型。因此,将 Variant 转换为 JSON 文本会将所有数值转换为 "
-#~ "[float] 类型。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the body is on the ceiling. Only updates "
-#~ "when calling [method move_and_slide]."
-#~ msgstr ""
-#~ "如果实体在天花板上,返回则[code]true[/code]。只在调用[method "
-#~ "move_and_slide]时更新。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the body is on the floor. Only updates when "
-#~ "calling [method move_and_slide]."
-#~ msgstr ""
-#~ "如果身体在地面上,返回则[code]true[/code]。只在调用[method move_and_slide]"
-#~ "时更新。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the body is on a wall. Only updates when "
-#~ "calling [method move_and_slide]."
-#~ msgstr ""
-#~ "如果实体在墙上,返回则[code]true[/code]。只在调用[method move_and_slide]时"
-#~ "更新。"
-
-#~ msgid ""
-#~ "If the body is at least this close to another body, this body will "
-#~ "consider them to be colliding."
-#~ msgstr "如果这个物体至少与另一个物体如此接近,这个物体就会认为它们在碰撞。"
-
-#~ msgid ""
-#~ "Kinematic bodies are special types of bodies that are meant to be user-"
-#~ "controlled. They are not affected by physics at all; to other types of "
-#~ "bodies, such as a character or a rigid body, these are the same as a "
-#~ "static body. However, they have two main uses:\n"
-#~ "[b]Simulated motion:[/b] When these bodies are moved manually, either "
-#~ "from code or from an [AnimationPlayer] (with [member AnimationPlayer."
-#~ "playback_process_mode] set to \"physics\"), the physics will "
-#~ "automatically compute an estimate of their linear and angular velocity. "
-#~ "This makes them very useful for moving platforms or other AnimationPlayer-"
-#~ "controlled objects (like a door, a bridge that opens, etc).\n"
-#~ "[b]Kinematic characters:[/b] KinematicBody3D also has an API for moving "
-#~ "objects (the [method move_and_collide] and [method move_and_slide] "
-#~ "methods) while performing collision tests. This makes them really useful "
-#~ "to implement characters that collide against a world, but that don't "
-#~ "require advanced physics."
-#~ msgstr ""
-#~ "运动实体是指用户控制的特殊类型的实体。他们完全不受物理的影响;对于其他类型"
-#~ "的实体,例如角色或刚体,它们与静态实体相同。但是,它们有两个主要用途:\n"
-#~ "[b] 模拟运动:[/b]当从代码或[AnimationPlayer](将[member AnimationPlayer."
-#~ "playback_process_mode]设置为“Physical”)手动移动这些物体时,物理将自动计算"
-#~ "其线速度和角速度的估计值。这使得它们对于移动平台或其他AnimationPlayer控制"
-#~ "的对象(如门、打开的桥等)非常有用。\n"
-#~ "[b] 运动物体:[/b]KinematicBody3D还具有一个API,用于在执行碰撞测试时移动对"
-#~ "象(方法移动和碰撞)和方法移动和滑动)。这使得它们在实现与世界碰撞的角色时"
-#~ "非常有用,但不需要高级物理。"
-
-#~ msgid ""
-#~ "Moves the body along the vector [code]rel_vec[/code]. The body will stop "
-#~ "if it collides. Returns a [KinematicCollision3D], which contains "
-#~ "information about the collision.\n"
-#~ "If [code]test_only[/code] is [code]true[/code], the body does not move "
-#~ "but the would-be collision information is given."
-#~ msgstr ""
-#~ "沿着向量[code]rel_vec[/code]移动物体。如果碰撞物体就会停止。返回"
-#~ "[KinematicCollision3D],它包含碰撞的信息。\n"
-#~ "如果[code]test_only[/code]为[code]true[/code],则物体不会移动,但会给出可"
-#~ "能的碰撞信息。"
-
-#~ msgid "Collision data for [KinematicBody3D] collisions."
-#~ msgstr "用于[KinematicBody3D]碰撞的碰撞数据。"
-
-#~ msgid ""
-#~ "Contains collision data for [KinematicBody3D] collisions. When a "
-#~ "[KinematicBody3D] is moved using [method KinematicBody3D."
-#~ "move_and_collide], it stops if it detects a collision with another body. "
-#~ "If a collision is detected, a KinematicCollision3D object is returned.\n"
-#~ "This object contains information about the collision, including the "
-#~ "colliding object, the remaining motion, and the collision position. This "
-#~ "information can be used to calculate a collision response."
-#~ msgstr ""
-#~ "包含[KinematicBody3D]碰撞的数据。当一个[KinematicBody3D]使用[method "
-#~ "KinematicBody3D.move_and_collide]移动时,如果它检测到与另一个物体的碰撞就"
-#~ "会停止。如果检测到碰撞,将返回一个KinematicCollision3D对象。\n"
-#~ "这个对象包含碰撞的相关信息,包括碰撞的对象、剩余运动和碰撞坐标。这些信息可"
-#~ "以用来计算碰撞响应。"
-
-#~ msgid "The colliding shape's index. See [CollisionObject3D]."
-#~ msgstr "碰撞形状的索引。参阅[CollisionObject3D]。"
-
-#~ msgid ""
-#~ "The light's angular size in degrees. Only available for "
-#~ "[DirectionalLight3D]s. For reference, the Sun from the Earth is "
-#~ "approximately [code]0.5[/code]."
-#~ msgstr ""
-#~ "灯光的角度大小,单位是度。只适用于[DirectionalLight3D]。作为参考,从地球上"
-#~ "看太阳大约是[code]0.5[/code]。"
-
-#~ msgid ""
-#~ "[Texture2D] projected by light. [member shadow_enabled] must be on for "
-#~ "the projector to work. Light projectors make the light appear as if it is "
-#~ "shining through a colored but transparent object, almost like light "
-#~ "shining through stained glass."
-#~ msgstr ""
-#~ "[Texture2D]由光线投射。[member shadow_enabled]必须打开,投影仪才能工作。光"
-#~ "投影仪使光线看起来就像是透过一个彩色但透明的物体照耀的,就像光线透过彩色玻"
-#~ "璃照射一样。"
-
-#~ msgid ""
-#~ "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-"
-#~ "resolution shadow maps. A high value can impact performance, make shadows "
-#~ "appear grainy and can cause other unwanted artifacts. Try to keep as near "
-#~ "default as possible."
-#~ msgstr ""
-#~ "模糊阴影的边缘。可用于隐藏低分辨率阴影贴图中的像素瑕疵。较高的值可能会影响"
-#~ "性能,使阴影呈现颗粒状,并可能导致其他不需要的瑕疵。尽量保持接近默认值。"
-
-#~ msgid ""
-#~ "Offsets the lookup into the shadow map by the object's normal. This can "
-#~ "be used to reduce self-shadowing artifacts without using [member "
-#~ "shadow_bias]. In practice, this value should be tweaked along with "
-#~ "[member shadow_bias] to reduce artifacts as much as possible."
-#~ msgstr ""
-#~ "通过对象的法线将查找偏移到阴影贴图中。这可用于减少自阴影瑕疵,而无需使用"
-#~ "[member shadow_bias]。在实践中,该值应与[member shadow_bias]一起调整,以尽"
-#~ "可能减少瑕疵。"
-
-#~ msgid ""
-#~ "Constant for accessing [member DirectionalLight3D."
-#~ "directional_shadow_fade_start]."
-#~ msgstr ""
-#~ "访问[member DirectionalLight3D.directional_shadow_fade_start]的常数。"
-
-#~ msgid "Constant for accessing [member shadow_normal_bias]."
-#~ msgstr "用于访问[member shadow_normal_bias]常数。"
-
-#~ msgid ""
-#~ "Constant for accessing [member DirectionalLight3D."
-#~ "directional_shadow_pancake_size]."
-#~ msgstr ""
-#~ "访问[member DirectionalLight3D.directional_shadow_pancake_size]的常数。"
-
-#~ msgid "Constant for accessing [member shadow_blur]."
-#~ msgstr "访问[member shadow_blur]的常数。"
-
-#~ msgid "Constant for accessing [member shadow_transmittance_bias]."
-#~ msgstr "访问[member shadow_Transmission_bias]的常数。"
-
-#~ msgid "A line through several points in 2D space."
-#~ msgstr "在二维空间中通过几个点的直线。"
-
-#~ msgid ""
-#~ "Maximum amount of characters that can be entered inside the [LineEdit]. "
-#~ "If [code]0[/code], there is no limit."
-#~ msgstr ""
-#~ "在[LineEdit]内可输入的最大字符数。如果为[code]0[/code],则不做限制。"
-
-#~ msgid ""
-#~ "Emitted when trying to append text that would overflow the [member "
-#~ "max_length]."
-#~ msgstr "当文本长度将溢出[manber max_length]时触发。"
-
-#~ msgid ""
-#~ "Notification received from the OS when the application is focused, i.e. "
-#~ "when changing the focus from the OS desktop or a thirdparty application "
-#~ "to any open window of the Godot instance.\n"
-#~ "Implemented on desktop platforms."
-#~ msgstr ""
-#~ "当应用程序被关注时,即当焦点从操作系统桌面或第三方应用程序转移到Godot实例"
-#~ "的任何开放窗口时,从操作系统收到的通知。\n"
-#~ "在桌面平台上实现。"
-
-#~ msgid ""
-#~ "Notification received from the OS when the application is defocused, i.e. "
-#~ "when changing the focus from any open window of the Godot instance to the "
-#~ "OS desktop or a thirdparty application.\n"
-#~ "Implemented on desktop platforms."
-#~ msgstr ""
-#~ "当应用程序失去焦点时,即当焦点从Godot实例的任何打开的窗口转移到操作系统桌"
-#~ "面或第三方应用程序时,从操作系统收到的通知。\n"
-#~ "在桌面平台上实现。"
-
-#~ msgid "Calculate a [ConvexPolygonShape3D] from the mesh."
-#~ msgstr "从这个网格中计算出一个[ConvexPolygonShape3D]凸多面体。"
-
-#~ msgid "Sets a hint to be used for lightmap resolution."
-#~ msgstr "设置用于光贴图分辨率的提示。"
-
-#~ msgid ""
-#~ "Sets the override [Material] for the specified surface of the [Mesh] "
-#~ "resource. This material is associated with this [MeshInstance3D] rather "
-#~ "than with the [Mesh] resource."
-#~ msgstr ""
-#~ "为[Mesh]资源的指定表面设置覆盖[Material]。这个材质与这个[MeshInstance3D]相"
-#~ "关,而不是与[Mesh]资源相关。"
-
-#~ msgid "Returns the visibility axis-aligned bounding box."
-#~ msgstr "返回可见性轴对齐的包围盒。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the [MultiMesh] will use color data (see [member "
-#~ "color_array])."
-#~ msgstr ""
-#~ "如果 [code]true[/code],[MultiMesh] 将使用颜色数据(参见 [member "
-#~ "color_array])。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the [MultiMesh] will use custom data (see [member "
-#~ "custom_data_array])."
-#~ msgstr ""
-#~ "如果 [code]true[/code],则 [MultiMesh] 将使用自定义数据(参见 [member "
-#~ "custom_data_array])。"
-
-#~ msgid ""
-#~ "Locks this [Mutex], blocks until it is unlocked by the current owner."
-#~ msgstr "锁定这个[Mutex],直到它被当前所有者解锁为止。"
-
-#~ msgid "Unlocks this [Mutex], leaving it to other threads."
-#~ msgstr "解锁这个[Mutex],把它留给其他线程。"
-
-#~ msgid ""
-#~ "Returns the point closest to the provided [code]to_point[/code] on the "
-#~ "navigation mesh surface."
-#~ msgstr "返回导航网格表面上最接近提供的[code]to_point[/code]的点。"
-
-#~ msgid ""
-#~ "Returns the owner region RID for the point returned by [method "
-#~ "get_closest_point]."
-#~ msgstr "返回由[method get_closest_point]得到的点的所有者区域的RID。"
-
-#~ msgid ""
-#~ "Returns the closest point between the navigation surface and the segment."
-#~ msgstr "返回导航面和线段之间最近的点。"
-
-#~ msgid "2D Agent used in navigation for collision avoidance."
-#~ msgstr "用于避碰导航的2D Agent。"
-
-#~ msgid ""
-#~ "2D Agent that is used in navigation to reach a location while avoiding "
-#~ "static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
-#~ "collision avoidance. The agent needs navigation data to work correctly. "
-#~ "This can be done by having the agent as a child of a [Navigation2D] node, "
-#~ "or using [method set_navigation]. [NavigationAgent2D] is physics safe."
-#~ msgstr ""
-#~ "2D Agent,用于导航到达一个位置,同时避免静态和动态障碍。采用RVO避碰技术对"
-#~ "动态障碍物进行避碰。代理需要导航数据才能正常工作。这可以通过将代理作为"
-#~ "[Navigation2D]节点的子节点或使用[method set_navigation]来实现。"
-#~ "[NavigationAgent2D]是物理安全的。"
-
-#~ msgid ""
-#~ "Returns the distance to the target location, using the agent's global "
-#~ "position. The user must set the target location with [method "
-#~ "set_target_location] in order for this to be accurate."
-#~ msgstr ""
-#~ "使用代理的全局位置返回到目标位置的距离。用户必须使用[method "
-#~ "set_target_location]设置目标位置,以使其准确。"
-
-#~ msgid ""
-#~ "Returns the reachable final location in global coordinates. This can "
-#~ "change if the navigation path is altered in any way."
-#~ msgstr ""
-#~ "返回全局坐标中可到达的最终位置。这可能会随着导航路径的改变而发生变化。"
-
-#~ msgid "Returns the path from start to finish in global coordinates."
-#~ msgstr "返回全局坐标中从开始到结束的路径。"
-
-#~ msgid ""
-#~ "Returns which index the agent is currently on in the navigation path's "
-#~ "[PackedVector2Array]."
-#~ msgstr "返回代理当前在导航路径的[PackedVector2Array]中的索引。"
-
-#~ msgid ""
-#~ "Returns the [Navigation2D] node that the agent is using for its "
-#~ "navigation system."
-#~ msgstr "返回代理用于其导航系统的[Navigation2D]节点。"
-
-#~ msgid ""
-#~ "Returns a [Vector2] in global coordinates, that can be moved to, making "
-#~ "sure that there are no static objects in the way. If the agent does not "
-#~ "have a navigation path, it will return the position of the agent's parent."
-#~ msgstr ""
-#~ "返回一个可以移动到的[Vector2]全局坐标,这需要确保路径上没有静态碰撞体。如"
-#~ "果代理没有导航路径,它将返回代理的父节点的位置。"
-
-#~ msgid ""
-#~ "Returns the user defined [Vector2] after setting the target location."
-#~ msgstr "在设置目标位置后返回用户定义的[Vector2]。"
-
-#~ msgid ""
-#~ "Returns true if the navigation path's final location has been reached."
-#~ msgstr "如果已经到达导航路径的最终位置,则返回true。"
-
-#~ msgid ""
-#~ "Returns true if the target location is reachable. The target location is "
-#~ "set using [method set_target_location]."
-#~ msgstr ""
-#~ "如果目标位置是可到达的,则返回true。目标位置使用[method "
-#~ "set_target_location]设置。"
-
-#~ msgid ""
-#~ "Returns true if the target location is reached. The target location is "
-#~ "set using [method set_target_location]. It may not always be possible to "
-#~ "reach the target location. It should always be possible to reach the "
-#~ "final location though. See [method get_final_location]."
-#~ msgstr ""
-#~ "如果到达目标位置则返回true。目标位置使用[method set_target_location]设置。"
-#~ "可能并不总是能够到达目标位置。不过,它应该总是有可能到达最终的位置。"
-#~ "get_final_location[方法]。"
-
-#~ msgid ""
-#~ "Sets the [Navigation2D] node used by the agent. Useful when you don't "
-#~ "want to make the agent a child of a [Navigation2D] node."
-#~ msgstr ""
-#~ "设置代理使用的[Navigation2D]节点。当你不想让代理成为[Navigation2D]节点的子"
-#~ "节点时,这很有用。"
-
-#~ msgid ""
-#~ "Sets the user desired final location. This will clear the current "
-#~ "navigation path."
-#~ msgstr "设置用户希望的最终位置。这将清除当前的导航路径。"
-
-#~ msgid ""
-#~ "Sends the passed in velocity to the collision avoidance algorithm. It "
-#~ "will adjust the velocity to avoid collisions. Once the adjustment to the "
-#~ "velocity is complete, it will emit the [signal velocity_computed] signal."
-#~ msgstr ""
-#~ "将传递的速度发送给避碰算法。它会调整速度以避免碰撞。一旦速度调整完成,它将"
-#~ "发出[signal velocity_computed]信号。"
-
-#~ msgid "The maximum number of neighbors for the agent to consider."
-#~ msgstr "agent要考虑的最大邻居数。"
-
-#~ msgid "The distance to search for other agents."
-#~ msgstr "寻找其他 Agent 的距离。"
-
-#~ msgid ""
-#~ "The maximum distance the agent is allowed away from the ideal path to the "
-#~ "final location. This can happen due to trying to avoid collisions. When "
-#~ "the maximum distance is exceeded, it recalculates the ideal path."
-#~ msgstr ""
-#~ "Agent 从理想路径到最终位置所允许的最大距离。由于试图避免碰撞,这可能会发"
-#~ "生。当超过最大距离时,它重新计算理想路径。"
-
-#~ msgid "The radius of the agent."
-#~ msgstr "Agent 的半径。"
-
-#~ msgid ""
-#~ "The distance threshold before a target is considered to be reached. This "
-#~ "will allow an agent to not have to hit a point on the path exactly, but "
-#~ "in the area."
-#~ msgstr ""
-#~ "认为到达目标之前的距离阈值。这将允许Agent不必精确地命中路径上的某个点,而"
-#~ "是在该区域内。"
-
-#~ msgid ""
-#~ "The minimal amount of time for which this agent's velocities, that are "
-#~ "computed with the collision avoidance algorithim, are safe with respect "
-#~ "to other agents. The larger the number, the sooner the agent will respond "
-#~ "to other agents, but less freedom in choosing its velocities. Must be "
-#~ "positive."
-#~ msgstr ""
-#~ "在最短的时间内,这个Agent的速度,由碰撞避免算法计算,相对于其他代理是安全"
-#~ "的。数值越大,Agent对其他Agent的响应就越快,但选择速度的自由度就越小。必须"
-#~ "是正的。"
-
-#~ msgid "Notifies when the final location is reached."
-#~ msgstr "到达最终位置时通知。"
-
-#~ msgid "Notifies when the navigation path changes."
-#~ msgstr "当导航路径改变时发出通知。"
-
-#~ msgid ""
-#~ "Notifies when the player defined target, set with [method "
-#~ "set_target_location], is reached."
-#~ msgstr ""
-#~ "当玩家定义的目标(用[method set_target_location]设置)到达时发出通知。"
-
-#~ msgid ""
-#~ "Notifies when the collision avoidance velocity is calculated. Emitted by "
-#~ "[method set_velocity]."
-#~ msgstr "当计算避碰速度时发出通知。由[method set_velocity]触发。"
-
-#~ msgid "3D Agent used in navigation for collision avoidance."
-#~ msgstr "用于导航避碰的 3D Agent。"
-
-#~ msgid ""
-#~ "3D Agent that is used in navigation to reach a location while avoiding "
-#~ "static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
-#~ "collision avoidance. The agent needs navigation data to work correctly. "
-#~ "This can be done by having the agent as a child of a [Navigation3D] node, "
-#~ "or using [method set_navigation]. [NavigationAgent3D] is physics safe."
-#~ msgstr ""
-#~ "3D Agent,用于导航到达一个位置,同时避免静态和动态障碍。采用RVO避碰技术对"
-#~ "动态障碍物进行避碰。代理需要导航数据才能正常工作。这可以通过将代理作为"
-#~ "[Navigation3D]节点的子节点或使用[method set_navigation]来实现。"
-#~ "[NavigationAgent3D]是物理安全的。"
-
-#~ msgid ""
-#~ "Returns the reachable final location in global coordinates. This can "
-#~ "change if the navigation path is altered in any way. Because of this, it "
-#~ "would be best to check this each frame."
-#~ msgstr ""
-#~ "返回全局坐标中可到达的最终位置。如果导航路径以任何方式改变,这可能会改变。"
-#~ "因此,最好在每一帧都检查一下。"
-
-#~ msgid ""
-#~ "Returns which index the agent is currently on in the navigation path's "
-#~ "[PackedVector3Array]."
-#~ msgstr "返回Agent当前在导航路径的[PackedVector3Array]中的索引。"
-
-#~ msgid ""
-#~ "Returns the [Navigation3D] node that the agent is using for its "
-#~ "navigation system."
-#~ msgstr "返回Agent用于其导航系统的[Navigation3D]节点。"
-
-#~ msgid ""
-#~ "Returns a [Vector3] in global coordinates, that can be moved to, making "
-#~ "sure that there are no static objects in the way. If the agent does not "
-#~ "have a navigation path, it will return the origin of the agent's parent."
-#~ msgstr ""
-#~ "返回一个可以到达的[Vector3]的全局坐标,并确保路径上没有静态物体。如果代理"
-#~ "没有导航路径,它将返回代理的父节点的原点。"
-
-#~ msgid ""
-#~ "Returns the user defined [Vector3] after setting the target location."
-#~ msgstr "在设置目标位置后返回用户定义的[Vector3]。"
-
-#~ msgid ""
-#~ "Sets the [Navigation3D] node used by the agent. Useful when you don't "
-#~ "want to make the agent a child of a [Navigation3D] node."
-#~ msgstr ""
-#~ "设置Agent使用的[Navigation3D]节点。当你不想让Agent成为[Navigation3D]节点的"
-#~ "子节点时,这很有用。"
-
-#~ msgid "The agent height offset to match the navigation mesh height."
-#~ msgstr "Agent高度偏移以匹配导航网格高度。"
-
-#~ msgid ""
-#~ "Ignores collisions on the Y axis. Must be true to move on a horizontal "
-#~ "plane."
-#~ msgstr "忽略Y轴上的碰撞。在水平面上移动必须是正确的。"
-
-#~ msgid "2D Obstacle used in navigation for collision avoidance."
-#~ msgstr "用于导航避碰的2D障碍物。"
-
-#~ msgid ""
-#~ "2D Obstacle used in navigation for collision avoidance. The obstacle "
-#~ "needs navigation data to work correctly. This can be done by having the "
-#~ "obstacle as a child of a [Navigation2D] node, or using [method "
-#~ "set_navigation]. [NavigationObstacle2D] is physics safe."
-#~ msgstr ""
-#~ "用于导航避碰的2D障碍物。障碍物需要导航数据才能正常工作。这可以通过将障碍作"
-#~ "为[Navigation2D]节点的子节点或使用[method set_navigation]来实现。"
-#~ "[NavigationObstacle2D]是物理安全的。"
-
-#~ msgid ""
-#~ "Returns the [Navigation2D] node that the obstacle is using for its "
-#~ "navigation system."
-#~ msgstr "返回障碍物用于其导航系统的[Navigation2D]节点。"
-
-#~ msgid ""
-#~ "Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
-#~ "want to make the obstacle a child of a [Navigation2D] node."
-#~ msgstr ""
-#~ "设置障碍物使用的[Navigation2D]节点。当你不想让障碍物成为[Navigation2D]节点"
-#~ "的子节点时,这很有用。"
-
-#~ msgid "3D Obstacle used in navigation for collision avoidance."
-#~ msgstr "用于导航的避碰3D障碍。"
-
-#~ msgid ""
-#~ "3D Obstacle used in navigation for collision avoidance. The obstacle "
-#~ "needs navigation data to work correctly. This can be done by having the "
-#~ "obstacle as a child of a [Navigation3D] node, or using [method "
-#~ "set_navigation]. [NavigationObstacle3D] is physics safe."
-#~ msgstr ""
-#~ "用于导航的避碰3D障碍。障碍物需要导航数据才能正常工作。这可以通过将障碍作为"
-#~ "[Navigation3D]节点的子节点来实现,或者使用[method set_navigation]。"
-#~ "[NavigationObstacle3D]在物理上是安全的。"
-
-#~ msgid ""
-#~ "Returns the [Navigation3D] node that the obstacle is using for its "
-#~ "navigation system."
-#~ msgstr "返回障碍物用于其导航系统的[Navigation3D]节点。"
-
-#~ msgid ""
-#~ "Sets the [Navigation3D] node used by the obstacle. Useful when you don't "
-#~ "want to make the obstacle a child of a [Navigation3D] node."
-#~ msgstr ""
-#~ "设置障碍物使用的[Navigation3D]节点。当你不想让障碍物成为[Navigation3D]节点"
-#~ "的子节点时,这很有用。"
-
-#~ msgid "A region of the navigation map."
-#~ msgstr "导航地图上的一个区域。"
-
-#~ msgid ""
-#~ "A region of the navigation map. It tells the [Navigation3D] node what can "
-#~ "be navigated and what cannot, based on the [NavigationMesh] resource. "
-#~ "This should be a child of a [Navigation3D] node (even not a direct child)."
-#~ msgstr ""
-#~ "导航地图上的一个区域。它告诉[Navigation3D]节点什么可以导航,什么不能,基于"
-#~ "[NavigationMesh]资源。这应该是一个[Navigation3D]节点的子节点(即使不是直接"
-#~ "的子节点)。"
-
-#~ msgid ""
-#~ "Bakes the [NavigationMesh]. The baking is done in a separate thread "
-#~ "because navigation baking is not a cheap operation. This can be done at "
-#~ "runtime. When it is completed, it automatically sets the new "
-#~ "[NavigationMesh]."
-#~ msgstr ""
-#~ "烘焙(NavigationMesh)。烘焙是在一个单独的线程中完成的,因为导航烘焙不是一个"
-#~ "低开销的操作。这可以在运行时完成。当它完成时,它会自动设置新的"
-#~ "[NavigationMesh]。"
-
-#~ msgid "Determines if the [NavigationRegion3D] is enabled or disabled."
-#~ msgstr "确定[NavigationRegion3D]是启用还是禁用。"
-
-#~ msgid "Notifies when the navigation mesh bake operation is completed."
-#~ msgstr "当导航网格烘焙操作完成时发送该通知。"
-
-#~ msgid "Notifies when the [NavigationMesh] has changed."
-#~ msgstr "当[NavigationMesh]发生变化时发送通知。"
-
-#~ msgid "Server interface for low-level 2D navigation access"
-#~ msgstr "用于低级2D导航访问的服务器接口"
-
-#~ msgid ""
-#~ "NavigationServer2D is the server responsible for all 2D navigation. It "
-#~ "creates the agents, maps, and regions for navigation to work as expected. "
-#~ "This keeps tracks of any call and executes them during the sync phase. "
-#~ "This means that you can request any change to the map, using any thread, "
-#~ "without worrying."
-#~ msgstr ""
-#~ "NavigationServer2D是负责所有2D导航的服务器。它创建了用于导航的代理、地图和"
-#~ "区域,以便按照预期工作。这将跟踪任何调用并在同步阶段执行它们。这意味着您可"
-#~ "以使用任何线程请求对映射的任何更改,而无需担心。"
-
-#~ msgid "Creates the agent."
-#~ msgstr "创建Agint。"
-
-#~ msgid "Returns true if the map got changed the previous frame."
-#~ msgstr "如果地图在前一帧中被改变,则返回true。"
-
-#~ msgid "Callback called at the end of the RVO process."
-#~ msgstr "在RVO进程结束时调用回调函数。"
-
-#~ msgid "Puts the agent in the map."
-#~ msgstr "把Agent放到地图上。"
-
-#~ msgid ""
-#~ "Sets the maximum number of other agents the agent takes into account in "
-#~ "the navigation. The larger this number, the longer the running time of "
-#~ "the simulation. If the number is too low, the simulation will not be safe."
-#~ msgstr ""
-#~ "设置该Agent在导航中考虑的其他代理的最大数量。这个数字越大,模拟的运行时间"
-#~ "就越长。如果数值过低,模拟就不安全。"
-
-#~ msgid "Sets the maximum speed of the agent. Must be positive."
-#~ msgstr "设置代理的最大速度。必须是正的。"
-
-#~ msgid ""
-#~ "Sets the maximum distance to other agents this agent takes into account "
-#~ "in the navigation. The larger this number, the longer the running time of "
-#~ "the simulation. If the number is too low, the simulation will not be safe."
-#~ msgstr ""
-#~ "设置与该代理在导航中考虑的其他代理的最大距离。这个数字越大,模拟的运行时间"
-#~ "就越长。如果数值过低,模拟就不安全。"
-
-#~ msgid "Sets the position of the agent in world space."
-#~ msgstr "设置代理在世界空间中的位置。"
-
-#~ msgid "Sets the radius of the agent."
-#~ msgstr "设置代理的半径。"
-
-#~ msgid "Sets the new target velocity."
-#~ msgstr "设置新的目标速度。"
-
-#~ msgid ""
-#~ "The minimal amount of time for which the agent's velocities that are "
-#~ "computed by the simulation are safe with respect to other agents. The "
-#~ "larger this number, the sooner this agent will respond to the presence of "
-#~ "other agents, but the less freedom this agent has in choosing its "
-#~ "velocities. Must be positive."
-#~ msgstr ""
-#~ "仿真计算出的该代理人的速度相对于其他代理人来说是安全的最小时间量。这个数字"
-#~ "越大,该代理人越早对其他代理人的存在作出反应,但该代理人在选择其速度方面的"
-#~ "自由度越小。必须是正数。"
-
-#~ msgid "Sets the current velocity of the agent."
-#~ msgstr "设置代理的当前速度。"
-
-#~ msgid "Destroy the RID"
-#~ msgstr "销毁RID"
-
-#~ msgid "Create a new map."
-#~ msgstr "创建新地图。"
-
-#~ msgid "Returns the map cell size."
-#~ msgstr "返回地图单元的大小。"
-
-#~ msgid ""
-#~ "Returns the owner region RID for the point returned by [method "
-#~ "map_get_closest_point]."
-#~ msgstr "返回由[方法map_get_closest_point]返回的点的所有者区域RID。"
-
-#~ msgid ""
-#~ "Returns the edge connection margin of the map. The edge connection margin "
-#~ "is a distance used to connect two regions."
-#~ msgstr "返回地图的边缘连接边距。边缘连接边距是用于连接两个区域的距离。"
-
-#~ msgid ""
-#~ "Returns the navigation path to reach the destination from the origin, "
-#~ "while avoiding static obstacles."
-#~ msgstr "返回从原点到达目的地的导航路径,同时避开静态障碍。"
-
-#~ msgid "Returns true if the map is active."
-#~ msgstr "如果地图处于活动状态,返回true。"
-
-#~ msgid "Sets the map active."
-#~ msgstr "将地图设置为active。"
-
-#~ msgid "Set the map cell size used to weld the navigation mesh polygons."
-#~ msgstr "设置用于焊接导航网格多边形的地图单元尺寸。"
-
-#~ msgid ""
-#~ "Set the map edge connection margin used to weld the compatible region "
-#~ "edges."
-#~ msgstr "设置用于焊接兼容区域边缘的地图边缘连接余量。"
-
-#~ msgid "Creates a new region."
-#~ msgstr "创建一个新区域。"
-
-#~ msgid "Sets the map for the region."
-#~ msgstr "设置该区域的地图。"
-
-#~ msgid "Sets the navigation mesh for the region."
-#~ msgstr "设置区域的导航网格。"
-
-#~ msgid "Sets the global transformation for the region."
-#~ msgstr "设置该区域的全局转换。"
-
-#~ msgid "Server interface for low-level 3D navigation access"
-#~ msgstr "服务器接口,用于低层次的3D 导航访问"
-
-#~ msgid ""
-#~ "NavigationServer3D is the server responsible for all 3D navigation. It "
-#~ "creates the agents, maps, and regions for navigation to work as expected. "
-#~ "This keeps tracks of any call and executes them during the sync phase. "
-#~ "This means that you can request any change to the map, using any thread, "
-#~ "without worrying."
-#~ msgstr ""
-#~ "NavigationServer3D 是负责所有3D 导航的服务器。它为导航创建代理、地图和区"
-#~ "域,以便按预期的方式工作。这可以跟踪任何呼叫,并在同步阶段执行它们。这意味"
-#~ "着您可以使用任何线程请求对映射的任何更改,而无需担心。"
-
-#~ msgid ""
-#~ "Returns the point closest to the provided [code]point[/code] on the "
-#~ "navigation mesh surface."
-#~ msgstr "返回导航网格图面上最接近提供的[code]point[/code]的点。"
-
-#~ msgid ""
-#~ "Returns the normal for the point returned by [method "
-#~ "map_get_closest_point]."
-#~ msgstr "返回[ method map _ get _ closest _ point ]返回的点的法线值。"
-
-#~ msgid "Returns the edge connection margin of the map."
-#~ msgstr "返回地图的边缘连接边距。"
-
-#~ msgid ""
-#~ "Returns the navigation path to reach the destination from the origin."
-#~ msgstr "返回从原点到达目的地的导航路径。"
-
-#~ msgid "Returns the map's up direction."
-#~ msgstr "返回地图的向上方向。"
-
-#~ msgid ""
-#~ "Set the map edge connection margein used to weld the compatible region "
-#~ "edges."
-#~ msgstr "设置用于焊接兼容区域边缘的映射边缘连接边缘。"
-
-#~ msgid "Sets the map up direction."
-#~ msgstr "设置地图的向上方向。"
-
-#~ msgid ""
-#~ "Process the collision avoidance agents.\n"
-#~ "The result of this process is needed by the physics server, so this must "
-#~ "be called in the main thread.\n"
-#~ "Note: This function is not thread safe."
-#~ msgstr ""
-#~ "处理避免碰撞Agent。\n"
-#~ "物理服务器需要该进程的结果,因此必须在主线程中调用该进程。\n"
-#~ "注意: 此函数不是线程安全的。"
-
-#~ msgid "Bakes the navigation mesh."
-#~ msgstr "烘焙导航网格。"
-
-#~ msgid "Control activation of this server."
-#~ msgstr "控制该服务器的激活。"
-
-#~ msgid ""
-#~ "A PacketPeer implementation that should be passed to [member SceneTree."
-#~ "network_peer] after being initialized as either a client or server. "
-#~ "Events can then be handled by connecting to [SceneTree] signals."
-#~ msgstr ""
-#~ "一个PacketPeer的实现,在被初始化为客户端或服务器后,应该被传递给[成员"
-#~ "SceneTree.network_peer]。然后可以通过连接到[SceneTree]信号来处理事件。"
-
-#~ msgid ""
-#~ "The compression method used for network packets. These have different "
-#~ "tradeoffs of compression speed versus bandwidth, you may need to test "
-#~ "which one works best for your use case if you use compression at all."
-#~ msgstr ""
-#~ "用于网络数据包的压缩方法。它们在压缩速度和带宽上有不同的权衡,如果您使用压"
-#~ "缩的话,您可能需要测试哪一个最适合您的用例。"
-
-#~ msgid "ENet's built-in range encoding."
-#~ msgstr "ENet的内置范围编码。"
-
-#~ msgid ""
-#~ "Manages the connection to network peers. Assigns unique IDs to each "
-#~ "client connected to the server."
-#~ msgstr "管理到网络对等体的连接。为连接到服务器的每个客户端分配唯一的id。"
-
-#~ msgid "Doesn't do anything at the time of writing."
-#~ msgstr "在写的时候什么也不做。"
-
-#~ msgid "The height of the 9-slice's left column."
-#~ msgstr "9-slice的左列的高度。"
-
-#~ msgid "The height of the 9-slice's right column."
-#~ msgstr "9-slice的右列的高度。"
-
-#~ msgid "The height of the 9-slice's top row."
-#~ msgstr "9-slice的顶行的高度。"
-
-#~ msgid ""
-#~ "Finds the first parent of the current node whose name matches [code]mask[/"
-#~ "code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/"
-#~ "code] matches zero or more characters and [code]\"?\"[/code] matches any "
-#~ "single character except [code]\".\"[/code]).\n"
-#~ "[b]Note:[/b] It does not match against the full path, just against "
-#~ "individual node names."
-#~ msgstr ""
-#~ "查找当前节点的第一个父节点,其名称与[method String.match]中的[code]mask[/"
-#~ "code]相匹配(即区分大小写,但[code]\"*\"[/code]匹配零或多个字符,[code]\"?"
-#~ "\"[/code]匹配任何单一字符,除了[code]\".\"[/code])。\n"
-#~ "[b]注意:[/b]它不与全路径匹配,只与单个节点名称匹配。"
-
-#~ msgid "Returns an array listing the groups that the node is a member of."
-#~ msgstr "返回一个数组,该数组列出节点所属的组。"
-
-#~ msgid ""
-#~ "When a scene is instanced from a file, its topmost node contains the "
-#~ "filename from which it was loaded."
-#~ msgstr ""
-#~ "当一个场景从一个文件中实例化时,它的最上面的节点包含加载它的文件名。"
-
-#~ msgid ""
-#~ "Notification received from the OS when the node's parent [Window] is "
-#~ "focused. This may be a change of focus between two windows of the same "
-#~ "engine instance, or from the OS desktop or a third-party application to a "
-#~ "window of the game (in which case [constant "
-#~ "NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted)."
-#~ msgstr ""
-#~ "当节点的父[Window]被聚焦时,从操作系统收到的通知。这可能是同一引擎实例的两"
-#~ "个窗口之间的焦点变化,或者是从操作系统桌面或第三方应用程序到游戏窗口的焦点"
-#~ "变化(在这种情况下,[constant NOTIFICATION_APPLICATION_FOCUS_IN]也被发射出"
-#~ "来)。"
-
-#~ msgid ""
-#~ "Notification received from the OS when the node's parent [Window] is "
-#~ "defocused. This may be a change of focus between two windows of the same "
-#~ "engine instance, or from a window of the game to the OS desktop or a "
-#~ "third-party application (in which case [constant "
-#~ "NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted)."
-#~ msgstr ""
-#~ "当节点的父级[Window]被取消焦点时,从操作系统收到的通知。这可能是同一引擎实"
-#~ "例的两个窗口之间的焦点变化,或者是从游戏的一个窗口到操作系统桌面或第三方应"
-#~ "用程序的焦点变化(在这种情况下,[constant "
-#~ "NOTIFICATION_APPLICATION_FOCUS_OUT]也被发射出来)。"
-
-#~ msgid ""
-#~ "Returns the angle between the node and the [code]point[/code] in radians."
-#~ msgstr "返回节点与[code]point[/code]之间的角度,单位为弧度。"
-
-#~ msgid ""
-#~ "Whether the texture can be tiled without visible seams or not. Seamless "
-#~ "textures take longer to generate."
-#~ msgstr ""
-#~ "纹理是否可以在没有可见接缝的情况下进行铺设。无缝纹理需要更长的时间来生成。"
-
-#~ msgid ""
-#~ "Deletes the object from memory. Any pre-existing reference to the freed "
-#~ "object will become invalid, e.g. [code]is_instance_valid(object)[/code] "
-#~ "will return [code]false[/code]."
-#~ msgstr ""
-#~ "从内存中删除对象。对被释放对象的任何预先存在的引用都将无效,例如"
-#~ "[code]is_instance_valid(object)[/code]将返回[code]false[/code]。"
-
-#~ msgid "Returns the object's class as a [String]."
-#~ msgstr "返回对象的类型名[String]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the object inherits from the given "
-#~ "[code]class[/code]."
-#~ msgstr "如果该对象继承于给定的[code]class[/code],则返回[code]true[/code]。"
-
-#~ msgid ""
-#~ "Adds or changes a given entry in the object's metadata. Metadata are "
-#~ "serialized, and can take any [Variant] value."
-#~ msgstr ""
-#~ "在对象的元数据中添加或更改给定的条目。元数据是序列化的,可以接受任何"
-#~ "[Variant]值。"
-
-#~ msgid ""
-#~ "An Omnidirectional light is a type of [Light3D] that emits light in all "
-#~ "directions. The light is attenuated by distance and this attenuation can "
-#~ "be configured by changing its energy, radius, and attenuation parameters."
-#~ msgstr ""
-#~ "全向光是一种[Light3D]的类型,它向所有方向发射光。光线会因距离而衰减,这种"
-#~ "衰减可以通过改变其能量、半径和衰减参数来配置。"
-
-#~ msgid ""
-#~ "Generate a noise image with the requested [code]width[/code] and "
-#~ "[code]height[/code], based on the current noise parameters."
-#~ msgstr ""
-#~ "根据当前的噪声参数,生成一个具有要求的[code]width[/code]和[code]height[/"
-#~ "code]的噪声图像。"
-
-#~ msgid ""
-#~ "Delay execution of the current thread by [code]msec[/code] milliseconds."
-#~ msgstr "将当前线程的执行延迟[code]msec[/code]毫秒。"
-
-#~ msgid ""
-#~ "Delay execution of the current thread by [code]usec[/code] microseconds."
-#~ msgstr "延迟执行当前线程的[code]usec[/code]微秒。"
-
-#~ msgid "Returns an environment variable."
-#~ msgstr "返回一个环境变量。"
-
-#~ msgid "Returns the host OS locale."
-#~ msgstr "返回主机操作系统区域设置。"
-
-#~ msgid ""
-#~ "Returns a string that is unique to the device.\n"
-#~ "[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method "
-#~ "isn't implemented on those platforms yet."
-#~ msgstr ""
-#~ "返回一个对该设备来说唯一的字符串。\n"
-#~ "[b]注意:[/b] 在HTML5和UWP上返回一个空字符串,因为这个方法在这些平台上还没"
-#~ "有实现。"
-
-#~ msgid "Returns the current UNIX epoch timestamp."
-#~ msgstr "返回当前 UNIX epoch 的时间戳。"
-
-#~ msgid "Returns [code]true[/code] if an environment variable exists."
-#~ msgstr "如果存在环境变量,则返回[code]true[/code]。"
-
-#~ msgid "The Vulkan rendering backend."
-#~ msgstr "Vulkan渲染后端。"
-
-#~ msgid "Returns [code]true[/code] if the array contains [code]value[/code]."
-#~ msgstr "如果数组中存在值 [code]value[/code],则返回 [code]true[/code]。"
-
-#~ msgid "Sorts the elements of the array in ascending order."
-#~ msgstr "将数组的元素按升序排序。"
-
-#~ msgid "A packed [Array] of 32-bit floating-point values."
-#~ msgstr "32位浮点值的压缩[Array]。"
-
-#~ msgid ""
-#~ "An [Array] specifically designed to hold 32-bit floating-point values. "
-#~ "Packs data tightly, so it saves memory for large array sizes.\n"
-#~ "[b]Note:[/b] This type is passed by value and not by reference.\n"
-#~ "If you need to pack 64-bit floats tightly, see [PackedFloat64Array]."
-#~ msgstr ""
-#~ "一个专门用于保存32位浮点值的[Array]。紧密地包装数据,当数组尺寸较大时,这"
-#~ "将节省内存。\n"
-#~ "[b]注意:[/b] 这种类型是通过值传递的,而不是通过引用。\n"
-#~ "如果你需要紧紧地打包64位浮点,请参阅[PackedFloat64Array]。"
-
-#~ msgid ""
-#~ "Constructs a new [PackedFloat32Array]. Optionally, you can pass in a "
-#~ "generic [Array] that will be converted."
-#~ msgstr ""
-#~ "构建一个新的[PackedFloat32Array]。你可以选择传入一个通用的[Array],它将被"
-#~ "转换。"
-
-#~ msgid "Appends a [PackedFloat32Array] at the end of this array."
-#~ msgstr "在这个数组的末端添加一个[PackedFloat32Array]。"
-
-#~ msgid "A packed [Array] of 64-bit floating-point values."
-#~ msgstr "一个由64位浮点值组成的压缩[Array]。"
-
-#~ msgid ""
-#~ "An [Array] specifically designed to hold 64-bit floating-point values. "
-#~ "Packs data tightly, so it saves memory for large array sizes.\n"
-#~ "[b]Note:[/b] This type is passed by value and not by reference.\n"
-#~ "If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] "
-#~ "for a more memory-friendly alternative."
-#~ msgstr ""
-#~ "一个专门用来保存64位浮点值的[阵列]。通过紧密地包装数据,当数组尺寸较大时,"
-#~ "这将节省一定内存。\n"
-#~ "[b]注意:[/b] 这种类型是通过值传递的,而不是通过引用。\n"
-#~ "如果你只需要紧紧地打包32位浮点数,请看[PackedFloat32Array],这是一个对内存"
-#~ "更友好的选择。"
-
-#~ msgid ""
-#~ "Constructs a new [PackedFloat64Array]. Optionally, you can pass in a "
-#~ "generic [Array] that will be converted."
-#~ msgstr ""
-#~ "构建一个新的[PackedFloat64Array]。你可以选择传入一个通用的[Array],它将被"
-#~ "转换。"
-
-#~ msgid "Appends a [PackedFloat64Array] at the end of this array."
-#~ msgstr "在这个数组的末端添加一个[PackedFloat64Array]。"
-
-#~ msgid "A packed [Array] of 64-bit integers."
-#~ msgstr "一个由64位整数组成的压缩[Array]。"
-
-#~ msgid ""
-#~ "An [Array] specifically designed to hold 64-bit integer values. Packs "
-#~ "data tightly, so it saves memory for large array sizes.\n"
-#~ "[b]Note:[/b] This type is passed by value and not by reference.\n"
-#~ "[b]Note:[/b] This type stores signed 64-bit integers, which means it can "
-#~ "take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]"
-#~ "[-9223372036854775808, 9223372036854775807][/code]. Exceeding those "
-#~ "bounds will wrap around. If you only need to pack 32-bit integers "
-#~ "tightly, see [PackedInt32Array] for a more memory-friendly alternative."
-#~ msgstr ""
-#~ "一个专门用于保存64位整数值的[阵列]。通过紧密地包装数据,当数组尺寸较大时,"
-#~ "这将节省一定内存。\n"
-#~ "[b]注意:[/b] 这种类型是通过值传递的,而不是通过引用。\n"
-#~ "[b]注意:[/b] 该类型存储有符号的64位整数,这意味着它可以在[code][-2^63, "
-#~ "2^63 - 1][/code]的区间内取值,即[code][-9223372036854775808, "
-#~ "9223372036854775807][/code]。超过这些界限将被包起来。如果你只需要紧紧地打"
-#~ "包32位整数,请参阅[PackedInt32Array],这是一个对内存更友好的选择。"
-
-#~ msgid ""
-#~ "Constructs a new [PackedInt64Array]. Optionally, you can pass in a "
-#~ "generic [Array] that will be converted."
-#~ msgstr ""
-#~ "构建一个新的[PackedInt64Array]。你可以选择传入一个通用的[Array],它将被转"
-#~ "换。"
-
-#~ msgid "Appends a [PackedInt64Array] at the end of this array."
-#~ msgstr "在此数组末尾追加一个[PackedInt64Array]。"
-
-#~ msgid ""
-#~ "This class represents a DTLS peer connection. It can be used to connect "
-#~ "to a DTLS server, and is returned by [method DTLSServer.take_connection]."
-#~ msgstr ""
-#~ "此类表示DTLS对等连接。它可用于连接到DTLS服务器,并由[method DTLSServer."
-#~ "take_connection]返回。"
-
-#~ msgid ""
-#~ "Waits for a packet to arrive on the listening port. See [method listen]."
-#~ msgstr "等待一个数据包到达监听端口。参见 [method listen]。"
-
-#~ msgid "Point sampler for a [Path3D]."
-#~ msgstr "[Path3D]的点取样器。"
-
-#~ msgid ""
-#~ "This node takes its parent [Path3D], and returns the coordinates of a "
-#~ "point within it, given a distance from the first vertex.\n"
-#~ "It is useful for making other nodes follow a path, without coding the "
-#~ "movement pattern. For that, the nodes must be children of this node. The "
-#~ "descendant nodes will then move accordingly when setting an offset in "
-#~ "this node."
-#~ msgstr ""
-#~ "这个节点接受它的父节点[Path3D] ,并返回其中一个点的坐标,给定距离第一个顶"
-#~ "点的距离。\n"
-#~ "它有助于使其他节点遵循一条路径,而无需编写运动模式的代码。为此,节点必须是"
-#~ "此节点的子节点。然后,当在此节点中设置偏移量时,子代节点将相应移动。"
-
-#~ msgid ""
-#~ "Adds a custom monitor with name same as id. You can specify the category "
-#~ "of monitor using '/' in id. If there are more than one '/' then default "
-#~ "category is used. Default category is \"Custom\".\n"
-#~ "[codeblock]\n"
-#~ "Performance.add_custom_monitor(\"MyCategory/MyMonitor\", some_callable) # "
-#~ "Adds monitor with name \"MyName\" to category \"MyCategory\"\n"
-#~ "Performance.add_custom_monitor(\"MyMonitor\", some_callable) # Adds "
-#~ "monitor with name \"MyName\" to category \"Custom\"\n"
-#~ "# Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but "
-#~ "different ids so above code is valid\n"
-#~ "Performance.add_custom_monitor(\"Custom/MyMonitor\", some_callable) # "
-#~ "Adds monitor with name \"MyName\" to category \"Custom\"\n"
-#~ "# Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same "
-#~ "category but different ids so above code is valid\n"
-#~ "Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", "
-#~ "some_callable) # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/"
-#~ "MyMonitor\" to category \"Custom\"\n"
-#~ "[/codeblock]\n"
-#~ "The debugger calls the callable to get the value of custom monitor. The "
-#~ "callable must return a number.\n"
-#~ "Callables are called with arguments supplied in argument array.\n"
-#~ "[b]Note:[/b] It throws an error if given id is already present."
-#~ msgstr ""
-#~ "添加一个名称与id相同的自定义监视器。你可以用id中的'/'指定监视器的类别。如"
-#~ "果有一个以上的'/',则使用默认类别。默认的类别是 \"Custom\"。\n"
-#~ "[codeblock]\n"
-#~ "Performance.add_custom_monitor(\"MyCategory/MyMonitor\", some_callable) # "
-#~ "Adds monitor with name \"MyName\" to category \"MyCategory\"\n"
-#~ "Performance.add_custom_monitor(\"MyMonitor\", some_callable) # Adds "
-#~ "monitor with name \"MyName\" to category \"Custom\"\n"
-#~ "# Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but "
-#~ "different ids so above code is valid\n"
-#~ "Performance.add_custom_monitor(\"Custom/MyMonitor\", some_callable) # "
-#~ "Adds monitor with name \"MyName\" to category \"Custom\"\n"
-#~ "# Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same "
-#~ "category but different ids so above code is valid\n"
-#~ "Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", "
-#~ "some_callable) # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/"
-#~ "MyMonitor\" to category \"Custom\"\n"
-#~ "[/codeblock]\n"
-#~ "调试器调用可调用程序以获得自定义监视器的值。该可调用程序必须返回一个数"
-#~ "字。\n"
-#~ "调用可调用程序的参数是在参数数组中提供的。\n"
-#~ "[b]注意:[/b] 如果给定的id已经存在,它会抛出一个错误。"
-
-#~ msgid ""
-#~ "Returns the value of custom monitor with given id. The callable is called "
-#~ "to get the value of custom monitor.\n"
-#~ "[b]Note:[/b] It throws an error if the given id is absent."
-#~ msgstr ""
-#~ "返回带有给定id的自定义监视器的值。调用可调用对象以获取自定义监视器的值。\n"
-#~ "[b]注意:[/b]如果给定id不存在,则抛出错误。"
-
-#~ msgid "Returns the names of active custom monitors in an array."
-#~ msgstr "在数组中返回活动自定义监控器的名称。"
-
-#~ msgid "Returns the last tick in which custom monitor was added/removed."
-#~ msgstr "返回添加/删除自定义监视器的最后一个标记。"
-
-#~ msgid ""
-#~ "Returns true if custom monitor with the given id is present otherwise "
-#~ "returns false."
-#~ msgstr "如果存在给定id的自定义监视器,则返回true,否则返回false。"
-
-#~ msgid ""
-#~ "Removes the custom monitor with given id.\n"
-#~ "[b]Note:[/b] It throws an error if the given id is already absent."
-#~ msgstr ""
-#~ "移除指定id的自定义监视器。\n"
-#~ "[b]注意:[/b]如果给定的id已经不在,它会抛出一个错误。"
-
-#~ msgid "Damps the body's rotation if greater than [code]0[/code]."
-#~ msgstr "如果大于[code]0[/code],则会抑制身体的旋转。"
-
-#~ msgid "Sets the body's transform."
-#~ msgstr "设置实体的变换。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the body is deactivated when there is no movement, "
-#~ "so it will not take part in the simulation until it is awaken by an "
-#~ "external force."
-#~ msgstr ""
-#~ "如果[code]true[/code],实体在没有运动时会被禁用,因此在被外力唤醒之前,它"
-#~ "不会参与模拟。"
-
-#~ msgid ""
-#~ "The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] "
-#~ "(max friction)."
-#~ msgstr ""
-#~ "实体的摩擦力,从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦力)。"
-
-#~ msgid ""
-#~ "This is multiplied by the global 3D gravity setting found in [b]Project > "
-#~ "Project Settings > Physics > 3d[/b] to produce the body's gravity. For "
-#~ "example, a value of 1 will be normal gravity, 2 will apply double "
-#~ "gravity, and 0.5 will apply half gravity to this object."
-#~ msgstr ""
-#~ "该值乘以[b]项目>项目设置>物理>3D[/b]中的全局3D重力设置,以生成实体的重力。"
-#~ "例如,值1将为正常重力,值2将对该对象应用双重重力,值0.5将对此对象应用半重"
-#~ "力。"
-
-#~ msgid "Sets the joint's transform."
-#~ msgstr "设置关节的变换。"
-
-#~ msgid "Sets the joint's rotation in radians."
-#~ msgstr "以弧度为单位设置关节的旋转。"
-
-#~ msgid "Sets the joint's rotation in degrees."
-#~ msgstr "以度为单位设置关节的旋转。"
-
-#~ msgid "Damps the body's movement if greater than [code]0[/code]."
-#~ msgstr "如果大于[code]0[/code],则会抑制实体的运动。"
-
-#~ msgid "[Sky] [Material] used for a physically based sky."
-#~ msgstr "[Sky][Material]用于基于物理的天空。"
-
-#~ msgid ""
-#~ "The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to "
-#~ "draw a sky based on physical properties. This results in a substantially "
-#~ "more realistic sky than the [ProceduralSkyMaterial], but it is slightly "
-#~ "slower and less flexible.\n"
-#~ "The [PhysicalSkyMaterial] only supports one sun. The color, energy, and "
-#~ "direction of the sun are taken from the first [DirectionalLight3D] in the "
-#~ "scene tree.\n"
-#~ "As it is based on a daylight model, the sky fades to black as the sunset "
-#~ "ends. If you want a full day/night cycle, you will have to add a night "
-#~ "sky by converting this to a [ShaderMaterial] and adding a night sky "
-#~ "directly into the resulting shader."
-#~ msgstr ""
-#~ "[PhysicalSkyMaterial]使用Preetham分析日光模型根据物理特性绘制天空。这使得"
-#~ "天空比[ProceduralSkyMaterial]更加逼真,但速度稍慢,灵活性稍差。\n"
-#~ "[PhysicalSkyMaterial]仅支持一个太阳。太阳的颜色、能量和方向取自场景树中的"
-#~ "第一个[DirectionalLight3D]。\n"
-#~ "由于它基于日光模型,日落结束时天空逐渐变暗。如果需要完整的昼夜循环,则必须"
-#~ "通过将其转换为[ShaderMaterial]并将夜空直接添加到结果着色器中来添加夜空。"
-
-#~ msgid ""
-#~ "Sets the amount of dithering to use. Dithering helps reduce banding that "
-#~ "appears from the smooth changes in color in the sky. Use the lowest value "
-#~ "possible, higher amounts may add fuzziness to the sky."
-#~ msgstr ""
-#~ "设置要使用的抖动量。抖动有助于减少因天空中颜色的平滑变化而出现的带状。使用"
-#~ "尽可能低的值,较高的值可能会增加天空的模糊性。"
-
-#~ msgid ""
-#~ "Sets the exposure of the sky. Higher exposure values make the entire sky "
-#~ "brighter."
-#~ msgstr "设置天空的曝光。曝光值越高,整个天空越亮。"
-
-#~ msgid ""
-#~ "Modulates the [Color] on the bottom half of the sky to represent the "
-#~ "ground."
-#~ msgstr "调制天空下半部分的[Color]以表示地面。"
-
-#~ msgid ""
-#~ "Controls the strength of mie scattering for the sky. Mie scattering "
-#~ "results from light colliding with larger particles (like water). On "
-#~ "earth, mie scattering results in a whiteish color around the sun and "
-#~ "horizon."
-#~ msgstr ""
-#~ "控制天空的mie散射强度。Mie散射是光与较大颗粒(如水)碰撞的结果。在地球上,"
-#~ "米氏散射导致太阳和地平线周围呈现白色。"
-
-#~ msgid ""
-#~ "Controls the [Color] of the mie scattering effect. While not physically "
-#~ "accurate, this allows for the creation of alien looking planets."
-#~ msgstr ""
-#~ "控制mie散射效果的[Color]。虽然在物理上并不精确,但这可以用来创造类似地外行"
-#~ "星的效果。"
-
-#~ msgid ""
-#~ "Controls the direction of the mie scattering. A value of [code]1[/code] "
-#~ "means that when light hits a particle it passing through straight "
-#~ "forward. A value of [code]-1[/code] means that all light is scatter "
-#~ "backwards."
-#~ msgstr ""
-#~ "控制mie散射的方向。[code]1[/code]的值意味着,当光线击中粒子时,它将直接通"
-#~ "过。[code]-1[/code]的值表示所有光线都向后散射。"
-
-#~ msgid ""
-#~ "[Texture2D] for the night sky. This is added to the sky, so if it is "
-#~ "bright enough, it may be visible during the day."
-#~ msgstr ""
-#~ "[Texture2D]夜空。这是添加到天空中的,因此如果它足够明亮,它可能在白天可"
-#~ "见。"
-
-#~ msgid ""
-#~ "Controls the strength of the rayleigh scattering. Rayleigh scattering "
-#~ "results from light colliding with small particles. It is responsible for "
-#~ "the blue color of the sky."
-#~ msgstr ""
-#~ "控制瑞利散射的强度。瑞利散射是光与小颗粒碰撞的结果。它是天空蓝色的原因。"
-
-#~ msgid ""
-#~ "Controls the [Color] of the rayleigh scattering. While not physically "
-#~ "accurate, this allows for the creation of alien looking planets. For "
-#~ "example, setting this to a red [Color] results in a mars looking "
-#~ "atmosphere with a corresponding blue sunset."
-#~ msgstr ""
-#~ "控制瑞利散射的[Color]。虽然在物理上并不精确,但这可以用来创造类似地外行星"
-#~ "的效果。例如,将其设置为红色[Color]将导致具有相应蓝色日落的火星大气。"
-
-#~ msgid ""
-#~ "Sets the size of the sun disk. Default value is based on Sol's perceived "
-#~ "size from Earth."
-#~ msgstr "设定太阳圆盘的大小。默认值是基于Sol从地球上感知到的大小。"
-
-#~ msgid ""
-#~ "Sets the thickness of the atmosphere. High turbidity creates a foggy "
-#~ "looking atmosphere, while a low turbidity results in a clearer atmosphere."
-#~ msgstr ""
-#~ "设置大气的厚度。高浑浊度创建一个雾蒙蒙的大气,而低浑浊度导致一个更清晰的大"
-#~ "气。"
-
-#~ msgid ""
-#~ "Sets individual bits on the [member collision_layer] bitmask. Use this if "
-#~ "you only need to change one layer's value."
-#~ msgstr ""
-#~ "在[member collision_layer]位掩码上设置单个位。如果你只需要改变一个图层的"
-#~ "值,可以使用这个。"
-
-#~ msgid ""
-#~ "Sets individual bits on the [member collision_mask] bitmask. Use this if "
-#~ "you only need to change one layer's value."
-#~ msgstr ""
-#~ "在[member collision_mask]位掩码上设置单个位。如果你只需要改变一个图层的"
-#~ "值,可以使用这个。"
-
-#~ msgid ""
-#~ "The physics layers this area is in.\n"
-#~ "Collidable objects can exist in any of 32 different layers. These layers "
-#~ "work like a tagging system, and are not visual. A collidable can use "
-#~ "these layers to select with which objects it can collide, using the "
-#~ "[member collision_mask] property.\n"
-#~ "A contact is detected if object A is in any of the layers that object B "
-#~ "scans, or object B is in any layer scanned by object A."
-#~ msgstr ""
-#~ "这个区域所处的物理层。\n"
-#~ "可碰撞对象可以存在于32个不同的层中的任何一个。这些层就像标签系统一样工作,"
-#~ "并且不是可视化的。一个可碰撞的可以使用这些层来选择它可以碰撞的对象,使用"
-#~ "[member collision_mask]属性。\n"
-#~ "如果物体A在物体B扫描的任一层中,或者物体B在物体A扫描的任一层中,则检测到接"
-#~ "触。"
-
-#~ msgid "The physics layers this area scans for collisions."
-#~ msgstr "该区域的物理层扫描碰撞。"
-
-#~ msgid "Direct access object to a physics body in the [PhysicsServer3D]."
-#~ msgstr "直接访问对象到[PhysicsServer3D]中的物理体。"
-
-#~ msgid ""
-#~ "Provides direct access to a physics body in the [PhysicsServer3D], "
-#~ "allowing safe changes to physics properties. This object is passed via "
-#~ "the direct state callback of rigid/character bodies, and is intended for "
-#~ "changing the direct state of that body. See [method RigidBody3D."
-#~ "_integrate_forces]."
-#~ msgstr ""
-#~ "提供对[PhysicsServer3D]中的物理体的直接访问,允许安全地改变物理属性。这个"
-#~ "对象是通过刚性/字符体的直接状态回调传递的,目的是为了改变该体的直接状态。"
-#~ "参见[method RigidBody3D._integrate_forces]。"
-
-#~ msgid ""
-#~ "Returns the number of contacts this body has with other bodies.\n"
-#~ "[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
-#~ "monitor contacts. See [member RigidBody3D.contact_monitor]."
-#~ msgstr ""
-#~ "返回此物体与其他物体的接触数。\n"
-#~ "[b]注意:[/b]默认情况下返回 0,除非body被设为监控接触数。[member "
-#~ "RigidBody3D.contact_monitor。"
-
-#~ msgid ""
-#~ "Checks how far the shape can travel toward a point. If the shape can not "
-#~ "move, the array will be empty.\n"
-#~ "[b]Note:[/b] Both the shape and the motion are supplied through a "
-#~ "[PhysicsShapeQueryParameters2D] object. The method will return an array "
-#~ "with two floats between 0 and 1, both representing a fraction of "
-#~ "[code]motion[/code]. The first is how far the shape can move without "
-#~ "triggering a collision, and the second is the point at which a collision "
-#~ "will occur. If no collision is detected, the returned array will be [code]"
-#~ "[1, 1][/code]."
-#~ msgstr ""
-#~ "检查形状能向某一点移动多远。如果形状不能移动,数组将为空。\n"
-#~ "[b]注意:[/b]形状和运动都是通过[PhysicsShapeQueryParameters2D]对象提供的。"
-#~ "该方法将返回一个包含0到1之间的两个浮点数的数组,这两个浮点数都代表"
-#~ "[code]motion[/code]的一部分。第一个是形状在不触发碰撞的情况下能移动多远,"
-#~ "第二个是碰撞发生的点。如果没有检测到碰撞,返回的数组将是[code][1,1][/"
-#~ "code]。"
-
-#~ msgid "Direct access object to a space in the [PhysicsServer3D]."
-#~ msgstr "直接访问[PhysicsServer3D]中的一个空间。"
-
-#~ msgid ""
-#~ "Direct access object to a space in the [PhysicsServer3D]. It's used "
-#~ "mainly to do queries against objects and areas residing in a given space."
-#~ msgstr ""
-#~ "直接访问[PhysicsServer3D]中的一个空间。它主要用于对给定空间中的对象和区域"
-#~ "进行查询。"
-
-#~ msgid ""
-#~ "Checks whether the shape can travel to a point. The method will return an "
-#~ "array with two floats between 0 and 1, both representing a fraction of "
-#~ "[code]motion[/code]. The first is how far the shape can move without "
-#~ "triggering a collision, and the second is the point at which a collision "
-#~ "will occur. If no collision is detected, the returned array will be [code]"
-#~ "[1, 1][/code].\n"
-#~ "If the shape can not move, the returned array will be [code][0, 0][/code] "
-#~ "under Bullet, and empty under GodotPhysics3D."
-#~ msgstr ""
-#~ "检查形状是否可以移动到一个点。该方法将返回一个数组,其中有两个介于0和1之间"
-#~ "的浮点数,都代表[code]motion[/code]的一个分数。第一个是形状可以移动多远而"
-#~ "不触发碰撞,第二个是将发生碰撞的点。如果没有检测到碰撞,返回的数组将是"
-#~ "[code][1, 1][/code]。\n"
-#~ "如果形状不能移动,返回的数组在Bullet下将是[code][0, 0][/code],而在"
-#~ "GodotPhysics3D下是空的。"
-
-#~ msgid ""
-#~ "Checks the intersections of a shape, given through a "
-#~ "[PhysicsShapeQueryParameters3D] object, against the space. The resulting "
-#~ "array contains a list of points where the shape intersects another. Like "
-#~ "with [method intersect_shape], the number of returned results can be "
-#~ "limited to save processing time."
-#~ msgstr ""
-#~ "检查形状的交叉点,通过[PhysicsShapeQueryParameters3D]对象,针对空间。生成"
-#~ "的数组包含一个与另一个形状相交的点列表。与[method intersect_shape]一样,可"
-#~ "以限制返回结果的数量,以节省处理时间。"
-
-#~ msgid "Sets a body state using one of the [enum BodyState] constants."
-#~ msgstr "使用[enum BodyState]常量之一设置物体状态。"
-
-#~ msgid ""
-#~ "Returns the value of a damped spring joint parameter. See [enum "
-#~ "DampedSpringParam] for a list of available parameters."
-#~ msgstr ""
-#~ "返回阻尼弹簧关节参数的值。参见[enum DampedSpringParam]获取可用参数的列表。"
-
-#~ msgid "Creates an [Area3D]."
-#~ msgstr "创建一个[Area3D]区域。"
-
-#~ msgid "Returns the [PhysicsDirectBodyState3D] of the body."
-#~ msgstr "返回物体的[PhysicDirectBodyState3D]。"
-
-#~ msgid ""
-#~ "Destroys any of the objects created by PhysicsServer3D. If the [RID] "
-#~ "passed is not one of the objects that can be created by PhysicsServer3D, "
-#~ "an error will be sent to the console."
-#~ msgstr ""
-#~ "销毁PhysicsServer3D创建的任何对象。如果传递的[RID]不是PhysicsServer3D可以"
-#~ "创建的对象之一,则会向控制台发送错误。"
-
-#~ msgid ""
-#~ "Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object "
-#~ "can be used to make collision/intersection queries."
-#~ msgstr ""
-#~ "返回空间的状态,即[PhysicDirectSpaceState3D]。此对象可用于进行碰撞/相交查"
-#~ "询。"
-
-#~ msgid "The [Shape3D] is a [WorldMarginShape3D]."
-#~ msgstr "[Shape3D]是一个[WorldMarginShape3D]。"
-
-#~ msgid ""
-#~ "The physics layer(s) the query will take into account (as a bitmask)."
-#~ msgstr "查询将考虑的物理层(作为位掩码)。"
-
-#~ msgid ""
-#~ "The [Shape2D] that will be used for collision/intersection queries. This "
-#~ "stores the actual reference which avoids the shape to be released while "
-#~ "being used for queries, so always prefer using this over [member "
-#~ "shape_rid]."
-#~ msgstr ""
-#~ "将用于碰撞/相交查询的[Shape2D]。这将存储实际引用,从而避免在用于查询时释放"
-#~ "形状,因此与[member shape_rid]相比,总是更喜欢使用该引用。"
-
-#~ msgid ""
-#~ "The queried shape's [RID] that will be used for collision/intersection "
-#~ "queries. Use this over [member shape] if you want to optimize for "
-#~ "performance using the Servers API:\n"
-#~ "[codeblock]\n"
-#~ "var shape_rid = PhysicsServer2D.circle_shape_create()\n"
-#~ "var radius = 64\n"
-#~ "PhysicsServer2D.shape_set_data(shape_rid, radius)\n"
-#~ "\n"
-#~ "var params = PhysicsShapeQueryParameters2D.new()\n"
-#~ "params.shape_rid = shape_rid\n"
-#~ "\n"
-#~ "# Execute physics queries here...\n"
-#~ "\n"
-#~ "# Release the shape when done with physics queries.\n"
-#~ "PhysicsServer2D.free_rid(shape_rid)\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "将用于碰撞/相交查询的查询形状的[RID]。如果要使用服务器应用编程接口优化性"
-#~ "能,请在[member shape]上使用此选项:\n"
-#~ "[codeblock]\n"
-#~ "var shape_rid = PhysicsServer2D.circle_shape_create()\n"
-#~ "var radius = 64\n"
-#~ "PhysicsServer2D.shape_set_data(shape_rid, radius)\n"
-#~ "\n"
-#~ "var params = PhysicsShapeQueryParameters2D.new()\n"
-#~ "params.shape_rid = shape_rid\n"
-#~ "\n"
-#~ "# Execute physics queries here...\n"
-#~ "\n"
-#~ "# Release the shape when done with physics queries.\n"
-#~ "PhysicsServer2D.free_rid(shape_rid)\n"
-#~ "[/codeblock]"
-
-#~ msgid "If [code]true[/code], the query will take [Area3D]s into account."
-#~ msgstr "如果[code]true[/code],查询将考虑[Area3D]。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the query will take [PhysicsBody3D]s into account."
-#~ msgstr "如果[code]true[/code],查询将考虑[PhysicsBody3D]。"
-
-#~ msgid ""
-#~ "The [Shape3D] that will be used for collision/intersection queries. This "
-#~ "stores the actual reference which avoids the shape to be released while "
-#~ "being used for queries, so always prefer using this over [member "
-#~ "shape_rid]."
-#~ msgstr ""
-#~ "将用于碰撞/相交查询的[Shape3D]。这将存储实际引用,从而避免在用于查询时释放"
-#~ "形状,因此与[member shape_rid]相比,总是更喜欢使用该引用。"
-
-#~ msgid ""
-#~ "The queried shape's [RID] that will be used for collision/intersection "
-#~ "queries. Use this over [member shape] if you want to optimize for "
-#~ "performance using the Servers API:\n"
-#~ "[codeblock]\n"
-#~ "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D."
-#~ "SHAPE_SPHERE)\n"
-#~ "var radius = 2.0\n"
-#~ "PhysicsServer3D.shape_set_data(shape_rid, radius)\n"
-#~ "\n"
-#~ "var params = PhysicsShapeQueryParameters3D.new()\n"
-#~ "params.shape_rid = shape_rid\n"
-#~ "\n"
-#~ "# Execute physics queries here...\n"
-#~ "\n"
-#~ "# Release the shape when done with physics queries.\n"
-#~ "PhysicsServer3D.free_rid(shape_rid)\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "将用于碰撞/相交查询的查询形状的[RID]。如果要使用服务器应用编程接口优化性"
-#~ "能,请在[member shape]上使用此选项:\n"
-#~ "[codeblock]\n"
-#~ "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D."
-#~ "SHAPE_SPHERE)\n"
-#~ "var radius = 2.0\n"
-#~ "PhysicsServer3D.shape_set_data(shape_rid, radius)\n"
-#~ "\n"
-#~ "var params = PhysicsShapeQueryParameters3D.new()\n"
-#~ "params.shape_rid = shape_rid\n"
-#~ "\n"
-#~ "# Execute physics queries here...\n"
-#~ "\n"
-#~ "# Release the shape when done with physics queries.\n"
-#~ "PhysicsServer3D.free_rid(shape_rid)\n"
-#~ "[/codeblock]"
-
-#~ msgid "Result of a 2D shape query in [PhysicsServer2D]."
-#~ msgstr "[PhysicsServer2D]中2D形状查询的结果。"
-
-#~ msgid ""
-#~ "The result of a 2D shape query in [PhysicsServer2D]. See also "
-#~ "[PhysicsShapeQueryParameters2D]."
-#~ msgstr ""
-#~ "[PhysicsServer2D]中2D形状查询的结果。另请参见"
-#~ "[PhysicsShapeQueryParameters2D]。"
-
-#~ msgid "Returns the number of objects that intersected with the shape."
-#~ msgstr "返回与形状相交的对象数。"
-
-#~ msgid ""
-#~ "Returns the [Object] that intersected with the shape at index [code]idx[/"
-#~ "code]."
-#~ msgstr "返回在索引[code]idx[/code]处与形状相交的[Object]。"
-
-#~ msgid ""
-#~ "Returns the instance ID of the [Object] that intersected with the shape "
-#~ "at index [code]idx[/code]."
-#~ msgstr "返回在索引[code]idx[/code]处与形状相交的[Object]的实例ID。"
-
-#~ msgid ""
-#~ "Returns the child index of the object's [Shape2D] that intersected with "
-#~ "the shape at index [code]idx[/code]."
-#~ msgstr "返回在索引[code]idx[/code]处与形状相交的对象的[Shape2D]的子索引。"
-
-#~ msgid ""
-#~ "Returns the [RID] of the object that intersected with the shape at index "
-#~ "[code]idx[/code]."
-#~ msgstr "返回在索引 [code]idx[/code]处与形状相交的对象的[RID]。"
-
-#~ msgid "Result of a 3D shape query in [PhysicsServer3D]."
-#~ msgstr "在[PhysicsServer3D]中查询3D形状的结果。"
-
-#~ msgid ""
-#~ "The result of a 3D shape query in [PhysicsServer3D]. See also "
-#~ "[PhysicsShapeQueryParameters3D]."
-#~ msgstr ""
-#~ "在[PhysicsServer3D]中查询3D形状的结果。参见"
-#~ "[PhysicsShapeQueryParameters3D]。"
-
-#~ msgid ""
-#~ "Returns the child index of the object's [Shape3D] that intersected with "
-#~ "the shape at index [code]idx[/code]."
-#~ msgstr ""
-#~ "返回对象的[Shape3D]的子索引,该子索引与形状相交于索引[code]idx[/code]。"
-
-#~ msgid ""
-#~ "The normal map gives depth to the Polygon2D.\n"
-#~ "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ "
-#~ "coordinates. See [url=http://wiki.polycount.com/wiki/"
-#~ "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] "
-#~ "for a comparison of normal map coordinates expected by popular engines."
-#~ msgstr ""
-#~ "法线贴图为Polygon2D提供深度。\n"
-#~ "[b]注意:[/b] Godot期望法线映射使用X+, Y-和Z+坐标。请参阅[url=http://wiki."
-#~ "polycount.com/wiki/"
-#~ "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这一页[/url],以获"
-#~ "得流行引擎期望的标准地图坐标的比较。"
-
-#~ msgid ""
-#~ "Overrides the [AABB] with one defined by user for use with frustum "
-#~ "culling. Especially useful to avoid unnexpected culling when using a "
-#~ "shader to offset vertices."
-#~ msgstr ""
-#~ "用用户定义的用于平截头体剔除的覆盖[AABB]。在使用着色器偏移顶点时,避免不必"
-#~ "要的剔除特别有用。"
-
-#~ msgid ""
-#~ "Color of the ground at the bottom. Blends with [member "
-#~ "ground_horizon_color]."
-#~ msgstr "底部地面的颜色。与 [member ground_horizon_color]混合。"
-
-#~ msgid ""
-#~ "Color of the ground at the horizon. Blends with [member "
-#~ "ground_bottom_color]."
-#~ msgstr "地平线处地面的颜色。与 [member ground_bottom_color]混合。"
-
-#~ msgid "Color of the sky at the horizon. Blends with [member sky_top_color]."
-#~ msgstr "地平线上天空的颜色。与[member sky_top_color]混合。"
-
-#~ msgid "Color of the sky at the top. Blends with [member sky_horizon_color]."
-#~ msgstr "顶部天空的颜色。与[member sky_horizon_color]混合。"
-
-#~ msgid ""
-#~ "Converts a localized path ([code]res://[/code]) to a full native OS path."
-#~ msgstr "将本地化路径([code]res://[/code])转换为完整的本机操作系统路径。"
-
-#~ msgid "Convert a path to a localized path ([code]res://[/code] path)."
-#~ msgstr "将一个路径转换为一个本地化的路径([code]res://[/code] path)。"
-
-#~ msgid "Saves the configuration to the [code]project.godot[/code] file."
-#~ msgstr ""
-#~ "Returns the initial value of the specified property. If the attribute "
-#~ "does not exist, [code]null[/code] is returned."
-
-#~ msgid ""
-#~ "The project's name. It is used both by the Project Manager and by "
-#~ "exporters. The project name can be translated by translating its value in "
-#~ "localization files."
-#~ msgstr ""
-#~ "项目名称。项目管理器和导出都会使用它。可以通过在本地化文件中转换项目名称的"
-#~ "值来转换项目名称。"
-
-#~ msgid ""
-#~ "If [code]true[/code], disables printing to standard error in an exported "
-#~ "build."
-#~ msgstr "如果[code]true[/code],则在导出的生成中禁用按标准错误打印。"
-
-#~ msgid ""
-#~ "If [code]true[/code], disables printing to standard output in an exported "
-#~ "build."
-#~ msgstr "如果[code]true[/code],则在导出的生成中禁用打印到标准输出。"
-
-#~ msgid "Default orientation on mobile devices."
-#~ msgstr "移动设备上的默认方向。"
-
-#~ msgid "Force the window to be always on top."
-#~ msgstr "强制窗口始终位于顶部。"
-
-#~ msgid "Force the window to be borderless."
-#~ msgstr "强制窗口无边框。"
-
-#~ msgid "Sets the window to full screen when it starts."
-#~ msgstr "将窗口设置为全屏时,它开始。"
-
-#~ msgid ""
-#~ "Maximum amount of messages in the debugger queue. Over this value, "
-#~ "content is dropped. This helps to limit the debugger memory usage."
-#~ msgstr ""
-#~ "调试器队列中的最大信息量。超过这个值,内容会被抛弃。这有助于限制调试器的内"
-#~ "存使用。"
-
-#~ msgid "Cell size used for the broad-phase 2D hash grid algorithm."
-#~ msgstr "用于broad-phase 2D哈希网格算法的单元尺寸。"
-
-#~ msgid "The default angular damp in 2D."
-#~ msgstr "2D中默认的角阻尼。"
-
-#~ msgid "The default linear damp in 2D."
-#~ msgstr "2D中默认的线性阻尼。"
-
-#~ msgid "The default angular damp in 3D."
-#~ msgstr "3D中默认的角阻尼。"
-
-#~ msgid "The default linear damp in 3D."
-#~ msgstr "3D中默认的线性阻尼。"
-
-#~ msgid ""
-#~ "Fix to improve physics jitter, specially on monitors where refresh rate "
-#~ "is different than the physics FPS.\n"
-#~ "[b]Note:[/b] This property is only read when the project starts. To "
-#~ "change the physics FPS at runtime, set [member Engine.physics_jitter_fix] "
-#~ "instead."
-#~ msgstr ""
-#~ "修复了改善物理抖动的问题,特别是在刷新率与物理FPS不同的显示器上。\n"
-#~ "[b]注意:[/b] 这个属性只在项目启动时读取。要在运行时改变物理FPS,请设置"
-#~ "[member Engine.physics_jitter_fix]来代替。"
-
-#~ msgid ""
-#~ "Max amount of elements renderable in a frame. If more than this are "
-#~ "visible per frame, they will be dropped. Keep in mind elements refer to "
-#~ "mesh surfaces and not meshes themselves."
-#~ msgstr ""
-#~ "一帧中可渲染的元素的最大数量。如果每一帧可见的元素超过这个数量,它们将被删"
-#~ "除。请记住,元素指的是网格表面而不是网格本身。"
-
-#~ msgid ""
-#~ "If [code]true[/code], forces snapping of polygons to pixels in 2D "
-#~ "rendering. May help in some pixel art styles."
-#~ msgstr ""
-#~ "如果[code]true[/code],在2D渲染中强制将多边形捕捉为像素。可能对某些像素艺"
-#~ "术风格有帮助。"
-
-#~ msgid ""
-#~ "Sets the quality of the depth of field effect. Higher quality takes more "
-#~ "samples, which is slower but looks smoother."
-#~ msgstr ""
-#~ "设定景深效果的质量。更高的质量需要更多的样本,这样会比较慢,但看起来更平"
-#~ "滑。"
-
-#~ msgid ""
-#~ "Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the "
-#~ "fastest. Circle is the most realistic, but also the most expensive to "
-#~ "compute."
-#~ msgstr ""
-#~ "设置景深形状。可以是方形、六边形或圆形。箱形是最快的。圆是最真实的,但也是"
-#~ "最昂贵的计算方式。"
-
-#~ msgid ""
-#~ "If [code]true[/code], jitters DOF samples to make effect slightly "
-#~ "blurrier and hide lines created from low sample rates. This can result in "
-#~ "a slightly grainy appearance when used with a low number of samples."
-#~ msgstr ""
-#~ "如果[code]true[/code],抖动DOF样本来产生略微模糊的效果,并隐藏低采样率产生"
-#~ "的线条。当使用低样本数时,这可能会导致轻微的颗粒状外观。"
-
-#~ msgid ""
-#~ "Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality "
-#~ "settings use more samples when reading from shadow maps and are thus "
-#~ "slower. Low quality settings may result in shadows looking grainy."
-#~ msgstr ""
-#~ "[DirectionalLight3D]投射的阴影的质量。较高的质量在读取阴影贴图时将使用更多"
-#~ "的样本,因此会比较慢。低质量可能会导致阴影看起来有颗粒感。"
-
-#~ msgid ""
-#~ "Lower-end override for [member rendering/quality/directional_shadow/"
-#~ "soft_shadow_quality] on mobile devices, due to performance concerns or "
-#~ "driver support."
-#~ msgstr ""
-#~ "由于性能问题或驱动支持问题,将在移动设备上对[member rendering/quality/"
-#~ "directional_shadow/soft_shadow_quality]以低质量数值覆盖。"
-
-#~ msgid ""
-#~ "If [code]true[/code], take additional samples when rendering objects "
-#~ "affected by a [GIProbe] to reduce artifacts from only sampling in one "
-#~ "direction."
-#~ msgstr ""
-#~ "如果 [code]true[/code],则在渲染受 [GIProbe] 影响的对象时采取额外的采样,"
-#~ "以减少仅在一个方向采样的伪影。"
-
-#~ msgid ""
-#~ "Sets the number of cone samples taken when rendering objects affected by "
-#~ "[GIProbe]s."
-#~ msgstr "设置渲染受[GIProbe]影响的物体时采取的锥形样本数量。"
-
-#~ msgid ""
-#~ "Sets how the glow effect is upscaled before being copied onto the screen. "
-#~ "Linear is faster, but looks blocky. Bicubic is slower but looks smooth."
-#~ msgstr ""
-#~ "设定发光效果在复制到屏幕上之前的放大比例。线性的速度比较快,但看起来有方块"
-#~ "质感。双三次插值的速度较慢,但看起来很平滑。"
-
-#~ msgid ""
-#~ "Lower-end override for [member rendering/quality/glow/upscale_mode] on "
-#~ "mobile devices, due to performance concerns or driver support."
-#~ msgstr ""
-#~ "由于性能和驱动支持的问题,在移动设备上会对[member rendering/quality/glow/"
-#~ "upscale_mode]以低配数值覆盖。"
-
-#~ msgid ""
-#~ "Number of cubemaps to store in the reflection atlas. The number of "
-#~ "[ReflectionProbe]s in a scene will be limited by this amount. A higher "
-#~ "number requires more VRAM."
-#~ msgstr ""
-#~ "存储在反射图集中的立方体地图的数量。场景中的[ReflectionProbe]的数量将受到"
-#~ "这个数量的限制。更多的数量需要更多的VRAM。"
-
-#~ msgid ""
-#~ "Size of cubemap faces for [ReflectionProbe]s. A higher number requires "
-#~ "more VRAM and may make reflection probe updating slower."
-#~ msgstr ""
-#~ "[ReflectionProbe] 的立方体贴图面的大小。更高的数字需要更多的 VRAM,并且可"
-#~ "能会使反射探测器更新速度变慢。"
-
-#~ msgid ""
-#~ "Lower-end override for [member rendering/quality/reflection_atlas/"
-#~ "reflection_size] on mobile devices, due to performance concerns or driver "
-#~ "support."
-#~ msgstr ""
-#~ "由于性能问题或驱动支持,将在移动设备上对[member rendering/quality/"
-#~ "reflection_atlas/reflection_size]以低性能数值覆盖。"
-
-#~ msgid ""
-#~ "Use a higher quality variant of the fast filtering algorithm. "
-#~ "Significantly slower than using default quality, but results in smoother "
-#~ "reflections. Should only be used when the scene is especially detailed."
-#~ msgstr ""
-#~ "使用快速过滤算法的更高质量的版本。比使用默认质量要慢得多,但会产生更平滑的"
-#~ "反射。只应在场景特别精细时使用。"
-
-#~ msgid ""
-#~ "Sets the number of samples to take when using importance sampling for "
-#~ "[Sky]s and [ReflectionProbe]s. A higher value will result in smoother, "
-#~ "higher quality reflections, but increases time to calculate radiance "
-#~ "maps. In general, fewer samples are needed for simpler, low dynamic range "
-#~ "environments while more samples are needed for HDR environments and "
-#~ "environments with a high level of detail."
-#~ msgstr ""
-#~ "设置对 [Sky] 和 [ReflectionProbe] 使用重要性采样时的采样数。较高的值将会有"
-#~ "更平滑、更高质量的反射,但会增加计算辐射贴图的时间。一般来说,更简单、低动"
-#~ "态范围的环境需要更少的样本,而 HDR 环境和具有高细节水平的环境需要更多的样"
-#~ "本。"
-
-#~ msgid ""
-#~ "Limits the number of layers to use in radiance maps when using importance "
-#~ "sampling. A lower number will be slightly faster and take up less VRAM."
-#~ msgstr ""
-#~ "在使用重要性采样时,限制在辐射图(radiance maps)中使用的层数。一个较低的数"
-#~ "字会稍微快一些,并且占用较少的VRAM。"
-
-#~ msgid ""
-#~ "Sets the screen-space antialiasing mode for the default screen "
-#~ "[Viewport]. Screen-space antialiasing works by selectively blurring edges "
-#~ "in a post-process shader. It differs from MSAA which takes multiple "
-#~ "coverage samples while rendering objects. Screen-space AA methods are "
-#~ "typically faster than MSAA and will smooth out specular aliasing, but "
-#~ "tend to make scenes appear blurry.\n"
-#~ "Another way to combat specular aliasing is to enable [member rendering/"
-#~ "quality/screen_filters/screen_space_roughness_limiter_enabled]."
-#~ msgstr ""
-#~ "为默认屏幕[Viewport]设置屏幕空间抗锯齿模式。屏幕空间抗锯齿通过在后处理着色"
-#~ "器中选择性地模糊边缘来工作。它与MSAA不同,MSAA在渲染物体时需要多个覆盖样"
-#~ "本。屏幕空间抗锯齿方法通常比MSAA更快,并能平滑镜面混叠,但容易使场景显得模"
-#~ "糊。\n"
-#~ "另一种对抗镜面混叠的方法是启用[member rendering/quality/screen_filters/"
-#~ "screen_space_roughness_limiter_enabled]。"
-
-#~ msgid ""
-#~ "Sets the quality for rough screen-space reflections. Turning off will "
-#~ "make all screen space reflections sharp, while higher values make rough "
-#~ "reflections look better."
-#~ msgstr ""
-#~ "设置粗糙的屏幕空间反射的质量。关掉会使所有屏幕空间的反射变得尖锐,而更高的"
-#~ "数值会使粗糙的反射看起来更好。"
-
-#~ msgid ""
-#~ "Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. "
-#~ "Higher quality settings use more samples when reading from shadow maps "
-#~ "and are thus slower. Low quality settings may result in shadows looking "
-#~ "grainy."
-#~ msgstr ""
-#~ "由[OmniLight3D]和[SpotLight3D]投射的阴影的质量。较高的质量在读取阴影贴图时"
-#~ "使用更多的样本,因此会比较慢。低质量可能会导致阴影看起来有颗粒感。"
-
-#~ msgid ""
-#~ "Lower-end override for [member rendering/quality/shadows/"
-#~ "soft_shadow_quality] on mobile devices, due to performance concerns or "
-#~ "driver support."
-#~ msgstr ""
-#~ "由于性能或驱动支持问题,会对移动设备上的[member rendering/quality/shadows/"
-#~ "soft_shadow_quality]以低配数值覆盖。"
-
-#~ msgid ""
-#~ "If [code]true[/code], screen-space ambient occlusion will be rendered at "
-#~ "half size and then upscaled before being added to the scene. This is "
-#~ "significantly faster but may miss small details."
-#~ msgstr ""
-#~ "如果[code]true[/code],屏幕空间的环境遮挡将以一半的尺寸渲染,然后在添加到"
-#~ "场景中之前进行放大。这将大大加快速度,但可能会错过小的细节。"
-
-#~ msgid ""
-#~ "Sets the quality of the screen-space ambient occlusion effect. Higher "
-#~ "values take more samples and so will result in better quality, at the "
-#~ "cost of performance."
-#~ msgstr ""
-#~ "设置屏幕空间环境遮挡效果的质量。更高的值需要更多的样本,因此会产生更好的质"
-#~ "量,但会降低性能。"
-
-#~ msgid ""
-#~ "Scales the depth over which the subsurface scattering effect is applied. "
-#~ "A high value may allow light to scatter into a part of the mesh or "
-#~ "another mesh that is close in screen space but far in depth."
-#~ msgstr ""
-#~ "缩放应用洞穴散射效果的深度。一个高的值可能会让光线散射到网格的某个部分或另"
-#~ "一个在屏幕空间上很近但深度很大的网格。"
-
-#~ msgid ""
-#~ "Sets the quality of the subsurface scattering effect. Higher values are "
-#~ "slower but look nicer."
-#~ msgstr "设置洞穴散射效果的质量。更高的值会更慢,但看起来更漂亮。"
-
-#~ msgid ""
-#~ "Scales the distance over which samples are taken for subsurface "
-#~ "scattering effect. Changing this does not impact performance, but higher "
-#~ "values will result in significant artifacts as the samples will become "
-#~ "obviously spread out. A lower value results in a smaller spread of "
-#~ "scattered light."
-#~ msgstr ""
-#~ "缩放取样的距离,以获得次表层散射效应。改变这个值不会影响性能,但更高的值会"
-#~ "导致明显的伪影,因为样本会变得明显的散开。一个较低的值会有较小的散射光扩"
-#~ "散。"
-
-#~ msgid ""
-#~ "Sets the maximum number of samples to take when using anisotropic "
-#~ "filtering on textures (as a power of two). A higher sample count will "
-#~ "result in sharper textures at oblique angles, but is more expensive to "
-#~ "compute. A value of [code]0[/code] forcibly disables anisotropic "
-#~ "filtering, even on materials where it is enabled."
-#~ msgstr ""
-#~ "设置在纹理上使用各向异性过滤时的最大采样数(2的n次幂)。更高的采样数会使斜"
-#~ "角的纹理更清晰,但计算成本更高。数值为[code]0[/code]会强制禁用各向异性过"
-#~ "滤,即使是在启用了该功能的材质上。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the texture importer will import VRAM-compressed "
-#~ "textures using the Ericsson Texture Compression algorithm. This algorithm "
-#~ "doesn't support alpha channels in textures."
-#~ msgstr ""
-#~ "如果[code]true[/code],纹理导入器将使用Ericsson Texture Compression算法导"
-#~ "入VRAM压缩的纹理。这种算法不支持纹理中的alpha通道。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the texture importer will import VRAM-compressed "
-#~ "textures using the Ericsson Texture Compression 2 algorithm. This texture "
-#~ "compression algorithm is only supported when using the Vulkan renderer."
-#~ msgstr ""
-#~ "如果[code]true[/code],纹理导入器将使用Ericsson Texture Compression 2算法"
-#~ "导入VRAM压缩的纹理。这种纹理压缩算法只有在使用Vulkan渲染器时才被支持。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the texture importer will import VRAM-compressed "
-#~ "textures using the PowerVR Texture Compression algorithm. This texture "
-#~ "compression algorithm is only supported on iOS."
-#~ msgstr ""
-#~ "如果[code]true[/code],纹理导入器将使用PowerVR纹理压缩算法导入VRAM压缩的纹"
-#~ "理。这种纹理压缩算法只在iOS上支持。"
-
-#~ msgid ""
-#~ "The seed used by the random number generator. A given seed will give a "
-#~ "reproducible sequence of pseudo-random numbers.\n"
-#~ "[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
-#~ "similar random streams given similar seeds. Consider using a hash "
-#~ "function to improve your seed quality if they're sourced externally."
-#~ msgstr ""
-#~ "随机数发生器使用的种子。一个给定的种子将给出一个可重复的伪随机数序列。\n"
-#~ "[b]注意:[/b] 随机数发生器(RNG)没有雪崩效应,给定类似的种子可以输出类似的"
-#~ "随机流。如果种子来自外部,可以考虑使用哈希函数来提高种子的质量。"
-
-#~ msgid ""
-#~ "Returns the collision point at which the ray intersects the closest "
-#~ "object.\n"
-#~ "[b]Note:[/b] this point is in the [b]global[/b] coordinate system."
-#~ msgstr ""
-#~ "返回射线与最近的物体相交的碰撞点。\n"
-#~ "[b]注意:[/b]这个点是在[b]全局[/b]坐标系中。"
-
-#~ msgid ""
-#~ "The ray's collision mask. Only objects in at least one collision layer "
-#~ "enabled in the mask will be detected."
-#~ msgstr ""
-#~ "射线的碰撞蒙版。只有在蒙版中启用了至少一个碰撞层中的物体才会被检测到。"
-
-#~ msgid "If [code]true[/code], collision with [Area3D]s will be reported."
-#~ msgstr "如果 [code]true[/code],将报告与 [Area3D] 的碰撞。"
-
-#~ msgid ""
-#~ "If [code]true[/code], collision with [PhysicsBody3D]s will be reported."
-#~ msgstr "如果 [code]true[/code],将报告与 [PhysicsBody3D] 的碰撞。"
-
-#~ msgid "2D axis-aligned bounding box using floating point coordinates."
-#~ msgstr "使用浮点坐标的 2D 轴对齐边界框。"
-
-#~ msgid "Constructs a [Rect2] from a [Rect2i]."
-#~ msgstr "从 [Rect2i] 构建 [Rect2] 。"
-
-#~ msgid "2D axis-aligned bounding box using integer coordinates."
-#~ msgstr "使用整数坐标的2D轴对齐边界框。"
-
-#~ msgid ""
-#~ "[Rect2i] consists of a position, a size, and several utility functions. "
-#~ "It is typically used for fast overlap tests.\n"
-#~ "It uses integer coordinates."
-#~ msgstr ""
-#~ "[Rect2i] 由一个位置、一个大小和几个实用函数组成。它通常用于快速重叠测"
-#~ "试。\n"
-#~ "它使用整数坐标。"
-
-#~ msgid "Constructs a [Rect2i] by position and size."
-#~ msgstr "通过位置和大小构造[Rect2i]。"
-
-#~ msgid "Constructs a [Rect2i] by x, y, width, and height."
-#~ msgstr "通过x, y,宽度和高度构造一个[Rect2i]。"
-
-#~ msgid ""
-#~ "Constructs a new [Rect2i] from [Rect2]. The floating point coordinates "
-#~ "will be truncated."
-#~ msgstr "从 [Rect2] 构造一个新的 [Rect2i]。浮点坐标将被截断。"
-
-#~ msgid ""
-#~ "Returns a [Rect2i] with equivalent position and area, modified so that "
-#~ "the top-left corner is the origin and [code]width[/code] and "
-#~ "[code]height[/code] are positive."
-#~ msgstr ""
-#~ "返回具有同样位置和面积的 [Rect2i],修改为左上角为原点,[code]width[/code] "
-#~ "和 [code]height[/code] 为正值。"
-
-#~ msgid "Returns the intersection of this [Rect2i] and b."
-#~ msgstr "返回这个[Rect2i]和b的交集。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another "
-#~ "one."
-#~ msgstr "如果[Rect2i]完全包含另一个,则返回[code]true[/code]。"
-
-#~ msgid "Returns this [Rect2i] expanded to include a given point."
-#~ msgstr "返回扩展到包含给定点的[Rect2i]。"
-
-#~ msgid "Returns the area of the [Rect2i]."
-#~ msgstr "返回[Rect2i]的面积。"
-
-#~ msgid ""
-#~ "Returns a copy of the [Rect2i] grown a given amount of units towards all "
-#~ "the sides."
-#~ msgstr "返回 [Rect2i] 向所有方向增长给定数量单位的副本。"
-
-#~ msgid ""
-#~ "Returns a copy of the [Rect2i] grown a given amount of units towards each "
-#~ "direction individually."
-#~ msgstr "返回一个[Rect2i]向每个方向分别增长给定数量的单位的副本。"
-
-#~ msgid ""
-#~ "Returns a copy of the [Rect2i] grown a given amount of units towards the "
-#~ "[enum Margin] direction."
-#~ msgstr "返回[Rect2i]向[enum Margin]方向增长给定数量单位的副本。"
-
-#~ msgid "Returns [code]true[/code] if the [Rect2i] is flat or empty."
-#~ msgstr "如果[Rect2i]为flat或空,则返回[code]true[/code]。"
-
-#~ msgid "Returns [code]true[/code] if the [Rect2i] contains a point."
-#~ msgstr "如果 [Rect2i] 包含点,则返回 [code]true[/code]。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the [Rect2i] overlaps with [code]b[/code] (i."
-#~ "e. they have at least one point in common).\n"
-#~ "If [code]include_borders[/code] is [code]true[/code], they will also be "
-#~ "considered overlapping if their borders touch, even without intersection."
-#~ msgstr ""
-#~ "如果 [Rect2i] 与 [code]b[/code] 重叠(即它们至少有一个共同点),则返回 "
-#~ "[code]true[/code]。\n"
-#~ "如果 [code]include_borders[/code] 是 [code]true[/code],那么如果它们的边界"
-#~ "接触,即使没有交叉,它们也会被视为重叠。"
-
-#~ msgid ""
-#~ "Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]."
-#~ msgstr "返回一个更大的 [Rect2i],其中包含这个 [Rect2i] 和 [code]b[/code]。"
-
-#~ msgid "If [code]true[/code], reflections will ignore sky contribution."
-#~ msgstr "如果[code]true[/code],反射将忽略天空的影响。"
-
-#~ msgid ""
-#~ "Update the probe once on the next frame. The corresponding radiance map "
-#~ "will be generated over the following six frames. This is slower to update "
-#~ "than [constant UPDATE_ALWAYS] but can result in higher quality "
-#~ "reflections."
-#~ msgstr ""
-#~ "在下一帧中更新探测一次。接下来的六帧将生成相应的亮度图。这比[constant "
-#~ "update ALWAYS]更新速度慢,但可以产生更高质量的反射。"
-
-#~ msgid ""
-#~ "[RemoteTransform3D] caches the remote node. It may not notice if the "
-#~ "remote node disappears; [method force_update_cache] forces it to update "
-#~ "the cache again."
-#~ msgstr ""
-#~ "[RemoteTransform3D] 缓存了远程节点。如果远程节点消失了,它可能不会注意到;"
-#~ "[method force_update_cache] 强制它再次更新缓存。"
-
-#~ msgid ""
-#~ "The [NodePath] to the remote node, relative to the RemoteTransform3D's "
-#~ "position in the scene."
-#~ msgstr "到远程节点的[NodePath],相对于远程Transform3D在场景中的位置。"
-
-#~ msgid ""
-#~ "Sets the material that the sky uses to render the background and "
-#~ "reflection maps."
-#~ msgstr "设置天空用于渲染背景和反射图的材质。"
-
-#~ msgid "Shader is a sky shader."
-#~ msgstr "着色器是一个天空着色器。"
-
-#~ msgid ""
-#~ "The size of the light when using spot light or omni light. The angular "
-#~ "size of the light when using directional light."
-#~ msgstr "使用聚光灯或泛光灯时的灯光大小。使用定向光时光的角度大小。"
-
-#~ msgid ""
-#~ "Proportion of shadow max distance where the shadow will start to fade out."
-#~ msgstr "阴影开始淡出的最大距离的比例。"
-
-#~ msgid ""
-#~ "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low "
-#~ "resolution shadow maps. A high value can make shadows appear grainy and "
-#~ "can cause other unwanted artifacts. Try to keep as near default as "
-#~ "possible."
-#~ msgstr ""
-#~ "模糊阴影的边缘。可以用来隐藏低分辨率阴影图中的像素伪影。一个高的值会使阴影"
-#~ "看起来有颗粒感,并可能导致其他不需要的伪影。尽量保持接近默认值。"
-
-#~ msgid "Multisample antialiasing uses 2 samples per pixel."
-#~ msgstr "多重采样抗锯齿每像素使用 2 个采样。"
-
-#~ msgid "Multisample antialiasing uses 4 samples per pixel."
-#~ msgstr "多重采样抗锯齿每像素使用 4 个采样。"
-
-#~ msgid "Multisample antialiasing uses 8 samples per pixel."
-#~ msgstr "多重采样抗锯齿每像素使用 8 个采样。"
-
-#~ msgid "Multisample antialiasing uses 16 samples per pixel."
-#~ msgstr "多重采样抗锯齿每像素使用 16 个采样。"
-
-#~ msgid "Objects are displayed with only light information."
-#~ msgstr "对象的显示只有光的信息。"
-
-#~ msgid ""
-#~ "Objects are displayed semi-transparent with additive blending so you can "
-#~ "see where they are drawing over top of one another. A higher overdraw "
-#~ "means you are wasting performance on drawing pixels that are being hidden "
-#~ "behind others."
-#~ msgstr ""
-#~ "对象以半透明的方式显示,并进行加法混合,所以你可以看到它们在哪里互相绘制。"
-#~ "较高的过度绘制意味着你在绘制隐藏在其他像素后面的像素时浪费了性能。"
-
-#~ msgid ""
-#~ "Normal buffer is drawn instead of regular scene so you can see the per-"
-#~ "pixel normals that will be used by post-processing effects."
-#~ msgstr ""
-#~ "绘制法线缓冲区而不是常规场景,因此您可以看到后期处理效果将使用的逐像素法"
-#~ "线。"
-
-#~ msgid "Objects are displayed with only the albedo value from [GIProbe]s."
-#~ msgstr "显示物体时,只显示来自[GIProbe]的反照率值。"
-
-#~ msgid "Objects are displayed with only the lighting value from [GIProbe]s."
-#~ msgstr "在显示物体时,只显示[GIProbe]的照明值。"
-
-#~ msgid "Objects are displayed with only the emission color from [GIProbe]s."
-#~ msgstr "在显示物体时,只显示[GIProbe]的发射颜色。"
-
-#~ msgid ""
-#~ "Draws the shadow atlas that stores shadows from [OmniLight3D]s and "
-#~ "[SpotLight3D]s in the upper left quadrant of the [Viewport]."
-#~ msgstr ""
-#~ "绘制阴影图集,将[OmniLight3D]和[SpotLight3D]的阴影储存在[Viewport]的左上象"
-#~ "限。"
-
-#~ msgid ""
-#~ "Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in "
-#~ "the upper left quadrant of the [Viewport]."
-#~ msgstr ""
-#~ "绘制阴影图集,储存来自[Viewport]左上象限的[DirectionalLight3D]的阴影。"
-
-#~ msgid ""
-#~ "Draws the screen space ambient occlusion texture instead of the scene so "
-#~ "that you can clearly see how it is affecting objects. In order for this "
-#~ "display mode to work, you must have [member Environment.ssao_enabled] set "
-#~ "in your [WorldEnvironment]."
-#~ msgstr ""
-#~ "绘制屏幕空间环境光遮挡纹理而不是场景,以便您可以清楚地看到它是如何影响对象"
-#~ "的。为了使这种显示模式起作用,您必须在 [WorldEnvironment] 中设置 [member "
-#~ "Environment.ssao_enabled]。"
-
-#~ msgid ""
-#~ "Colors each PSSM split for the [DirectionalLight3D]s in the scene a "
-#~ "different color so you can see where the splits are. In order they will "
-#~ "be colored red, green, blue, yellow."
-#~ msgstr ""
-#~ "为场景中的[DirectionalLight3D]的每个PSSM分片涂上不同的颜色,这样你就可以看"
-#~ "到分片的位置。按照顺序,它们将被染成红色、绿色、蓝色和黄色。"
-
-#~ msgid ""
-#~ "Uses high quality importance sampling to process the radiance map. In "
-#~ "general, this results in much higher quality than [constant Sky."
-#~ "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not "
-#~ "be used if you plan on changing the sky at runtime. If you are finding "
-#~ "that the reflection is not blurry enough and is showing sparkles or "
-#~ "fireflies, try increasing [member ProjectSettings.rendering/quality/"
-#~ "reflections/ggx_samples]."
-#~ msgstr ""
-#~ "使用高质量的重要性采样来处理辐射图。一般来说,这会产生比 [constant Sky."
-#~ "PROCESS_MODE_REALTIME] 高得多的质量,但需要更长的时间来生成。如果您计划在"
-#~ "运行时更改天空,则不应使用此方法。如果您发现反射不够模糊并且显示出闪光或萤"
-#~ "火虫,请尝试增加 [member ProjectSettings.rendering/quality/reflections/"
-#~ "ggx_samples]。"
-
-#~ msgid ""
-#~ "Uses the fast filtering algorithm to process the radiance map. In general "
-#~ "this results in lower quality, but substantially faster run times.\n"
-#~ "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, "
-#~ "so [member Sky.radiance_size] must be set to [constant Sky."
-#~ "RADIANCE_SIZE_256]."
-#~ msgstr ""
-#~ "使用快速滤波算法来处理辐射图。一般来说,这将导致较低的质量,但运行时间大大"
-#~ "加快。\n"
-#~ "[b]注意:[/b]快速滤波算法仅限于256x256的立方体贴图,所以[成员Sky."
-#~ "radiance_size]必须设置为[constant Sky.RADIANCE_SIZE_256]。"
-
-#~ msgid "High quality screen space ambient occlusion."
-#~ msgstr "高质量的屏幕空间环境遮挡。"
-
-#~ msgid ""
-#~ "Lowest quality DOF blur. This is the fastest setting, but you may be able "
-#~ "to see filtering artifacts."
-#~ msgstr "最低质量的DOF模糊。这是最快的设置,但你可能会看到过滤的伪影。"
-
-#~ msgid "Low quality DOF blur."
-#~ msgstr "低质量的DOF模糊。"
-
-#~ msgid "Medium quality DOF blur."
-#~ msgstr "中等质量的DOF模糊。"
-
-#~ msgid ""
-#~ "Highest quality DOF blur. Results in the smoothest looking blur by taking "
-#~ "the most samples, but is also significantly slower."
-#~ msgstr ""
-#~ "最高质量的DOF模糊。通过采取最多样本,实现最平滑的模糊效果,但也明显较慢。"
-
-#~ msgid ""
-#~ "Calculate the DOF blur using a box filter. The fastest option, but "
-#~ "results in obvious lines in blur pattern."
-#~ msgstr ""
-#~ "使用盒式滤波器计算DOF模糊度。这是最快的选择,但会导致模糊模式中出现明显的"
-#~ "线条。"
-
-#~ msgid "Calculates DOF blur using a hexagon shaped filter."
-#~ msgstr "使用六边形过滤器计算DOF模糊度。"
-
-#~ msgid ""
-#~ "Calculates DOF blur using a circle shaped filter. Best quality and most "
-#~ "realistic, but slowest. Use only for areas where a lot of performance can "
-#~ "be dedicated to post-processing (e.g. cutscenes)."
-#~ msgstr ""
-#~ "使用圆型过滤器计算DOF模糊度。质量最好,最逼真,但速度最慢。只用于可将大量"
-#~ "性能用于后期处理的领域(如切景)。"
-
-#~ msgid "The instance is a decal."
-#~ msgstr "该实例是一个贴花。"
-
-#~ msgid "Allows the instance to be used with dynamic global illumination."
-#~ msgstr "允许实例与动态全局照明一起使用。"
-
-#~ msgid "Uses the default filter mode for this [Viewport]."
-#~ msgstr "使用此[Viewport]的默认过滤模式。"
-
-#~ msgid ""
-#~ "The texture filter blends between the nearest 4 pixels and between the "
-#~ "nearest 2 mipmaps."
-#~ msgstr "纹理过滤器在最近的4个像素之间和最近的2个mipmaps之间进行混合。"
-
-#~ msgid "Max value for [enum CanvasItemTextureFilter] enum."
-#~ msgstr "[enum CanvasItemTextureFilter] 枚举的最大值。"
-
-#~ msgid "Uses the default repeat mode for this [Viewport]."
-#~ msgstr "使用此[Viewport]的默认重复模式。"
-
-#~ msgid ""
-#~ "Disables textures repeating. Instead, when reading UVs outside the 0-1 "
-#~ "range, the value will be clamped to the edge of the texture, resulting in "
-#~ "a stretched out look at the borders of the texture."
-#~ msgstr ""
-#~ "禁用纹理的重复。当读取0-1范围以外的UV时,数值会被夹在纹理的边缘,导致纹理"
-#~ "的边界看起来很拉长。"
-
-#~ msgid ""
-#~ "Flip the texture when repeating so that the edge lines up instead of "
-#~ "abruptly changing."
-#~ msgstr "在重复时翻转纹理,使其边缘对齐,而不是突然变化。"
-
-#~ msgid "Max value for [enum CanvasItemTextureRepeat] enum."
-#~ msgstr "[enum CanvasItemTextureRepeat] 枚举的最大值。"
-
-#~ msgid "Max value of the [enum CanvasLightShadowFilter] enum."
-#~ msgstr "[enum CanvasLightShadowFilter] 枚举的最大值。"
-
-#~ msgid "The name of the resource. This is an optional identifier."
-#~ msgstr "资源的名称。这是一个可选的标识符。"
-
-#~ msgid ""
-#~ "Returns the resource loaded by [method load_threaded_request].\n"
-#~ "If this is called before the loading thread is done (i.e. [method "
-#~ "load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the "
-#~ "calling thread will be blocked until the resource has finished loading."
-#~ msgstr ""
-#~ "返回由[method load_threaded_request]加载的资源。\n"
-#~ "如果在加载线程完成之前调用它(即 [method load_threaded_get_status] 不是 "
-#~ "[constant THREAD_LOAD_LOADED]),调用线程将被阻塞,直到资源完成加载。"
-
-#~ msgid ""
-#~ "Returns the status of a threaded loading operation started with [method "
-#~ "load_threaded_request] for the resource at [code]path[/code]. See [enum "
-#~ "ThreadLoadStatus] for possible return values.\n"
-#~ "An array variable can optionally be passed via [code]progress[/code], and "
-#~ "will return a one-element array containing the percentage of completion "
-#~ "of the threaded loading."
-#~ msgstr ""
-#~ "返回在[code]path[/code]处的资源用[method load_threaded_request]开始的线程"
-#~ "的加载操作的状态。有关可能的返回值,请参阅 [enum ThreadLoadStatus]。\n"
-#~ "可以选择通过 [code]progress[/code] 传递数组变量,并将返回一个包含线程加载"
-#~ "完成百分比的单元素数组。"
-
-#~ msgid ""
-#~ "Loads the resource using threads. If [code]use_sub_threads[/code] is "
-#~ "[code]true[/code], multiple threads will be used to load the resource, "
-#~ "which makes loading faster, but may affect the main thread (and thus "
-#~ "cause game slowdowns)."
-#~ msgstr ""
-#~ "使用线程加载资源。如果[code]use_sub_threads[/code]是[code]true[/code],将"
-#~ "使用多个线程来加载资源,这使得加载速度更快,但可能影响主线程(从而导致游戏"
-#~ "减速)。"
-
-#~ msgid ""
-#~ "The resource is invalid, or has not been loaded with [method "
-#~ "load_threaded_request]."
-#~ msgstr "该资源是无效的,或者没有用[method load_threaded_request]加载。"
-
-#~ msgid "The resource is still being loaded."
-#~ msgstr "资源仍在加载中。"
-
-#~ msgid "Some error occurred during loading and it failed."
-#~ msgstr "在加载过程中发生了一些错误,所以失败了。"
-
-#~ msgid ""
-#~ "The resource was loaded successfully and can be accessed via [method "
-#~ "load_threaded_get]."
-#~ msgstr "资源加载成功,可以通过[method load_threaded_get]访问。"
-
-#~ msgid ""
-#~ "Rich text can contain custom text, fonts, images and some basic "
-#~ "formatting. The label manages these as an internal tag stack. It also "
-#~ "adapts itself to given width/heights.\n"
-#~ "[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and "
-#~ "reconstruct it from the property's contents. Any edits made to [member "
-#~ "bbcode_text] will erase previous edits made from other manual sources "
-#~ "such as [method append_bbcode] and the [code]push_*[/code] / [method pop] "
-#~ "methods."
-#~ msgstr ""
-#~ "富文本可以包含自定义文本、字体、图像和一些基本的格式化。标签作为一个内部标"
-#~ "签堆栈来管理这些内容。它也会根据给定的宽度/高度进行自我调整。\n"
-#~ "[b]注意:[/b] 对[member bbcode_text]的赋值会清除标签堆栈,并从属性的内容中"
-#~ "重建它。对[member bbcode_text]所做的任何编辑都会擦除之前从其他手动来源所做"
-#~ "的编辑,如[method append_bbcode]和[code]push_*[/code]/[method pop]方法。"
-
-#~ msgid ""
-#~ "Parses [code]bbcode[/code] and adds tags to the tag stack as needed. "
-#~ "Returns the result of the parsing, [constant OK] if successful."
-#~ msgstr ""
-#~ "解析[code]bbcode[/code],并根据需要向标签栈添加标签。返回解析的结果,如果"
-#~ "成功,则返回[constant OK]。"
-
-#~ msgid ""
-#~ "The restricted number of characters to display in the label. If [code]-1[/"
-#~ "code], all characters will be displayed."
-#~ msgstr "要在标签中显示的受限字符数。如果[code]-1[/code],将显示所有字符。"
-
-#~ msgid ""
-#~ "If [code]true[/code], the body can enter sleep mode when there is no "
-#~ "movement. See [member sleeping]."
-#~ msgstr ""
-#~ "如果[code]true[/code],物体可以在没有运动的情况下进入睡眠模式。见[member "
-#~ "sleeping]。"
-
-#~ msgid ""
-#~ "Emitted when a body enters into contact with this one. Requires [member "
-#~ "contact_monitor] to be set to [code]true[/code] and [member "
-#~ "contacts_reported] to be set high enough to detect all the collisions."
-#~ msgstr ""
-#~ "当一个物体与这个物体接触时发出。需要将[member contact_monitor]设置为"
-#~ "[code]true[/code],并将[member contacts_reported]设置得足够高以检测所有的"
-#~ "碰撞。"
-
-#~ msgid ""
-#~ "Emitted when a body exits contact with this one. Requires [member "
-#~ "contact_monitor] to be set to [code]true[/code] and [member "
-#~ "contacts_reported] to be set high enough to detect all the collisions."
-#~ msgstr ""
-#~ "当一个物体与这个物体不再接触时发出。需要将[member contact_monitor]设置为"
-#~ "[code]true[/code],并将[member contacts_reported]设置得足够高以检测所有的"
-#~ "碰撞。"
-
-#~ msgid ""
-#~ "Emitted when a body enters into contact with this one. Reports colliding "
-#~ "shape information. See [CollisionObject2D] for shape index information. "
-#~ "Requires [member contact_monitor] to be set to [code]true[/code] and "
-#~ "[member contacts_reported] to be set high enough to detect all the "
-#~ "collisions."
-#~ msgstr ""
-#~ "当一个物体与这个物体接触时发出。报告碰撞的形状信息。参见"
-#~ "[CollisionObject2D]获取形状索引信息。需要将[member contact_monitor]设置为"
-#~ "[code]true[/code],并且将[member contacts_reported]设置得足够高,以检测所"
-#~ "有的碰撞。"
-
-#~ msgid ""
-#~ "Emitted when a body shape exits contact with this one. Reports colliding "
-#~ "shape information. See [CollisionObject2D] for shape index information. "
-#~ "Requires [member contact_monitor] to be set to [code]true[/code] and "
-#~ "[member contacts_reported] to be set high enough to detect all the "
-#~ "collisions."
-#~ msgstr ""
-#~ "当一个物体形状与这个物体形状不再接触时发出。报告碰撞的形状信息。参见"
-#~ "[CollisionObject2D]获取形状索引信息。需要将[member contact_monitor]设置为"
-#~ "[code]true[/code],并且将[member contacts_reported]设置得足够高以检测所有"
-#~ "的碰撞。"
-
-#~ msgid "Damps RigidBody3D's rotational forces."
-#~ msgstr "RigidBody3D 的旋转阻尼 。"
-
-#~ msgid ""
-#~ "Emitted when a body shape exits contact with this one. Requires [member "
-#~ "contact_monitor] to be set to [code]true[/code] and [member "
-#~ "contacts_reported] to be set high enough to detect all the collisions."
-#~ msgstr ""
-#~ "当一个物体形状退出与这个物体形状的接触时发出。需要将[member "
-#~ "contact_monitor]设置为[code]true[/code],并将[member contacts_reported]设"
-#~ "置得足够高以检测所有的碰撞。"
-
-#~ msgid ""
-#~ "Emitted when a body shape exits contact with this one. Requires [member "
-#~ "contact_monitor] to be set to [code]true[/code] and [member "
-#~ "contacts_reported] to be set high enough to detect all the collisions.\n"
-#~ "This signal not only receives the body that stopped colliding with this "
-#~ "one, but also its [RID] ([code]body_id[/code]), the shape index from the "
-#~ "colliding body ([code]body_shape[/code]), and the shape index from this "
-#~ "body ([code]local_shape[/code]) the other body stopped colliding with."
-#~ msgstr ""
-#~ "当一个物体形状不再与这个物体形状的接触时发出。需要将[member "
-#~ "contact_monitor]设置为[code]true[/code],并将[member contacts_reported]设"
-#~ "置得足够高,以检测所有碰撞。\n"
-#~ "这个信号不仅可以接收到与这个物体停止碰撞的身体,还可以接收到它的[RID]"
-#~ "([code]body_id[/code])、碰撞物体的形状索引([code]body_shape[/code]),"
-#~ "以及其他物体停止碰撞的这个物体的形状索引([code]local_shape[/code])。"
-
-#~ msgid "Calls [code]method[/code] on each member of the given group."
-#~ msgstr "对给定组的每个成员调用[code]method[/code]。"
-
-#~ msgid ""
-#~ "Calls [code]method[/code] on each member of the given group, respecting "
-#~ "the given [enum GroupCallFlags]."
-#~ msgstr ""
-#~ "对给定组的每个成员调用[code]method[/code],遵从给定的[enum "
-#~ "GroupCallFlags]。"
-
-#~ msgid "Lowers the [Semaphore], allowing one more thread in."
-#~ msgstr "降低 [Semaphore],允许多线程。"
-
-#~ msgid ""
-#~ "Like [method wait], but won't block, so if the value is zero, fails "
-#~ "immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
-#~ "[constant OK] to report success."
-#~ msgstr ""
-#~ "类似于[method wait],但不会阻塞,所以如果值为零,则立即失败并返回"
-#~ "[constant ERR_BUSY]。如果非零,则返回 [constant OK] 以报告成功。"
-
-#~ msgid ""
-#~ "Waits for the [Semaphore], if its value is zero, blocks until non-zero."
-#~ msgstr "等待 [Semaphore],如果它的值为零,则阻塞直到非零。"
-
-#~ msgid ""
-#~ "Mode used for drawing skies. Only works with shaders attached to [Sky] "
-#~ "objects."
-#~ msgstr "用于绘制天空的模式。只适用于连接到[Sky]对象的着色器。"
-
-#~ msgid "Class representing a signal defined in an object."
-#~ msgstr "表示对象中定义的信号的类。"
-
-#~ msgid ""
-#~ "Connects this signal to the specified [Callable], optionally providing "
-#~ "binds and connection flags."
-#~ msgstr "将此信号连接到指定的 [Callable],可选择提供绑定和连接标志。"
-
-#~ msgid "Disconnects this signal from the specified [Callable]."
-#~ msgstr "将此信号与指定的 [Callable] 断开。"
-
-#~ msgid "Emits this signal to all connected objects."
-#~ msgstr "向所有连接的对象发出这个信号。"
-
-#~ msgid "Returns the list of [Callable]s connected to this signal."
-#~ msgstr "返回连接到此信号的 [Callable] 列表。"
-
-#~ msgid "Returns the object emitting this signal."
-#~ msgstr "返回发出此信号的对象。"
-
-#~ msgid ""
-#~ "Returns the ID of the object emitting this signal (see [method Object."
-#~ "get_instance_id])."
-#~ msgstr "返回发出此信号的对象的ID(见[method Object.get_instance_id])。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if the specified [Callable] is connected to "
-#~ "this signal."
-#~ msgstr "如果指定的 [Callable] 连接到此信号,则返回 [code]true[/code]。"
-
-#~ msgid ""
-#~ "Takes the given bone pose/transform and converts it to a world transform, "
-#~ "relative to the [Skeleton3D] node.\n"
-#~ "This is useful for using the bone transform in calculations with "
-#~ "transforms from [Node3D]-based nodes."
-#~ msgstr ""
-#~ "获取给定的骨骼姿势/变换并将其转换为相对于 [Skeleton3D] 节点的世界变换。\n"
-#~ "这对于在计算基于[Node3D]的节点的变换时使用骨骼变换是有用的。"
-
-#~ msgid "Removes the global pose override on all bones in the skeleton."
-#~ msgstr "移除骨架中所有骨骼的全局姿势覆盖。"
-
-#~ msgid ""
-#~ "Returns whether the bone rest for the bone at [code]bone_idx[/code] is "
-#~ "disabled."
-#~ msgstr "返回[code]bone_idx[/code]处的骨骼的休息状态是否被禁用。"
-
-#~ msgid "Returns all bones in the skeleton to their rest poses."
-#~ msgstr "将骨架中的所有骨骼恢复到休息姿势。"
-
-#~ msgid ""
-#~ "Adds a collision exception to the physical bone.\n"
-#~ "Works just like the [RigidBody3D] node."
-#~ msgstr ""
-#~ "向物理骨骼添加碰撞异常。\n"
-#~ "就像 [RigidBody3D] 节点一样工作。"
-
-#~ msgid ""
-#~ "Removes a collision exception to the physical bone.\n"
-#~ "Works just like the [RigidBody3D] node."
-#~ msgstr ""
-#~ "移除物理骨骼的碰撞异常。\n"
-#~ "就像 [RigidBody3D] 节点一样工作。"
-
-#~ msgid ""
-#~ "Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and "
-#~ "reacting to the physics world.\n"
-#~ "Optionally, a list of bone names can be passed-in, allowing only the "
-#~ "passed-in bones to be simulated."
-#~ msgstr ""
-#~ "告诉骨架中的 [PhysicalBone3D] 节点开始模拟物理世界并做出反应。\n"
-#~ "另外,可以传入骨骼名称列表,只允许模拟传入的骨骼。"
-
-#~ msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating."
-#~ msgstr "告诉骨架中的 [PhysicalBone3D] 节点停止模拟。"
-
-#~ msgid "Binds the given Skin to the Skeleton."
-#~ msgstr "将给定的皮肤绑定到骨架。"
-
-#~ msgid ""
-#~ "Sets the custom pose transform, [code]custom_pose[/code], for the bone at "
-#~ "[code]bone_idx[/code]. This pose is an addition to the bone rest pose.\n"
-#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method "
-#~ "world_transform_to_bone_transform] to convert a world transform, like one "
-#~ "you can get from a [Node3D], to bone space."
-#~ msgstr ""
-#~ "为 [code]bone_idx[/code] 处的骨骼设置自定义姿势变换 [code]custom_pose[/"
-#~ "code]。这个姿势是骨骼休息姿势的补充。\n"
-#~ "[b]注意[/b]:姿势变换需要处于骨骼空间。使用 [method "
-#~ "world_transform_to_bone_transform] 将世界变换(比如您从 [Node3D] 获得的变"
-#~ "换)转换为骨骼空间。"
-
-#~ msgid ""
-#~ "Disables the rest pose for the bone at [code]bone_idx[/code] if "
-#~ "[code]true[/code], enables the bone rest if [code]false[/code]."
-#~ msgstr ""
-#~ "如果 [code]true[/code],则禁用 [code]bone_idx[/code] 处骨骼的静止姿势,如"
-#~ "果 [code]false[/code],则启用骨骼静止。"
-
-#~ msgid ""
-#~ "Sets the global pose transform, [code]pose[/code], for the bone at "
-#~ "[code]bone_idx[/code].\n"
-#~ "[code]amount[/code] is the interpolation strength that will be used when "
-#~ "applying the pose, and [code]persistent[/code] determines if the applied "
-#~ "pose will remain.\n"
-#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method "
-#~ "world_transform_to_bone_transform] to convert a world transform, like one "
-#~ "you can get from a [Node3D], to bone space."
-#~ msgstr ""
-#~ "为 [code]bone_idx[/code] 处的骨骼设置全局姿势变换 [code]pose[/code]。\n"
-#~ "[code]amount[/code] 是应用姿势时将使用的插值强度,[code]persistent[/code] "
-#~ "决定是否保留应用的姿势。\n"
-#~ "[b]注意[/b]:姿势变换需要处于骨骼空间。使用 [method "
-#~ "world_transform_to_bone_transform] 将世界变换(比如您从 [Node3D] 获得的变"
-#~ "换)转换为骨骼空间。"
-
-#~ msgid ""
-#~ "Sets the pose transform for bone [code]bone_idx[/code].\n"
-#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method "
-#~ "world_transform_to_bone_transform] to convert a world transform, like one "
-#~ "you can get from a [Node3D], to bone space."
-#~ msgstr ""
-#~ "设置骨骼[code]bone_idx[/code]的姿势变换。\n"
-#~ "[b]注意[/b]:姿势变换需要处于骨骼空间。使用 [method "
-#~ "world_transform_to_bone_transform] 将世界变换(比如您从 [Node3D] 获得的变"
-#~ "换)转换为骨骼空间。"
-
-#~ msgid ""
-#~ "Unparents the bone at [code]bone_idx[/code] and sets its rest position to "
-#~ "that of it's parent prior to being reset."
-#~ msgstr ""
-#~ "取消在 [code]bone_idx[/code] 处骨骼的父级,并在重置之前将其静止位置设置为"
-#~ "其父级的位置。"
-
-#~ msgid ""
-#~ "Takes the given world transform, relative to the [Skeleton3D], and "
-#~ "converts it to a bone pose/transform.\n"
-#~ "This is useful for using setting bone poses using transforms from "
-#~ "[Node3D]-based nodes."
-#~ msgstr ""
-#~ "获取相对于 [Skeleton3D] 的给定世界变换,并将其转换为骨骼姿势/变换。\n"
-#~ "这对于使用来自基于 [Node3D] 的节点的变换来设置骨骼姿势很有用。"
-
-#~ msgid "Background that uses a [Material] to draw a sky."
-#~ msgstr "使用[Material]绘制天空的背景。"
-
-#~ msgid ""
-#~ "The [Sky] class uses a [Material] to draw the background and update the "
-#~ "reflection/radiance cubemaps."
-#~ msgstr "[Sky] 类使用 [Material] 来绘制背景并更新反射/辐照立方体贴图。"
-
-#~ msgid ""
-#~ "Sets the method for generating the radiance map from the sky. The "
-#~ "radiance map is a cubemap with increasingly blurry versions of the sky "
-#~ "corresponding to different levels of roughness. Radiance maps can be "
-#~ "expensive to calculate. See [enum ProcessMode] for options."
-#~ msgstr ""
-#~ "设置从天空生成辐照度贴图的方法。辐照度贴图是一个立方体贴图,随着不同粗糙度"
-#~ "的增加,天空越来越模糊。辐照度贴图的计算成本可能很高。有关选项,请参阅 "
-#~ "[enum ProcessMode]。"
-
-#~ msgid ""
-#~ "[Material] used to draw the background. Can be [PanoramaSkyMaterial], "
-#~ "[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a "
-#~ "[ShaderMaterial] if you want to use your own custom shader."
-#~ msgstr ""
-#~ "用来绘制背景的[Material]。可以是[PanoramaSkyMaterial]、"
-#~ "[ProceduralSkyMaterial]、[PhysicalSkyMaterial],或者如果你想使用自己的自定"
-#~ "义着色器,甚至可以是[ShaderMaterial],。"
-
-#~ msgid "Radiance texture size is 1024×1024 pixels."
-#~ msgstr "辐照度纹理大小为 1024×1024 像素。"
-
-#~ msgid "Radiance texture size is 2048×2048 pixels."
-#~ msgstr "辐照度纹理尺寸为2048×2048像素。"
-
-#~ msgid ""
-#~ "Automatically selects the appropriate process mode based on your sky "
-#~ "shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], "
-#~ "this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any "
-#~ "of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses "
-#~ "[constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to "
-#~ "[constant PROCESS_MODE_QUALITY]."
-#~ msgstr ""
-#~ "根据你的天空着色器自动选择合适的处理模式。如果你的着色器使用[code]TIME[/"
-#~ "code]或[code]POSITION[/code],这将使用[constant PROCESS_MODE_REALTIME]。如"
-#~ "果你的着色器使用了任何[code]LIGHT_*[/code]变量或任何自定义的uniform,这将"
-#~ "使用[constant PROCESS_MODE_INCREMENTAL]。否则,默认为[constant "
-#~ "PROCESS_MODE_QUALITY]。"
-
-#~ msgid ""
-#~ "Uses high quality importance sampling to process the radiance map. In "
-#~ "general, this results in much higher quality than [constant "
-#~ "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not "
-#~ "be used if you plan on changing the sky at runtime. If you are finding "
-#~ "that the reflection is not blurry enough and is showing sparkles or "
-#~ "fireflies, try increasing [member ProjectSettings.rendering/quality/"
-#~ "reflections/ggx_samples]."
-#~ msgstr ""
-#~ "使用高质量的重要性采样来处理辐照度图。一般来说,这会产生比 [constant "
-#~ "PROCESS_MODE_REALTIME] 高得多的质量,但需要更长的时间来生成。如果您计划在"
-#~ "运行时更改天空,则不应使用此选项。如果您发现反射不够模糊并且显示出闪光,请"
-#~ "尝试增加 [member ProjectSettings.rendering/quality/reflections/"
-#~ "ggx_samples]。"
-
-#~ msgid ""
-#~ "Uses the same high quality importance sampling to process the radiance "
-#~ "map as [constant PROCESS_MODE_QUALITY], but updates over several frames. "
-#~ "The number of frames is determined by [member ProjectSettings.rendering/"
-#~ "quality/reflections/roughness_layers]. Use this when you need highest "
-#~ "quality radiance maps, but have a sky that updates slowly."
-#~ msgstr ""
-#~ "使用与 [constant PROCESS_MODE_QUALITY] 相同的高质量重要性采样来处理辐射"
-#~ "图,但会在几帧内更新。帧数由[member ProjectSettings.rendering/quality/"
-#~ "reflections/roughness_layers]决定。当您需要最高质量的辐射贴图,但天空更新"
-#~ "缓慢时,请使用此选项。"
-
-#~ msgid ""
-#~ "Uses the fast filtering algorithm to process the radiance map. In general "
-#~ "this results in lower quality, but substantially faster run times. If you "
-#~ "need better quality, but still need to update the sky every frame, "
-#~ "consider turning on [member ProjectSettings.rendering/quality/reflections/"
-#~ "fast_filter_high_quality].\n"
-#~ "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, "
-#~ "so [member radiance_size] must be set to [constant RADIANCE_SIZE_256]."
-#~ msgstr ""
-#~ "使用快速过滤算法处理辐照度图。一般来说,这会导致质量较低,但运行时间明显加"
-#~ "快。如果您需要更好的质量,但仍需要每帧更新天空,请考虑开启 [member "
-#~ "ProjectSettings.rendering/quality/reflections/"
-#~ "fast_filter_high_quality]。\n"
-#~ "[b]注意:[/b]快速过滤算法限制为256x256立方体贴图,所以[member "
-#~ "radiance_size]必须设置为[constant RADIANCE_SIZE_256]。"
-
-#~ msgid "The physics layers this SoftBody3D scans for collisions."
-#~ msgstr "此 SoftBody3D 扫描碰撞的物理层。"
-
-#~ msgid ""
-#~ "A Spotlight is a type of [Light3D] node that emits lights in a specific "
-#~ "direction, in the shape of a cone. The light is attenuated through the "
-#~ "distance. This attenuation can be configured by changing the energy, "
-#~ "radius and attenuation parameters of [Light3D]."
-#~ msgstr ""
-#~ "聚光灯是一种 [Light3D] 节点,它在特定方向上以圆锥形状发射光。光线在远处衰"
-#~ "减。这种衰减可以通过改变 [Light3D] 的能量、半径和衰减参数来配置。"
-
-#~ msgid "The layers against which the collision check shall be done."
-#~ msgstr "将对其进行碰撞检查的层。"
-
-#~ msgid "Strength of the specular light effect of this [Sprite2D]."
-#~ msgstr "此 [Sprite2D] 的镜面光效果强度。"
-
-#~ msgid "The specular map is used for more control on the shininess effect."
-#~ msgstr "用于对光泽效果进行更多控制的镜面反射贴图。"
-
-#~ msgid ""
-#~ "A node that displays a 2D texture in a 3D environment. The texture "
-#~ "displayed can be a region from a larger atlas texture, or a frame from a "
-#~ "sprite sheet animation.\n"
-#~ "[b]Note:[/b] There are [url=https://github.com/godotengine/godot/"
-#~ "issues/20855]known performance issues[/url] when using [Sprite3D]. "
-#~ "Consider using a [MeshInstance3D] with a [QuadMesh] as the mesh instead. "
-#~ "You can still have billboarding by enabling billboard properties in the "
-#~ "QuadMesh's [StandardMaterial3D]."
-#~ msgstr ""
-#~ "在 3D 环境中显示 2D 纹理的节点。显示的纹理可以是来自较大图集纹理的区域,也"
-#~ "可以是来自精灵表动画的帧。\n"
-#~ "[b]注意:[/b]使用[Sprite3D]时存在[url=https://github.com/godotengine/"
-#~ "godot/issues/20855]已知性能问题[/url]。考虑使用带有 [QuadMesh] 的 "
-#~ "[MeshInstance3D] 作为网格。您仍然可以通过在 QuadMesh 的 "
-#~ "[StandardMaterial3D] 中启用告示牌属性来显示告示牌。"
-
-#~ msgid ""
-#~ "Sprite frame library for [AnimatedSprite2D]. Contains frames and "
-#~ "animation data for playback."
-#~ msgstr "[AnimatedSprite2D] 的精灵帧库。包含用于播放的帧和动画数据。"
-
-#~ msgid "If [code]true[/code], the given animation will loop."
-#~ msgstr "如果 [code]true[/code],给定的动画将循环播放。"
-
-#~ msgid ""
-#~ "Disables Nagle's algorithm to improve latency for small packets.\n"
-#~ "[b]Note:[/b] For applications that send large packets or need to transfer "
-#~ "a lot of data, this can decrease the total available bandwidth."
-#~ msgstr ""
-#~ "禁用Nagle算法,以改善小数据包的延时。\n"
-#~ "[b]注意:[/b] 对于发送大数据包或需要传输大量数据的应用,这可能会减少总的可"
-#~ "用带宽。"
-
-#~ msgid "Constructs a new String from the given [Vector2i]."
-#~ msgstr "从给定的[Vector2i]构造一个新的字符串。"
-
-#~ msgid "Constructs a new String from the given [Rect2i]."
-#~ msgstr "从给定的 [Rect2i] 构造一个新字符串。"
-
-#~ msgid "Constructs a new String from the given [Vector3i]."
-#~ msgstr "从给定的 [Vector3i] 构造一个新字符串。"
-
-#~ msgid "Constructs a new String from the given [StringName]."
-#~ msgstr "从给定的 [StringName] 构造一个新字符串。"
-
-#~ msgid "Constructs a new String from the given [Callable]."
-#~ msgstr "从给定的 [Callable] 构造一个新字符串。"
-
-#~ msgid "Constructs a new String from the given [Signal]."
-#~ msgstr "从给定的 [Signal] 构造一个新字符串。"
-
-#~ msgid "Constructs a new String from the given [PackedInt32Array]."
-#~ msgstr "从给定的 [PackedInt32Array] 构造一个新字符串。"
-
-#~ msgid "Constructs a new String from the given [PackedInt64Array]."
-#~ msgstr "从给定的 [PackedInt64Array] 构造一个新字符串。"
-
-#~ msgid "Constructs a new String from the given [PackedFloat32Array]."
-#~ msgstr "从给定的 [PackedFloat32Array] 构造一个新字符串。"
-
-#~ msgid "Constructs a new String from the given [PackedFloat64Array]."
-#~ msgstr "从给定的 [PackedFloat64Array] 构造一个新字符串。"
-
-#~ msgid ""
-#~ "Performs a case-sensitive comparison to another string. Returns [code]-1[/"
-#~ "code] if less than, [code]+1[/code] if greater than, or [code]0[/code] if "
-#~ "equal."
-#~ msgstr ""
-#~ "对另一个字符串执行区分大小写的比较。如果小于则返回 [code]-1[/code],如果大"
-#~ "于则返回 [code]+1[/code],如果相等则返回 [code]0[/code]。"
-
-#~ msgid ""
-#~ "Returns the index of the [b]first[/b] case-insensitive occurrence of the "
-#~ "specified string in this instance, or [code]-1[/code]. Optionally, the "
-#~ "starting search index can be specified, continuing to the end of the "
-#~ "string."
-#~ msgstr ""
-#~ "返回此实例中指定字符串的 [b]first[/b] 出现的索引(不区分大小写),或 "
-#~ "[code]-1[/code]。可以指定起始搜索索引,一直到字符串的结尾。"
-
-#~ msgid "If the string is a valid file path, returns the extension."
-#~ msgstr "字符串为有效文件路径时,返回扩展名。"
-
-#~ msgid ""
-#~ "Returns [code]true[/code] if this string contains a valid IP address."
-#~ msgstr "该字符串包含有效 IP 地址时,返回 [code]true[/code]。"
-
-#~ msgid ""
-#~ "Return a [String] which is the concatenation of the [code]parts[/code]. "
-#~ "The separator between elements is the string providing this method.\n"
-#~ "Example:\n"
-#~ "[codeblock]\n"
-#~ "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "返回一个 [String],它是 [code] parts [/code] 的串联。调用此方法的字符串是"
-#~ "元素之间的分隔符。\n"
-#~ "例子:\n"
-#~ "[codeblock]\n"
-#~ "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
-#~ "[/codeblock]"
-
-#~ msgid "Returns a copy of the string with characters removed from the left."
-#~ msgstr "返回从左边删除字符的字符串的副本。"
-
-#~ msgid ""
-#~ "Performs a case-insensitive comparison to another string. Returns "
-#~ "[code]-1[/code] if less than, [code]+1[/code] if greater than, or "
-#~ "[code]0[/code] if equal."
-#~ msgstr ""
-#~ "对另一个字符串执行不区分大小写的比较。如果小于,则返回 [code]-1[/code],如"
-#~ "果大于则返回 [code]+1[/code],如果相等则返回 [code]0[/code]。"
-
-#~ msgid ""
-#~ "Returns the index of the [b]last[/b] case-sensitive occurrence of the "
-#~ "specified string in this instance, or [code]-1[/code]. Optionally, the "
-#~ "starting search index can be specified, continuing to the beginning of "
-#~ "the string."
-#~ msgstr ""
-#~ "返回此实例中指定字符串的 [b]last[/b] 出现的索引(区分大小写),或 [code]-1[/"
-#~ "code]。可以指定起始搜索索引,一直到字符串的开头。"
-
-#~ msgid ""
-#~ "Returns the index of the [b]last[/b] case-insensitive occurrence of the "
-#~ "specified string in this instance, or [code]-1[/code]. Optionally, the "
-#~ "starting search index can be specified, continuing to the beginning of "
-#~ "the string."
-#~ msgstr ""
-#~ "返回此实例中指定字符串的 [b]last[/b] 出现的索引(不区分大小写),或 "
-#~ "[code]-1[/code]。可以指定起始搜索索引,一直到字符串的开头。"
-
-#~ msgid "Returns a copy of the string with characters removed from the right."
-#~ msgstr "从右侧删除字符,返回字符串的副本。"
-
-#~ msgid "An optimized string type for unique names."
-#~ msgstr "用于唯一名称的优化字符串类型。"
-
-#~ msgid ""
-#~ "[StringName]s are immutable strings designed for general-purpose "
-#~ "represention of unique names. [StringName] ensures that only one instance "
-#~ "of a given name exists (so two [StringName]s with the same value are the "
-#~ "same object). Comparing them is much faster than with regular [String]s, "
-#~ "because only the pointers are compared, not the whole strings."
-#~ msgstr ""
-#~ "[StringName] 是不可变的字符串,设计用于唯一名称的通用表示。 [StringName] "
-#~ "确保给定名称仅存在一个实例(因此具有相同值的两个 [StringName] 是同一个对"
-#~ "象)。比较它们比使用常规 [String] 快得多,因为只比较指针,而不是整个字符"
-#~ "串。"
-
-#~ msgid "Creates a new [StringName] from the given [String]."
-#~ msgstr "从给定的 [String] 创建一个新的 [StringName]。"
-
-#~ msgid "The width and height of the sub-viewport."
-#~ msgstr "子视口的宽度和高度。"
-
-#~ msgid ""
-#~ "The 2D size override of the sub-viewport. If either the width or height "
-#~ "is [code]0[/code], the override is disabled."
-#~ msgstr ""
-#~ "子视口的2D尺寸覆盖。如果宽度或高度为[code]0[/code],则该覆盖被禁用。"
-
-#~ msgid "Update the render target only when the its parent is visible."
-#~ msgstr "仅当其父级可见时才更新渲染目标。"
-
-#~ msgid "Specifies a [Color] for the next vertex to use."
-#~ msgstr "为下一个要使用的顶点指定 [Color]。"
-
-#~ msgid "Specifies a normal for the next vertex to use."
-#~ msgstr "指定下一个要使用的顶点的法线。"
-
-#~ msgid "Specifies a tangent for the next vertex to use."
-#~ msgstr "指定下一个顶点使用的切线。"
-
-#~ msgid "Specifies a set of UV coordinates to use for the next vertex."
-#~ msgstr "指定一组用于下一个顶点的 UV 坐标。"
-
-#~ msgid ""
-#~ "Specifies an optional second set of UV coordinates to use for the next "
-#~ "vertex."
-#~ msgstr "指定用于下一个顶点的可选的第二组 UV 坐标。"
-
-#~ msgid ""
-#~ "Specifies weight values for next vertex to use. [code]weights[/code] must "
-#~ "contain 4 values."
-#~ msgstr ""
-#~ "指定要使用的下一个顶点的权重值。 [code]weights[/code] 必须包含 4 个值。"
-
-#~ msgid ""
-#~ "Generates normals from vertices so you do not have to do it manually. If "
-#~ "[code]flip[/code] is [code]true[/code], the resulting normals will be "
-#~ "inverted.\n"
-#~ "Requires the primitive type to be set to [constant Mesh."
-#~ "PRIMITIVE_TRIANGLES]."
-#~ msgstr ""
-#~ "从顶点生成法线,这样你就不必手动操作了。如果[code]flip[/code]是"
-#~ "[code]true[/code],生成的法线会被反转。\n"
-#~ "需要将基元类型设置为[constant Mesh.PRIMITIVE_TRIANGLES]。"
-
-#~ msgid ""
-#~ "Sets the active tab's [code]visible[/code] property to the value "
-#~ "[code]true[/code]. Sets all other children's to [code]false[/code].\n"
-#~ "Ignores non-[Control] children.\n"
-#~ "Individual tabs are always visible unless you use [method "
-#~ "set_tab_disabled] and [method set_tab_title] to hide it.\n"
-#~ "To hide only a tab's content, nest the content inside a child [Control], "
-#~ "so it receives the [TabContainer]'s visibility setting instead."
-#~ msgstr ""
-#~ "将活动选项卡的 [code]visible[/code] 属性设置为值 [code]true[/code]。将所有"
-#~ "其他子项的设置为 [code]false[/code]。\n"
-#~ "忽略非 [Control] 子项。\n"
-#~ "除非您使用 [method set_tab_disabled] 和 [method set_tab_title] 将其隐藏,"
-#~ "否则单个选项卡始终可见。\n"
-#~ "要仅隐藏选项卡的内容,请将内容嵌套在子 [Control] 中,以便它接收 "
-#~ "[TabContainer] 的可见性设置。"
-
-#~ msgid ""
-#~ "If [code]disabled[/code] is [code]false[/code], hides the tab at index "
-#~ "[code]tab_idx[/code].\n"
-#~ "[b]Note:[/b] Its title text will remain, unless also removed with [method "
-#~ "set_tab_title]."
-#~ msgstr ""
-#~ "如果 [code]disabled[/code] 是 [code]false[/code],隐藏索引 [code]tab_idx[/"
-#~ "code] 处的选项卡。\n"
-#~ "[b]注意:[/b] 其标题文本将保留,除非也用 [method set_tab_title] 删除。"
-
-#~ msgid "Space between tab's name and its icon."
-#~ msgstr "选项卡名称与其图标之间的空间。"
-
-#~ msgid ""
-#~ "If [code]disabled[/code] is [code]false[/code], hides the tab at index "
-#~ "[code]tab_idx[/code].\n"
-#~ "[b]Note:[/b] Its title text will remain unless it is also removed with "
-#~ "[method set_tab_title]."
-#~ msgstr ""
-#~ "如果 [code]disabled[/code] 是 [code]false[/code],隐藏索引 [code]tab_idx[/"
-#~ "code] 处的选项卡。\n"
-#~ "[b]注意:[/b]它的标题文本将保留,除非它也被[method set_tab_title]删除。"
-
-#~ msgid ""
-#~ "Draws the texture using a [CanvasItem] with the [RenderingServer] API."
-#~ msgstr "使用 [RenderingServer] API 的 [CanvasItem] 绘制纹理。"
-
-#~ msgid ""
-#~ "Draws a part of the texture using a [CanvasItem] with the "
-#~ "[RenderingServer] API."
-#~ msgstr "使用[RenderingServer]API的[CanvasItem]来绘制纹理的一部分。"
-
-#~ msgid "The theme's default font."
-#~ msgstr "该主题的默认字体。"
-
-#~ msgid ""
-#~ "Joins the [Thread] and waits for it to finish. Returns what the method "
-#~ "called returned."
-#~ msgstr "加入[Thread]线程并等待其完成。返回被调用方法的返回值。"
-
-#~ msgid ""
-#~ "Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a "
-#~ "list of tiles (textures plus optional collision, navigation, and/or "
-#~ "occluder shapes) which are used to create grid-based maps."
-#~ msgstr ""
-#~ "二维图块地图的节点。图块地图使用[TileSet]图块集,其中包含图块列表(纹理添"
-#~ "加可选的碰撞、导航或遮挡器形状),用来创建基于网格的地图。"
-
-#~ msgid ""
-#~ "Returns the global position corresponding to the given tilemap (grid-"
-#~ "based) coordinates.\n"
-#~ "Optionally, the tilemap's half offset can be ignored."
-#~ msgstr ""
-#~ "返回与指定的基于网格的图块地图位置相对应的全局坐标。\n"
-#~ "可以选择忽略图块地图的半偏移。"
-
-#~ msgid ""
-#~ "Returns the tilemap (grid-based) coordinates corresponding to the given "
-#~ "local position."
-#~ msgstr "返回与指定的本地坐标相对应的,基于网格的图块地图的坐标。"
-
-#~ msgid "The collision layer(s) for all colliders in the TileMap."
-#~ msgstr "图块地图中所有碰撞器的碰撞层。"
-
-#~ msgid "The collision mask(s) for all colliders in the TileMap."
-#~ msgstr "图块地图中所有碰撞器的碰撞遮罩。"
-
-#~ msgid ""
-#~ "Button for touch screen devices. You can set it to be visible on all "
-#~ "screens, or only on touch devices."
-#~ msgstr ""
-#~ "触摸屏设备的按钮。你可以把它设置为在所有屏幕上可见,或只在触摸设备上可见。"
-
-#~ msgid "Returns the current locale of the game."
-#~ msgstr "返回游戏的当前地域。"
-
-#~ msgid "Sets the locale of the game."
-#~ msgstr "设置游戏的地域。"
-
-#~ msgid ""
-#~ "Returns the column for the currently edited item. This is only available "
-#~ "for custom cell mode."
-#~ msgstr "返回当前编辑的项目的列。这仅适用于自定义单元格模式。"
-
-#~ msgid "Cell can be checked."
-#~ msgstr "单元可选。"
-
-#~ msgid ""
-#~ "Provides UPNP functionality to discover [UPNPDevice]s on the local "
-#~ "network and execute commands on them, like managing port mappings (port "
-#~ "forwarding) and querying the local and remote network IP address. Note "
-#~ "that methods on this class are synchronous and block the calling thread.\n"
-#~ "To forward a specific port:\n"
-#~ "[codeblock]\n"
-#~ "const PORT = 7777\n"
-#~ "var upnp = UPNP.new()\n"
-#~ "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-#~ "upnp.add_port_mapping(port)\n"
-#~ "[/codeblock]\n"
-#~ "To close a specific port (e.g. after you have finished using it):\n"
-#~ "[codeblock]\n"
-#~ "upnp.delete_port_mapping(port)\n"
-#~ "[/codeblock]"
-#~ msgstr ""
-#~ "提供UPNP功能来发现本地网络上的[UPNPDevice],并对它们执行命令,如管理端口映"
-#~ "射(端口转发)和查询本地和远程网络IP地址。注意,这个类的方法是同步的,会阻"
-#~ "塞调用线程。\n"
-#~ "要转发一个特定的端口:\n"
-#~ "[codeblock]\n"
-#~ "const PORT = 7777\n"
-#~ "var upnp = UPNP.new()\n"
-#~ "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n"
-#~ "upnp.add_port_mapping(port)\n"
-#~ "[/codeblock]\n"
-#~ "要关闭一个特定的端口,例如,在你使用完它之后:\n"
-#~ "[codeblock]\n"
-#~ "upnp.delete_port_mapping(port)\n"
-#~ "[/codeblock]"
-
-#~ msgid "Vector used for 2D math using floating point coordinates."
-#~ msgstr "用于使用浮点坐标的二维数学的向量。"
-
-#~ msgid "Constructs a new [Vector2] from [Vector2i]."
-#~ msgstr "从[Vector2i]构造一个新的[Vector2]。"
-
-#~ msgid ""
-#~ "Returns this vector's angle with respect to the X axis, or [code](1, 0)[/"
-#~ "code] vector, in radians.\n"
-#~ "Equivalent to the result of [method @GDScript.atan2] when called with the "
-#~ "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/"
-#~ "code]."
-#~ msgstr ""
-#~ "返回此向量相对于X轴的角度,或[code](1, 0)[/code]向量,单位为弧度。\n"
-#~ "相当于以向量的[member y]和[member x]为参数调用[method @GDScript.atan2]时的"
-#~ "结果:[code]atan2(y, x)[/code]。"
-
-#~ msgid "Returns the angle to the given vector, in radians."
-#~ msgstr "返回与给定向量的角度,单位为弧度。"
-
-#~ msgid ""
-#~ "Returns the angle between the line connecting the two points and the X "
-#~ "axis, in radians."
-#~ msgstr "返回连接两点的直线与X轴的角度,单位为弧度。"
-
-#~ msgid ""
-#~ "2-element structure that can be used to represent positions in 2D space "
-#~ "or any other pair of numeric values.\n"
-#~ "It uses integer coordinates and is therefore preferable to [Vector2] when "
-#~ "exact precision is required.\n"
-#~ "[b]Note:[/b] In a boolean context, a Vector2i will evaluate to "
-#~ "[code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. "
-#~ "Otherwise, a Vector2i will always evaluate to [code]true[/code]."
-#~ msgstr ""
-#~ "2元素结构,可用于表示二维空间中的位置或一对数字值。\n"
-#~ "它使用整数坐标,因此当需要精确的精度时,它比[Vector2]更好。\n"
-#~ "[b]注意:[/b]在一个布尔环境中,如果一个Vector2i等于[code]Vector2i(0, 0)[/"
-#~ "code],它将计算为[code]false[/code]。否则,一个Vector2i总是计算为"
-#~ "[code]true[/code]。"
-
-#~ msgid ""
-#~ "Constructs a new [Vector2i] from the given [code]x[/code] and [code]y[/"
-#~ "code]."
-#~ msgstr "从给定的[code]x[/code]和[code]y[/code]构建一个新的[Vector2i]。"
-
-#~ msgid ""
-#~ "Constructs a new [Vector2i] from [Vector2]. The floating point "
-#~ "coordinates will be truncated."
-#~ msgstr "从[Vector2]构造一个新的[Vector2i]。浮点坐标将被截断。"
-
-#~ msgid "Returns the ratio of [member x] to [member y]."
-#~ msgstr "返回[member x]与[member y]的比例。"
-
-#~ msgid ""
-#~ "Returns the vector with each component set to one or negative one, "
-#~ "depending on the signs of the components."
-#~ msgstr "返回每个分量设置为1或负1的向量,这取决于分量的符号。"
-
-#~ msgid "Vector used for 3D math using floating point coordinates."
-#~ msgstr "用于使用浮点坐标的3D数学的向量。"
-
-#~ msgid "Constructs a new [Vector3] from [Vector3i]."
-#~ msgstr "从[Vector3i]构造一个新的[Vector3]。"
-
-#~ msgid ""
-#~ "3-element structure that can be used to represent positions in 3D space "
-#~ "or any other pair of numeric values.\n"
-#~ "It uses integer coordinates and is therefore preferable to [Vector3] when "
-#~ "exact precision is required.\n"
-#~ "[b]Note:[/b] In a boolean context, a Vector3i will evaluate to "
-#~ "[code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. "
-#~ "Otherwise, a Vector3i will always evaluate to [code]true[/code]."
-#~ msgstr ""
-#~ "3元素结构,可用于表示三维空间中的坐标或一对数字值。\n"
-#~ "使用整数坐标,因此当需要精确的精度时,它比[Vector3]更好。\n"
-#~ "[b]注意:[/b]在一个布尔环境中,如果一个Vector3i等于[code]Vector3i(0, 0, 0)"
-#~ "[/code],它将计算为[code]false[/code]。否则,一个Vector3i将总是计算为"
-#~ "[code]true[/code]。"
-
-#~ msgid "Returns a [Vector3i] with the given components."
-#~ msgstr "返回具有给定分量的[Vector3i]。"
-
-#~ msgid ""
-#~ "Constructs a new [Vector3i] from [Vector3]. The floating point "
-#~ "coordinates will be truncated."
-#~ msgstr "从[Vector3]构造新的[Vector3i]。浮点坐标将被截断。"
-
-#~ msgid "Enumerated value for the Z axis."
-#~ msgstr "Z轴的枚举值。"
-
-#~ msgid "The current position of the stream, in seconds."
-#~ msgstr "流的当前位置,以秒为单位。"
-
-#~ msgid ""
-#~ "[VideoStream] resource handling the [url=https://www.theora.org/]Ogg "
-#~ "Theora[/url] video format with [code].ogv[/code] extension."
-#~ msgstr ""
-#~ "[VideoStream]资源处理[url=https://www.theora.org/]Ogg Theora[/url]视频格"
-#~ "式,扩展名为[code].ogv[/code]。"
-
-#~ msgid ""
-#~ "[VideoStream] resource handling the [url=https://www.webmproject."
-#~ "org/]WebM[/url] video format with [code].webm[/code] extension."
-#~ msgstr ""
-#~ "[VideoStream]资源处理[url=https://www.webmproject.org/]WebM[/url]视频格"
-#~ "式,扩展名为[code].webm[/code]。"
-
-#~ msgid ""
-#~ "Sets the default filter mode used by [CanvasItem]s in this Viewport. See "
-#~ "[enum DefaultCanvasItemTextureFilter] for options."
-#~ msgstr ""
-#~ "设置此视窗的[CanvasItem]所使用的默认过滤模式。选项参阅[enum "
-#~ "DefaultCanvasItemTextureFilter]。"
-
-#~ msgid ""
-#~ "Sets the default repeat mode used by [CanvasItem]s in this Viewport. See "
-#~ "[enum DefaultCanvasItemTextureRepeat] for options."
-#~ msgstr ""
-#~ "设置此视窗中的[CanvasItem]所使用的默认重复模式。选项参阅[enum "
-#~ "DefaultCanvasItemTextureRepeat]。"
-
-#~ msgid ""
-#~ "Sets the screen-space antialiasing method used. Screen-space antialiasing "
-#~ "works by selectively blurring edges in a post-process shader. It differs "
-#~ "from MSAA which takes multiple coverage samples while rendering objects. "
-#~ "Screen-space AA methods are typically faster than MSAA and will smooth "
-#~ "out specular aliasing, but tend to make scenes appear blurry."
-#~ msgstr ""
-#~ "设置使用的屏幕空间抗锯齿方法。屏幕空间抗锯齿的作用是在后处理着色器中选择性"
-#~ "地模糊边缘。它与MSAA不同,MSAA在渲染物体时需要多个覆盖样本。屏幕空间抗锯齿"
-#~ "方法通常比MSAA更快,并且会消除镜面反射锯齿,但是容易使场景显得模糊。"
-
-#~ msgid "Represents the size of the [enum MSAA] enum."
-#~ msgstr "表示 [enum MSAA] 枚举的大小。"
-
-#~ msgid "Do not perform any antialiasing in the full screen post-process."
-#~ msgstr "在全屏后期处理中不要进行任何抗锯齿处理。"
-
-#~ msgid "Represents the size of the [enum ScreenSpaceAA] enum."
-#~ msgstr "表示[enum ScreenSpaceAA]枚举的大小。"
-
-#~ msgid ""
-#~ "Draws the screen-space ambient occlusion texture instead of the scene so "
-#~ "that you can clearly see how it is affecting objects. In order for this "
-#~ "display mode to work, you must have [member Environment.ssao_enabled] set "
-#~ "in your [WorldEnvironment]."
-#~ msgstr ""
-#~ "绘制屏幕空间的环境遮挡纹理而不是场景,这样你就可以清楚地看到它是如何影响物"
-#~ "体的。为了使这种显示模式发挥作用,你必须在[WorldEnvironment]中设置[member "
-#~ "Environment.ssao_enabled]。"
-
-#~ msgid ""
-#~ "Colors each PSSM split for the [DirectionalLight3D]s in the scene a "
-#~ "different color so you can see where the splits are. In order, they will "
-#~ "be colored red, green, blue, and yellow."
-#~ msgstr ""
-#~ "为场景中的[DirectionalLight3D]的每个PSSM分片涂上不同的颜色,这样你就可以看"
-#~ "到分片的位置。按照顺序,它们将被染成红色、绿色、蓝色和黄色。"
-
-#~ msgid ""
-#~ "Draws the decal atlas used by [Decal]s and light projector textures in "
-#~ "the upper left quadrant of the [Viewport]."
-#~ msgstr "在[Viewport]的左上角绘制[Decal]和灯光投影器纹理所使用的贴花图集。"
-
-#~ msgid "Max value for [enum DefaultCanvasItemTextureFilter] enum."
-#~ msgstr "[enum DefaultCanvasItemTextureFilter]枚举的最大值。"
-
-#~ msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum."
-#~ msgstr "[enum DefaultCanvasItemTextureRepeat]枚举的最大值。"
-
-#~ msgid "If [code]true[/code], [RigidBody3D] nodes will be paused."
-#~ msgstr "如果[code]true[/code],[RigidBody3D]节点将被暂停。"
-
-#~ msgid "This enabler will freeze [RigidBody3D] nodes."
-#~ msgstr "此启用程序将冻结[RigidBody3D]节点。"
-
-#~ msgid "Emitted when the VisibilityNotifier3D enters the screen."
-#~ msgstr "当VisibilityNotifier3D进入屏幕时触发。"
-
-#~ msgid "Emitted when the VisibilityNotifier3D exits the screen."
-#~ msgstr "当VisibilityNotifier3D退出屏幕时触发。"
-
-#~ msgid "Return the specified output's name."
-#~ msgstr "返回指定输出的名称。"
-
-#~ msgid ""
-#~ "Return the specified output's type. See the [enum Variant.Type] values."
-#~ msgstr "返回指定输出的类型。参阅[enum Variant.Type]值。"
-
-#~ msgid "Integer scalar. Translated to [code]int[/code] type in shader code."
-#~ msgstr "整数标量。在着色器代码中转换为 [code]int[/code] 类型。"
-
-#~ msgid "A default value to be assigned within the shader."
-#~ msgstr "在着色器中分配的默认值。"
-
-#~ msgid "Enables usage of the [member default_value]."
-#~ msgstr "启用[member default_value]的使用。"
-
-#~ msgid "An integer scalar."
-#~ msgstr "整数标量。"
-
-#~ msgid ""
-#~ "Override this method to enable high-end mark in the Visual Shader "
-#~ "Editor's members dialog.\n"
-#~ "Defining this method is [b]optional[/b]. If not overridden, it's false."
-#~ msgstr ""
-#~ "重写此方法以在可视化着色器编辑器的成员对话框中启用\"高端\"标记。\n"
-#~ "定义这个方法是[b]可选的[/b]。如果没有被重写,它就是false。"
-
-#~ msgid ""
-#~ "A scalar floating-point constant to be used within the visual shader "
-#~ "graph."
-#~ msgstr "标量的浮点常量,用于可视化着色器图中。"
-
-#~ msgid "Translated to [code]float[/code] in the shader language."
-#~ msgstr "在着色器语言中被转换成[code]float[/code]。"
-
-#~ msgid "A floating-point constant which represents a state of this node."
-#~ msgstr "浮点常量,表示这个节点的状态。"
-
-#~ msgid ""
-#~ "A scalar floating-point function to be used within the visual shader "
-#~ "graph."
-#~ msgstr "标量浮点函数,在可视化着色器图中使用。"
-
-#~ msgid ""
-#~ "Accept a floating-point scalar ([code]x[/code]) to the input port and "
-#~ "transform it according to [member function]."
-#~ msgstr ""
-#~ "接受一个浮点标量([code]x[/code])到输入端口,并根据 [member function]进行"
-#~ "变换。"
-
-#~ msgid ""
-#~ "A function to be applied to the scalar. See [enum Function] for options."
-#~ msgstr "应用于标量的函数。参阅[enum Function]的选项。"
-
-#~ msgid ""
-#~ "Returns the sine of the parameter. Translates to [code]sin(x)[/code] in "
-#~ "the Godot Shader Language."
-#~ msgstr "返回参数的正弦值。在Godot着色器语言中转换为[code]sin(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in "
-#~ "the Godot Shader Language."
-#~ msgstr "返回参数的余弦值。在Godot着色器语言中转换为[code]cos(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] "
-#~ "in the Godot Shader Language."
-#~ msgstr "返回参数的正切值。在Godot着色器语言中翻译为[code]tan(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] "
-#~ "in the Godot Shader Language."
-#~ msgstr "返回参数的反正弦。在Godot着色器语言中转换为[code]asin(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回参数的反余弦值。在 Godot 着色器语言中转换为 [code]acos(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr "返回参数的正切值。在Godot着色器语言中转换为[code]atan(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)"
-#~ "[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回参数的双曲正弦值。在Godot着色器语言中转换为[code]sinh(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the hyperbolic cosine of the parameter. Translates to "
-#~ "[code]cosh(x)[/code] in the Godot Shader Language."
-#~ msgstr "返回参数的双曲余弦。在Godot着色器语言中转换为[code]cosh(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the hyperbolic tangent of the parameter. Translates to "
-#~ "[code]tanh(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回参数的双曲正切值。在Godot着色器语言中转换为[code]tanh(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the natural logarithm of the parameter. Translates to [code]log(x)"
-#~ "[/code] in the Godot Shader Language."
-#~ msgstr "返回参数的自然对数。在Godot着色器语言中转换为[code]log(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the natural exponentiation of the parameter. Translates to "
-#~ "[code]exp(x)[/code] in the Godot Shader Language."
-#~ msgstr "返回参数的自然指数。在Godot着色器语言中转换为[code]exp(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the square root of the parameter. Translates to [code]sqrt(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr "返回参数的平方根。在Godot着色器语言中转换为[code]sqrt(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the absolute value of the parameter. Translates to [code]abs(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr "返回参数的绝对值。在Godot着色器语言中转换为[code]abs(x)[/code]。"
-
-#~ msgid ""
-#~ "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in "
-#~ "the Godot Shader Language."
-#~ msgstr "提取参数的符号。在Godot着色器语言中转换为[code]sign(x)[/code]。"
-
-#~ msgid ""
-#~ "Finds the nearest integer less than or equal to the parameter. Translates "
-#~ "to [code]floor(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "找出小于或等于参数最近的整数。在Godot着色器语言中转换为[code]floor(x)[/"
-#~ "code]。"
-
-#~ msgid ""
-#~ "Finds the nearest integer to the parameter. Translates to [code]round(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "找到与参数最接近的整数。在Godot着色器语言中转换成[code]round(x)[/code]。"
-
-#~ msgid ""
-#~ "Finds the nearest integer that is greater than or equal to the parameter. "
-#~ "Translates to [code]ceil(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "找出大于或等于参数最近的整数。在Godot着色器语言中转换为[code]ceil(x)[/"
-#~ "code]。"
-
-#~ msgid ""
-#~ "Computes the fractional part of the argument. Translates to [code]fract(x)"
-#~ "[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "计算参数的小数部分。在Godot着色器语言中转换为[code]fract(x)[/code]。"
-
-#~ msgid ""
-#~ "Clamps the value between [code]0.0[/code] and [code]1.0[/code] using "
-#~ "[code]min(max(x, 0.0), 1.0)[/code]."
-#~ msgstr ""
-#~ "使用[code]min(max(x, 0.0), 1.0)[/code]限制[code]0.0[/code]和[code]1.0[/"
-#~ "code]之间的值。"
-
-#~ msgid "Negates the [code]x[/code] using [code]-(x)[/code]."
-#~ msgstr "用[code]-(x)[/code]来否定[code]x[/code]。"
-
-#~ msgid ""
-#~ "Returns the arc-hyperbolic-cosine of the parameter. Translates to "
-#~ "[code]acosh(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回参数的反双曲余弦。在 Godot 着色器语言中转换为 [code]acosh(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the arc-hyperbolic-sine of the parameter. Translates to "
-#~ "[code]asinh(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回参数的反双曲正弦值。在 Godot 着色器语言中转换为 [code]asinh(x)[/"
-#~ "code]。"
-
-#~ msgid ""
-#~ "Returns the arc-hyperbolic-tangent of the parameter. Translates to "
-#~ "[code]atanh(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回参数的弧双曲正切值。在 Godot 着色器语言中转换为 [code]atanh(x)[/"
-#~ "code]。"
-
-#~ msgid ""
-#~ "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "将以弧度为单位的量转换为度。在 Godot 着色器语言中转换为 [code]degrees(x)[/"
-#~ "code]。"
-
-#~ msgid ""
-#~ "Returns 2 raised by the power of the parameter. Translates to "
-#~ "[code]exp2(x)[/code] in the Godot Shader Language."
-#~ msgstr "返回参数的2次幂。在 Godot 着色器语言中转换为 [code]exp2(x)[/code]。"
-
-#~ msgid ""
-#~ "Returns the inverse of the square root of the parameter. Translates to "
-#~ "[code]inversesqrt(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回参数平方根的倒数。在 Godot 着色器语言中转换为 [code]inversesqrt(x)[/"
-#~ "code]。"
-
-#~ msgid ""
-#~ "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)"
-#~ "[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回参数以 2 为底的对数。在 Godot 着色器语言中转换为 [code]log2(x)[/"
-#~ "code]。"
-
-#~ msgid ""
-#~ "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "将度数转换为弧度。在 Godot 着色器语言中转换为 [code]radians(x)[/code]。"
-
-#~ msgid ""
-#~ "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/"
-#~ "code])."
-#~ msgstr "找到1除以[code]x[/code]的倒数,即[code]1/x[/code]。"
-
-#~ msgid ""
-#~ "Finds the nearest even integer to the parameter. Translates to "
-#~ "[code]roundEven(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "查找最接近参数的偶数整数。在 Godot 着色器语言中转换为 [code]roundEven(x)[/"
-#~ "code]。"
-
-#~ msgid ""
-#~ "Returns a value equal to the nearest integer to [code]x[/code] whose "
-#~ "absolute value is not larger than the absolute value of [code]x[/code]. "
-#~ "Translates to [code]trunc(x)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回与 [code]x[/code] 最接近的整数的值,其绝对值不大于 [code]x[/code] 的绝"
-#~ "对值。在 Godot 着色器语言中转换为 [code]trunc(x)[/code]。"
-
-#~ msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])."
-#~ msgstr "从 1 中减去标量 [code]x[/code],即 [code]1 - x[/code]。"
-
-#~ msgid ""
-#~ "A floating-point scalar operator to be used within the visual shader "
-#~ "graph."
-#~ msgstr "在可视化着色器图中使用的浮点标量运算符。"
-
-#~ msgid ""
-#~ "Applies [member operator] to two floating-point inputs: [code]a[/code] "
-#~ "and [code]b[/code]."
-#~ msgstr ""
-#~ "将 [member operator] 应用于两个浮点输入。[code]a[/code]和[code]b[/code]。"
-
-#~ msgid "Sums two numbers using [code]a + b[/code]."
-#~ msgstr "用[code]a+b[/code]对两个数字求和。"
-
-#~ msgid "Subtracts two numbers using [code]a - b[/code]."
-#~ msgstr "用[code]a-b[/code]两个数字相减。"
-
-#~ msgid "Multiplies two numbers using [code]a * b[/code]."
-#~ msgstr "使用[code]a * b[/code]将两个数字相乘。"
-
-#~ msgid "Divides two numbers using [code]a / b[/code]."
-#~ msgstr "用[code]a/b[/code]对两个数字相除。"
-
-#~ msgid ""
-#~ "Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/"
-#~ "code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "计算两个数的余数。在 Godot 着色器语言中转换为 [code]mod(a, b)[/code]。"
-
-#~ msgid ""
-#~ "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to "
-#~ "[code]pow(a, b)[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "将 [code]a[/code] 提高到 [code]b[/code] 的幂。在 Godot 着色器语言中转换为 "
-#~ "[code]pow(a, b)[/code]。"
-
-#~ msgid ""
-#~ "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] "
-#~ "in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回两个数字中的较大者。在 Godot 着色器语言中转换为 [code]max(a, b)[/"
-#~ "code]。"
-
-#~ msgid ""
-#~ "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] "
-#~ "in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回两个数字中的较小者。在 Godot 着色器语言中转换为 [code]min(a, b)[/"
-#~ "code]。"
-
-#~ msgid ""
-#~ "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)"
-#~ "[/code] in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回参数的反正切。在 Godot 着色器语言中转换为 [code]atan(a, b)[/code]。"
-
-#~ msgid ""
-#~ "Generates a step function by comparing [code]b[/code](x) to [code]a[/code]"
-#~ "(edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] "
-#~ "and otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot "
-#~ "Shader Language."
-#~ msgstr ""
-#~ "通过比较 [code]b[/code](x) 和 [code]a[/code](edge) 生成阶梯函数。如果 "
-#~ "[code]x[/code] 小于 [code]edge[/code],则返回 0.0,否则返回 1.0。在 Godot "
-#~ "着色器语言中转换为 [code]step(a, b)[/code]。"
-
-#~ msgid "A scalar float uniform to be used within the visual shader graph."
-#~ msgstr "在可视着色器图中使用的标量浮点uniform。"
-
-#~ msgid "Translated to [code]uniform float[/code] in the shader language."
-#~ msgstr "在着色器语言中转换为 [code]uniform float[/code]。"
-
-#~ msgid ""
-#~ "A hint applied to the uniform, which controls the values it can take when "
-#~ "set through the inspector."
-#~ msgstr "应用于uniform的提示,控制它在通过检查器设置时可以采取的数值。"
-
-#~ msgid ""
-#~ "Minimum value for range hints. Used if [member hint] is set to [constant "
-#~ "HINT_RANGE] or [constant HINT_RANGE_STEP]."
-#~ msgstr ""
-#~ "范围提示的最小值。如果 [member hint] 被设置为[constant HINT_RANGE]或"
-#~ "[constant HINT_RANGE_STEP]时使用。"
-
-#~ msgid ""
-#~ "Maximum value for range hints. Used if [member hint] is set to [constant "
-#~ "HINT_RANGE] or [constant HINT_RANGE_STEP]."
-#~ msgstr ""
-#~ "范围提示的最大值。如果 [member hint] 被设置为[constant HINT_RANGE]或"
-#~ "[constant HINT_RANGE_STEP]时使用。"
-
-#~ msgid ""
-#~ "Step (increment) value for the range hint with step. Used if [member "
-#~ "hint] is set to [constant HINT_RANGE_STEP]."
-#~ msgstr ""
-#~ "带步数的范围提示的步数值(增量)。如果 [member hint] 被设置为[constant "
-#~ "HINT_RANGE_STEP],则使用。"
-
-#~ msgid "No hint used."
-#~ msgstr "未使用提示。"
-
-#~ msgid ""
-#~ "A range hint for scalar value, which limits possible input values between "
-#~ "[member min] and [member max]. Translated to [code]hint_range(min, max)[/"
-#~ "code] in shader code."
-#~ msgstr ""
-#~ "标量值的范围提示,它将可能的输入值限制在[member min]和[member max]之间。在"
-#~ "着色器代码中被转换成[code]hint_range(min, max)[/code]。"
-
-#~ msgid ""
-#~ "A range hint for scalar value with step, which limits possible input "
-#~ "values between [member min] and [member max], with a step (increment) of "
-#~ "[member step]). Translated to [code]hint_range(min, max, step)[/code] in "
-#~ "shader code."
-#~ msgstr ""
-#~ "一个带步长的标量值范围提示,它将可能的输入值限制在[member min]和[member "
-#~ "max]之间,增量步长为[member step]。在着色器代码中被转换成"
-#~ "[code]hint_range(min, max, step)[/code]。"
-
-#~ msgid ""
-#~ "Compares two floating-point numbers in order to return a required vector "
-#~ "within the visual shader graph."
-#~ msgstr "对两个浮点数进行比较,以便返回可视化着色器图中所需要的向量。"
-
-#~ msgid ""
-#~ "First two ports are scalar floatin-point numbers to compare, third is "
-#~ "tolerance comparison amount and last three ports represents a vectors "
-#~ "returned if [code]a == b[/code], [code]a > b[/code] and [code]a < b[/"
-#~ "code] respectively."
-#~ msgstr ""
-#~ "前两个端口是要比较的标量浮点数,第三个端口是公差比较量,最后三个端口分别代"
-#~ "表在[code]a == b[/code],[code]a > b[/code]和[code]a < b[/code]时返回的向"
-#~ "量。"
-
-#~ msgid ""
-#~ "Represents the input shader parameter within the visual shader graph."
-#~ msgstr "代表可视化着色器图中的输入着色器参数。"
-
-#~ msgid ""
-#~ "Returns a translated name of the current constant in the Godot Shader "
-#~ "Language. eg. [code]\"ALBEDO\"[/code] if the [member input_name] equal to "
-#~ "[code]\"albedo\"[/code]."
-#~ msgstr ""
-#~ "如果[member input_name]等于[code]\"albedo\"[/code],则返回当前常量在Godot "
-#~ "着色器语言中的转换名称,例如:[code]\"ALBEDO\"[/code]。"
-
-#~ msgid "Emitted when input is changed via [member input_name]."
-#~ msgstr "当通过[member input_name]更改输入时触发。"
-
-#~ msgid "A scalar integer constant to be used within the visual shader graph."
-#~ msgstr "标量的整数常量,在可视化着色器图中使用。"
-
-#~ msgid "Translated to [code]int[/code] in the shader language."
-#~ msgstr "在着色器语言中被转换成[code]int[/code]。"
-
-#~ msgid "An integer constant which represents a state of this node."
-#~ msgstr "表示该节点状态的整数常量。"
-
-#~ msgid "A scalar integer function to be used within the visual shader graph."
-#~ msgstr "标量整数函数,在可视化着色器图中使用。"
-
-#~ msgid ""
-#~ "Accept an integer scalar ([code]x[/code]) to the input port and transform "
-#~ "it according to [member function]."
-#~ msgstr ""
-#~ "接受一个整数标量([code]x[/code])到输入端口,并根据 [member function]进行"
-#~ "转换。"
-
-#~ msgid ""
-#~ "Constrains a parameter between [code]min[/code] and [code]max[/code]. "
-#~ "Translates to [code]clamp(x, min, max)[/code] in the Godot Shader "
-#~ "Language."
-#~ msgstr ""
-#~ "限制参数在[code]min[/code]和[code]max[/code]之间。在Godot着色器语言中转换"
-#~ "成[code]camp(x, min, max)[/code]。"
-
-#~ msgid ""
-#~ "An integer scalar operator to be used within the visual shader graph."
-#~ msgstr "整数标量运算符,在可视化着色器图中使用。"
-
-#~ msgid ""
-#~ "Applies [member operator] to two integer inputs: [code]a[/code] and "
-#~ "[code]b[/code]."
-#~ msgstr ""
-#~ "将 [member operator] 应用于两个整数输入: [code]a[/code]和[code]b[/code]。"
-
-#~ msgid "Calculates the remainder of two numbers using [code]a % b[/code]."
-#~ msgstr "用[code]a % b[/code]计算两个数字的剩余部分。"
-
-#~ msgid ""
-#~ "Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] "
-#~ "in the Godot Shader Language."
-#~ msgstr ""
-#~ "返回两个数字中的较小一个。在Godot着色器语言中转换为[code]min(a, b)[/"
-#~ "code]。"
-
-#~ msgid "A scalar integer uniform to be used within the visual shader graph."
-#~ msgstr "标量的整数uniform,在可视化着色器图中使用。"
-
-#~ msgid "Translated to [code]uniform int[/code] in the shader language."
-#~ msgstr "在着色器语言中被转换成[code]uniform int[/code]。"
-
-#~ msgid ""
-#~ "Performs a fused multiply-add operation within the visual shader graph."
-#~ msgstr "在可视化着色器图中执行融合的倍增操作。"
-
-#~ msgid "Uses three operands to compute [code](a * b + c)[/code] expression."
-#~ msgstr "使用三个操作数来计算[code](a * b + c)[/code]表达式。"
-
-#~ msgid "A type of operands and returned value."
-#~ msgstr "操作数和返回值的类型。"
-
-#~ msgid "A scalar type."
-#~ msgstr "标量类型。"
-
-#~ msgid "A vector type."
-#~ msgstr "向量类型。"
-
-#~ msgid ""
-#~ "A base node for nodes which samples 3D textures in the visual shader "
-#~ "graph."
-#~ msgstr "可视化着色器图中对3D纹理进行采样的节点的基础节点。"
-
-#~ msgid "A virtual class, use the descendants instead."
-#~ msgstr "虚拟类,请用子类代替。"
-
-#~ msgid "An input source type."
-#~ msgstr "输入源类型。"
-
-#~ msgid ""
-#~ "Creates internal uniform and provides a way to assign it within node."
-#~ msgstr "创建内部uniform,并提供一种在节点内分配的方法。"
-
-#~ msgid "Use the uniform texture from sampler port."
-#~ msgstr "使用采样端口的uniform纹理。"
-
-#~ msgid ""
-#~ "A 2D texture uniform array to be used within the visual shader graph."
-#~ msgstr "在可视化着色器图中使用的2D纹理uniform数组。"
-
-#~ msgid ""
-#~ "Translated to [code]uniform sampler2DArray[/code] in the shader language."
-#~ msgstr "在着色器语言中被转换成[code]uniform sampler2DArray[/code]。"
-
-#~ msgid ""
-#~ "A source texture array. Used if [member VisualShaderNodeSample3D.source] "
-#~ "is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]."
-#~ msgstr ""
-#~ "源纹理数组。如果[member VisualShaderNodeSample3D.source]被设置为[member "
-#~ "VisualShaderNodeSample3D.SOURCE_TEXTURE],就会使用。"
-
-#~ msgid ""
-#~ "Vertical slider. See [Slider]. This one goes from bottom (min) to top "
-#~ "(max)."
-#~ msgstr "垂直滑块。参阅[Slider]。这个从底部(最小)到顶部(最大)。"
-
-#~ msgid ""
-#~ "Direct access to the world's physics 2D space state. Used for querying "
-#~ "current and potential collisions. Must only be accessed from the main "
-#~ "thread within [code]_physics_process(delta)[/code]."
-#~ msgstr ""
-#~ "直接访问世界的物理2D空间状态。用于查询当前和潜在的碰撞。只能从"
-#~ "[code]_physics_process(delta)[/code]中的主线程访问。"
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index cb0ced158b..22adf21f76 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -70099,25 +70099,3 @@ msgstr ""
msgid ""
"If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
msgstr ""
-
-#, fuzzy
-#~ msgid "Returns the close [TextureButton]."
-#~ msgstr "回傳參數的餘弦值。"
-
-#~ msgid ""
-#~ "Easing function, based on exponent. The curve values are: 0 is constant, "
-#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-"
-#~ "out/out in."
-#~ msgstr ""
-#~ "Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
-#~ "[codeblock]\n"
-#~ "# Prints 1.543081\n"
-#~ "print(cosh(1))\n"
-#~ "[/codeblock]"
-
-#~ msgid ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
-#~ msgstr ""
-#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/"
-#~ "animations.html"
diff --git a/editor/translations/Makefile b/editor/translations/Makefile
index 82b3d49c59..71dea3f530 100644
--- a/editor/translations/Makefile
+++ b/editor/translations/Makefile
@@ -14,6 +14,7 @@ merge:
echo -e "\nMerging $$po..."; \
msgmerge -w 79 -C $$po $$po $(TEMPLATE) > "$$po".new; \
mv -f "$$po".new $$po; \
+ msgattrib --output-file=$$po --no-obsolete $$po; \
done
check:
diff --git a/editor/translations/af.po b/editor/translations/af.po
index 6d2a3d1355..b2224828e7 100644
--- a/editor/translations/af.po
+++ b/editor/translations/af.po
@@ -14462,257 +14462,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#, fuzzy
-#~ msgid "Package Contents:"
-#~ msgstr "Pakket Installeerder"
-
-#~ msgid "Singleton"
-#~ msgstr "EnkelHouer"
-
-#, fuzzy
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Vervang Alles"
-
-#, fuzzy
-#~ msgid "Class Options"
-#~ msgstr "Beskrywing"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Skuif AutoLaai"
-
-#, fuzzy
-#~ msgid "Expand All Properties"
-#~ msgstr "Eienskappe"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "Open 'n Lêer"
-
-#, fuzzy
-#~ msgid "Search complete"
-#~ msgstr "Deursoek Teks"
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "Skuif Gunsteling Op"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Gunstelinge:"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr "Verpak"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Het %d verskynsel(s) vervang."
-
-#, fuzzy
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Daar is tans geen beskrywing vir hierdie metode nie. Help ons asseblief "
-#~ "deur [color=$color][url=$url]een by te dra[/url][/color]!"
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Kort Beskrywing:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Beskrywing"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "Metodes"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "Eienskappe"
-
-#~ msgid "Constants:"
-#~ msgstr "Konstantes:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Beskrywing:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Eienskap Beskrywing:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Metode Beskrywing:"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "Kon nie vouer skep nie."
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "Voorskou:"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "Skep Vouer"
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "Kon nie vouer skep nie."
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "Skep Intekening"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Deursoek Klasse"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Skrap gekose lêers?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Daar is nie 'n 'res://default_bus_layout.tres'-lêer nie."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Gaan na ouer vouer"
-
-#~ msgid "Line:"
-#~ msgstr "Reël:"
-
-#~ msgid "Col:"
-#~ msgstr "Kol:"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Verwyder Seleksie"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Zoem Uit"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Zoem In"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Zoem In"
-
-#~ msgid "Class List:"
-#~ msgstr "Klas Lys:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Openbare Metodes"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Openbare Metodes:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Wissel Gunsteling"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Skep Vouer"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Hele Woorde"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Pas Letterkas"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Skuif Anim Baan Op"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Skuif Anim Baan Af"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Anim Baan Verander Interpolasie"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Anim Baan Verander Waarde Modus"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Anim Baan Verander Terug Draai Modus"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Anim Voeg Sleutel By"
-
-#~ msgid "In"
-#~ msgstr "In"
-
-#~ msgid "Out"
-#~ msgstr "Uit"
-
-#~ msgid "In-Out"
-#~ msgstr "In-Uit"
-
-#~ msgid "Out-In"
-#~ msgstr "Uit-In"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Anim Skep Soort-Waarde Sleutel"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Anim Skep Roep Baan"
-
-#~ msgid "Length (s):"
-#~ msgstr "Lengte(s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Wyser tree kiek (in secondes)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Aktiveer/Deaktiveer herspeel in animasie."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Skep nuwe bane."
-
-#~ msgid "Move current track up."
-#~ msgstr "Skuif huidige baan op."
-
-#~ msgid "Move current track down."
-#~ msgstr "Skuif huidige baan af."
-
-#~ msgid "Track tools"
-#~ msgstr "Baan gereedskap"
-
-#, fuzzy
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Laat verandering van individuele sleutels toe deur hulle te kliek."
-
-#~ msgid "Key"
-#~ msgstr "Sleutel"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Roep Funksies in Watter Nodus?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Dankie!"
-
-#~ msgid "Replace By"
-#~ msgstr "Vervang Met"
-
-#~ msgid "Backwards"
-#~ msgstr "Terugwaarts"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Por Op Vervang"
-
-#~ msgid "Skip"
-#~ msgstr "Spring Oor"
-
-#~ msgid "List:"
-#~ msgstr "Lys:"
diff --git a/editor/translations/ar.po b/editor/translations/ar.po
index c61af4a585..5bff758da3 100644
--- a/editor/translations/ar.po
+++ b/editor/translations/ar.po
@@ -14802,830 +14802,3 @@ msgstr "التعين للإنتظام."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "لا يمكن تعديل الثوابت."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "إنشاء وضعية الراحة (من العظام)"
-
-#~ msgid "Bottom"
-#~ msgstr "الأسفل"
-
-#~ msgid "Left"
-#~ msgstr "اليسار"
-
-#~ msgid "Right"
-#~ msgstr "اليمين"
-
-#~ msgid "Front"
-#~ msgstr "الأمام"
-
-#~ msgid "Rear"
-#~ msgstr "الخلف"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "أداة (gizmo) غير مسماة"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Degrees Of Freedom\" تكون صالحة فقط عندما يكون وضع ال \"Xr Mode\"هو "
-#~ "\"Oculus Mobile VR\"."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" تكون صالحة فقط عندما يكون وضع ال \"Xr Mode\"هو "
-#~ "\"Oculus Mobile VR\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "محتويات الرزمة:"
-
-#~ msgid "Singleton"
-#~ msgstr "الفردية"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "مسح الملف الشخصي '%s'؟ (لا تراجع)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "الخصائص المُمكّنة:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "الميزات المُمكّنة:"
-
-#~ msgid "Unset"
-#~ msgstr "غير مُحدد"
-
-#~ msgid "Class Options"
-#~ msgstr "إعدادات الصف Class"
-
-#~ msgid "Set"
-#~ msgstr "مجموعة"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "حفظت %s الموارد المعدلة."
-
-#~ msgid "Q&A"
-#~ msgstr "الأسئلة و الأجوبة"
-
-#~ msgid "Status:"
-#~ msgstr "الحالة:"
-
-#~ msgid "Edit:"
-#~ msgstr "تحرير:"
-
-#~ msgid "Redownload"
-#~ msgstr "إعادة التحميل"
-
-#~ msgid "(Installed)"
-#~ msgstr "(مثبت)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(مفقود)"
-
-#~ msgid "Request Failed."
-#~ msgstr "فشل الطلب."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "اعادة توجيه حلقة التكرار."
-
-#~ msgid "Download Complete."
-#~ msgstr "التحميل إكتمل."
-
-#~ msgid "Remove Template"
-#~ msgstr "مسح القالب"
-
-#~ msgid "Download Templates"
-#~ msgstr "تنزيل القوالب"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "حدد السرفر من القائمة: (Shift+Click: للفتح في المتصفح)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "نقل الي سلة المحذوفات"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "توسيع كل الخصائص"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "طي كل الخصائص"
-
-#~ msgid "Copy Params"
-#~ msgstr "إنسخ المُعامل"
-
-#~ msgid "Open in Help"
-#~ msgstr "إفتح في المساعدة"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "تجاوز كاميرا اللعبة.\n"
-#~ "ليس هناك لعبة منمذجة قيد التشغيل."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "سحب: للتدوير"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr "إضغط 'ر' لكي تغيير المحور، 'Shift+ر' لسحب المحور (في حين التحرك)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+زر الفأرة الأيمن: تحديد قائمة العمق"
-
-#~ msgid "Clone Down"
-#~ msgstr "استنساخ أدناه"
-
-#~ msgid "Yaw"
-#~ msgstr "الإنحراف Yaw"
-
-#~ msgid "Size"
-#~ msgstr "الحجم"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "السحب: تدوير.\n"
-#~ "Alt+السحب: تحريك.\n"
-#~ "Alt+ كبسة الزر الأيمن للفأرةRMB : اختيار قائمة العُمق"
-
-#~ msgid "Sep.:"
-#~ msgstr "الفاصل:"
-
-#~ msgid "Add All"
-#~ msgstr "إضافة الجميع"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "قائمة تحرير الموضوع."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "إنشاء قالب فارغ"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "إنشاء قالب مُحرر فارغ"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "إنشاء مستمد من موضوع Theme المحرر الحالي"
-
-#~ msgid "Data Type:"
-#~ msgstr "نوع البيانات:"
-
-#~ msgid "Theme File"
-#~ msgstr "ملف الثيم"
-
-#~ msgid "Compiled"
-#~ msgstr "مُحولة برمجياً"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "إزالة %d مشاريع من القائمة؟\n"
-#~ "لن يتم تعديل محتويات مُجلدات المشاريع."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "إزالة هذا المشروع من القائمة؟\n"
-#~ "لن يتم تعديل محتوى مُجلد المشروع."
-
-#~ msgid "Templates"
-#~ msgstr "القوالب"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "إضافة مسار مُعاد تعيينه Remapped"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "لا يمكن التنفيذ مع العُقدة الرئيسة (الجذر)."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "لا يمكن قراءة ملف الإقلاع الصوري:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "استخدام الصورة الافتراضية للشروع بالتشغيل."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "مشغل الحركة لا يمكنه أن يحرك نفسه, فقط الاعبين الأخرين."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "الحافظة (Clipboard) فارغة"
-
-#~ msgid "No"
-#~ msgstr "لا"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "هذا المشهد لم يتم حفظه. هل تود حفظه قبل تشغيله؟"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "لم يتم تهيئة مُنفّذ ADB في إعدادات المُحرر."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr ""
-#~ "‌مُوقّع ملفات الجار jarsigner المفتوح الخاص بحزمة التطوير OpenJDK غير مُهيّئ "
-#~ "في إعدادات المُحرر."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "البُنى المخصوصة تتطلب مساراً لحزمة تطوير Android SDK صالحة في إعدادات "
-#~ "المُحرر."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(الوقت المتبقي: %d:%02d ثانية)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "تخطيط المجسمات: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "إضاءة المجسمات: "
-
-#~ msgid "Search complete"
-#~ msgstr "إكتمل البحث"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "لم يتم تقديم رسالة ارتكاب commit"
-
-#~ msgid "Add a commit message"
-#~ msgstr "إضافة رسالة إجراء"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "يوجد بالفعل ملف أو مجلد بنفس الاسم في هذا المكان."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "خطآ في محاولة حفظ النسق!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "تخطي نسق المُحرر الإفتراضي."
-
-#~ msgid "Move pivot"
-#~ msgstr "نقل المحور"
-
-#~ msgid "Move anchor"
-#~ msgstr "نقل الإرتكاز"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "تغير حجم العنصر القماشي"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "مُضلع > UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV > مُضلع"
-
-#~ msgid "Add initial export..."
-#~ msgstr "إضافة تصدير مبدئي..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "إضافة الرُقع السابقة..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "حذف رُقعة '%s' من القائمة؟"
-
-#~ msgid "Patches"
-#~ msgstr "الرُقع Patches"
-
-#~ msgid "Make Patch"
-#~ msgstr "إنشاء رُقعة Patch"
-
-#~ msgid "Pack File"
-#~ msgstr "ملف الحِزمة"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "لم يتم توليد حزمة أندرويد apk في: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "رصيف نظام الملفات و الاستيراد"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "حينما يتم التصدير أو النشر، ملف التشغيل الناتج سوف يحاول الإتصال إلي "
-#~ "عنوان الأي بي الخاص بهذا الكمبيوتر من أجل تصحيح الأخطاء."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "المشهد الحالي لم يتم حفظه. الرجاء حفظ المشهد قبل تشغيله و اختباره."
-
-#~ msgid "Revert"
-#~ msgstr "إرجاع"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "هذا الفعل لا يمكن إرجاعة. إرجاع علي أية حال؟"
-
-#~ msgid "Revert Scene"
-#~ msgstr "إعادة المشهد"
-
-#~ msgid "Clear Script"
-#~ msgstr "إخلاء الكود"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "متتبع الأخطاء"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "إستبُدل %d حادثة(حوادث)."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "أنشئ جسم محدب ثابت"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "ليس هناك دروس تعليمية في هذا الفصل، يمكنك [color=$color][url=$url] "
-#~ "المساهمة في إحداها [/url][/color] أو [color=$color][url=$url2]أطلب أحداها "
-#~ "[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "التعداد "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "وصف مختصر:"
-
-#~ msgid "Class Description"
-#~ msgstr "وصف الصف"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "تصدير المشروع فشل, رمز الخطأ %d."
-
-#~ msgid "Password:"
-#~ msgstr "كلمة السر:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "إيقاف المشهد مؤقتاً"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "الكبس إلي الشبكة"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "أضف مدخله"
-
-#~ msgid "Input"
-#~ msgstr "إدخال"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "قائمة الطرق"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "خصائص"
-
-#~ msgid "Constants:"
-#~ msgstr "الثوابت:"
-
-#~ msgid "Class Description:"
-#~ msgstr "وصف الصف:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "وصف الملكية:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "وصف الطريقة:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "جار الطلب..."
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "لا يمكن فتح file_type_cache.cch من إجل الكتابة، لا يمكن حفظ خبأ أنواع "
-#~ "الملف!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "لا يمكن التنقل إلي '%s' حيث لم يتم العثور عليها في نظام الملفات!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "خطأ تحميل الصورة:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "لا بيكسل بشفافية > 128 في الصورة..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "الأب ليس لديه وجوه ثابته لكي تتزايد."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "لا يمكنه تخطيط المنطقة."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "الوجوه لا تحتوي على منطقة!"
-
-#~ msgid "No faces!"
-#~ msgstr "لا وجوه!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "لا يمكن إنشاء المجلد."
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "تحديد الوضع (ض)"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "وضع الكبس (%s)"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "خطأ في معرفة النوع الحر."
-
-#~ msgid "Unknown font format."
-#~ msgstr "صيغة الخط غير معروفة."
-
-#~ msgid "Error loading font."
-#~ msgstr "حدث خطأ أثناء تحميل الخط."
-
-#~ msgid "Invalid font size."
-#~ msgstr "حجم الخط غير مناسب."
-
-#~ msgid "Previous Folder"
-#~ msgstr "المجلد السابق"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "المجلد اللاحق"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "فتح في المُعدل التالي"
-
-#~ msgid "Reverse"
-#~ msgstr "عكس"
-
-#~ msgid "Generating solution..."
-#~ msgstr "إنشاء الحل..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "لا يمكن إنشاء الحد."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "فشل حفظ الحل."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "فشل إنشاء مشروع C#‎."
-
-#~ msgid "Create C# solution"
-#~ msgstr "إنشاء حل C#‎"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "إظهار الملفات"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "إبحث في الأصناف"
-
-#~ msgid "Update Always"
-#~ msgstr "تحديث دائماً"
-
-#~ msgid "Path to Node:"
-#~ msgstr "مسار العقدة:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "إمسح الملفات المحددة؟"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "ليس هناك ملف 'res://default_bus_layout.tres'."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "إذهب إلي المجلد السابق"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "فتح مشهد (مشاهد)"
-
-#~ msgid "Previous Directory"
-#~ msgstr "المجلد السابق"
-
-#~ msgid "Next Directory"
-#~ msgstr "المجلد التالي"
-
-#~ msgid "Ease in"
-#~ msgstr "تخفيف للداخل"
-
-#~ msgid "Ease out"
-#~ msgstr "تخفيف للخارج"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "أنشئ جسم محدب ثابت"
-
-#, fuzzy
-#~ msgid "CheckBox Radio1"
-#~ msgstr "صندوق تأشير ١"
-
-#, fuzzy
-#~ msgid "CheckBox Radio2"
-#~ msgstr "صندوق تأشير٢"
-
-#~ msgid "Create folder"
-#~ msgstr "إنشاء مجلد"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "إنشاء عقدة"
-
-#, fuzzy
-#~ msgid "Insert keys."
-#~ msgstr "أدخل مفاتيح"
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "نمذج المشهد(المشاهد) المحددة كطفل للعقدة المحددة."
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "حجم الخطوط:"
-
-#~ msgid "Line:"
-#~ msgstr "الخط:"
-
-#~ msgid "Col:"
-#~ msgstr "العمود:"
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "إضافة نقطة"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "مسح النقطة"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "تعديل البولي"
-
-#~ msgid "Create Poly"
-#~ msgstr "إنشاء بولي"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "إنشاء مُضلع جديد من الصفر"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "إبعاد"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "تقريب"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "إنشاء بولي 3d"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "لا مصدر شكل مُطبق 2D في هذه العقدة.\n"
-#~ "أنشئ و ضع واحدة؟"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "زر الفأرة الأوسط: تحريك النقطة."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+ زر الفأرة الأوسط: فصل المقطع."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "زر الفأرة الأيمن: مسح النقطة."
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "تقريب"
-
-#~ msgid "Class List:"
-#~ msgstr "قائمة الأصناف:"
-
-#~ msgid "Public Methods"
-#~ msgstr "الطرق العامة"
-
-#~ msgid "Public Methods:"
-#~ msgstr "الطرق العامة:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "عناصر ثيم واجهة المستخدم:"
-
-#, fuzzy
-#~ msgid "Property: "
-#~ msgstr "خصائص"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "تبديل حالة المجلد كما المفضلة"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "حفظ العنوان الفرعي الذي يتم تعديله حاليا."
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "كل الكلمات"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "قضية تشابه"
-
-#~ msgid "Ok"
-#~ msgstr "حسنا"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "إبحث في هرمية الأصناف."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "إبحث في الأصناف"
-
-#~ msgid "Bake!"
-#~ msgstr "طبخ!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "طبخ ميش المحاور."
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "تعديل منحدر اللون"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "رفع مسار التحريك"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "إنزال مسار التحريك"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "تحديد التحويلات لـ:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "تغيير إقحام مسار التحريك"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "تغيير صيغة القيمة لمسار التحريك"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "تغيير صيغة الغلاف لمسار التحريك"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "تحرير منحنى الإختيار"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "مفتاح إضافة تحريك"
-
-#~ msgid "In"
-#~ msgstr "داخل"
-
-#~ msgid "Out"
-#~ msgstr "خارج"
-
-#~ msgid "In-Out"
-#~ msgstr "داخل-خارج"
-
-#~ msgid "Out-In"
-#~ msgstr "خارج-داخل"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "أنشي مفتاح حركة ذا قيمة مكتوبة"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "أضف خانة مسار حركة"
-
-#~ msgid "Length (s):"
-#~ msgstr "الطول (ثانية):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "المؤشر خطوة خطوة (بالثواني)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "تمكين/تعطيل التكرار في الحركة."
-
-#~ msgid "Add new tracks."
-#~ msgstr "أضف مسارات جديدة."
-
-#~ msgid "Move current track up."
-#~ msgstr "تحريك المسار الحالي للأعلى."
-
-#~ msgid "Move current track down."
-#~ msgstr "تحريك المسار الحالي للاسفل."
-
-#~ msgid "Track tools"
-#~ msgstr "أدوات المسار"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "السماح بتعديل ازرار منفصلة بالضغط عليها."
-
-#~ msgid "Key"
-#~ msgstr "مفتاح"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "إستدعاء وظائف في أي عقدة؟"
-
-#~ msgid "Thanks!"
-#~ msgstr "شكراً!"
-
-#~ msgid "I see..."
-#~ msgstr "أنا أري..."
-
-#~ msgid "Ugh"
-#~ msgstr "آخخ"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "إيقاف التنميط"
-
-#~ msgid "Start Profiling"
-#~ msgstr "بدء التنميط"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "الإفتراضي (تماماً مثل المحرر)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "إنشاء حركة جديد في المُشغل."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "تحميل الحركة من الذاكرة."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "تحميل حركة من الذاكرة."
-
-#~ msgid "Save the current animation"
-#~ msgstr "حفظ الحركة الحالية"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "تعديل هدف الدمج بالوقت"
-
-#~ msgid "Copy Animation"
-#~ msgstr "نسخ الحركة"
-
-#~ msgid "Fetching:"
-#~ msgstr "يجلب:"
-
-#~ msgid "prev"
-#~ msgstr "السابق"
-
-#~ msgid "next"
-#~ msgstr "التالي"
-
-#~ msgid "last"
-#~ msgstr "الأخير"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "تعديل سلسلة IK"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "سحب المحور من مكان الفأرة"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "ضع المحور في مكان مؤشر الماوس"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "إضافة/مسح نقطة منحدر اللون"
-
-#~ msgid "OK :("
-#~ msgstr "حسناً :("
-
-#~ msgid "Call"
-#~ msgstr "نداء"
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "لا يمكن أن يحتوي علي '/' أو ':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "صيغة غير صالحة لـ version.txt داخل القالب. المراجعة ليست معرفاً صالحاً."
-
-#~ msgid "Can't write file."
-#~ msgstr "لا يمكن كتابة الملف."
-
-#~ msgid "Replace By"
-#~ msgstr "إستبدلت بـ"
-
-#~ msgid "Backwards"
-#~ msgstr "إلي الخلف"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "تأكيد عند الإستبدال"
-
-#~ msgid "Skip"
-#~ msgstr "تخطي"
-
-#~ msgid "Move Add Key"
-#~ msgstr "مفتاح إضافة الحركة"
-
-#~ msgid "List:"
-#~ msgstr "القائمة:"
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "قائمة الطرق لـ '%s':"
-
-#~ msgid "Return:"
-#~ msgstr "العودة:"
-
-#~ msgid "Added:"
-#~ msgstr "تم إضافته:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "لا يمكن حفظ النسيج الفرعي للأطلس:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr "أبجد هوز حطي كلمن صعفص قرشت ثخذ ضظغ."
diff --git a/editor/translations/az.po b/editor/translations/az.po
index b054c40c3b..ff29feec0c 100644
--- a/editor/translations/az.po
+++ b/editor/translations/az.po
@@ -13913,10 +13913,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#, fuzzy
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "Animasiya pleyeri özünü canlandıra bilməz, yalnız digər pleyerlər."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Panel(Clipboard) boşdur"
diff --git a/editor/translations/bg.po b/editor/translations/bg.po
index d94560ad1e..fe8e1bc38f 100644
--- a/editor/translations/bg.po
+++ b/editor/translations/bg.po
@@ -13996,394 +13996,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Константите не могат да бъдат променени."
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Включени свойства:"
-
-#~ msgid "Class Options"
-#~ msgstr "Настройки на класа"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "%s променени ресурса бяха запазени."
-
-#~ msgid "Redownload"
-#~ msgstr "Повторно сваляне"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Инсталирано)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Заявката беше неуспешна."
-
-#~ msgid "Download Templates"
-#~ msgstr "Сваляне на шаблони"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Преместване в кошчето"
-
-#~ msgid "Open in Help"
-#~ msgstr "Отваряне в помощната информация"
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Влачене: завъртане"
-
-#~ msgid "Clone Down"
-#~ msgstr "Копиране на долния ред"
-
-#~ msgid "Sep.:"
-#~ msgstr "Разделител:"
-
-#~ msgid "Add All"
-#~ msgstr "Добавяне на всичко"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Меню за редактиране на темата."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Създаване на празен шаблон"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Създаване на празен шаблон за редактора"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Създаване от текущата тема на редактора"
-
-#~ msgid "Data Type:"
-#~ msgstr "Тип на данните:"
-
-#~ msgid "Theme File"
-#~ msgstr "Файл с тема"
-
-#~ msgid "Templates"
-#~ msgstr "Шаблони"
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Не може да се прочете файл с изображение при стартиране:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Използва се стандартното изображение при стартиране."
-
-#~ msgid "No"
-#~ msgstr "Не"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Тази сцена не е била запазвана преди. Запазване преди изпълнението?"
-
-#~ msgid "Search complete"
-#~ msgstr "Търсенето е завършено"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV -> Полигон"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Любими:"
-
-#~ msgid "Pack File"
-#~ msgstr "Пакетен файл"
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Текущата сцена никога не е била запазена. Моля, запазете я преди "
-#~ "изпълнение."
-
-#~ msgid "Clear Script"
-#~ msgstr "Премахване на скрипта"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Заменени съвпадения: %d ."
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Кратко Описание:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Описание"
-
-#~ msgid "Password:"
-#~ msgstr "Парола:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Преустановяване на сцената"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "Методи"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "Поставяне на възелите"
-
-#~ msgid "Constants:"
-#~ msgstr "Константи:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Описание:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Кратко Описание:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Описание:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "Запитване..."
-
-#~ msgid "No faces!"
-#~ msgstr "Няма лица!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "Грешка, не можа да се зареди файла."
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Режим на Селектиране (Q)"
-
-#~ msgid "Project List"
-#~ msgstr "Списък с проекти"
-
-#~ msgid "Exit"
-#~ msgstr "Изход"
-
-#~ msgid "Unknown font format."
-#~ msgstr "Непознат формат за шрифтове."
-
-#~ msgid "Error loading font."
-#~ msgstr "Грешка при зареждането на шрифта."
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "Предишен подпрозорец"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "Създаване на папка"
-
-#~ msgid "Reverse"
-#~ msgstr "В обратен ред"
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "Неуспешно създаване на папка."
-
-#, fuzzy
-#~ msgid "Build Project"
-#~ msgstr "Проект"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "Преглед на файловете"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Търси Класове"
-
-#~ msgid "Update Always"
-#~ msgstr "Обновявай Винаги"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Изтрий избраните файлове?"
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Към горната папка"
-
-#, fuzzy
-#~ msgid "Open Scene(s)"
-#~ msgstr "Отваряне на сцена"
-
-#, fuzzy
-#~ msgid "Create folder"
-#~ msgstr "Създаване на папка"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "Изрязване на възелите"
-
-#, fuzzy
-#~ msgid "Create Area"
-#~ msgstr "Създаване"
-
-#, fuzzy
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Създаване на нов проект"
-
-#~ msgid "Line:"
-#~ msgstr "Ред:"
-
-#~ msgid "Col:"
-#~ msgstr "Колона:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr "PathFollow2D работи само когато е наследник на Path2D."
-
-#, fuzzy
-#~ msgid "Connect two points to make a split."
-#~ msgstr "Свържи две точки, за да направиш разделение"
-
-#~ msgid "Zoom out"
-#~ msgstr "Отдалечи"
-
-#~ msgid "Zoom in"
-#~ msgstr "Приближи"
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+LMB: Раздели Сегмент."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "RMB: Изтрий Точка."
-
-#~ msgid "Save Theme As"
-#~ msgstr "Запази Темата Като"
-
-#~ msgid "Zoom:"
-#~ msgstr "Приближение:"
-
-#~ msgid "Class List:"
-#~ msgstr "Списък на Класове:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Публични методи"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Публични Методи:"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Избиране на текущата папка"
-
-#~ msgid "Whole words"
-#~ msgstr "Цели думи"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Търси в йерархията на класовете."
-
-#~ msgid "Search in files"
-#~ msgstr "Търси във файлове"
-
-#~ msgid "Length (s):"
-#~ msgstr "Дължина (сек.):"
-
-#~ msgid "Move current track up."
-#~ msgstr "Преместване на пътечката нагоре."
-
-#~ msgid "Move current track down."
-#~ msgstr "Преместване на пътечката надолу."
-
-#~ msgid "Fetching:"
-#~ msgstr "Изтегляне:"
-
-#~ msgid "Button 8"
-#~ msgstr "Копче 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Копче 9"
-
-#~ msgid "Condition"
-#~ msgstr "Условие"
-
-#, fuzzy
-#~ msgid "Can't write file."
-#~ msgstr "Неуспешно създаване на папка."
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "Настройки"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Параметъра 'Path' трябва да сочи към валиден Viewport нод за да работи. "
-#~ "Този Viewport трябва да бъде настройен в режим 'рендъринг цел'(render "
-#~ "target)."
-
-#~ msgid "Re-Import"
-#~ msgstr "Повторно внасяне"
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr ""
-#~ "За да се извърши повторното внасяне, текущата сцена трябва да бъде "
-#~ "запазена."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Извършва се повторно внасяне"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr "Запазване и повторно внасяне"
-
-#~ msgid "Font Import"
-#~ msgstr "Внасяне на шрифт"
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "Внасяне на триизмерна сцена"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Внасяне въпреки това"
-
-#~ msgid "Import Image:"
-#~ msgstr "Внасяне на изображение:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "Внасяне на текстури за Атлас (двуизмерно)"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "Внасяне на големи текстури (двуизмерно)"
-
-#~ msgid "3D Texture"
-#~ msgstr "Триизмерна текстура"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "Внасяне на голяма текстура"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "Неуспешно внасяне!"
-
-#~ msgid "Import Translation"
-#~ msgstr "Внасяне на превода"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "Недействителен път. Пътят трябва да съществува!"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Внасяне на обекти в проекта."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Изнасяне на проекта на много платформи."
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Параметърът 'Path' трябва да сочи към действителен възел Particles2D, за "
-#~ "да работи."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "За да изпълнява звук, SamplePlayer трябва да има един SampleLibrary "
-#~ "ресурс в параметъра 'samples'."
-
-#~ msgid "Error exporting project!"
-#~ msgstr "Имаше грешка при изнасяне на проекта!"
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "Създаване на папка"
-
-#, fuzzy
-#~ msgid "Organization"
-#~ msgstr "Преходи"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "Настройки за изнасяне на проекта"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "Изнасяне на всички файлове в папката на проекта."
diff --git a/editor/translations/bn.po b/editor/translations/bn.po
index 3c8ce1b5ac..d2c5c1ce46 100644
--- a/editor/translations/bn.po
+++ b/editor/translations/bn.po
@@ -15368,1976 +15368,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Bottom"
-#~ msgstr "নিম্ন"
-
-#~ msgid "Left"
-#~ msgstr "বাম"
-
-#~ msgid "Right"
-#~ msgstr "ডান"
-
-#~ msgid "Front"
-#~ msgstr "সন্মুখ"
-
-#~ msgid "Rear"
-#~ msgstr "পশ্চাৎ"
-
-#, fuzzy
-#~ msgid "Package Contents:"
-#~ msgstr "ধ্রুবকসমূহ:"
-
-#~ msgid "Singleton"
-#~ msgstr "একক-বস্তু/সিঙ্গেলটোন"
-
-#, fuzzy
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "সমস্তগুলি প্রতিস্থাপন করুন"
-
-#, fuzzy
-#~ msgid "Enabled Properties:"
-#~ msgstr "প্রোপার্টি-সমূহ:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "গঠনবিন্যাস :"
-
-#, fuzzy
-#~ msgid "Class Options"
-#~ msgstr "বর্ণনা:"
-
-#~ msgid "Set"
-#~ msgstr "নিযুক্ত করুন (Set)"
-
-#, fuzzy
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "রিসোর্স লোড ব্যর্থ হয়েছে।"
-
-#~ msgid "Q&A"
-#~ msgstr "Q&A"
-
-#~ msgid "Status:"
-#~ msgstr "অবস্থা:"
-
-#, fuzzy
-#~ msgid "Edit:"
-#~ msgstr "সম্পাদন করুন (Edit)"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "রিলোড"
-
-#, fuzzy
-#~ msgid "(Installed)"
-#~ msgstr "ইন্সটল"
-
-#~ msgid "(Missing)"
-#~ msgstr "(খুঁজে পাওয়া যায়নি)"
-
-#, fuzzy
-#~ msgid "Request Failed."
-#~ msgstr "রিকুয়েস্ট ব্যর্থ হয়েছে।"
-
-#~ msgid "Redirect Loop."
-#~ msgstr "লুপ পুনঃনির্দেশ করুন।"
-
-#, fuzzy
-#~ msgid "Download Complete."
-#~ msgstr "নীচে"
-
-#, fuzzy
-#~ msgid "Remove Template"
-#~ msgstr "বস্তু অপসারণ করুন"
-
-#, fuzzy
-#~ msgid "Download Templates"
-#~ msgstr "বস্তু অপসারণ করুন"
-
-#, fuzzy
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "লিস্ট থেকে মিরর নির্বাচন করুন: "
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Autoload স্থানান্তর করুন"
-
-#, fuzzy
-#~ msgid "Expand All Properties"
-#~ msgstr "ধারক/বাহক পর্যন্ত বিস্তৃত করুন"
-
-#, fuzzy
-#~ msgid "Collapse All Properties"
-#~ msgstr "কলাপ্স করুন"
-
-#~ msgid "Copy Params"
-#~ msgstr "মানসমূহ প্রতিলিপি/কপি করুন"
-
-#~ msgid "Open in Help"
-#~ msgstr "সাহায্যের পাতায় খুলুন"
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "টান: ঘূর্ণন"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "কেন্দ্র পরিবর্তন করতে 'v' চাপুন, কেন্দ্র টানতে 'Shift+v' চাপুন (যখন সরাচ্ছেন)।"
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "অল্টার কী + মাউসের ডান বোতাম: গভীর তালিকায় নির্বাচন"
-
-#~ msgid "Clone Down"
-#~ msgstr "ক্লোন করে নীচে নিন"
-
-#, fuzzy
-#~ msgid "Size"
-#~ msgstr "সেল (Cell)-এর আকার:"
-
-#, fuzzy
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr "অল্টার কী + মাউসের ডান বোতাম: গভীর তালিকায় নির্বাচন"
-
-#~ msgid "Sep.:"
-#~ msgstr "বিভক্তকারক:"
-
-#~ msgid "Add All"
-#~ msgstr "সবগুলি যোগ করুন"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "থিম এডিট করার মেনু।"
-
-#~ msgid "Create Empty Template"
-#~ msgstr "খালি টেমপ্লেট তৈরি করুন"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "এডিটরের খালি টেমপ্লেট তৈরি করুন"
-
-#, fuzzy
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "এডিটরের খালি টেমপ্লেট তৈরি করুন"
-
-#~ msgid "Data Type:"
-#~ msgstr "ডাটার ধরণ:"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "থিম"
-
-#~ msgid "Compiled"
-#~ msgstr "কম্পাইল্ড"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr "তালিকা হতে প্রকল্প অপসারণ করবেন? (ফোল্ডারের বিষয়াদি পরিবর্তন হবে না)"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr "তালিকা হতে প্রকল্প অপসারণ করবেন? (ফোল্ডারের বিষয়াদি পরিবর্তন হবে না)"
-
-#, fuzzy
-#~ msgid "Templates"
-#~ msgstr "বস্তু অপসারণ করুন"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "পুনঃ-চিত্রাঙ্কিত পথ যোগ করুন"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "রুট নোডের জন্য প্রযোজ্য নয়।"
-
-#, fuzzy
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "টাইলটি খুঁজে পাওয়া যায়নি:"
-
-#, fuzzy
-#~ msgid "Using default boot splash image."
-#~ msgstr "টাইলটি খুঁজে পাওয়া যায়নি:"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "একটি অ্যানিমেশন প্লেয়ার নিজেই অ্যানিমেট করতে পারে না, কেবল অন্য প্লেয়ার।"
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "ক্লীপবোর্ড খালি"
-
-#, fuzzy
-#~ msgid "No"
-#~ msgstr "নোড"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "এই দৃশ্যটি কখনোই সংরক্ষণ করা হয় নি। চালানোর পূর্বে সংরক্ষণ করবেন?"
-
-#, fuzzy
-#~ msgid "Plotting Meshes: "
-#~ msgstr "ছবিসমূহ ব্লিটিং (Blitting) করা হচ্ছে"
-
-#, fuzzy
-#~ msgid "Lighting Meshes: "
-#~ msgstr "ছবিসমূহ ব্লিটিং (Blitting) করা হচ্ছে"
-
-#, fuzzy
-#~ msgid "Search complete"
-#~ msgstr "টেক্সট অনুসন্ধান করুন"
-
-#, fuzzy
-#~ msgid "No commit message was provided"
-#~ msgstr "কোন নাম ব্যাবহার করা হয়নি"
-
-#, fuzzy
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "গ্রুপের নাম ইতিমধ্যেই আছে!"
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "লেআউট/নকশা সংরক্ষণের চেষ্টায় সমস্যা হয়েছে!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "এডিটরের সাধারণ লেআউট/নকশা পরিবর্তিত হয়েছে।"
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "কেন্দ্র স্থানান্তর করুন"
-
-#, fuzzy
-#~ msgid "Move anchor"
-#~ msgstr "প্রক্রিয়া স্থানান্তর করুন"
-
-#, fuzzy
-#~ msgid "Resize CanvasItem"
-#~ msgstr "CanvasItem সম্পাদন করুন"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "পলিগন->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->পলিগন"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "ইনপুট যোগ করুন"
-
-#, fuzzy
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "ইনপুট অপসারণ করুন"
-
-#, fuzzy
-#~ msgid "Patches"
-#~ msgstr "মিলসমূহ:"
-
-#, fuzzy
-#~ msgid "Make Patch"
-#~ msgstr "উদ্দেশ্যিত পথ:"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr "ফাইল"
-
-#, fuzzy
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "ফাইলসিস্টেম"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "এক্সপোর্ট (Export) বা ডিপ্লয় (Deploy)-এর সময় প্রস্তুতকৃত এক্সিকিউটেবল "
-#~ "(executable) ডিবাগ (debug)-এর উদ্দেশ্যে এই কম্পিউটারের আইপি (IP)-তে সংযোগ "
-#~ "করার চেষ্টা করবে।"
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "বর্তমান দৃশ্যটি কখনোই সংরক্ষণ করা হয় নি, অনুগ্রহ করে চালানোর পূর্বে এটি সংরক্ষণ "
-#~ "করুন।"
-
-#~ msgid "Revert"
-#~ msgstr "প্রত্যাবর্তন করুন"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "এই কাজটি অসম্পাদিত করা সম্ভব হবে না। তবুও প্রত্যাবর্তন করবেন?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "দৃশ্য প্রত্যাবৃত্ত করুন"
-
-#~ msgid "Clear Script"
-#~ msgstr "স্ক্রিপ্ট পরিস্কার করুন"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "ইস্যু ট্র্যাকার"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "%d সংখ্যক সংঘটন প্রতিস্থাপিত হয়েছে ।"
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "স্থিত-কনভেক্স বডি গঠন করুন"
-
-#, fuzzy
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "এই মেথড সম্পর্কে বিস্তারিত তথ্য লিপিবদ্ধ করা হয়নি। অনুগ্রহ করে তথ্য প্রদানের "
-#~ "মাধ্যমে সহায়তা করুন। তথ্য প্রদানের জন্য [color=$color][url=$url], [/url][/"
-#~ "color] ফরম্যাট ব্যাবহার করুন !"
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "সংক্ষিপ্ত বর্ণনা:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "বর্ণনা:"
-
-#~ msgid "Password:"
-#~ msgstr "পাসওয়ার্ড:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "দৃশ্যটিকে বিরতি দিন"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "কন্ট্রোল+"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "স্ন্যাপ মোড:"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "ইনপুট যোগ করুন"
-
-#~ msgid "Language"
-#~ msgstr "ভাষা"
-
-#, fuzzy
-#~ msgid "Inherits"
-#~ msgstr "গ্রহণ করে:"
-
-#~ msgid "Base Type:"
-#~ msgstr "তলের ধরণ (Base Type):"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "উপস্থিত নোডসমূহ:"
-
-#, fuzzy
-#~ msgid "Input"
-#~ msgstr "ইনপুট যোগ করুন"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "মেথডের তালিকা:"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "প্রোপার্টি-সমূহ:"
-
-#, fuzzy
-#~ msgid "Enumerations:"
-#~ msgstr "অ্যানিমেশনসমূহ"
-
-#~ msgid "Constants:"
-#~ msgstr "ধ্রুবকসমূহ:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "বর্ণনা:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "মান/প্রোপার্টির বর্ণনা:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "মেথডের বর্ণ্না:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "পরীক্ষামূলক উৎস"
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "নোড(সমূহ) অপসারণ করবেন?"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "লেখার জন্য file_type_cache.cch খোলা সম্ভব হচ্ছে না, ফাইলের ধরণ ক্যাশ (cache) "
-#~ "সংরক্ষিত হচ্ছে না!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "'%s' তে নেভিগেট করা যাবে না কারণ এটি ফাইল সিস্টেমে পাওয়া যায়নি!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "ছবি লোডে সমস্যা হয়েছে:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "স্বচ্ছতাসহ কোনো পিক্সেল নেই > ছবিতে ১২৮..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "পপুলেট করার জন্য ধারকের কোনো নিরেট পৃষ্ঠ নেই।"
-
-#~ msgid "Couldn't map area."
-#~ msgstr "এলাকার নকশা করা সম্ভব হয়নি।"
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "পৃষ্ঠসমূহ কোনো আকার নেই!"
-
-#~ msgid "No faces!"
-#~ msgstr "কোনো পৃষ্ঠ নেই!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "ছবি লোড অসম্ভব হয়েছে"
-
-#, fuzzy
-#~ msgid "Error could not load file."
-#~ msgstr "ছবি লোড অসম্ভব হয়েছে"
-
-#, fuzzy
-#~ msgid "Doppler Enable"
-#~ msgstr "সক্রিয় করুন"
-
-#, fuzzy
-#~ msgid "Select Mode (Q)"
-#~ msgstr "মোড (Mode) বাছাই করুন"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "সরানোর মোড (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "ঘোরানোর মোড (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "মাপের মোড করুন (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "স্থানীয় স্থানাঙ্কসমূহ"
-
-#, fuzzy
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "স্ন্যাপ মোড:"
-
-#, fuzzy
-#~ msgid "Tool Select"
-#~ msgstr "নির্বাচন করুন"
-
-#, fuzzy
-#~ msgid "Tool Move"
-#~ msgstr "সরান"
-
-#, fuzzy
-#~ msgid "Tool Rotate"
-#~ msgstr "কন্ট্রোল বোতাম: ঘূর্ণন"
-
-#, fuzzy
-#~ msgid "Tool Scale"
-#~ msgstr "স্কেল/মাপ:"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr "তালিকা হতে প্রকল্প অপসারণ করবেন? (ফোল্ডারের বিষয়াদি পরিবর্তন হবে না)"
-
-#~ msgid "Project List"
-#~ msgstr "প্রকল্পের তালিকা"
-
-#~ msgid "Exit"
-#~ msgstr "প্রস্থান করুন"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "PVRTC সরঞ্জাম এক্সিকিউট করা সম্ভব হচ্ছে না:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "PVRTC সরঞ্জাম দ্বারা রূপান্তরিত ছবি পুনরায় লোড করা সম্ভব নয়:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "FreeType আরম্ভে সমস্যা হয়েছে।"
-
-#~ msgid "Unknown font format."
-#~ msgstr "অজানা ধরনের ফন্ট।"
-
-#~ msgid "Error loading font."
-#~ msgstr "ফন্ট তুলতে/লোডে সমস্যা হয়েছে।"
-
-#~ msgid "Invalid font size."
-#~ msgstr "ফন্টের আকার অগ্রহনযোগ্য।"
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "পূর্বের ট্যাব"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "ফোল্ডার তৈরি করুন"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "এডিটরে খুলুন"
-
-#~ msgid "Reverse"
-#~ msgstr "উল্টান/বিপরীত দিকে ফিরান"
-
-#~ msgid "Mirror X"
-#~ msgstr "প্রতিবিম্ব X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "প্রতিবিম্ব Y"
-
-#, fuzzy
-#~ msgid "Generating solution..."
-#~ msgstr "ওকট্রী (octree) গঠনবিন্যাস তৈরি করা হচ্ছে"
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "প্রান্তরেখা তৈরি করা সম্ভব হয়নি!"
-
-#, fuzzy
-#~ msgid "Failed to save solution."
-#~ msgstr "রিসোর্স লোড ব্যর্থ হয়েছে।"
-
-#, fuzzy
-#~ msgid "Failed to create C# project."
-#~ msgstr "রিসোর্স লোড ব্যর্থ হয়েছে।"
-
-#~ msgid "Mono"
-#~ msgstr "মনো"
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "প্রান্তরেখা তৈরি করুন"
-
-#, fuzzy
-#~ msgid "Build Project"
-#~ msgstr "নতুন প্রকল্প"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "ফাইল"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "ক্লাসের অনুসন্ধান করুন"
-
-#~ msgid "Update Always"
-#~ msgstr "সর্বদা হাল-নাগাদ করুন"
-
-#, fuzzy
-#~ msgid "Raw Mode"
-#~ msgstr "প্যান মোড"
-
-#~ msgid "Path to Node:"
-#~ msgstr "নোডের পথ:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "নির্বাচিত ফাইলসমূহ অপসারণ করবেন?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "'res://default_bus_layout.tres' ফাইল খুঁজে পাওয়া যায়নি।"
-
-#, fuzzy
-#~ msgid "Go to parent folder"
-#~ msgstr "ফোল্ডার তৈরী করা সম্ভব হয়নি।"
-
-#, fuzzy
-#~ msgid "Open Scene(s)"
-#~ msgstr "দৃশ্য খুলুন"
-
-#~ msgid "Previous Directory"
-#~ msgstr "পূর্বের স্থান"
-
-#~ msgid "Next Directory"
-#~ msgstr "পরের স্থান"
-
-#, fuzzy
-#~ msgid "Ease in"
-#~ msgstr "আন্ত-সহজাগমন"
-
-#, fuzzy
-#~ msgid "Ease out"
-#~ msgstr "বহিঃ-সহজাগমন"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "স্থিত-কনভেক্স বডি তৈরি করুন"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "CheckBox Radio১"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "CheckBox Radio২"
-
-#, fuzzy
-#~ msgid "Create folder"
-#~ msgstr "ফোল্ডার তৈরি করুন"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "নোড-সমূহ কর্তন/কাট করুন"
-
-#, fuzzy
-#~ msgid "Invalid Path"
-#~ msgstr "অকার্যকর পথ।"
-
-#, fuzzy
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "নির্বাচিত সমূহ অনুলিপি করুন"
-
-#, fuzzy
-#~ msgid "Create Area"
-#~ msgstr "নতুন তৈরি করুন"
-
-#, fuzzy
-#~ msgid "Create Exterior Connector"
-#~ msgstr "নতুন প্রকল্প তৈরি করুন"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "সংকেত/সিগন্যাল-এর মান/আর্গুমেন্ট-সমূহ সম্পাদন করুন:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "চলক/ভেরিয়েবল সম্পাদন করুন:"
-
-#, fuzzy
-#~ msgid "Snap (s): "
-#~ msgstr "স্ন্যাপ (পিক্সেলসমূহ):"
-
-#, fuzzy
-#~ msgid "Insert keys."
-#~ msgstr "চাবিসমূহ সন্নিবেশ করুন"
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "নির্বাচিত দৃশ্য(সমূহ)-কে নির্বাচিত নোডের অংশ হিসেবে ইনস্ট্যান্স করুন।"
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "উৎস ফন্টের আকার:"
-
-#~ msgid "Line:"
-#~ msgstr "লাইন:"
-
-#~ msgid "Col:"
-#~ msgstr "কলাম:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr "PathFollow2D একমাত্র Path2D এর অংশ হিসেবে নির্ধারন করালেই কাজ করে।"
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "ইনপুট যোগ করুন"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "অগ্রহণযোগ্য পথ!"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "পথের বিন্দু অপসারণ করুন"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Poly সম্পাদন করুন"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "পথ বিভক্ত করুন"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "নোড সংযোজন করুন"
-
-#~ msgid "Create from scene?"
-#~ msgstr "দৃশ্য হতে তৈরি করবেন?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Poly তৈরি করুন"
-
-#, fuzzy
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "আরম্ভ হতে নতুন polygon তৈরি করুন।"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "সংকুচিত করুন (জুম্ আউট)"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "সম্প্রসারিত করুন (জুম্ ইন)"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Poly3D তৈরি করুন"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "এই নোডের মধ্যে কোন অক্লুডার পলিগন টুডি রিসোর্স বিদ্যমান নেই।\n"
-#~ " নতুন পলিগন তৈরি করবেন?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "মাউসের বাম বোতাম: বিন্দু সরান।"
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "কন্ট্রোল + মাউসের বাম বোতাম: অংশ বিভক্ত করুন।"
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "মাউসের ডান বোতাম: বিন্দু মুছে ফেলুন।"
-
-#, fuzzy
-#~ msgid "New TextFile"
-#~ msgstr "ফাইল"
-
-#~ msgid "Save Theme As"
-#~ msgstr "থিম এইরূপে সংরক্ষণ করুন"
-
-#~ msgid "<None>"
-#~ msgstr "<নান/কিছুই না>"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "জুম্ (%):"
-
-#~ msgid "Class List:"
-#~ msgstr "ক্লাসের তালিকা:"
-
-#, fuzzy
-#~ msgid "Public Methods"
-#~ msgstr "সর্বজনীন/প্রকাশ্য মেথডসমূহ:"
-
-#~ msgid "Public Methods:"
-#~ msgstr "সর্বজনীন/প্রকাশ্য মেথডসমূহ:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "GUI থিম এর বস্তুসমূহ:"
-
-#, fuzzy
-#~ msgid "Property: "
-#~ msgstr "প্রপার্টি:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "ফোল্ডারের অবস্থা ফেবরিট/প্রিয় হিসেবে অদলবদল/টগল করুন"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "এই-মুহূর্তে সম্পাদিত রিসোর্সটি সংরক্ষণ করুন।"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "সম্পূর্ণ শব্দ"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "অক্ষরের মাত্রা (বড়/ছোট-হাতের) মিল করুন"
-
-#~ msgid "Ok"
-#~ msgstr "ঠিক আছে"
-
-#, fuzzy
-#~ msgid "Show In File System"
-#~ msgstr "ফাইলসিস্টেম"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "ক্লাসের ক্রমোচ্চতা খুঁজুন।"
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "ক্লাসের অনুসন্ধান করুন"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "পূর্বনির্মিত স্ক্রিপ্ট শুধুমাত্র তাদের অধিকারী দৃশ্য লোড করা হলেই সম্পাদন করা যাবে"
-
-#, fuzzy
-#~ msgid "Convert To Uppercase"
-#~ msgstr "এতে রূপান্তর করুন..."
-
-#, fuzzy
-#~ msgid "Convert To Lowercase"
-#~ msgstr "এতে রূপান্তর করুন..."
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "০ ডিগ্রি ঘোরান্"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "৯০ ডিগ্রি ঘোরান্"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "১৮০ ডিগ্রি ঘোরান্"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "২৭০ ডিগ্রি ঘোরান্‌"
-
-#~ msgid "Errors:"
-#~ msgstr "সমস্যাসমূহ:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "পদাঙ্ক স্তূপ করুন (প্রযোজ্য হলে):"
-
-#~ msgid "Bake!"
-#~ msgstr "সিদ্ধ/বেক্‌!"
-
-#, fuzzy
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Navigation Mesh তৈরি করুন"
-
-#~ msgid "Get"
-#~ msgstr "মান পান (Get)"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "RGB ধ্রুবক পরিবর্তন করুন"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "ভেক্টর স্কেলার অপারেটর পরিবর্তন করুন"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "RGB অপারেটর পরিবর্তন করুন"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "শুধুমাত্র ঘূর্ণন টগল করুন"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "ভেক্টর ফাংশন পরিবর্তন করুন"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "RGB ইউনিফর্ম পরিবর্তন করুন"
-
-#~ msgid "Change Default Value"
-#~ msgstr "প্রাথমিক মান পরিবর্তন করুন"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "XForm ইউনিফর্ম পরিবর্তন করুন"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Cubemap ইউনিফর্ম পরিবর্তন করুন"
-
-#~ msgid "Change Comment"
-#~ msgstr "কমেন্ট পরিবর্তন করুন"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "রঙ্গের র‍্যাম্পে সংযোজন/বিয়োজন করুন"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "রঙ্গের র‍্যাম্প পরিবর্তন করুন"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Curve Map-এ সংযোজন/বিয়োজন করুন"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Curve Map পরিবর্তন করুন"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "গ্রাফের নোডসমূহ সংযুক্ত করুন"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Shader Graph Node অপসারণ করুন"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Shader Graph Node সরান"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "গ্রাফ নোড(সমূহ) প্রতিলিপি করুন"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "সমস্যা: আবর্তনশীল সংযোগ লিঙ্ক"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "সমস্যা: ইনপুট সংযোগ নেই"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Shader Graph Node যোগ করুন"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "অ্যানিমেশন ( Anim) ট্র্যাক আপ"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "অ্যানিমেশন (Anim) ট্র্যাক ডাউন"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "ট্র্যানজিশন/স্থানান্তরণ সেট/নির্ধারণ করুন:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "অ্যানিমেশন (Anim) ট্র্যাক/পথ-এর প্রক্ষেপ/নিবেশ পরিবর্তন করুন"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "অ্যানিমেশন (Anim) ট্র্যাক/পথ-এর মানের ধরন/প্রকার পরিবর্তন করুন"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "অ্যানিমেশন ট্র্যাক-এর Wrapping মোড পরিবর্তন করুন"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "নোডের বাঁক/কার্ভ সম্পাদন করুন"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "নির্বাচন বাঁক/কার্ভ সম্পাদন করুন"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "অ্যানিমেশনে (Anim) চাবি/কী যোগ করুন"
-
-#~ msgid "In"
-#~ msgstr "অভ্যন্তরে/ইন"
-
-#~ msgid "Out"
-#~ msgstr "বাইরে/অউট"
-
-#~ msgid "In-Out"
-#~ msgstr "অভ্যন্তরে-বাইরে/ইন-অউট"
-
-#~ msgid "Out-In"
-#~ msgstr "বাইরে-অভ্যন্তরে/অউট-ইন"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "অ্যানিমেশনের (Anim) দৈর্ঘ্য পরিবর্তন করুন"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "অ্যানিমেশনের (Anim) পুনরাবৃত্তি/লুপ পরিবর্তন করুন"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "অ্যানিমেশনে (Anim) প্রতীকী মানের চাবি তৈরি করুন"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "অ্যানিমেশনে (Anim) ডাকার ট্র্যাক/পথ যোগ করুন"
-
-#~ msgid "Length (s):"
-#~ msgstr "দৈর্ঘ্য (দৈর্ঘ্যসমূহ):"
-
-#~ msgid "Step (s):"
-#~ msgstr "ধাপ (ধাপসমূহ):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "কার্সরের স্থানে/পদক্ষেপে ভাঙ্গুন (snap) (সময় সেকেন্ডে)।"
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "অ্যানিমেশনের পুনরাবৃত্তি/লুপ সক্ষম/অক্ষম করুন।"
-
-#~ msgid "Add new tracks."
-#~ msgstr "নতুন ট্র্যাক/পথ-সমূহ যোগ করুন।"
-
-#~ msgid "Move current track up."
-#~ msgstr "বর্তমান ট্র্যাক/পথ উপরের দিকে তুলুন।"
-
-#~ msgid "Move current track down."
-#~ msgstr "বর্তমান ট্র্যাক/পথ নিচের দিকে নামান।"
-
-#~ msgid "Track tools"
-#~ msgstr "ট্র্যাক/পথের সরঞ্জামসমূহ"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "প্রতিটি চাবির সম্পাদন-যোগ্যতা সক্রিয় করার জন্য তাদের নির্বাচন করুন।"
-
-#~ msgid "Key"
-#~ msgstr "চাবি"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "কোন নোডে ফাংশন(সমূহ) ডাকবেন?"
-
-#~ msgid "Thanks!"
-#~ msgstr "ধন্যবাদ!"
-
-#~ msgid "I see..."
-#~ msgstr "বুঝলাম..."
-
-#~ msgid "Ugh"
-#~ msgstr "আহ্‌"
-
-#~ msgid "Run Script"
-#~ msgstr "স্ক্রিপ্ট চালান"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "প্রোফাইলিং বন্ধ করুন"
-
-#~ msgid "Start Profiling"
-#~ msgstr "প্রোফাইলিং শুরু করুন"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "ডিফল্ট/সাধারণ (এডিটরের মতোই)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "প্লেয়ারে নতুন অ্যানিমেশন তৈরি করুন।"
-
-#~ msgid "Load animation from disk."
-#~ msgstr "ডিস্ক হতে অ্যানিমেশন লোড করুন।"
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "ডিস্ক হতে একটি অ্যানিমেশন লোড করুন।"
-
-#~ msgid "Save the current animation"
-#~ msgstr "বর্তমান অ্যানিমেশন সংরক্ষণ করুন"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "উদ্দেশ্যিত ব্লেন্ড-এর সময় সম্পাদন করুন"
-
-#~ msgid "Copy Animation"
-#~ msgstr "অ্যানিমেশন প্রতিলিপি করুন"
-
-#~ msgid "Fetching:"
-#~ msgstr "খুঁজে আনার চেস্টা চলছে:"
-
-#~ msgid "prev"
-#~ msgstr "পূর্ববর্তী"
-
-#~ msgid "next"
-#~ msgstr "পরবর্তী"
-
-#~ msgid "last"
-#~ msgstr "শেষ"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "IK চেইন সম্পাদন করুন"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "মাউস পজিশন থেকে পিভট ড্র্যাগ করুন"
-
-#, fuzzy
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "বহিঃ-বক্ররেখার স্থান নির্ধারণ করুন"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "রঙ্গের র‍্যাম্প বিন্দু সংযোজন/বিয়োজন করুন"
-
-#~ msgid "OK :("
-#~ msgstr "ঠিক আছে :("
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "StyleBox প্রিভিউ:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "গঠনবিন্যাসের এলাকা এডিটর"
-
-#~ msgid "Erase selection"
-#~ msgstr "নির্বাচিতসমূহ মুছে ফেলুন"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "আইটেমের নাম বা আইডি:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr ""
-#~ "এই প্ল্যাটফর্মের জন্য দরকারি এক্সপোর্ট টেমপ্লেটগুলি ক্ষতিগ্রস্থ হয়েছে অথবা খুঁজে পাওয়া "
-#~ "যাচ্ছে না: "
-
-#~ msgid "Button 8"
-#~ msgstr "বোতাম ৮"
-
-#~ msgid "Button 9"
-#~ msgstr "বোতাম ৯"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "ইন্সট্যান্স করা বাতিল করুন"
-
-#~ msgid "Clear!"
-#~ msgstr "পরিস্কার করুন!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Spatial দৃশ্যমানতা টগল করুন"
-
-#~ msgid "Condition"
-#~ msgstr "শর্ত (Condition)"
-
-#~ msgid "Sequence"
-#~ msgstr "ক্রম (Sequence)"
-
-#~ msgid "Switch"
-#~ msgstr "সুইচ (Switch)"
-
-#~ msgid "Iterator"
-#~ msgstr "পুনরুক্তিকারী (Iterator)"
-
-#~ msgid "While"
-#~ msgstr "যতক্ষণ (While)"
-
-#~ msgid "Return"
-#~ msgstr "ফেরৎ পাঠান (Return)"
-
-#~ msgid "Call"
-#~ msgstr "ডাকুন (Call)"
-
-#, fuzzy
-#~ msgid "Edit Variable"
-#~ msgstr "চলক/ভেরিয়েবল সম্পাদন করুন:"
-
-#, fuzzy
-#~ msgid "Edit Signal"
-#~ msgstr "সংকেত/সিগন্যাল সম্পাদন:"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "অকার্যকর অ্যাকশন ('/' বা ':' ছাড়া কিছুই যাবে না)।"
-
-#, fuzzy
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "নোডের সাথে সংযুক্ত করুন:"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "টেমপ্লেট এর version.txt ফরম্যাট অগ্রহণযোগ্য। Revision কোন কাংখিত আইডেন্টিফায়ার "
-#~ "নয়।"
-
-#, fuzzy
-#~ msgid "Can't write file."
-#~ msgstr "টাইলটি খুঁজে পাওয়া যায়নি:"
-
-#, fuzzy
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "প্রকল্পের পথে engine.cfg তৈরি করা সম্ভব হয়নি।"
-
-#~ msgid "Replace By"
-#~ msgstr "এর দ্বারা প্রতিস্থাপন করুন"
-
-#~ msgid "Backwards"
-#~ msgstr "পিছনের/অতীতের দিকে"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "প্রতিস্থাপনে অবহিত করুন"
-
-#~ msgid "Skip"
-#~ msgstr "অতিক্রম করে যান"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "আপনার প্রজেক্ট একটি খালি ফোল্ডারে তৈরি করা হবে (আপনি চাইলে একটি নতুন ফোল্ডার "
-#~ "তৈরি করতে পারেন)।"
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "দারুণ খবর!"
-
-#, fuzzy
-#~ msgid "preview"
-#~ msgstr "প্রিভিউ"
-
-#~ msgid "Move Add Key"
-#~ msgstr "অ্যাড কি মুভ করুন"
-
-#~ msgid "Create Subscription"
-#~ msgstr "সদস্যতা/সাবস্ক্রিপশন তৈরি করুন"
-
-#~ msgid "List:"
-#~ msgstr "তালিকা:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Emission Mask স্থাপন করুন"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Emitter পরিস্কার করুন"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "অংশাদি:"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr "উৎস:"
-
-#, fuzzy
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "বক্ররেখা হতে বিন্দু অপসারণ করুন"
-
-#, fuzzy
-#~ msgid "Add Point to Line2D"
-#~ msgstr "বক্ররেখায় বিন্দু যোগ করুন"
-
-#, fuzzy
-#~ msgid "Move Point in Line2D"
-#~ msgstr "বক্ররেখায় বিন্দু সরান"
-
-#, fuzzy
-#~ msgid "Split Segment (in line)"
-#~ msgstr "অংশ বিভক্ত করুন (বক্ররেখায়)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "সেটিংস"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "রিমোট পরীক্ষক"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "দৃশ্যের সক্রিয় শাখা:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "রিমোট বস্তুর প্রোপার্টিস: "
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "শুধুমাত্র নির্বাচিতসমূহ"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "শুধুমাত্র নির্বাচিতসমূহ"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Path এর দিক অবশ্যই একটি কার্যকর Viewport এর দিকে নির্দেশ করাতে হবে। সেই "
-#~ "Viewport অবশ্যই 'render target' মোডে নির্ধারন করতে হবে।"
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "এই sprite টি কার্যকর করতে path প্রোপার্টিতে নির্ধারিত Viewport টি অবশ্যই "
-#~ "'render target' এ নির্ধারিত করতে হবে।"
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "'%s' এর জন্য মেথডের তালিকা:"
-
-#~ msgid "Arguments:"
-#~ msgstr "মান/আর্গুমেন্ট-সমূহ:"
-
-#~ msgid "Return:"
-#~ msgstr "প্রত্যাবর্তন:"
-
-#~ msgid "Added:"
-#~ msgstr "সংযোজিত:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "এটলাস/মানচিত্রাবলীর উপ-গঠনবিন্যাস (subtexture) সংরক্ষণ অসমর্থ হয়েছে:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "স্থাপিত/বিন্যস্ত হচ্ছে..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "দৃশ্য লোডে সমস্যা হয়েছে।"
-
-#~ msgid "Re-Import"
-#~ msgstr "পুন-ইম্পোর্ট"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "স্ক্যান সম্পন্ন হওয়া পর্যন্ত অনুগ্রহ করে অপেক্ষা করুন।"
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "পুনরায়-ইম্পোর্ট করতে বর্তমান দৃশ্যটিকে অবশ্যই সংরক্ষণ করতে হবে।"
-
-#~ msgid "Re-Importing"
-#~ msgstr "পুনরায় ইম্পোর্ট হচ্ছে"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "পুন-ইম্পোর্টে রিসোর্স-সমূহ পরিবর্তিত হয়েছে"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr "সংরক্ষণ এবং পুন-ইম্পোর্ট করুন"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "ফাইল্গুলোর একই উৎস এবং গন্তব্যস্থান, কিছুই করা হচ্ছে না।"
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "পথগুলোর একই উৎস এবং গন্তব্যস্থান, কিছুই করা হচ্ছে না।"
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "স্থানসমূহকে তাদের মাঝেই স্থানান্তর করা সম্ভব নয়।"
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "নতুন নাম এবং অবস্থান বাছাই করুন:"
-
-#~ msgid "Info"
-#~ msgstr "তথ্য"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "ইম্পোর্ট করার জন্য কোনো বিট মাস্ক নেই!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "উদ্দেশ্যিত পথটি খালি।"
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "উদ্দেশ্যিত পথটি অবশ্যই একটি সম্পুর্ণ রিসোর্স পথ হতে হবে।"
-
-#~ msgid "Target path must exist."
-#~ msgstr "উদ্দেশ্যিত পথটি অবশ্যই বিদ্যমান হতে হবে।"
-
-#~ msgid "Import BitMasks"
-#~ msgstr "BitMasks ইম্পোর্ট করুন"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "টেক্সার(সমূহ)-এর উৎস:"
-
-#~ msgid "Target Path:"
-#~ msgstr "উদ্দেশ্যিত পথ:"
-
-#~ msgid "Accept"
-#~ msgstr "গ্রহণ করুন"
-
-#~ msgid "Bit Mask"
-#~ msgstr "বিট-মাস্ক (Bit Mask)"
-
-#~ msgid "No source font file!"
-#~ msgstr "ফন্টের কোনো উৎস ফাইল নেই!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "ফন্টের কোনো উদ্দেশ্যিত রিসোর্স নেই!"
-
-#, fuzzy
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "ফাইলের অগ্রহনযোগ্য এক্সটেনশন।\n"
-#~ "অনুগ্রহ করে .fnt ব্যবহার করুন।"
-
-#~ msgid "Couldn't save font."
-#~ msgstr "ফন্ট সংরক্ষণ করা সম্ভব হয়নি।"
-
-#~ msgid "Source Font:"
-#~ msgstr "ফন্টের উৎস:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "রিসোর্সের গন্তব্যস্থান:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr ""
-#~ "বাদামী রঙ্গের দ্রুত শিয়ালটি অলস কুকুরের উপর দিয়ে লাফিয়ে যায় (The quick brown "
-#~ "fox jumps over the lazy dog.)।"
-
-#~ msgid "Test:"
-#~ msgstr "পরীক্ষা:"
-
-#~ msgid "Options:"
-#~ msgstr "সিদ্ধান্তসমূহ (অপশন):"
-
-#~ msgid "Font Import"
-#~ msgstr "ফন্ট ইম্পোর্ট করুন"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "এই ফাইলটি ইতিমধ্যেই একটি Godot ফন্ট ফাইল, পরিবর্তে অনুগ্রহ করে BMFont ধরণের "
-#~ "ফাইল প্রদান করুন।"
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "BMFont ফাইল খোলা ব্যর্থ হয়েছে।"
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "স্বনির্মিত ফন্টের অগ্রহনযোগ্য উৎস।"
-
-#~ msgid "No meshes to import!"
-#~ msgstr "ইম্পোর্ট করার মতো কোনো মেস নেই!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "একক মেস ইম্পোর্ট করুন"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "মেস(সমূহ)-এর উৎস:"
-
-#~ msgid "Surface %d"
-#~ msgstr "পৃষ্ঠতল %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "ইম্পোর্ট করার মতো কোনো নমুনা নেই!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "শব্দের নমুনাসমূহ ইম্পোর্ট করুন"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "নমুনা(সমূহ)-এর উৎস:"
-
-#~ msgid "Audio Sample"
-#~ msgstr "শব্দের নমুনা"
-
-#~ msgid "New Clip"
-#~ msgstr "নতুন ক্লিপ"
-
-#~ msgid "Flags"
-#~ msgstr "পতাকাসমূহ"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "সিদ্ধ FPS:"
-
-#~ msgid "Optimizer"
-#~ msgstr "পরিমার্জক"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "সর্বোচ্চ রৈখিক ভুল/সমস্যা"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "সর্বোচ্চ কৌণিক ভুল/সমস্যা"
-
-#~ msgid "Max Angle"
-#~ msgstr "সর্বোচ্চ কোণ"
-
-#~ msgid "Start(s)"
-#~ msgstr "আরম্ভ(সমূহ)"
-
-#~ msgid "Source path is empty."
-#~ msgstr "উৎসের পথটি খালি।"
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "ইম্পোর্ট-পরবর্তী স্ক্রিপ্ট লোড করা সম্ভব হয়নি।"
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "ইম্পোর্ট-পরবর্তী স্ক্রিপ্ট অকার্যকর/ত্রুটিপূর্ণ।"
-
-#~ msgid "Error importing scene."
-#~ msgstr "দৃশ্য ইম্পোর্টে সমস্যা হয়েছে।"
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "3D দৃশ্য ইম্পোর্ট করুন"
-
-#~ msgid "Source Scene:"
-#~ msgstr "উৎস দৃশ্য:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "উদ্দেশ্যিত দৃশ্যের ন্যায়"
-
-#~ msgid "Shared"
-#~ msgstr "শেয়ারকৃত"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "গঠনবিন্যাসের উদ্দেশ্যিত ফোল্ডার:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "স্বনির্মিত মূল নোডের ধরণ:"
-
-#~ msgid "Auto"
-#~ msgstr "স্বয়ংক্রিয়"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "নিম্নোক্ত ফাইলসমূহ অনুপস্থিত:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "যেকোনো উপায়েই ইম্পোর্ট করুন"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr "সম্পাদিত দৃশ্য সংরক্ষণ করা হয়নি, তবুও ইম্পোর্ট করা দৃশ্যটি খুলবেন?"
-
-#~ msgid "Import Image:"
-#~ msgstr "ছবি ইম্পোর্ট করুন:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "পথ স্থানীয়করণ সম্ভব হচ্ছে না: %s (ইতিমধ্যেই স্থানীয়)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "3D দৃশ্যের অ্যানিমেশন"
-
-#~ msgid "Uncompressed"
-#~ msgstr "অসংকুচিত"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "ধ্বংসবিহীন সঙ্কোচন (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "ধ্বংসাত্মক সঙ্কোচন (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "সঙ্কোচন (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "গঠনবিন্যাসের ফরম্যাট"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "গঠনবিন্যাস সঙ্কোচনের গুণমান (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "অনুগ্রহ করে কিছু ফাইল নির্দিষ্ট করে দিন!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "এটলাস/মানচিত্রাবলীর জন্য কমপক্ষে একটি ফাইল প্রয়োজন।"
-
-#~ msgid "Error importing:"
-#~ msgstr "ইম্পোর্টে সমস্যা হয়েছে:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "গঠনবিন্যাসের সর্বোচ্চ আকার:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "এটলাস/মানচিত্রাবলীর জন্য গঠনবিন্যাস ইম্পোর্ট করুন (2D)"
-
-#~ msgid "Large Texture"
-#~ msgstr "বৃহৎ গঠনবিন্যাস"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "বৃহৎ গঠনবিন্যাস ইম্পোর্ট করুন (2D)"
-
-#~ msgid "Source Texture"
-#~ msgstr "গঠনবিন্যাসের উৎস"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "গোড়ার এটলাস/মানচিত্রাবলীর গঠনবিন্যাস"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "গঠনবিন্যাস(সমূহ)-এর উৎস"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "2D-এর জন্য গঠনবিন্যাসসমূহ ইম্পোর্ট করুন"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "3D-এর জন্য গঠনবিন্যাসসমূহ ইম্পোর্ট করুন"
-
-#~ msgid "Import Textures"
-#~ msgstr "গঠনবিন্যাসসমূহ ইম্পোর্ট করুন"
-
-#~ msgid "2D Texture"
-#~ msgstr "2D গঠনবিন্যাস"
-
-#~ msgid "3D Texture"
-#~ msgstr "3D গঠনবিন্যাস"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "এটলাস/মানচিত্রাবলীর গঠনবিন্যাস"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "নোটিশ: 2D টেক্সচার (texture) ইম্পোর্ট (import) করা অত্যাবশ্যক নয়। শুধুমাত্র png/"
-#~ "jpg ফাইলসমূহ প্রকল্পে প্রতিলিপি/কপি করুন।"
-
-#~ msgid "Crop empty space."
-#~ msgstr "খালি স্থান ছেঁটে ফেলুন।"
-
-#~ msgid "Texture"
-#~ msgstr "গঠনবিন্যাস"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "বৃহৎ গঠনবিন্যাস ইম্পোর্ট করুন"
-
-#~ msgid "Load Source Image"
-#~ msgstr "উৎস হতে ছবি লোড করুন"
-
-#~ msgid "Slicing"
-#~ msgstr "টুকরো করুন"
-
-#~ msgid "Saving"
-#~ msgstr "সংরক্ষিত হচ্ছে"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "বৃহৎ গঠনবিন্যাস সংরক্ষণ করা সম্ভব হচ্ছে না:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "এটলাস/মানচিত্রাবলী নির্মাণ করুন:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "ছবি লোড করা হচ্ছে:"
-
-#~ msgid "Converting Images"
-#~ msgstr "ছবিসমূহ রূপান্তর করা হচ্ছে"
-
-#~ msgid "Cropping Images"
-#~ msgstr "ছবিসমূহ ছাঁটা হচ্ছে"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "এটলাস/মানচিত্রাবলীর ছবি সংরক্ষণ করা সম্ভব হচ্ছে না:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "অকার্যকর অনুবাদের উৎস!"
-
-#~ msgid "Column"
-#~ msgstr "কলাম"
-
-#~ msgid "No items to import!"
-#~ msgstr "ইম্পোর্ট করার মতো কোনো বস্তু নেই!"
-
-#~ msgid "No target path!"
-#~ msgstr "কোনো উদ্দেশ্যিত পথ নেই!"
-
-#~ msgid "Import Translations"
-#~ msgstr "অনুবাদসমূহ ইম্পোর্ট করুন"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "ইম্পোর্ট করা সম্ভব হচ্ছে না!"
-
-#~ msgid "Import Translation"
-#~ msgstr "অনুবাদ ইম্পোর্ট করুন"
-
-#~ msgid "Source CSV:"
-#~ msgstr "CSV-এর উৎস:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "প্রথম সারি অগ্রাহ্য করুন"
-
-#~ msgid "Compress"
-#~ msgstr "সঙ্কোচন করুন"
-
-#, fuzzy
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "প্রকল্পে সংযুক্ত করুন (engine.cfg)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "ভাষাসমূহ ইম্পোর্ট করুন:"
-
-#~ msgid "Translation"
-#~ msgstr "অনুবাদ"
-
-#~ msgid "Triangle #"
-#~ msgstr "ত্রিভুজ #"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "লাইট্‌ সিদ্ধ/বেক্‌-এর সেটআপ:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "লাইট্‌সমূহ ঠিক করা হচ্ছে"
-
-#~ msgid "Making BVH"
-#~ msgstr "BVH তৈরি করা হচ্ছে"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "গঠনবিন্যাস বণ্টিত হচ্ছে #"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "ত্রিভুজ সিদ্ধ/বেক্‌ করা হচ্ছে #"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "গঠনবিন্যাসের প্রক্রিয়া-পরবর্তী প্রক্রিয়াকরণ #"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr ""
-#~ "লাইট্ম্যাপ ওকট্রীর (octree) সিদ্ধ/বেক্‌-এর প্রক্রিয়াকরণ পুন:স্থাপন করুন (পুনরারম্ভ)।"
-
-#~ msgid "Zoom Set..."
-#~ msgstr "জুম্ নির্ধারণ করুন..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "BBCode বিশ্লেষণ করুন"
-
-#~ msgid "Length:"
-#~ msgstr "লম্বা:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "নমুনা ফাইল(সমূহ) খুলুন"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "সমস্যা: নমুনা লোড করা সম্ভব হয়নি!"
-
-#~ msgid "Add Sample"
-#~ msgstr "নমুনা যোগ করুন"
-
-#~ msgid "Rename Sample"
-#~ msgstr "নমুনা পুনঃনামকরণ করুন"
-
-#~ msgid "Delete Sample"
-#~ msgstr "নমুনা অপসারণ করুন"
-
-#~ msgid "16 Bits"
-#~ msgstr "১৬ বিটস্‌"
-
-#~ msgid "8 Bits"
-#~ msgstr "৮ বিটস্‌"
-
-#~ msgid "Stereo"
-#~ msgstr "স্টেরিও"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "%s%% -এ মাপিত হচ্ছে।"
-
-#~ msgid "Bucket"
-#~ msgstr "বাকেট্‌"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "অকার্যকর প্রকল্পের পথ, পথটি অবশ্যই বিদ্যমান হতে হবে!"
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "অকার্যকর প্রকল্পের পথ, engine.cfg অবশ্যই অনুপস্থিত হতে হবে।"
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "অকার্যকর প্রকল্পের পথ, engine.cfg অবশ্যই উপস্থিত হতে হবে।"
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "প্রকল্পের পথ (অবশ্যই বিদ্যমান হতে হবে):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "নতুন রিসোর্স তৈরি করুন"
-
-#~ msgid "Open Resource"
-#~ msgstr "রিসোর্স খুলুন"
-
-#~ msgid "Save Resource"
-#~ msgstr "রিসোর্স সংরক্ষণ করুন"
-
-#~ msgid "Resource Tools"
-#~ msgstr "রিসোর্স-এর সরঞ্জামসমূহ"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "ফাইল"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "দৃশ্য বন্ধ করবেন? (অসংরক্ষিত পরিবর্তনসমূহ হারিয়ে যাবে)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "প্রকল্প ম্যানেজার (Project Manager) খুলবেন? \n"
-#~ "(অ-সংরক্ষিত পরিবর্তন-সমূহ হারিয়ে যাবে)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "বন্ধ করে পূর্বের দৃশ্যে যান"
-
-#~ msgid "Del"
-#~ msgstr "ডিলিট/অপসারণ"
-
-#~ msgid "just pressed"
-#~ msgstr "এইমাত্র চাপিত"
-
-#, fuzzy
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "সার্টিফিকেট ফাইলটি পড়া সম্ভব হচ্ছে না। ফাইলের পথ এবং পাসওয়ার্ড দুটোই কি সঠিক "
-#~ "দেয়া হয়েছে?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "প্যাকেজের স্বাক্ষর (package signature) তৈরিতে সমস্যা হয়েছে।"
-
-#, fuzzy
-#~ msgid "RAW Mode"
-#~ msgstr "চালানোর মোড:"
-
-#~ msgid "Node From Scene"
-#~ msgstr "দৃশ্য হতে নোড"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "উপাদানসমূহ প্রকল্পে ইম্পোর্ট করুন।"
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "প্রকল্পটি একাধিক প্লাটফর্মে এক্সপোর্ট করুন।"
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "বহি:স্থ রিসোর্সের পরিবর্তনে সতর্ক করে।"
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "টিউটোরিয়ালের স্থানে https://godotengine.org খুলুন।"
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "ইন্সট্যান্স করার জন্য কোনো দৃশ্য নির্বাচন করা হয়নি!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "কার্সরের স্থানে ইন্সট্যান্স করুন"
-
-#~ msgid "Use Default Light"
-#~ msgstr "প্রাথমিক লাইট ব্যবহার করুন"
-
-#~ msgid "Default Light Normal:"
-#~ msgstr "লাইটের প্রাথমিক নরমাল:"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "অ্যাম্বিয়েন্ট লাইটের রঙ:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "অভিভাবকের অগ্রহণযোগ্য ক্লাস নাম"
-
-#~ msgid "Valid chars:"
-#~ msgstr "গ্রহণযোগ্য অক্ষরসমূহ:"
-
-#~ msgid "Valid name"
-#~ msgstr "গ্রহণযোগ্য নাম"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "ক্লাস নাম অগ্রহণযোগ্য!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "অভিভাবকের ক্লাস নাম অগ্রহণযোগ্য!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr "Path এর দিক অবশ্যই একটি কার্যকর Particles2D এর দিকে নির্দেশ করাতে হবে।"
-
-#~ msgid "Surface"
-#~ msgstr "পৃষ্ঠতল"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "SamplePlayer-এ শব্দ চালাতে এর 'samples'-এ একটি SampleLibrary তৈরি বা "
-#~ "নির্ধারন করতে হবে।"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "SpatialSamplePlayer-এ শব্দ চালাতে এর 'samples'-এ একটি SampleLibrary তৈরি "
-#~ "বা নির্ধারন করতে হবে।"
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "%d টি সংঘটন প্রতিস্থাপিত হয়েছে।"
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "অনুবাদ-সম্ভব শব্দমালা/বাক্য-সমূহ সংরক্ষণ করুন"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "স্ক্রিপ্ট-এর সিদ্ধান্তসমূহ সম্পাদন করুন"
-
-#~ msgid "Error exporting project!"
-#~ msgstr "প্রকল্প এক্সপোর্টে সমস্যা হয়েছে!"
-
-#~ msgid "Error writing the project PCK!"
-#~ msgstr "প্রকল্পের PCK লিখতে সমস্যা হয়েছে!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "'%s' প্ল্যাটফর্মের জন্য এখনো কোনো এক্সপোর্টার নেই।"
-
-#~ msgid "Create Android keystore"
-#~ msgstr "অ্যান্ড্রয়েড কীস্টোর (keystore) তৈরি করুন"
-
-#~ msgid "Organizational unit"
-#~ msgstr "সাংগঠনিক একক (Organizational unit)"
-
-#~ msgid "Organization"
-#~ msgstr "সংগঠন"
-
-#~ msgid "City"
-#~ msgstr "শহর"
-
-#~ msgid "2 letter country code"
-#~ msgstr "২ অক্ষরে দেশের কোড"
-
-#~ msgid "User alias"
-#~ msgstr "ব্যবহারকারীর উপনাম (User alias)"
-
-#~ msgid "Password"
-#~ msgstr "পাসওয়ার্ড"
-
-#~ msgid "at least 6 characters"
-#~ msgstr "কমপক্ষে ৬ টি অক্ষর"
-
-#~ msgid "File name"
-#~ msgstr "ফাইলের নাম"
-
-#~ msgid "Path : (better to save outside of project)"
-#~ msgstr "পথ : (প্রকল্পের বাইরে সংরক্ষণ করা ভালো হবে)"
-
-#~ msgid ""
-#~ "Release keystore is not set.\n"
-#~ "Do you want to create one?"
-#~ msgstr ""
-#~ "রিলিসের কীস্টোর (keystore) স্থাপন করা নেই।\n"
-#~ "আপনি কি একটি তৈরি করতে চান?"
-
-#~ msgid "Fill Keystore/Release User and Release Password"
-#~ msgstr ""
-#~ "কীস্টোর(keystore)/রিলিসের ব্যবহারকারী (User) এবং রিলিসের পাসওয়ার্ড পূরণ করুন"
-
-#~ msgid "Include"
-#~ msgstr "অন্তর্ভুক্ত করুন"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "গ্রুপের নাম খালি হতে পারবে না!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "গ্রুপের নামে অগ্রহনযোগ্য অক্ষর!"
-
-#~ msgid "Add Image Group"
-#~ msgstr "ছবির গ্রুপ যোগ করুন"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "প্রকল্প এক্সপোর্ট-এর সেটিংস"
-
-#~ msgid "Export to Platform"
-#~ msgstr "প্লাটফর্মে এক্সপোর্ট করুন"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "প্রকল্পের পথে সকল ফাইল এক্সপোর্ট করুন।"
-
-#~ msgid "Convert text scenes to binary on export."
-#~ msgstr "এক্সপর্টের সময় টেক্সট দৃশ্যগুলোকে বাইনারিতে রুপান্তর করুন।"
-
-#~ msgid "Images"
-#~ msgstr "ছবিসমূহ"
-
-#~ msgid "Keep Original"
-#~ msgstr "মূলটিই (অরিজিনাল) রাখুন"
-
-#~ msgid "Compress for Disk (Lossy, WebP)"
-#~ msgstr "ডিস্কের জন্য সংকুচিত করুন (ধ্বংসাত্মক, WebP)"
-
-#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
-#~ msgstr "RAM-এর জন্য সংকুচিত করুন (BC/PVRTC/ETC)"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "ছবিসমূহ রূপান্তর করুন (*.png):"
-
-#~ msgid "Compress for Disk (Lossy) Quality:"
-#~ msgstr "ডিস্ক-এর জন্য সংকুচিত করুন (ধ্বংসাত্মক গুণের):"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "সকল ছবি সংকুচিত করুন:"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "ধরণসমূহ সংকোচন করুন:"
-
-#~ msgid "Groups:"
-#~ msgstr "গ্রুপসমূহ:"
-
-#~ msgid "Compress Disk"
-#~ msgstr "ডিস্ক সঙ্কোচন"
-
-#~ msgid "Compress RAM"
-#~ msgstr "RAM সঙ্কোচন"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "সঙ্কোচন মোড:"
-
-#~ msgid "Lossy Quality:"
-#~ msgstr "ধ্বংসাত্মক গুণের:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "সঙ্কোচন দ্বারা:"
-
-#~ msgid "Images:"
-#~ msgstr "ছবিসমূহ:"
-
-#~ msgid "Sample Conversion Mode: (.wav files):"
-#~ msgstr "নমুনা রূপান্তর মোড: (.wav ফাইল):"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "সঙ্কোচন (RAM - IMA-ADPCM)"
-
-#~ msgid "Sampling Rate Limit (Hz):"
-#~ msgstr "আদর্শ রেট লিমিট (Hz):"
-
-#~ msgid "Trim"
-#~ msgstr "ছাঁটা"
-
-#~ msgid "Trailing Silence:"
-#~ msgstr "পরিশিষ্ট নীরবতা:"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "প্রকল্পের PCK এক্সপোর্ট করুন"
-
-#~ msgid "Project Export"
-#~ msgstr "এক্সপোর্ট প্রকল্প"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance কোনো BakedLight রিসোর্স ধারণ করে না।"
-
-#~ msgid "Lighting"
-#~ msgstr "লাইটিং"
-
-#~ msgid "Global"
-#~ msgstr "সার্বজনীন"
-
-#~ msgid ""
-#~ "This item cannot be made visible because the parent is hidden. Unhide the "
-#~ "parent first."
-#~ msgstr ""
-#~ "এর ধারক/বাহক অদৃশ্য হওয়ায় এই বস্তুটি দৃশ্যমান করা সম্ভব নয়। প্রথমে ধারক/বাহককে "
-#~ "দৃশ্যমান করুন।"
diff --git a/editor/translations/br.po b/editor/translations/br.po
index ca1370cf50..696097454d 100644
--- a/editor/translations/br.po
+++ b/editor/translations/br.po
@@ -13826,11 +13826,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Ul lennerezh fiñvskeudenn ne c'hell ket em lakaat da fiñval, nemet "
-#~ "lennerezhioù all."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Goullo ar gwask-paper"
diff --git a/editor/translations/ca.po b/editor/translations/ca.po
index e7e90daea1..54072e7552 100644
--- a/editor/translations/ca.po
+++ b/editor/translations/ca.po
@@ -14996,1654 +14996,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Les constants no es poden modificar."
-
-#, fuzzy
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Crear Pose de Repòs (A partir dels Ossos)"
-
-#~ msgid "Bottom"
-#~ msgstr "Part inferior"
-
-#~ msgid "Left"
-#~ msgstr "Esquerra"
-
-#~ msgid "Right"
-#~ msgstr "Dreta"
-
-#~ msgid "Front"
-#~ msgstr "Davant"
-
-#~ msgid "Rear"
-#~ msgstr "Darrere"
-
-#, fuzzy
-#~ msgid "Nameless gizmo"
-#~ msgstr "Gizmo sense nom"
-
-#~ msgid "Package Contents:"
-#~ msgstr "Contingut del Paquet:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Esborra el perfil '%s'? (no es pot desfer)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Propietats Habilitades:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Característiques Habilitades:"
-
-#~ msgid "Unset"
-#~ msgstr "Desactivar"
-
-#~ msgid "Class Options"
-#~ msgstr "Opcions de Classe"
-
-#~ msgid "Set"
-#~ msgstr "Establir"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Desat(s) el(s) %s recurs(os) modificat(s)."
-
-#~ msgid "Q&A"
-#~ msgstr "Preguntes i Respostes"
-
-#~ msgid "Status:"
-#~ msgstr "Estat:"
-
-#~ msgid "Edit:"
-#~ msgstr "Edita:"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "Torna a Baixar"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Instal·lat)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Mancant)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Ha fallat la sol·licitud."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Bucle de redirecció."
-
-#~ msgid "Download Complete."
-#~ msgstr "Baixada Completa."
-
-#~ msgid "Remove Template"
-#~ msgstr "Elimina la Plantilla"
-
-#~ msgid "Download Templates"
-#~ msgstr "Baixa plantilles"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Selecciona un mirror de la llista: (Maj+Clic: Obre en el Navegador)"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Mou l'AutoCàrrega"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Expandir Totes les Propietats"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Col·lapsar Totes les Propietats"
-
-#~ msgid "Copy Params"
-#~ msgstr "Copia els Paràmetres"
-
-#~ msgid "Open in Help"
-#~ msgstr "Obre dins l'Ajuda"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Substitueix la càmera del joc.\n"
-#~ "Cap instància del joc en execució."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Arrossega: gira"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Premeu 'v' per canviar el Pivot, 'Maj+v' per arrosegar el Pivot (mentre "
-#~ "es mou)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+Clic Dret: Selecció detallada per llista"
-
-#~ msgid "Clone Down"
-#~ msgstr "Clona avall"
-
-#~ msgid "Yaw"
-#~ msgstr "Guinyada"
-
-#~ msgid "Size"
-#~ msgstr "Mida:"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Arrossegar: Gira\n"
-#~ "Alt+Arrossegar: Mou\n"
-#~ "Alt+Clic Dret: Selecció de llista de profunditat"
-
-#, fuzzy
-#~ msgid "Sep.:"
-#~ msgstr "Sep.:"
-
-#~ msgid "Add All"
-#~ msgstr "Afegeix-ho Tot"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Menú d'edició de Temes."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Crea una Plantilla Buida"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Crea un Plantilla d'Editor Buida"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Crea a partir del Tema d'Editor actual"
-
-#~ msgid "Data Type:"
-#~ msgstr "Tipus de Dades:"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "Tema"
-
-#~ msgid "Compiled"
-#~ msgstr "Compilat"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Eliminar %d projectes de la llista?\n"
-#~ "El contingut del directori del projecte no es modificarà."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Eliminar aquest projecte de la llista?\n"
-#~ "El contingut del directori del projecte no es modificarà."
-
-#~ msgid "Templates"
-#~ msgstr "Plantilles"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Afegeix un camí remapat"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "No es pot executar en el node arrel."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "No es pot llegir la imatge de presentació:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Utilitzant la imatge de presentació per defecte."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Un reproductor d'Animacions no pot animar-se a si mateix, només altres "
-#~ "reproductors."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "El porta-retalls és buit"
-
-#~ msgid "No"
-#~ msgstr "No"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr ""
-#~ "Aquesta escena no s'ha desat mai encara. Voleu desar-la abans d'executar-"
-#~ "la?"
-
-#, fuzzy
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "L'executable ADB no està configurat a la configuració de l'editor."
-
-#, fuzzy
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr ""
-#~ "OpenJDK Jarsigner no està configurat en la configuració de l'editor."
-
-#, fuzzy
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "La compilació personalitzada requereix un camí d'Android SDK vàlid en la "
-#~ "configuració de l'editor."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Temps restant: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "S'estàn traçant les Malles: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Il·luminant les Malles: "
-
-#~ msgid "Search complete"
-#~ msgstr "Cerca completa"
-
-#, fuzzy
-#~ msgid "No commit message was provided"
-#~ msgstr "Manca Nom"
-
-#, fuzzy
-#~ msgid "Add a commit message"
-#~ msgstr "Afegir un missatge de commit"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Ja hi existex un fitxer o directori amb aquest nom."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Error en desar els canvis!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "S'han sobreescrit els Ajustos Predeterminats de l'Editor."
-
-#~ msgid "Move pivot"
-#~ msgstr "Moure pivot"
-
-#~ msgid "Move anchor"
-#~ msgstr "Moure àncora"
-
-#, fuzzy
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Modifica el elementCanvas"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Polígon -> UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Polígon"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Afegeix una Entrada"
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Eliminar el Pedaç '%s' de la llista?"
-
-#~ msgid "Patches"
-#~ msgstr "Pedaços"
-
-#~ msgid "Make Patch"
-#~ msgstr "Crea un Pedaç"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr "Fitxers"
-
-#, fuzzy
-#~ msgid "No build apk generated at: "
-#~ msgstr "No s'ha generat cap compilació apk a: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Importació i sistema de fitxers"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "En ser exportat o desplegat, l'executable resultant intenta connectar-se "
-#~ "a l'IP d'aquest equip per iniciar-ne la depuració."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "L'escena actual no s'ha desat encara. Desa l'escena abans d'executar-la."
-
-#~ msgid "Revert"
-#~ msgstr "Reverteix"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Aquesta acció no es pot desfer. N'esteu segur?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Reverteix Escena"
-
-#~ msgid "Clear Script"
-#~ msgstr "Esborra l'Script"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Seguiment d'Incidències"
-
-#~ msgid "Request Docs"
-#~ msgstr "Sol·licitar Documentació"
-
-#, fuzzy
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Ajudeu a millorar la documentació de Godot donant comentaris"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "%d ocurrència/es reemplaçades."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Crea un Cos Estàtic Convex"
-
-#, fuzzy
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Ha fallat la creació de formes!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Aquesta classe no disposa encara de cap Tutorial. Podeu contribuir "
-#~ "[color=$color][url=$url] tot aportant-ne un[/url][/color] o [color="
-#~ "$color][url=$url2]sol·licitant-lo[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Descripció breu:"
-
-#~ msgid "Class Description"
-#~ msgstr "Descripció de la classe"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "L'exportació del projecte ha fallat amb el codi d'error %d."
-
-#~ msgid "Password:"
-#~ msgstr "Contrasenya:"
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr "Un dígit no pot ser el primer caràcter en un segment Identificador."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "El caràcter '%s' no pot ser el primer caràcter en un segment "
-#~ "Identificador."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "L'identificador ha de tenir com a mínim un separador '. '."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Pausa l'escena"
-
-#~ msgid "Shift+"
-#~ msgstr "Maj +"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt +"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Ajustar a la Quadrícula"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Afegeix una Entrada"
-
-#~ msgid "Language"
-#~ msgstr "Llengua"
-
-#~ msgid "Inherits"
-#~ msgstr "Hereta"
-
-#~ msgid "Base Type:"
-#~ msgstr "Tipus Base:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Nodes disponibles:"
-
-#~ msgid "Input"
-#~ msgstr "Entrada"
-
-#~ msgid "Methods:"
-#~ msgstr "Mètodes:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Propietats del tema:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Enumeracions:"
-
-#~ msgid "Constants:"
-#~ msgstr "Constants:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Descripció de la classe:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Descripcions de la Propietat:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Descripcions del Mètode:"
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Ordenació inversa."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Elimina els Nodes?"
-
-#~ msgid "No Matches"
-#~ msgstr "Cap Coincidència"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "No s'ha pogut escriure el fitxer file_type_cache.cch. No es desara el cau "
-#~ "de tipus de fitxers!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "No es pot accedir a '%s'. No es troba en el sistema de fitxers!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Error en carregar la imatge:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Cap píxel amb transparència > 128 en la imatge..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "el node Pare no disposa de cares sòlides per omplir."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "No es pot mapar la zona."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Les Cares no tenen àrea!"
-
-#~ msgid "No faces!"
-#~ msgstr "Cap Cara!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Error: No s'ha pogut carregar el fitxer."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Error no s'ha pogut carregar el fitxer."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Activa Doppler"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Mode Selecció (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Mode Moviment (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Mode Rotació (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Mode Escala (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Coordenades Locals"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Mode d'Ajustament (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Selecciona una Eina"
-
-#~ msgid "Tool Move"
-#~ msgstr "Eina de Translació"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Eina de Rotació"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Eina d'Escala"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Eliminar tots els projectes que falten de la llista? (El contingut dels "
-#~ "directoris no es modificarà)"
-
-#~ msgid "Project List"
-#~ msgstr "Llista de Projectes"
-
-#~ msgid "Exit"
-#~ msgstr "Surt"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "No s'ha pogut executar l'eina PVRTC:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "No es pot recarregar la imatge convertida amb PVRTC:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Error inicialitzant FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Format de lletra desconegut."
-
-#~ msgid "Error loading font."
-#~ msgstr "Error carregant lletra."
-
-#~ msgid "Invalid font size."
-#~ msgstr "La mida de la lletra no és vàlida."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Directori Anterior"
-
-#~ msgid "Next Folder"
-#~ msgstr "Directori Següent"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Obrir automàticament captures de pantalla"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "Obrir en un editor d'imatges extern."
-
-#~ msgid "Reverse"
-#~ msgstr "Inverteix"
-
-#~ msgid "Mirror X"
-#~ msgstr "Replica en l'eix X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Replica en l'Eix Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "S'està generant la solució..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "S'està generant el projecte en C#..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "No s'ha pogut crear la solució."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "No s'ha pogut desar la solució."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "No s'ha pogut crear el projecte en C#."
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "Sobre el suport de C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Crea una solució en C#"
-
-#~ msgid "Builds"
-#~ msgstr "Muntatges"
-
-#~ msgid "Build Project"
-#~ msgstr "Munta el Projecte"
-
-#~ msgid "View log"
-#~ msgstr "Mostra el Registre"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment necessita un recurs Ambiental."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Classes Habilitades"
-
-#~ msgid "Update Always"
-#~ msgstr "Actualitza Sempre"
-
-#~ msgid "'camera' input parameter for all shader modes."
-#~ msgstr "paràmetre d'entrada 'càmera' per a tots els modes shader."
-
-#~ msgid "'inv_camera' input parameter for all shader modes."
-#~ msgstr "paràmetre d'entrada 'inv_camera' per a tots els modes shader."
-
-#~ msgid "'inv_projection' input parameter for all shader modes."
-#~ msgstr "paràmetre d'entrada 'inv_projection' per a tots els modes shader."
-
-#~ msgid "'normal' input parameter for all shader modes."
-#~ msgstr "paràmetre d'entrada 'normal' per a tots els modes shader."
-
-#~ msgid "'projection' input parameter for all shader modes."
-#~ msgstr "paràmetre d'entrada 'projection' per a tots els modes shader."
-
-#~ msgid "'time' input parameter for all shader modes."
-#~ msgstr "paràmetre d'entrada 'time' per a tots els modes shader."
-
-#~ msgid "'viewport_size' input parameter for all shader modes."
-#~ msgstr "paràmetre d'entrada 'viewport_size' per a tots els modes shader."
-
-#~ msgid "'world' input parameter for all shader modes."
-#~ msgstr "paràmetre d'entrada 'world' per a tots els modes shader."
-
-#~ msgid "'alpha' input parameter for all shader modes."
-#~ msgstr "paràmetre d'entrada 'alpha' per a tots els modes shader."
-
-#~ msgid "'color' input parameter for all shader modes."
-#~ msgstr "paràmetre d'entrada 'color' per a tots els modes shader."
-
-#~ msgid "'texture_pixel_size' input parameter for all shader modes."
-#~ msgstr ""
-#~ "paràmetre d'entrada 'texture_pixel_size' per a tots els modes shader."
-
-#~ msgid "Raw Mode"
-#~ msgstr "Mode Cru"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Camí al Node:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Voleu Esborrar els fitxers seleccionats?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "No s'ha trobat cap 'res://default_bus_layout.tres'."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Vés al directori principal"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Obre Escenes"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Directori Anterior"
-
-#~ msgid "Next Directory"
-#~ msgstr "Directori Següent"
-
-#~ msgid "Ease in"
-#~ msgstr "Entrada Lenta"
-
-#~ msgid "Ease out"
-#~ msgstr "Sortida Lenta"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Crea un Cos Estàtic Convex"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "casella Radio1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "Casella Radio2"
-
-#~ msgid "Create folder"
-#~ msgstr "Crea un Directori"
-
-#~ msgid "Custom Node"
-#~ msgstr "Node Personalitzat"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Camí no vàlid"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "Duplica la Selecció del GridMap"
-
-#~ msgid "Create Area"
-#~ msgstr "Crea una Àrea"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Crea un Connector Exterior"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Edita Arguments del Senyal:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Edita Variable:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Pas (s): "
-
-#, fuzzy
-#~ msgid "Insert keys."
-#~ msgstr "Insereix Claus"
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr ""
-#~ "Instancia les escenes seleccionades com a filles del node seleccionat."
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "Mida de la lletra:"
-
-#~ msgid "Line:"
-#~ msgstr "Línia:"
-
-#~ msgid "Col:"
-#~ msgstr "Col:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "PathFollow2D només funciona si s'estableix com a fill d'un node Path2D."
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Afegeix un punt"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "Camí no vàlid"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Elimina el punt"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Edita Polígon"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "Parteix el Camí"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "Afegeix un Node"
-
-#~ msgid "Create from scene?"
-#~ msgstr "Crear-ho a partir de l'escena?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Crea Polígon"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Crea un Polígon nou del no-res"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Allunya"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Apropa"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Crea un Poly3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "No s'ha trobat cap recurs de tipus OccluderPolygon2D en aquest node.\n"
-#~ "Vol Crear i assignar-ne un ara?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "Clic Esquerra: Mou un Punt."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl + Clic Esquerra: Divideix el Segment."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "Clic Dret: Eliminar un Punt."
-
-#, fuzzy
-#~ msgid "New TextFile"
-#~ msgstr "Visualitza Fitxers"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Anomena i Desa el Tema"
-
-#~ msgid "<None>"
-#~ msgstr "<Cap>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Selecciona una sub-tessel·la com a icona. També s'utilitzarà per les "
-#~ "assignacions automàtiques no-vàlides de l'autotile."
-
-#~ msgid "Zoom:"
-#~ msgstr "Zoom:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "Esteu segur que voleu eliminar totes les connexions de \""
-
-#~ msgid "Class List:"
-#~ msgstr "Llista de Classes:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Mètodes Públics"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Mètodes públics:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Elements del Tema de la Interfície :"
-
-#~ msgid "Property: "
-#~ msgstr "Propietat: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Modifica l'estat del directori com a Favorit."
-
-#~ msgid "Show current scene file."
-#~ msgstr "Mostra el fitxer de l'escena actual."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "Entra a la vista d'arbre."
-
-#~ msgid "Whole words"
-#~ msgstr "Paraules senceres"
-
-#~ msgid "Match case"
-#~ msgstr "Distingeix majúscules/minúscules"
-
-#~ msgid "Ok"
-#~ msgstr "D'acord"
-
-#~ msgid "Show In File System"
-#~ msgstr "Mostra'l en el Sistema de Fitxers"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Cerca dins la jerarquia de classes."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Cerca Classes"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Només es poden editar els Scripts Integrats amb la seva escena associada "
-#~ "carregada"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Converteix en majúscules"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Converteix en minúscules"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Gira-ho 0 graus"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Gira-ho 90 graus"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Gira-ho 180 graus"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Gira-ho 270 graus"
-
-#~ msgid "Errors:"
-#~ msgstr "Errors:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Traça de la Pila (si s'escau):"
-
-#~ msgid "Bake!"
-#~ msgstr "Calcula!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Precalcula la malla de navegació."
-
-#~ msgid "Get"
-#~ msgstr "Obtenir"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Modificar una constant RGB"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Modifica un operador vectorial- escalar"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Modifica un operador RGB"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "només Rotacio"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Modifica una Funció Vectorial"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Modifica un Uniforme RGB"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Modifica el Valor per Defecte"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Modifica el Uniforme XForm"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Modifica un Uniforme 'CubeMap'"
-
-#~ msgid "Change Comment"
-#~ msgstr "Modifica el Comentari"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Afegeix/Elimina-ho de la Rampa de Colors"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Modifica la Rampa de Color"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Afegeix/Ellimina-ho del Mapa de Corbes"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Modifica el Mapa de Corbes"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Connecta els Nodes de Graf"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Elimina el Node de Graf d'Ombreig"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Mou el Node de Graf d'Ombreig"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Duplica el(s) Node(s) de Graf"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Error: Enllaç de Connexió Cíclic"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Error: Manquen les Connexions d'Entrada"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Afegeix un Node de Graf d'Ombreig"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Mou la Pista Amunt"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Mou la Pista Avall"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Estableix les Transicions com :"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Modifica l'Interpolació de la Pista"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Modifica el Valor del Mode de Pista"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Modifica el Valor del Mode d'Ajustament de Pista"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Edita la Corba del Node"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Edita la Corba de Selecció"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Afegeix una Clau"
-
-#~ msgid "In"
-#~ msgstr "Entrada"
-
-#~ msgid "Out"
-#~ msgstr "Sortida"
-
-#~ msgid "In-Out"
-#~ msgstr "Entrada-Sortida"
-
-#~ msgid "Out-In"
-#~ msgstr "Sortida-Entrada"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Modifica la durada"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Modifica el bucle de l'Animació"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Crea una Clau de Valor Tipat"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Afegeix una Pista de Crida"
-
-#~ msgid "Length (s):"
-#~ msgstr "Durada (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Pas del cursor (s)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Activa/Desactiva el bucle de l'animació."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Afegeix noves pistes."
-
-#~ msgid "Move current track up."
-#~ msgstr "Mou amunt."
-
-#~ msgid "Move current track down."
-#~ msgstr "Mou avall."
-
-#~ msgid "Track tools"
-#~ msgstr "Eines de Pista"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Edició individual de claus en clicar-hi."
-
-#~ msgid "Key"
-#~ msgstr "Clau"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Voleu cridar les Funcions en el Node \"Which\"?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Gràcies!"
-
-#~ msgid "I see..."
-#~ msgstr "Vaja..."
-
-#~ msgid "Ugh"
-#~ msgstr "Uf..."
-
-#~ msgid "Run Script"
-#~ msgstr "Executa Script"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Atura Perfilació"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Comença Perfilació"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Predeterminat (Idèntic a l'Editor)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Crea una nova animació en el reproductor."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Carrega un animació del del disc."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Carrega una animació des del disc."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Desar l'animació actual"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Edita els Temps de Mescla dels Objectius"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Copiar l'Animació"
-
-#~ msgid "Fetching:"
-#~ msgstr "Recollida:"
-
-#~ msgid "prev"
-#~ msgstr "anterior"
-
-#~ msgid "next"
-#~ msgstr "següent"
-
-#~ msgid "last"
-#~ msgstr "darrer"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Edita la Cadena CI"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Arrossega el pivot des de l la posició del ratolí"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Estableix el pivot a la posició del ratolí"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Afegeix/Elimina un Punt en la Rampa de Color"
-
-#~ msgid "OK :("
-#~ msgstr "Buenu, pos molt bé, pos adiós... :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "Visibilitat del giny esquelet"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "Previsualització del StyleBox:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Editor de Regions de Textura"
-
-#~ msgid "Erase selection"
-#~ msgstr "Elimina la Selecció"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Nom o ID de l'Element:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr ""
-#~ "Manquen les Plantilles d'Exportació per aquesta plataforma o s'han "
-#~ "malmès: "
-
-#~ msgid "Button 8"
-#~ msgstr "Botó 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Botó 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Descarta l'instància"
-
-#~ msgid "Clear!"
-#~ msgstr "Elimina!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Visibilitat dels Espacials"
-
-#~ msgid "Condition"
-#~ msgstr "Condició"
-
-#~ msgid "Sequence"
-#~ msgstr "Seqüència"
-
-#~ msgid "Iterator"
-#~ msgstr "Iterador"
-
-#~ msgid "While"
-#~ msgstr "Mentre"
-
-#~ msgid "Return"
-#~ msgstr "Retorna"
-
-#~ msgid "Call"
-#~ msgstr "Crida"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Edita la Variable"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Edita el Senyal"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "L'Acció no és vàlida (no es pot utilitzar ' / ' o ':')."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "No pot contenir '/' o ':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "El format de version.txt dins les plantilles no és vàlid. \"Revision\" no "
-#~ "és un indentificador vàlid."
-
-#~ msgid "Can't write file."
-#~ msgstr "No es pot escriure el fitxer."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "No s'ha trobat el fitxer 'project.godot' en el camí del Projecte."
-
-#~ msgid "Replace By"
-#~ msgstr "Reemplaça per"
-
-#~ msgid "Backwards"
-#~ msgstr "Enrere"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Indica en reemplaçar"
-
-#~ msgid "Skip"
-#~ msgstr "Omet"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "El projecte es crearà en un directori ja existent (Si s'escau, creeu un "
-#~ "directori nou)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "BINGO!"
-
-#~ msgid "preview"
-#~ msgstr "Previsualització"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Mou o Afegeix una Clau"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Crea Subscripció"
-
-#~ msgid "List:"
-#~ msgstr "Llista:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Estableix la Màscara d'Emissió"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Esborra l'Emissor"
-
-#~ msgid "Fold Line"
-#~ msgstr "Plega la Línia"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "Seccions:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "No es pot navegar fins '"
-
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr ""
-#~ "\n"
-#~ "Font: "
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Elimina un Punt de la Línia2D"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Afegeix punt a la Línia2D"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Mou el Punt de la Línia2D"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "Parteix el Segment (en la línia)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta +"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "Configuració"
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Selecció Només"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "Selecció Només"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Cal que la propietat Camí (Path) assenyali un node de Vista (Viewport) "
-#~ "vàlid. Aquest ha de ser especificat en el mode \"destinació de "
-#~ "renderització\" (render target)."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "La Vista (Viewport) especificada en la propietat \"Camí\" (Path) ha "
-#~ "d'utilitzar el mode 'Destinació de renderització' (render target) perquè "
-#~ "l'sprite funcioni."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Llista de mètodes de '%s':"
-
-#~ msgid "Return:"
-#~ msgstr "Retorn:"
-
-#~ msgid "Added:"
-#~ msgstr "Afegit:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "No s'ha pogut desar la subtextura de l'atles:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Instal·lant..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "No s'ha pogut carregar l'escena."
-
-#~ msgid "Re-Import"
-#~ msgstr "ReImporta"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "Espera que s'acabi l'anàlisi."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "S'ha de desar l'escena abans de reimportar-la."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Re-Importació"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "ReImporta Recursos Modificats"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr "Desa i ReImporta"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr ""
-#~ "Els fitxers d'origen i destinació són els mateixos. No s'ha produït cap "
-#~ "acció."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr ""
-#~ "El camí d'origen i destinació es idèntic. No s'ha produït cap acció."
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "No es poden moure directoris en si mateixos."
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Tria un Nou Nom i Ubicació per a:"
-
-#~ msgid "Info"
-#~ msgstr "Informació"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "Cap màscara de bits per importar!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "El camí de Destinació és buit."
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "El camí de Destinació ha de ser un camí de recursos complet."
-
-#~ msgid "Target path must exist."
-#~ msgstr "El camí de Destinació ha d'existir."
-
-#~ msgid "Import BitMasks"
-#~ msgstr "Importa Màscares de Bit"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "Textures Font:"
-
-#~ msgid "Accept"
-#~ msgstr "Accepta"
-
-#~ msgid "Bit Mask"
-#~ msgstr "Màscara de bits"
-
-#~ msgid "No source font file!"
-#~ msgstr "Cap fitxer de lletra font!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "Cap recurs de Lletra!"
-
-#, fuzzy
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "Extensió de fitxer no vàlida.\n"
-#~ "Utilitzeu .fnt."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "No s'ha pogut desar la lletra."
-
-#~ msgid "Source Font:"
-#~ msgstr "Lletra:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "Recurs Objectiu:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr ""
-#~ "«Dóna amor que seràs feliç!». Això, il·lús veí i company geniüt, ja és un "
-#~ "lluït rètol d'onze kWh."
-
-#~ msgid "Test:"
-#~ msgstr "Prova:"
-
-#~ msgid "Options:"
-#~ msgstr "Opcions:"
-
-#~ msgid "Font Import"
-#~ msgstr "Importa lletra"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "Aquest fitxer ja és un fitxer de lletra de Godot. Proveïu un fitxer de "
-#~ "tipus BMFont."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "No s'ha pogut obrir com a fitxer BMFont."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "Lletra personalitzada no vàlida."
-
-#~ msgid "No meshes to import!"
-#~ msgstr "Cap malla per importar!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "Importa una Malla"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "Malla/es :"
-
-#~ msgid "Surface %d"
-#~ msgstr "Superfície %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "No s'ha trobat cap mostra d'Àudio per importar!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "Importa Mostra d'Àudio"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "Mostra/es d'Origen:"
-
-#~ msgid "New Clip"
-#~ msgstr "Nou Clip"
-
-#, fuzzy
-#~ msgid "Flags"
-#~ msgstr "Indicadors (flags)"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "Fer Bake dels FPS:"
-
-#~ msgid "Optimizer"
-#~ msgstr "Optimitzador"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "Error Lineal Màxim"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "Error Angular Màxim"
-
-#~ msgid "Max Angle"
-#~ msgstr "Angle Màxim"
-
-#~ msgid "Start(s)"
-#~ msgstr "Inici/s"
-
-#~ msgid "Source path is empty."
-#~ msgstr "El camí d'origen és buit."
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "No s'ha pogut carregar l'script de post-importació."
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "L'script de post-importació no és vàlid ."
-
-#~ msgid "Error importing scene."
-#~ msgstr "No s'ha pogut importar l'escena."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "Importa Escena 3D"
-
-#~ msgid "Source Scene:"
-#~ msgstr "Escena d'Origen:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "Igual que l'Escena de Destinació"
-
-#~ msgid "Shared"
-#~ msgstr "Compartit"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "Directori per a Textures escollit:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "Tipus de Node Arrel Personalitzat:"
-
-#~ msgid "Auto"
-#~ msgstr "Auto"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "Manquen els següents Fitxers:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Importa Igualment"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr ""
-#~ "No s'ha desat l'escena editada. Vol obrir l'escena importada igualment?"
-
-#~ msgid "Import Image:"
-#~ msgstr "Importa Imatge:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "No s'ha pogut localitzar el camí: %s (ja és local)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "Animació d'Escenes 3D"
-
-#~ msgid "Uncompressed"
-#~ msgstr "Sense Compressió"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "Compressió sense Pèrdua (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "Compressió amb Pèrdua (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "Compressió (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "Format de Textura"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "Qualitat de Compressió de Textura (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "Cal especificar algun fitxer!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Es necessita com a mínim un fitxer per a l'Atles."
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "El camí de Destinació ha d'existir."
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "El camí de Destinació ha d'existir."
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "Fitxer:"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl +"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "Tanca l'Escena? (Es perdran els canvis sense desar)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "Vol Obrir el Gestor de Projectes?\n"
-#~ "(Es perdran els canvis sense desar)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "Tanca i Vés a l'Escena anterior"
-
-#~ msgid "just pressed"
-#~ msgstr "premut"
-
-#, fuzzy
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "No s'ha pogut llegir el certificat. Comproveu que tant el camí com la "
-#~ "contrasenya són correctes"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "No s'ha pogut crear el paquet signatura."
-
-#~ msgid "Node From Scene"
-#~ msgstr "Node de l'Escena"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Importa actius al projecte."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Exporta el projecte a diverses plataformes."
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "Alerta en canviar un recurs extern."
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Cal que la propietat Camí (Path) assenyali cap a un node Particles2D "
-#~ "vàlid."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Cal crear o especificar un recurs SampleLibrary en la propietat 'samples' "
-#~ "perquè SamplePlayer pugui reproduir so."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Cal crear o establir un recurs SampleLibrary en la propietat 'samples' "
-#~ "perquè SpatialSamplePlayer pugui reproduir so."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "Substituïdes %d ocurrència/es."
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "Desa els texts Traduïbles"
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "Crea una Carpeta"
-
-#, fuzzy
-#~ msgid "Organization"
-#~ msgstr "Transició"
-
-#, fuzzy
-#~ msgid "Password"
-#~ msgstr "Contrasenya:"
-
-#, fuzzy
-#~ msgid "at least 6 characters"
-#~ msgstr "Caràcters vàlids:"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "Configuració d'Exportació de Projectes"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance no conté cap recurs BakedLight."
-
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "No es pot començar un camí per '/'. Els camins absoluts han de començar "
-#~ "per 'res://', 'user://' o 'local://'"
-
-#~ msgid ""
-#~ "Custom node has no _get_output_port_unsequenced(idx,wmem), but "
-#~ "unsequenced ports were specified."
-#~ msgstr ""
-#~ "El node personalitzat no té _get_output_port_unsequenced(idx,wmem), però "
-#~ "s'han especificat ports sense seqüenciar."
diff --git a/editor/translations/cs.po b/editor/translations/cs.po
index 7c51308729..07f1e1f6a6 100644
--- a/editor/translations/cs.po
+++ b/editor/translations/cs.po
@@ -14570,1067 +14570,3 @@ msgstr "Přiřazeno uniformu."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Konstanty není možné upravovat."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Vytvořit klidovou pózu (z kostí)"
-
-#~ msgid "Bottom"
-#~ msgstr "Dolní"
-
-#~ msgid "Left"
-#~ msgstr "Levý"
-
-#~ msgid "Right"
-#~ msgstr "Pravý"
-
-#~ msgid "Front"
-#~ msgstr "Přední"
-
-#~ msgid "Rear"
-#~ msgstr "Zadní"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Gizmo beze jména"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Stupně svobody\" je platné pouze v případě, že \"Xr Mode\" je \"Oculus "
-#~ "Mobile VR\"."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" je platné pouze v případě, že \"Režim Xr\" má hodnotu "
-#~ "\"Oculus Mobile VR\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Obsah balíčku:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Smazat profil '%s'? (bez možnosti vrácení)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Aktivní vlastnosti:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Povolené funkce:"
-
-#~ msgid "Unset"
-#~ msgstr "Odznačit"
-
-#~ msgid "Class Options"
-#~ msgstr "Možnosti třídy"
-
-#~ msgid "Set"
-#~ msgstr "Nastavit"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Uloženo %s upravených zdrojů."
-
-#~ msgid "Q&A"
-#~ msgstr "Otázky a odpovědi"
-
-#~ msgid "Status:"
-#~ msgstr "Stav:"
-
-#~ msgid "Edit:"
-#~ msgstr "Upravit:"
-
-#~ msgid "Redownload"
-#~ msgstr "Stáhnout znovu"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Instalováno)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Nenalezeno)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Požadavek se nezdařil."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Zacyklené přesměrování."
-
-#~ msgid "Download Complete."
-#~ msgstr "Stahování dokončeno."
-
-#~ msgid "Remove Template"
-#~ msgstr "Odstranit šablonu"
-
-#~ msgid "Download Templates"
-#~ msgstr "Stáhnout šablony"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Zvolte zrcadlo ze seznamu: (Shift + Klik: Otevřit v prohlížeči)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Přesunout do koše"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Rozbalit všechny vlastnosti"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Sbalit všechny vlastnosti"
-
-#~ msgid "Copy Params"
-#~ msgstr "Kopírovat parametry"
-
-#~ msgid "Open in Help"
-#~ msgstr "Otevřít v nápovědě"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Přepsat herní kameru\n"
-#~ "Není spuštěna žádná instance hry."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Táhnutí: Otočit"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Stisknutím klávesy \"V\" se upraví pivot, stisknutím kláves \"Shift+V\" "
-#~ "se posune pivot (při pohybu)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+PTM: Výběr hloubkového seznamu"
-
-#~ msgid "Clone Down"
-#~ msgstr "Duplikovat dolů"
-
-#~ msgid "Yaw"
-#~ msgstr "Náklon"
-
-#~ msgid "Size"
-#~ msgstr "Velikost"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Táhnutí: Otočit\n"
-#~ "Alt+Táhnutí: Přemístit\n"
-#~ "Alt+Pravé tlačíko myši: Výběr seznamu hloubky"
-
-#~ msgid "Sep.:"
-#~ msgstr "Oddělovač:"
-
-#~ msgid "Add All"
-#~ msgstr "Přidat vše"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Menu editace motivu."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Vytvořit prázdnou šablonu"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Vytvořit prázdný motiv editoru"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Vytvořit ze současného motivu editoru"
-
-#~ msgid "Data Type:"
-#~ msgstr "Datový typ:"
-
-#~ msgid "Theme File"
-#~ msgstr "Soubor tématu"
-
-#~ msgid "Compiled"
-#~ msgstr "Zkompilovaný"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Odebrat %d projekty ze seznamu?\n"
-#~ "Obsah složek projektů zůstane nedotčen."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Odstranit projekt ze seznamu?\n"
-#~ "Obsah složky zůstane nedotčen."
-
-#~ msgid "Templates"
-#~ msgstr "Šablony"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Přidat přemapovanou cestu"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Toto nelze provést s kořenovým uzlem."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Nebylo možné načíst soubor splash obrázku:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Používám výchozí splash obrázek."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Přehrávač animace nemůže animovat sám sebe, pouze ostatní přehrávače."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Schránka je prázdná"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr "Uzel InterpolatedCamera je zastaralý a bude odstraněn v Godot 4.0."
-
-#~ msgid "No"
-#~ msgstr "Ne"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Tato scéna nebyla nikdy uložena. Uložit před spuštěním?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "Spustitelný ADB není nakonfigurovaný v Nastavení Editoru."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarsigner není nakonfigurovaný v Nastavení Editoru."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Vlastní sestavení vyžaduje správnou cestu k sadě Android SDK v nastavení "
-#~ "editoru."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Zbývající čas: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Vykreslení mřížek: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Osvětlení sítí: "
-
-#~ msgid "Search complete"
-#~ msgstr "Vyhledávání dokončeno"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Nebyla poskytnuta commit message"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Přidat zprávu commitu"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Soubor nebo složka se stejným názvem již na tomto místě existuje."
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "Nelze dokončit zarovnání APK."
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "Nelze odstranit nezarovnané APK."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Chyba při pokusu uložit rozložení!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Výchozí rozložení editoru přepsáno."
-
-#~ msgid "Move pivot"
-#~ msgstr "Přemístit pivot"
-
-#~ msgid "Move anchor"
-#~ msgstr "Přesunout kotvu"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Změnit velikost CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Polygon->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Polygon"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Přidat vstup"
-
-#, fuzzy
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Odstranit"
-
-#, fuzzy
-#~ msgid "Patches"
-#~ msgstr "Shody:"
-
-#~ msgid "Pack File"
-#~ msgstr "Soubour balíčk"
-
-#, fuzzy
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Souborový systém"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Při exportu nebo nasazení, se výsledný spustitelný soubor pokusí připojit "
-#~ "k IP tohoto počítače, aby ho bylo možné ladit."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Aktuální scéna nebyla nikdy uložena, prosím uložte jí před spuštěním."
-
-#~ msgid "Revert"
-#~ msgstr "Vrátit zpět"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Tuto akci nelze vrátit zpět. Pokračovat?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Vrátit scénu"
-
-#~ msgid "Clear Script"
-#~ msgstr "Vymazat skript"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Sledování chyb"
-
-#~ msgid "Request Docs"
-#~ msgstr "Požádat o dokumentaci"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Nahrazeno %d výskytů."
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "V současné době pro tuto třídu neexistují žádné návody, můžete nějaký "
-#~ "[color=$color][url=$url]vytvořit[/url][/color] nebo o něj [color=$color]"
-#~ "[url=$url2]zažádat[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "výčet "
-
-#~ msgid "Brief Description"
-#~ msgstr "Stručný popis"
-
-#~ msgid "Class Description"
-#~ msgstr "Popis třídy"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Export projektu selhal s chybovým kódem %d."
-
-#~ msgid "Password:"
-#~ msgstr "Heslo:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Pozastavit scénu"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Ctrl+"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "Přichytit k mřížce"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Přidat vstup"
-
-#~ msgid "Language"
-#~ msgstr "Jazyk"
-
-#~ msgid "Inherits"
-#~ msgstr "Dědí"
-
-#~ msgid "Base Type:"
-#~ msgstr "Základní typ:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Dostupné uzly:"
-
-#~ msgid "Input"
-#~ msgstr "Vstup"
-
-#~ msgid "Methods:"
-#~ msgstr "Metody:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Vlastnosti motivu:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Výčty:"
-
-#~ msgid "Constants:"
-#~ msgstr "Konstanty:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Popis třídy:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Popis vlastnosti:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Popis metody:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "Posílá se žádost..."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Odstranit uzel/uzly?"
-
-#~ msgid "No Matches"
-#~ msgstr "Žádné shody"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Nelze otevřít file_type_cache.cch pro zápis, cache typů souborů není "
-#~ "ukládána!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "Nelze přejít k '%s', protože nebylo nalezeno v souborovém systému!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Chyba při nahrávání obrázku:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Žádný pixel s průhledností > 128 v obrázku..."
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Chyba: nelze načíst soubor."
-
-#, fuzzy
-#~ msgid "Doppler Enable"
-#~ msgstr "Povolit"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Režim výběru (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Režim posunu (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Režim otáčení (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Režim zvětšování (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Místní souřadnice"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Režim přichycení (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Nástroj Výběr"
-
-#~ msgid "Tool Move"
-#~ msgstr "Nástroj Přesunout"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Nástroj Otočit"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Nástroj Zvětšení"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr "Odstranit projekt ze seznamu? (Obsah složky zůstane nedotčen)"
-
-#~ msgid "Project List"
-#~ msgstr "Seznam projektů"
-
-#~ msgid "Exit"
-#~ msgstr "Ukončit"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Chyba při inicializaci FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Neznámý formát fontu."
-
-#~ msgid "Error loading font."
-#~ msgstr "Chyba nahrávání fontu."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Neplatná velikost fontu."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Předchozí složka"
-
-#~ msgid "Next Folder"
-#~ msgstr "Další složka"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Otevřít další editor"
-
-#~ msgid "Reverse"
-#~ msgstr "Naopak"
-
-#~ msgid "Mirror X"
-#~ msgstr "Zrcadlit X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Zrcadlit Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Generování řešení..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "Generování C# projektu..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Nepodařilo se vytvořit řešení."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Nepodařilo se uložit řešení."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "Vytvoření C# projektu selhalo."
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "O podpoře C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Vytvořit C# řešení"
-
-#~ msgid "Builds"
-#~ msgstr "Sestavení"
-
-#~ msgid "View log"
-#~ msgstr "Zobrazit logy"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Hledat třídy"
-
-#~ msgid "Update Always"
-#~ msgstr "Aktualizovat vždy"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Cesta k uzlu:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Odstranit vybrané soubory?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Soubor 'res://default_bus_layout.tres' neexistuje."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Jít na nadřazenou složku"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Otevřít scénu(y)"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Předchozí složka"
-
-#~ msgid "Next Directory"
-#~ msgstr "Následující složka"
-
-#, fuzzy
-#~ msgid "Ease in"
-#~ msgstr "Změnit měřítko výběru"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "CheckBox Radio1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "CheckBox Radio2"
-
-#~ msgid "Create folder"
-#~ msgstr "Vytvořit složku"
-
-#~ msgid "Custom Node"
-#~ msgstr "Vlastní uzel"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Neplatná cesta"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "GridMap Duplikovat výběr"
-
-#~ msgid "Create Area"
-#~ msgstr "Vytvořit plochu"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Upravit argumenty signálu:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Upravit proměnnou:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Přichycení (s): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Vložit klíče."
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "Pohled zepředu"
-
-#~ msgid "Line:"
-#~ msgstr "Řádek:"
-
-#~ msgid "Col:"
-#~ msgstr "Sloupec:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr "OrientedPathFollow funguje pouze když je dítětem uzlu Path."
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Přidat bod"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "Neplatná cesta"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Odstranit bod"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "Rozdělit cestu"
-
-#~ msgid "Add Node.."
-#~ msgstr "Přidat uzel.."
-
-#~ msgid "Create from scene?"
-#~ msgstr "Vytvořit ze scény?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Vytvořit polygon"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Oddálit"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Přiblížit"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Vytvořit Poly3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Na tomto uzlu není žádný OccluderPolygon2D.\n"
-#~ "Vytvořit a přiřadit k tomuto uzlu?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "LMB: Přesunout bod."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+LMB: Rozdělit segment."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "RMB: Vymazat bod."
-
-#~ msgid "Save Theme As"
-#~ msgstr "Uložit motiv jako"
-
-#~ msgid "<None>"
-#~ msgstr "<Žádné>"
-
-#~ msgid "Zoom:"
-#~ msgstr "Přiblížit:"
-
-#~ msgid "Class List:"
-#~ msgstr "Seznam tříd:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Veřejné metody"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Veřejné metody:"
-
-#~ msgid "Property: "
-#~ msgstr "Vlastnost: "
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Zobrazit oblíbené"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Vytvořit složku"
-
-#~ msgid "Whole words"
-#~ msgstr "Celá slova"
-
-#~ msgid "Match case"
-#~ msgstr "Rozlišovat velikost písmen"
-
-#~ msgid "Ok"
-#~ msgstr "Ok"
-
-#~ msgid "Show In File System"
-#~ msgstr "Zobrazit v systému souborů"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Hledat v hierarchii tříd."
-
-#~ msgid "Search in files"
-#~ msgstr "Hledat v souborech"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Vestavěné skripty lze editovat pouze pokud scéna, které náleží, je načtená"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Konvertovat na velká písmena"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Konvertovat na malá písmena"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Otočit o 0 stupňů"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Otočit o 90 stupňů"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Otočit o 180 stupňů"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Otočit o 270 stupňů"
-
-#~ msgid "Errors:"
-#~ msgstr "Chyby:"
-
-#~ msgid "Get"
-#~ msgstr "Získat"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Změna RGB konstanty"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Změnit RGB operátor"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Změnit vektorovou funkci"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Změnit výchozí hodnotu"
-
-#~ msgid "Change Comment"
-#~ msgstr "Změnit komentář"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Upravit mapu křivky"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Propojit uzly grafu"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Posun stopy animace nahoru"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Posun stopy animace dolů"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Změna přechodů na:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Animace: změna interpolace stopy"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Animace: změna typu hodnot"
-
-#, fuzzy
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Animace: Změna režimu opakování animační stopy"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Úprava křivky uzlu"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Úprava vybraných křivek"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Animace: přidat klíč"
-
-#~ msgid "In"
-#~ msgstr "In"
-
-#~ msgid "Out"
-#~ msgstr "Výstup"
-
-#~ msgid "In-Out"
-#~ msgstr "Vstup-Výstup"
-
-#~ msgid "Out-In"
-#~ msgstr "Výstup-Vstup"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Změnit délku animace"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Změnit opakování animace"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Animace: Vytvořit typovaný klíč"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Animace: přidat stopu volání"
-
-#~ msgid "Length (s):"
-#~ msgstr "Délka (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Krokování kurzoru (v sekundách)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Zapnout/vypnout opakování animace."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Přidat novou stopu."
-
-#~ msgid "Move current track up."
-#~ msgstr "Posunout aktuální stopu nahoru."
-
-#~ msgid "Move current track down."
-#~ msgstr "Posunout aktuální stopu dolů."
-
-#~ msgid "Track tools"
-#~ msgstr "Nástroje stopy"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Kliknutím na klíče zapnete jejich individuální úpravu."
-
-#~ msgid "Key"
-#~ msgstr "Klíč"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Ze kterého uzlu volej funkce?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Díky!"
-
-#~ msgid "I see..."
-#~ msgstr "Chápu..."
-
-#~ msgid "Ugh"
-#~ msgstr "Ups"
-
-#~ msgid "Run Script"
-#~ msgstr "Spustit skript"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Zastavit profilování"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Spustit profilování"
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Načíst animaci z disku."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Načíst animaci z disku."
-
-#~ msgid "Copy Animation"
-#~ msgstr "Kopírovat animaci"
-
-#~ msgid "Fetching:"
-#~ msgstr "Stahuji:"
-
-#~ msgid "prev"
-#~ msgstr "předchozí"
-
-#~ msgid "next"
-#~ msgstr "následující"
-
-#~ msgid "last"
-#~ msgstr "poslední"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Nastavit střed na pozici myši"
-
-#~ msgid "OK :("
-#~ msgstr "OK :("
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Editor oblasti textury"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Název položky nebo ID:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "Exportní šablony pro tuto platformu chybí nebo jsou poškozené: "
-
-#~ msgid "Button 8"
-#~ msgstr "Tlačítko č. 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Tlačítko č. 9"
-
-#~ msgid "Condition"
-#~ msgstr "Podmínka"
-
-#~ msgid "Sequence"
-#~ msgstr "Sekvence"
-
-#~ msgid "Iterator"
-#~ msgstr "Iterátor"
-
-#~ msgid "Return"
-#~ msgstr "Vrátit"
-
-#~ msgid "Call"
-#~ msgstr "Zavolat"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Upravit signál"
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Nesmí obsaovat '/' nebo ':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Neplatný formát version.txt uvnitř šablon. Revize není platný "
-#~ "identifikátor."
-
-#~ msgid "Can't write file."
-#~ msgstr "Nelze zapsat soubor."
-
-#~ msgid "Replace By"
-#~ msgstr "Nahradit"
-
-#~ msgid "Backwards"
-#~ msgstr "Pozpátku"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Potvrzovat nahrazení"
-
-#~ msgid "Skip"
-#~ msgstr "Přeskočit"
-
-#~ msgid "List:"
-#~ msgstr "Seznam:"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr "Zdroj"
-
-#, fuzzy
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Běž na řádek"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "Testované"
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Pouze výběr"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "Pouze výběr"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Pro zajištění funkčností musí vlastnost path ukazovat na platný uzel "
-#~ "Viewport. Takový Viewport musí být nastaven do módu 'render target'."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "Aby tento sprite mohl fungovat, Viewport nastavený ve vlastnosti path "
-#~ "musí být nastaven do módu 'render target'."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Seznam metod '%s':"
-
-#~ msgid "Return:"
-#~ msgstr "Vrátit:"
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "Nevalidní písmo z vlastního zdroje."
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "just pressed"
-#~ msgstr "právě stisknuto"
-
-#, fuzzy
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "Nepodařilo se přečíst soubor certifikátu. Jsou cesta a heslo obě korektní?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "Chyba při vytváření podpisu balíčku."
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Aby ParticleAttractor2D fungoval, musí vlastnost path ukazovat na platný "
-#~ "uzel Particles2D."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Zdroj SampleLibrary musí být vytvořen nebo nastaven jako vlastnost "
-#~ "'samples', aby mohl SamplePlayer přehrát zvuk."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Zdroj SampleLibrary musí být vytvořen nebo nastaven jako vlastnost "
-#~ "'samples', aby mohl SpatialSamplePlayer přehrát zvuk."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "Nahrazeno %d výskytů."
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "Vytvořit složku"
-
-#, fuzzy
-#~ msgid "Organization"
-#~ msgstr "Přechod"
-
-#, fuzzy
-#~ msgid "at least 6 characters"
-#~ msgstr "Platné znaky:"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance neobsahuje zdroj BakedLight."
diff --git a/editor/translations/da.po b/editor/translations/da.po
index e5019b4952..e240179bb3 100644
--- a/editor/translations/da.po
+++ b/editor/translations/da.po
@@ -14875,650 +14875,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Konstanter kan ikke ændres."
-
-#, fuzzy
-#~ msgid "Package Contents:"
-#~ msgstr "Indhold:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Slet profil '%s'? (kan ikke fortrydes)"
-
-#, fuzzy
-#~ msgid "Enabled Properties:"
-#~ msgstr "Tema Egenskaber:"
-
-#, fuzzy
-#~ msgid "Class Options"
-#~ msgstr "Klasse beskrivelse"
-
-#, fuzzy
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Fejler med at indlæse ressource."
-
-#~ msgid "Q&A"
-#~ msgstr "Spørgsmål og Svar"
-
-#~ msgid "Status:"
-#~ msgstr "Status:"
-
-#~ msgid "Edit:"
-#~ msgstr "Rediger:"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "Gen-Download"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Installeret)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Mangler)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Forespørgsel mislykkedes."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Omdiriger Løkke."
-
-#~ msgid "Download Complete."
-#~ msgstr "Download fuldført."
-
-#~ msgid "Remove Template"
-#~ msgstr "Fjern Template"
-
-#~ msgid "Download Templates"
-#~ msgstr "Download Skabeloner"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Vælg spejl fra liste: (Shift+Click: Åbn i Browser)"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Flyt Autoload"
-
-#, fuzzy
-#~ msgid "Expand All Properties"
-#~ msgstr "Udvid alle egenskaber"
-
-#~ msgid "Copy Params"
-#~ msgstr "Kopier Parametre"
-
-#~ msgid "Open in Help"
-#~ msgstr "Åben i Hjælp"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "Åben en Fil"
-
-#~ msgid "Templates"
-#~ msgstr "Skabeloner"
-
-#, fuzzy
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Kan ikke læse boot splash billed fil:\n"
-
-#, fuzzy
-#~ msgid "Using default boot splash image."
-#~ msgstr "Kan ikke læse boot splash billed fil:\n"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "En animationsafspiller kan ikke animerer sig selv, kun andre afspillere."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Udklipsholder er tom"
-
-#~ msgid "No"
-#~ msgstr "Nej"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Denne scene er aldrig blevet gemt. Gem før kørsel?"
-
-#, fuzzy
-#~ msgid "Search complete"
-#~ msgstr "Søg Tekst"
-
-#, fuzzy
-#~ msgid "No commit message was provided"
-#~ msgstr "Intet navn angivet"
-
-#, fuzzy
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "En fil eller mappe med dette navn findes allerede."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Fejl, under forsøg på at gemme layout!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Standard editor layout overskrevet."
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "Fjern punkt"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Tilføj punkt"
-
-#~ msgid "Patches"
-#~ msgstr "Patches"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr " Filer"
-
-#, fuzzy
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Fil System"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Ved eksport eller deploy, vil den resulterende eksekverbare fil forsøge "
-#~ "at oprette forbindelse til denne computers IP adresse for at blive "
-#~ "debugged."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "Den nuværende scene er aldrig gemt, venligst gem før du kører den."
-
-#~ msgid "Revert"
-#~ msgstr "Vend tilbage"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Denne handling kan ikke fortrydes. Vend tilbage alligevel?"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Problem Tracker"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Erstattede %d forekomst(er)."
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Der er i øjeblikket ingen vejledninger for denne klasse, du kan [color="
-#~ "$color][url=$url]bidrage med en[/url][/color] eller [color=$color][url="
-#~ "$url2]anmode en[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Kort Beskrivelse:"
-
-#~ msgid "Class Description"
-#~ msgstr "Klasse beskrivelse"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Projekt eksport fejlede med fejlkode %d."
-
-#~ msgid "Password:"
-#~ msgstr "Kodeord:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Sæt scenen på pause"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt +"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Tilføj punkt"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Tilgængelige Noder:"
-
-#~ msgid "Methods:"
-#~ msgstr "Metoder:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Tema Egenskaber:"
-
-#~ msgid "Constants:"
-#~ msgstr "Konstanter:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Klasse beskrivelse:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Egenskab beskrivelser:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Metode beskrivelser:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "Anmoder..."
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Kan ikke skrive til file_type_cache.cch. Gemmer ikke fil type cache!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "Kan ikke navigere til '%s' da det ikke blev fundet i filsystemet!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "Fejl - kunne ikke oprette script i filsystem."
-
-#, fuzzy
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Vælg Mode (Q)\n"
-
-#, fuzzy
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Vælg Mode (Q)\n"
-
-#~ msgid "Tool Select"
-#~ msgstr "Vælg værktøj"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Fejl under initialisering af FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Ukendt skrifttypeformat."
-
-#~ msgid "Error loading font."
-#~ msgstr "Error loading skrifttype."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Ugyldig skriftstørrelse."
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "Forrige fane"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "Opret Mappe"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Åbn næste Editor"
-
-#~ msgid "Reverse"
-#~ msgstr "Omvendt"
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "Fejler med at indlæse ressource."
-
-#, fuzzy
-#~ msgid "Failed to save solution."
-#~ msgstr "Fejler med at indlæse ressource."
-
-#, fuzzy
-#~ msgid "Failed to create C# project."
-#~ msgstr "Fejler med at indlæse ressource."
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "Opret Abonnement"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "Vis filer"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Søg Classes"
-
-#~ msgid "Update Always"
-#~ msgstr "Altid Opdater"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Sti til Node:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Slet markerede filer?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Der er ingen 'res://default_bus_layout.tres' fil."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Gå til overliggende mappe"
-
-#, fuzzy
-#~ msgid "Open Scene(s)"
-#~ msgstr "Åbn Scene"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Forrige Mappe"
-
-#~ msgid "Next Directory"
-#~ msgstr "Næste Mappe"
-
-#, fuzzy
-#~ msgid "Create folder"
-#~ msgstr "Opret mappe"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Ugyldig sti"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "GridMap Duplikér Markerede"
-
-#~ msgid "Create Area"
-#~ msgstr "Opret Area"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Rediger Signal argumenter:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Rediger Variabel:"
-
-#~ msgid "Line:"
-#~ msgstr "Linje:"
-
-#~ msgid "Col:"
-#~ msgstr "Kol:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "PathFollow2D virker kun, når den angives som et barn af en Path2D node."
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Tilføj punkt"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "Ugyldig sti"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Fjern punkt"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Rediger Poly"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "Tilføj Node"
-
-#~ msgid "Create Poly"
-#~ msgstr "Opret Poly"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Opret en ny polygon fra start"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Zoom Ud"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Zoom Ind"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Zoom Ind"
-
-#~ msgid "Class List:"
-#~ msgstr "Class Liste:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Public Methods"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Public Methods:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "GUI Temaelementer:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Skift mappe status til Favorit"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Gem den aktuelt redigerede ressource."
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Hele Ord"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Match stor/lille"
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Søg Classes"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Konverter til små bogstaver"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Flyt Anim Spor Op"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Flyt Anim Spor Ned"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Sæt Overgange til:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Anim Skift Spor Interpolation"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Anim Skift Sport Værdi Mode"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Anim Skift Spor Wrap Mode"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Rediger Valgte Kurve"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Anim Tilføj Nøgle"
-
-#~ msgid "In"
-#~ msgstr "I"
-
-#~ msgid "Out"
-#~ msgstr "Ud"
-
-#~ msgid "In-Out"
-#~ msgstr "Ind-Ud"
-
-#~ msgid "Out-In"
-#~ msgstr "Ud-Ind"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Ændre Anim Længde"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Anim Opret Indtastet Værdi Nøgle"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Anim tilføj Call Track"
-
-#~ msgid "Length (s):"
-#~ msgstr "Længde (r):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Cursor trin snap (i sekunder)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Aktiver/Deaktivér løkker i animation."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Tilføje nye spor."
-
-#~ msgid "Move current track up."
-#~ msgstr "Flyt aktuelle spor op."
-
-#~ msgid "Move current track down."
-#~ msgstr "Flyt aktuelle spor ned."
-
-#~ msgid "Track tools"
-#~ msgstr "Spor værktøjer"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Aktivere redigering af individuelle nøgler ved at klikke på dem."
-
-#~ msgid "Key"
-#~ msgstr "Nøgle"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Kald funktioner i hvilken Node?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Tak!"
-
-#~ msgid "I see..."
-#~ msgstr "Jeg forstår..."
-
-#, fuzzy
-#~ msgid "Ugh"
-#~ msgstr "Ugh"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Stop Profilering"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Start Profilering"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Standard (Samme som Editor)"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Sæt midtpunkt på musens position"
-
-#~ msgid "Condition"
-#~ msgstr "Tilstand"
-
-#~ msgid "Return"
-#~ msgstr "Retur"
-
-#~ msgid "Call"
-#~ msgstr "Kald"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Rediger Signal"
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Kan ikke indeholde '/' eller ':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Ugyldigt version.txt format inde i skabeloner. Revision er ikke en gyldig "
-#~ "identifikator."
-
-#~ msgid "Can't write file."
-#~ msgstr "Kan ikke skrive til fil."
-
-#~ msgid "Replace By"
-#~ msgstr "Erstattes Af"
-
-#~ msgid "Backwards"
-#~ msgstr "Tilbage"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Spørg Ved Erstatning"
-
-#~ msgid "Skip"
-#~ msgstr "Spring Over"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Flyt Add Key"
-
-#~ msgid "List:"
-#~ msgstr "Liste:"
-
-#, fuzzy
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Gå til linje"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta +"
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Kun Valgte"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "Kun Valgte"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Egenskaben Path skal pege på en gyldig Viewport node for at virke. Sådan "
-#~ "en Viewport skal indstilles til 'render target' tilstand."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "Viewport angivet i egenskaben path skal indstilles som 'render target' "
-#~ "for at denne sprite kan virke."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Metode liste For '%s':"
-
-#~ msgid "Return:"
-#~ msgstr "Tilbage:"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "Fil:"
-
-#~ msgid "Ctrl+"
-#~ msgstr "CTRL +"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Egenskaben Path skal pege på en gyldig Particles2D node for at virke."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "En SampleLibrary ressource skal oprettes eller angives i egenskaben "
-#~ "'samples' for at SamplePlayer kan afspille lyd."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "En SampleLibrary ressource skal oprettes eller angives i egenskaben "
-#~ "'samples' for at SpatialSamplePlayer kan afspille lyd."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "Erstattede %d tilfælde."
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "Opret mappe"
-
-#, fuzzy
-#~ msgid "Organization"
-#~ msgstr "Overgang"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance indeholder ikke en BakedLight ressource."
-
-#~ msgid ""
-#~ "Custom node has no _get_output_port_unsequenced(idx,wmem), but "
-#~ "unsequenced ports were specified."
-#~ msgstr ""
-#~ "Brugerdefineret node har ingen _get_output_port_unsequenced(idx,wmem), "
-#~ "men unsequenced porte blev angivet."
diff --git a/editor/translations/de.po b/editor/translations/de.po
index a240f1ac0a..e2efa9fefd 100644
--- a/editor/translations/de.po
+++ b/editor/translations/de.po
@@ -14773,2259 +14773,3 @@ msgstr "Zuweisung an Uniform."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Konstanten können nicht verändert werden."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Ruhe-Pose erstellen (aus Knochen)"
-
-#~ msgid "Bottom"
-#~ msgstr "Unten"
-
-#~ msgid "Left"
-#~ msgstr "Links"
-
-#~ msgid "Right"
-#~ msgstr "Rechts"
-
-#~ msgid "Front"
-#~ msgstr "Vorne"
-
-#~ msgid "Rear"
-#~ msgstr "Hinten"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Namenloser Manipulator"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "„Degrees Of Freedom“ ist nur gültig wenn „Xr Mode“ als „Occulus Mobile "
-#~ "VR“ gesetzt wurde."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "„Focus Awareness“ ist nur gültig wenn „Xr Mode“ als „Occulus Mobile VR“ "
-#~ "gesetzt wurde."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Paketinhalte:"
-
-#~ msgid "Singleton"
-#~ msgstr "Einzelelement"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Profil ‚%s‘ löschen? (unumkehrbar)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Aktivierte Eigenschaften:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Aktivierte Funktionen:"
-
-#~ msgid "Unset"
-#~ msgstr "Deaktivieren"
-
-#~ msgid "Class Options"
-#~ msgstr "Klassen-Optionen"
-
-#~ msgid "Set"
-#~ msgstr "Set"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "%s veränderte Ressource(n) gespeichert."
-
-#~ msgid "Q&A"
-#~ msgstr "Fragen & Antworten"
-
-#~ msgid "Status:"
-#~ msgstr "Status:"
-
-#~ msgid "Edit:"
-#~ msgstr "Bearbeiten:"
-
-#~ msgid "Redownload"
-#~ msgstr "Erneut herunterladen"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Installiert)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Fehlend)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Anfrage fehlgeschlagen."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Weiterleitungsschleife."
-
-#~ msgid "Download Complete."
-#~ msgstr "Download abgeschlossen."
-
-#~ msgid "Remove Template"
-#~ msgstr "Entferne Vorlage"
-
-#~ msgid "Download Templates"
-#~ msgstr "Lade Template herunter"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Mirror aus Liste auswählen: (Umsch-Klick: In Browser öffnen)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "In Papierkorb werfen"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Alle Eigenschaften ausklappen"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Alle Eigenschaften einklappen"
-
-#~ msgid "Copy Params"
-#~ msgstr "Parameter kopieren"
-
-#~ msgid "Open in Help"
-#~ msgstr "In Hilfe öffnen"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Spielekamera überschreiben\n"
-#~ "Es läuft keine Spielinstanz."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Ziehen = Rotieren"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "‚V‘ drücken um Angelpunkt auf Mausposition zu setzen, ‚Umschalt+V‘ "
-#~ "drücken um das Objekt ohne seinen Angelpunkt zu verschieben."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+Rechtsklick: Listenauswahl nach Tiefe"
-
-#~ msgid "Clone Down"
-#~ msgstr "Klone herunter"
-
-#~ msgid "Yaw"
-#~ msgstr "Gieren"
-
-#~ msgid "Size"
-#~ msgstr "Größe"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Ziehen: Rotieren\n"
-#~ "Alt+Ziehen: Verschieben\n"
-#~ "Alt+RMT: Tiefenauswahl"
-
-#~ msgid "Sep.:"
-#~ msgstr "Trenner:"
-
-#~ msgid "Add All"
-#~ msgstr "Alle hinzufügen"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Thema-Bearbeitungsmenü."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Leeres Template erstellen"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Leeres Editor-Template erstellen"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Aus derzeitigem Editor-Thema erstellen"
-
-#~ msgid "Data Type:"
-#~ msgstr "Datentyp:"
-
-#~ msgid "Theme File"
-#~ msgstr "Theme-Datei"
-
-#~ msgid "Compiled"
-#~ msgstr "Kompiliert"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "%d Projekte aus der Liste entfernen?\n"
-#~ "Inhalte der Projektordner werden nicht geändert."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Dieses Projekt aus der Liste entfernen?\n"
-#~ "Inhalte des Projektordners werden nicht geändert."
-
-#~ msgid "Templates"
-#~ msgstr "Vorlagen"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Umgeleiteten Pfad hinzufügen"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Lässt sich nicht an Wurzel-Node ausführen."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Konnte Bilddatei des Startbildschirms nicht lesen:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Verwende Standard-Startbildschirm-Bilddatei."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Ein AnimationPlayer kann sich nicht selbst animieren, nur andere Objekte."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Zwischenablage ist leer"
-
-#~ msgid ""
-#~ "Godot editor was built without ray tracing support; lightmaps can't be "
-#~ "baked.\n"
-#~ "If you are using an Apple Silicon-based Mac, try forcing Rosetta "
-#~ "emulation on Godot.app in the application settings\n"
-#~ "then restart the editor."
-#~ msgstr ""
-#~ "Der Godot-Editor wurde ohne Raytracing-Unterstützung gebaut; Lightmaps "
-#~ "können nicht gebacken werden.\n"
-#~ "Nutzer eines Macs basierend auf Apple Silicon sollten Rosetta-Emulation "
-#~ "in den Anwendungseinstellungen aktivieren und den Editor neu starten."
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr ""
-#~ "InterpolatedCamera ist veraltet und wird in Godot 4.0 entfernt werden."
-
-#~ msgid "No"
-#~ msgstr "Nein"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Diese Szene wurde nie gespeichert. Speichern vorm Starten?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr ""
-#~ "Das ADB-Programm wurde nicht in den Editoreinstellungen konfiguriert."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr ""
-#~ "OpenJDK-Jarsigner wurde nicht in den Editoreinstellungen konfiguriert."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Eigene Builds erfordern gültigen Android-SDK-Pfad in den "
-#~ "Editoreinstellungen."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Verbleibende Zeit: %d:%20d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Plotte Meshe: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Beleuchte Meshe: "
-
-#~ msgid "Search complete"
-#~ msgstr "Suche abgeschlossen"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Es wurde keine Protokollnachricht angegeben"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Protokollnachricht hinzufügen"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr ""
-#~ "Es existiert bereits eine Datei oder ein Ordner an diesem Pfad mit dem "
-#~ "angegebenen Namen."
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "APK konnte nicht ausgerichtet werden."
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "Nicht ausgerichtetes APK konnte nicht gelöscht werden."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Fehler beim Speichern des Layouts!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Standard-Editorlayout überschrieben."
-
-#~ msgid "Move pivot"
-#~ msgstr "Pivotpunkt bewegen"
-
-#~ msgid "Move anchor"
-#~ msgstr "Anker verschieben"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "CanvasItem in Größe anpassen"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Polygon→UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV→Polygon"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Ersten Export hinzufügen…"
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Vorherige Patches hinzufügen…"
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Patch ‚%s‘ von Liste löschen?"
-
-#~ msgid "Patches"
-#~ msgstr "Patche"
-
-#~ msgid "Make Patch"
-#~ msgstr "Erstelle Patch"
-
-#~ msgid "Pack File"
-#~ msgstr "Pack-Datei"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Es wurde kein Build-APK generiert in: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Dateisystem- und Import-Leiste"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Beim Exportieren oder Starten wird das Programm versuchen, sich mit der "
-#~ "IP-Adresse dieses Computers zu verbinden, um Fehler beheben zu können."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Die aktuelle Szene wurde noch nicht gespeichert, bitte vor dem Abspielen "
-#~ "sichern."
-
-#~ msgid "Revert"
-#~ msgstr "Zurücksetzen"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr ""
-#~ "Diese Aktion kann nicht rückgängig gemacht werden. Trotzdem zurücksetzen?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Szene zurücksetzen"
-
-#~ msgid "Clear Script"
-#~ msgstr "Skript leeren"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Problem-Melder"
-
-#~ msgid "Request Docs"
-#~ msgstr "Dokumentation anfragen"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr ""
-#~ "Mithelfen die Godot-Dokumentation durch Meinungsäußerungen zu verbessern."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Suchbegriff wurde %d mal ersetzt."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Statischen Konvex-Körper erzeugen"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Form-Erstellung fehlgeschlagen!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Es gibt zurzeit keine Tutorials zu dieser Klasse. Mitwirkungen durch "
-#~ "[color=$color][url=$url]eigene Beiträge[/url][/color] oder [color=$color]"
-#~ "[url=$url2]Meldung von Problemen[/url][/color] sind sehr erwünscht."
-
-#~ msgid "enum "
-#~ msgstr "Enum "
-
-#~ msgid "Brief Description"
-#~ msgstr "Kurze Beschreibung"
-
-#~ msgid "Class Description"
-#~ msgstr "Klassenbeschreibung"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Projekt-Export ist fehlgeschlagen mit Fehlercode %d."
-
-#~ msgid "Password:"
-#~ msgstr "Passwort:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "Bezeichnersegmente dürfen keine Länge gleich Null haben."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Eine Ziffer kann nicht das erste Zeichen eines Bezeichnersegments sein."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Das Zeichen ‚%s‘ kann nicht das erste Zeichen in einem Bezeichnersegment "
-#~ "sein."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "Der Bezeichner muss mindestens einen Punkt-Unterteiler ‚.‘ haben."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Szene pausieren"
-
-#~ msgid "Shift+"
-#~ msgstr "Umschalt+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Steuerung+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Am Gitter einrasten"
-
-#~ msgid "Add input +"
-#~ msgstr "Eingang hinzufügen +"
-
-#~ msgid "Language"
-#~ msgstr "Sprache"
-
-#~ msgid "Inherits"
-#~ msgstr "Erbt von"
-
-#~ msgid "Base Type:"
-#~ msgstr "Basistyp:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Verfügbare Nodes:"
-
-#~ msgid "Input"
-#~ msgstr "Eingang"
-
-#~ msgid "Methods:"
-#~ msgstr "Methoden:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Motiv-Eigenschaften:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Enums:"
-
-#~ msgid "Constants:"
-#~ msgstr "Konstanten:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Klassenbeschreibung:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Eigenschaften-Beschreibung:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Methoden-Beschreibung:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "Dies wird das Android-Projekt für eigene Builds installieren.\n"
-#~ "Hinweis: Um es zu benutzen muss es in den jeweiligen "
-#~ "Exportvoreinstellungen aktivierten werden."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Sortierung umkehren."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Node(s) wirklich löschen?"
-
-#~ msgid "No Matches"
-#~ msgstr "Keine Übereinstimmungen"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Die Datei 'file_type_cache.cch' konnte nicht zum schreiben geöffnet "
-#~ "werden. Der Dateityp-Cache wird nicht gespeichert!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "Kann nicht zu '%s' navigierien, da es sich nicht im Dateisystem gefunden "
-#~ "wurde!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Fehler beim Laden des Bilds:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Keine Pixel mit einer Transparenz > 128 im Bild..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Elternelement hat keine soliden Faces zu besetzen."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Bereich konnte nicht abgebildet werden."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Flächen enthalten keinen Bereich!"
-
-#~ msgid "No faces!"
-#~ msgstr "Keine Flächen!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Fehler: Datei konnte nicht geladen werden."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Fehler: Datei konnte nicht geladen werden."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Dopplereffekt aktivieren"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Auswahlmodus (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Bewegungsmodus (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Rotationsmodus (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Skalierungsmodus (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Lokale Koordinaten"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Einrastmodus (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Werkzeugauswahl"
-
-#~ msgid "Tool Move"
-#~ msgstr "Werkzeug Verschieben"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Werkzeug Drehen"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Werkzeug Skalieren"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Alle fehlenden Projekte aus der Liste entfernen? (Dateisysteminhalte "
-#~ "werden nicht geändert)"
-
-#~ msgid "Project List"
-#~ msgstr "Projektliste"
-
-#~ msgid "Exit"
-#~ msgstr "Verlassen"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "Konnte PVRTC-Werkzeug nicht ausführen:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr ""
-#~ "Umgewandeltes Bild kann mittels PVRTC-Werkzeug nicht zurück geladen "
-#~ "werden:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Fehler beim initialisieren von FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Unbekanntes Schriftformat."
-
-#~ msgid "Error loading font."
-#~ msgstr "Fehler beim Laden der Schriftart."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Ungültige Schriftgröße."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Vorheriger Ordner"
-
-#~ msgid "Next Folder"
-#~ msgstr "Nächster Ordner"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Bildschirmfotos automatisch öffnen"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "In externem Bildbearbeitungsprogramm öffnen."
-
-#~ msgid "Reverse"
-#~ msgstr "Umkehren"
-
-#~ msgid "Mirror X"
-#~ msgstr "X-Koordinaten spiegeln"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Y-Koordinaten spiegeln"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Lösungen erzeugen..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "C#-Projekt erzeugen..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Fehler beim Erzeugen einer Lösung."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Fehler beim Speichern der Lösung."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "C#-Projekt-Erzeugen fehlgeschlagen."
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "Über die C#-Unterstützung"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Erzeuge C#-Lösung"
-
-#~ msgid "Builds"
-#~ msgstr "Fertigstellungen"
-
-#~ msgid "Build Project"
-#~ msgstr "Projekt bauen"
-
-#~ msgid "View log"
-#~ msgstr "Log anschauen"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "Ein WorldEnvironment benötigt eine Environment-Ressource."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Aktivierte Klassen"
-
-#~ msgid "Update Always"
-#~ msgstr "Immer aktualisieren"
-
-#~ msgid "'camera' input parameter for all shader modes."
-#~ msgstr "‚camera‘-Eingabeparameter für alle Shadermodi."
-
-#~ msgid "'inv_camera' input parameter for all shader modes."
-#~ msgstr "‚inv_camera‘ Eingabeparameter für alle Shadermodi."
-
-#~ msgid "'inv_projection' input parameter for all shader modes."
-#~ msgstr "‚inv_projection‘ Eingabeparameter für alle Shadermodi."
-
-#~ msgid "'normal' input parameter for all shader modes."
-#~ msgstr "‚normal‘ Eingabeparameter für alle Shadermodi."
-
-#~ msgid "'projection' input parameter for all shader modes."
-#~ msgstr "‚projection‘ Eingabeparameter für alle Shadermodi."
-
-#~ msgid "'time' input parameter for all shader modes."
-#~ msgstr "‚time‘-Eingabeparameter für alle Shadermodi."
-
-#~ msgid "'viewport_size' input parameter for all shader modes."
-#~ msgstr "‚viewport_size‘-Eingabeparameter für alle Shadermodi."
-
-#~ msgid "'world' input parameter for all shader modes."
-#~ msgstr "‚world‘-Eingabeparameter für alle Shadermodi."
-
-#~ msgid "'alpha' input parameter for all shader modes."
-#~ msgstr "‚alpha‘-Eingabeparameter für alle Shadermodi."
-
-#~ msgid "'color' input parameter for all shader modes."
-#~ msgstr "‚color‘-Eingabeparameter für alle Shadermodi."
-
-#~ msgid "'texture_pixel_size' input parameter for all shader modes."
-#~ msgstr "‚texture_pixel_size‘-Eingabeparameter für alle Shadermodi."
-
-#~ msgid "'alpha' input parameter for vertex and fragment shader modes."
-#~ msgstr "‚alpha‘-Eingabeparameter für Vertex- und Fragment-Shadermodi."
-
-#~ msgid "'binormal' input parameter for vertex and fragment shader modes."
-#~ msgstr "‚binormal‘-Eingabeparameter für Vertex- und Fragment-Shadermodi."
-
-#~ msgid "'color' input parameter for vertex and fragment shader modes."
-#~ msgstr "‚color‘-Eingabeparameter für Vertex- und Fragment-Shadermodi."
-
-#~ msgid "'fragcoord' input parameter for fragment and light shader modes."
-#~ msgstr "‚fragcoord‘-Eingabeparameter für Vertex- und Fragment-Shadermodi."
-
-#~ msgid "'point_coord' input parameter for fragment shader mode."
-#~ msgstr "‚point_coord‘-Eingabeparameter für Vertex- und Fragment-Shadermodi."
-
-#~ msgid "'screen_uv' input parameter for fragment shader mode."
-#~ msgstr "‚screen_uv‘-Eingabeparameter für Fragment-Shadermodus."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader modes."
-#~ msgstr "‚tangent‘-Eingabeparameter für Vertex- und Fragment-Shadermodus."
-
-#~ msgid "'uv2' input parameter for vertex and fragment shader modes."
-#~ msgstr "‚uv2‘-Eingabeparameter für Vertex- und Fragment-Shadermodus."
-
-#~ msgid "'vertex' input parameter for vertex and fragment shader modes."
-#~ msgstr "‚vertex‘-Eingabeparameter für Vertex- und Fragment-Shadermodus."
-
-#~ msgid "'albedo' input parameter for light shader mode."
-#~ msgstr "‚albedo‘-Eingabeparameter für Light-Shadermodus."
-
-#~ msgid "'attenuation' input parameter for light shader mode."
-#~ msgstr "‚attenuation‘-Eingabeparameter für Light-Shadermodus."
-
-#~ msgid "'light' input parameter for light shader mode."
-#~ msgstr "‚light‘-Eingabeparameter für Light-Shadermodus."
-
-#~ msgid "'light_color' input parameter for light shader mode."
-#~ msgstr "‚light_color‘-Eingabeparameter für Light-Shadermodus."
-
-#~ msgid "'roughness' input parameter for light shader mode."
-#~ msgstr "‚roughness‘-Eingabeparameter für Light-Shadermodus."
-
-#~ msgid "'specular' input parameter for light shader mode."
-#~ msgstr "‚specular‘-Eingabeparameter für Light-Shadermodus."
-
-#~ msgid "'transmission' input parameter for light shader mode."
-#~ msgstr "‚transmission‘-Eingabeparameter für Light-Shadermodus."
-
-#~ msgid "'modelview' input parameter for vertex shader mode."
-#~ msgstr "‚modelview‘-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'point_size' input parameter for vertex shader mode."
-#~ msgstr "‚point_size‘-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader mode."
-#~ msgstr "‚tangent‘-Eingabeparameter für Vertex- und Fragment-Shadermodus."
-
-#~ msgid "'light_pass' input parameter for vertex and fragment shader modes."
-#~ msgstr "‚light_pass‘-Eingabeparameter für Vertex- und Fragment-Shadermodus."
-
-#~ msgid "'point_coord' input parameter for fragment and light shader modes."
-#~ msgstr ""
-#~ "‚point_coord‘-Eingabeparameter für Vertex- und Fragment-Shadermodus."
-
-#~ msgid "'screen_pixel_size' input parameter for fragment shader mode."
-#~ msgstr "Eingabeparameter 'screen_pixel_size' für den Fragment-Shader-Modus."
-
-#~ msgid "'screen_uv' input parameter for fragment and light shader modes."
-#~ msgstr "Eingabeparameter 'screen_uv' für Fragment- und Licht-Shader-Modi."
-
-#~ msgid "'light_alpha' input parameter for light shader mode."
-#~ msgstr "Eingabeparameter 'light_alpha' für den Licht-Shader-Modus."
-
-#~ msgid "'light_height' input parameter for light shader mode."
-#~ msgstr "Eingabeparameter'light_height' für den Licht-Shader-Modus."
-
-#~ msgid "'light_uv' input parameter for light shader mode."
-#~ msgstr "'light_uv'-Eingabeparameter für Licht-Shadermodus."
-
-#~ msgid "'light_vec' input parameter for light shader mode."
-#~ msgstr "'light_vec'-Eingabeparameter für Licht-Shadermodus."
-
-#~ msgid "'normal' input parameter for light shader mode."
-#~ msgstr "'normal'-Eingabeparamter für Licht-Shadermodus."
-
-#~ msgid "'shadow_color' input parameter for light shader mode."
-#~ msgstr "'shadow_color'-Eingabeparameter für Licht-Shadermodus."
-
-#~ msgid "'extra' input parameter for vertex shader mode."
-#~ msgstr "'extra'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'projection' input parameter for vertex shader mode."
-#~ msgstr "'projection'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'vertex' input parameter for vertex shader mode."
-#~ msgstr "'vertex'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'world' input parameter for vertex shader mode."
-#~ msgstr "'world'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'active' input parameter for vertex shader mode."
-#~ msgstr "'active'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'alpha' input parameter for vertex shader mode."
-#~ msgstr "'alpha'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'color' input parameter for vertex shader mode."
-#~ msgstr "'color'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'custom_alpha' input parameter for vertex shader mode."
-#~ msgstr "'custom_alpha'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'delta' input parameter for vertex shader mode."
-#~ msgstr "'delta'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'emission_transform' input parameter for vertex shader mode."
-#~ msgstr "'emission_transform'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'index' input parameter for vertex shader mode."
-#~ msgstr "'index'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'lifetime' input parameter for vertex shader mode."
-#~ msgstr "'lifetime'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'restart' input parameter for vertex shader mode."
-#~ msgstr "'restart'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'time' input parameter for vertex shader mode."
-#~ msgstr "'time'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'transform' input parameter for vertex shader mode."
-#~ msgstr "'transform'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "'velocity' input parameter for vertex shader mode."
-#~ msgstr "'velocity'-Eingabeparameter für Vertex-Shadermodus."
-
-#~ msgid "Raw Mode"
-#~ msgstr "Rohdatenmodus"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Pfad zum Node:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Ausgewählte Dateien löschen?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Datei ‚res://default_bus_layout.tres‘ existiert nicht."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Gehe zu übergeordnetem Ordner"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Szene(n) öffnen"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Vorheriges Verzeichnis"
-
-#~ msgid "Next Directory"
-#~ msgstr "Nächstes Verzeichnis"
-
-#~ msgid "Ease in"
-#~ msgstr "Einspannen"
-
-#~ msgid "Ease out"
-#~ msgstr "Ausspannen"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Statischen Konvex-Körper erzeugen"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "Kontrollkasten Radio1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "Kontrollkasten Radio2"
-
-#~ msgid "Create folder"
-#~ msgstr "Ordner erstellen"
-
-#~ msgid "Custom Node"
-#~ msgstr "Selbst-erstelltes Node"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Ungültiger Pfad"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "GridMap-Auswahl duplizieren"
-
-#~ msgid "Create Area"
-#~ msgstr "Bereich erzeugen"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Exterior-Connector erstellen"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Signalparameter bearbeiten:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Variable bearbeiten:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Einrasten (s): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Schlüsselbilder einfügen."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr ""
-#~ "Instantiiere gewählte Szene(n) als Unterobjekt des ausgewählten Nodes."
-
-#~ msgid "Font Size:"
-#~ msgstr "Schriftgröße:"
-
-#~ msgid "Line:"
-#~ msgstr "Zeile:"
-
-#~ msgid "Col:"
-#~ msgstr "Spalte:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "OrientedPathFollow funktioniert nur, wenn es als Unterobjekt eines Path-"
-#~ "Nodes gesetzt wird."
-
-#~ msgid "Split point with itself."
-#~ msgstr "Teile Punkt mit sich selbst."
-
-#~ msgid "Split can't form an existing edge."
-#~ msgstr "Teilen kann keine existierende Kante erstellen."
-
-#~ msgid "Add Split"
-#~ msgstr "Teilung hinzufügen"
-
-#~ msgid "Invalid Split: "
-#~ msgstr "Ungültige Teilung: "
-
-#~ msgid "Remove Split"
-#~ msgstr "Teilung entfernen"
-
-#~ msgid "Poly"
-#~ msgstr "Poly"
-
-#~ msgid "Splits"
-#~ msgstr "Teilungen"
-
-#~ msgid "Connect two points to make a split."
-#~ msgstr "Zwei Punkte verbinden um Teilung zu erstellen."
-
-#~ msgid "Add Node.."
-#~ msgstr "Node hinzufügen.."
-
-#~ msgid "Create from scene?"
-#~ msgstr "Von Szene erstellen?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Polygon erstellen"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Polygon von Grund auf neu erstellen"
-
-#~ msgid "Zoom out"
-#~ msgstr "Verkleinern"
-
-#~ msgid "Zoom in"
-#~ msgstr "Vergrößern"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Polygon3D erstellen"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Keine OccluderPolygon2D-Ressource für dieses Node gefunden.\n"
-#~ "Neues erstellen und zuweisen?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "LMT: Punkt verschieben."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Strg+LMT: Segment aufteilen."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "RMT: Punkt entfernen."
-
-#~ msgid "New TextFile"
-#~ msgstr "Neue Textdatei"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Motiv speichern als"
-
-#~ msgid "<None>"
-#~ msgstr "<Nichts>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Unterkachel zur Benutzung als Icon auswählen, dieses wird auch für "
-#~ "ungültige Autokachelzuordnungen benutzt werden."
-
-#~ msgid "Zoom:"
-#~ msgstr "Vergrößerung:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "Sollen wirklich alle Verbindungen entfernt werden von „"
-
-#~ msgid "Class List:"
-#~ msgstr "Klassenliste:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Öffentliche Methoden"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Öffentliche Methoden:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "GUI-Theme-Elemente:"
-
-#~ msgid "Property: "
-#~ msgstr "Eigenschaft: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Favoriten-Verzeichnisstatus umschalten."
-
-#~ msgid "Show current scene file."
-#~ msgstr "Aktuelle Szenendatei anzeigen."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "Zur Baumansicht."
-
-#~ msgid "Whole words"
-#~ msgstr "Ganze Wörter"
-
-#~ msgid "Match case"
-#~ msgstr "Groß-/Kleinschreibung berücksichtigen"
-
-#~ msgid "Ok"
-#~ msgstr "Ok"
-
-#~ msgid "Show In File System"
-#~ msgstr "Im Dateisystem anzeigen"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Durchsuche die Klassenhierarchie."
-
-#~ msgid "Search in files"
-#~ msgstr "In Dateien suchen"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Eingebettete Skripte können nur bearbeitet werden wenn die entsprechende "
-#~ "Szene geladen ist"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "In Großbuchstaben konvertieren"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "In Kleinbuchstaben konvertieren"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Drehe auf 0 Grad"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Drehe auf 90 Grad"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Drehe auf 180 Grad"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Drehe auf 270 Grad"
-
-#~ msgid "Errors:"
-#~ msgstr "Fehler:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Stack Trace (falls geeignet):"
-
-#~ msgid "Bake!"
-#~ msgstr "Vorrendern!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Das Navigations-Mesh backen."
-
-#~ msgid "Get"
-#~ msgstr "Abfragen"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Ändere RGB-Konstante"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Ändere Vektor-Skalar-Operator"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Ändere RGB-Operator"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "schalte exklusive Rotation um"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Ändere Vektorfunktion"
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "Ändere Vektor-Uniform"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Ändere RGB-Uniform"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Ändere Standardwert"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Ändere XForm-Uniform"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Ändere Cubemap-Uniform"
-
-#~ msgid "Change Comment"
-#~ msgstr "Ändere Kommentar"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Hinzufügen/Entfernen zum Farbgradienten"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Farbverlauf anpassen"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Hinzfügen/Entfernen zum Curve-Map"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Verändere Curve-Map"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Verbinde Graph-Nodes"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Entferne Shader-Graph-Node"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Verschiebe Shader-Graph-Node"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Dupliziere Graph-Node(s)"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Fehler: Zyklische Verbindung"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Fehler: Fehlende Eingangsverbindung"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Shader-Graph-Node hinzufügen"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Spur nach oben verschieben"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Spur nach unten verschieben"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Setze Übergänge auf:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Interpolation der Spur ändern"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Wertmodus der Spur ändern"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Wiederholmodus der Spur ändern"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Node-Kurve bearbeiten"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Selektions-Kurve bearbeiten"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Schlüsselbild hinzufügen"
-
-#~ msgid "In"
-#~ msgstr "Rein"
-
-#~ msgid "Out"
-#~ msgstr "Raus"
-
-#~ msgid "In-Out"
-#~ msgstr "Rein-Raus"
-
-#~ msgid "Out-In"
-#~ msgstr "Raus-Rein"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Animationslänge ändern"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Animationswiederholung ändern"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Festgelegten Werteschlüssel erstellen"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Aufruf-Spur zu Animation hinzufügen"
-
-#~ msgid "Length (s):"
-#~ msgstr "Länge (s):"
-
-#~ msgid "Step (s):"
-#~ msgstr "Schrittweite (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Cursor Schrittraster (in Sekunden)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Animationsschleife aktivieren/deaktivieren."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Neue Spuren hinzufügen."
-
-#~ msgid "Move current track up."
-#~ msgstr "Aktuelle Spur nach oben verschieben."
-
-#~ msgid "Move current track down."
-#~ msgstr "Aktuelle Spur nach unten verschieben."
-
-#~ msgid "Track tools"
-#~ msgstr "Spur-Werkzeuge"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Individuelle Schlüsselbildbearbeitung durch Anklicken aktivieren."
-
-#~ msgid "Key"
-#~ msgstr "Schlüsselbild"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Funktionen in welcher Node aufrufen?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Danke!"
-
-#~ msgid "I see..."
-#~ msgstr "Verstehe..."
-
-#~ msgid "Ugh"
-#~ msgstr "Ähm"
-
-#~ msgid "Run Script"
-#~ msgstr "Skript ausführen"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Laufzeitanalyse beenden"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Laufzeitanalyse starten"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Standard (wie Editor)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Neue Animation im Player erstellen."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Animation von der Festplatte laden."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Eine Animation von der Festplatte laden."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Aktuelle Animation speichern"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Ziel-Übergangszeiten bearbeiten"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Animation kopieren"
-
-#~ msgid "Fetching:"
-#~ msgstr "Hole:"
-
-#~ msgid "prev"
-#~ msgstr "zurück"
-
-#~ msgid "next"
-#~ msgstr "vor"
-
-#~ msgid "last"
-#~ msgstr "Ende"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "IK-Kette bearbeiten"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Pivotpunkt von Mauszeigerposition ziehen"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Pivotpunkt auf Mausposition setzen"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Farbverlaufspunkt hinzufügen/entfernen"
-
-#~ msgid "OK :("
-#~ msgstr "Verstehe"
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "Skelett-Greifer-Sichtbarkeit"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "StyleBox-Vorschau:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Texturbegrenzungseditor"
-
-#~ msgid "Erase selection"
-#~ msgstr "Lösche Auswahl"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Elementname oder ID:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "Export-Vorlagen für dieses Systeme fehlen / sind fehlerhaft: "
-
-#~ msgid "Button 8"
-#~ msgstr "Taste 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Taste 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Instantiierung verwerfen"
-
-#~ msgid "Clear!"
-#~ msgstr "Leeren!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Spatial-Sichtbarkeit umschalten"
-
-#~ msgid "Condition"
-#~ msgstr "Bedingung"
-
-#~ msgid "Sequence"
-#~ msgstr "Sequenz"
-
-#~ msgid "Switch"
-#~ msgstr "Switch"
-
-#~ msgid "Iterator"
-#~ msgstr "Iterator"
-
-#~ msgid "While"
-#~ msgstr "While"
-
-#~ msgid "Return"
-#~ msgstr "Rückgabe"
-
-#~ msgid "Call"
-#~ msgstr "Aufruf"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Variable bearbeiten"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Signal bearbeiten"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr ""
-#~ "Ungültiger Name für Aktion (alle Zeichen außer ‚/‘ und ‚:‘ möglich)."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Darf nicht ‚/‘ oder ‚:‘ beinhalten"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Ungültiges version.txt-Format in Templates. Revision ist kein gültiger "
-#~ "Bezeichner."
-
-#~ msgid "Can't write file."
-#~ msgstr "Konnte Datei nicht schreiben."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "project.godot konnte nicht im Projektpfad gefunden werden."
-
-#~ msgid "Replace By"
-#~ msgstr "Ersetzen durch"
-
-#~ msgid "Backwards"
-#~ msgstr "Rückwärts"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Vor dem Ersetzen nachfragen"
-
-#~ msgid "Skip"
-#~ msgstr "Überspringen"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "Das Projekt wir in einem nicht-leeren Ordner erstellt (meist sind leere "
-#~ "Ordner die bessere Wahl)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "Aber klar :-) !"
-
-#~ msgid "preview"
-#~ msgstr "Vorschau"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Schlüsselbild bewegen hinzufügen"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Erstelle Subscription"
-
-#~ msgid "List:"
-#~ msgstr "Liste:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Emissionsmaske setzen"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Leere Emittent"
-
-#~ msgid "Fold Line"
-#~ msgstr "Zeile einklappen"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "Abschnitte:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "Kann Ordner ‚"
-
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr ""
-#~ "\n"
-#~ "Quelle: "
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Punkt von Line2D entfernen"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Punkt zu Line2D hinzufügen"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Punkt in Line2D verschieben"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "Segment aufteilen (in Linie)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#~ msgid "Setting '"
-#~ msgstr "Einstellung ‚"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "Remote Inspektor"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "Echtzeit Szenenbaum:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "Eigenschaften entfernter Objekte: "
-
-#~ msgid "Prev Level (%sDown Wheel)"
-#~ msgstr "Vorherige Stufe (%s Mausrad runter)"
-
-#~ msgid "Next Level (%sUp Wheel)"
-#~ msgstr "Nächste Stufe (%s Mausrad hoch)"
-
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Auswahl → Duplizieren"
-
-#~ msgid "Selection -> Clear"
-#~ msgstr "Auswahl → Löschen"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Die Pfad Eigenschaft muss auf eine gültige Viewport Node verweisen um zu "
-#~ "funktionieren. Dieser Viewport muss in 'render target' Modus gesetzt "
-#~ "werden."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "Der Viewport, der in der Pfad-Eigenschaft gesetzt wurde, muss als ‚Render "
-#~ "Target‘ definiert sein, damit das Sprite funktioniert."
-
-#~ msgid "' parsing of config failed."
-#~ msgstr ""
-#~ "‘ kann nicht aktiviert werden, Einlesen der Konfigurationsdatei "
-#~ "fehlgeschlagen."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Methodenliste für '%s':"
-
-#~ msgid "Arguments:"
-#~ msgstr "Argumente:"
-
-#~ msgid "Return:"
-#~ msgstr "Rückgabe:"
-
-#~ msgid "Added:"
-#~ msgstr "Hinzugefügt:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "Atlas Untertextur konnte nicht gespeichert werden:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Bereite vor..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "Fehler beim laden der Szene."
-
-#~ msgid "Re-Import"
-#~ msgstr "Neuimport"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "Bitte warten bis Operation abgeschlossen ist."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "Aktuelle Szene muss gespeichert sein um sie erneut zu importieren."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Importiere erneut"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "Veränderte Ressourcen neu importieren"
-
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr ""
-#~ "\n"
-#~ "Status: Benötigt Neu-Import"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "Quell- und Zieldatei sind gleich, ignoriere Anweisung."
-
-#~ msgid "Target file exists, can't overwrite. Delete first."
-#~ msgstr ""
-#~ "Zieldatei existiert bereits und kann nicht überschrieben werden. Ggf "
-#~ "manuell löschen."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "Quell- und Zielpfad sind gleich, ignoriere Anweisung."
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "Verzeichnisse lassen sich nicht in sich selbst verschieben."
-
-#~ msgid "Can't rename deps for:\n"
-#~ msgstr "Abhängigkeiten können nicht umbenannt werden für:\n"
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Wähle neuen Namen und Ort für:"
-
-#~ msgid "Info"
-#~ msgstr "Info"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "Keine Bitmasken zu importieren!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "Zielpfad ist leer."
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "Zielpfad muss ein kompletter Ressourcenpfad sein."
-
-#~ msgid "Target path must exist."
-#~ msgstr "Zielpfad muss existieren."
-
-#~ msgid "Import BitMasks"
-#~ msgstr "BitMasks importieren"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "Quelltextur(en):"
-
-#~ msgid "Target Path:"
-#~ msgstr "Zielpfad:"
-
-#~ msgid "Accept"
-#~ msgstr "Akzeptieren"
-
-#~ msgid "Bit Mask"
-#~ msgstr "Bitmaske"
-
-#~ msgid "No source font file!"
-#~ msgstr "Keine Quellschriftart-Datei gefunden!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "Keine Zielschriftart-Ressource!"
-
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "Ungültige Dateiendung.\n"
-#~ "Nutze .font als Dateiendung."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "Schriftart konnte nicht gespeichert werden."
-
-#~ msgid "Source Font:"
-#~ msgstr "Quellschriftart:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "Ziel-Ressource:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr "Franz jagt im komplett verwahrlosten Taxi quer durch Bayern."
-
-#~ msgid "Test:"
-#~ msgstr "Test:"
-
-#~ msgid "Options:"
-#~ msgstr "Optionen:"
-
-#~ msgid "Font Import"
-#~ msgstr "Schriftart importieren"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "Diese Datei ist bereits eine Godot Schriftart. Bitte stattdessen eine "
-#~ "Datei im BMFont-Format angeben."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "Öffnen der BMFont-Datei fehlgeschlagen."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "Eigene Schriftart-Quelle ist ungültig."
-
-#~ msgid "No meshes to import!"
-#~ msgstr "Keine Meshes zu importieren!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "Einzelnes Mesh importieren"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "Quell Mesh(es):"
-
-#~ msgid "Surface %d"
-#~ msgstr "Oberfläche %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "Keine Samples zu importieren!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "Audio-Samples importieren"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "Quell Sample(s):"
-
-#~ msgid "Audio Sample"
-#~ msgstr "Audio-Sample"
-
-#~ msgid "New Clip"
-#~ msgstr "Neuer Clip"
-
-#~ msgid "Flags"
-#~ msgstr "Flags"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "FPS fixieren:"
-
-#~ msgid "Optimizer"
-#~ msgstr "Optimierung"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "Obere lineare Fehlergrenze"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "Obere Winkelfehlergrenze"
-
-#~ msgid "Max Angle"
-#~ msgstr "Maximaler Winkel"
-
-#~ msgid "Start(s)"
-#~ msgstr "Start"
-
-#~ msgid "Source path is empty."
-#~ msgstr "Quellpfad ist leer."
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "Post-Import Skript konnte nicht geladen werden."
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "Ungültiges / Fehlerhaftes Skript für Post-Import."
-
-#~ msgid "Error importing scene."
-#~ msgstr "Fehler beim importieren der Szene."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "3D-Szene importieren"
-
-#~ msgid "Source Scene:"
-#~ msgstr "Quellszene:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "Dieselbe wie die Zielszene"
-
-#~ msgid "Shared"
-#~ msgstr "Geteilt"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "Ziel-Texturenordner:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "Angepasster Root-Node-Typ:"
-
-#~ msgid "Auto"
-#~ msgstr "Auto"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "Die folgenden Dateien fehlen:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Trotzdem importieren"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr ""
-#~ "Bearbeitete Szene wurde nicht gespeichert, trotzdem importierte Szene "
-#~ "öffnen?"
-
-#~ msgid "Import Image:"
-#~ msgstr "Bild importieren:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "Pfad konnte nicht gefunden werden: %s (bereits lokal)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "3D-Szenenanimation"
-
-#~ msgid "Uncompressed"
-#~ msgstr "Unkomprimiert"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "Verlustfrei komprimieren (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "Verlustbehaftet komprimieren (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "Komprimieren (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "Texturformat"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "Texturkompressionsqualität (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "Bitte gib einige Dateien an!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Es wird zumindest eine Datei für den Atlas benötigt."
-
-#~ msgid "Error importing:"
-#~ msgstr "Fehler beim importieren:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "Maximale Texturgröße:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "Texturen für Atlas (2D) importieren"
-
-#~ msgid "Large Texture"
-#~ msgstr "Große Textur"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "Große Texturen (2D) importieren"
-
-#~ msgid "Source Texture"
-#~ msgstr "Quelltextur"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "Basis-Atlastextur"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "Quelltextur(en)"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "Texturen für 2D importieren"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "Texturen für 3D importieren"
-
-#~ msgid "Import Textures"
-#~ msgstr "Texturen importieren"
-
-#~ msgid "2D Texture"
-#~ msgstr "2D-Textur"
-
-#~ msgid "3D Texture"
-#~ msgstr "3D-Textur"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "Atlastextur"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "MERKE: Das importieren von 2D Texturen ist nicht zwingend notwendig. "
-#~ "Kopiere einfach png/jpg Dateien in das Projekt."
-
-#~ msgid "Crop empty space."
-#~ msgstr "Leere Bereiche beschneiden."
-
-#~ msgid "Texture"
-#~ msgstr "Textur"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "Große Textur importieren"
-
-#~ msgid "Load Source Image"
-#~ msgstr "Quellbild laden"
-
-#~ msgid "Slicing"
-#~ msgstr "Teile"
-
-#~ msgid "Saving"
-#~ msgstr "Speichere"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "Große Textur konnte nicht gespeichert werden:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "Erstelle Atlas für:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "Lade Bild:"
-
-#~ msgid "Converting Images"
-#~ msgstr "Bilder werden konvertiert"
-
-#~ msgid "Cropping Images"
-#~ msgstr "Bilder werden beschnitten"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "Atlas-Bild konnte nicht gespeichert werden:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "Fehlerhafte Übersetzungsquelle!"
-
-#~ msgid "Column"
-#~ msgstr "Reihe"
-
-#~ msgid "No items to import!"
-#~ msgstr "Keine Elemente zu importieren!"
-
-#~ msgid "No target path!"
-#~ msgstr "Kein Zielpfad!"
-
-#~ msgid "Import Translations"
-#~ msgstr "Übersetzungen importieren"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "Konnte nicht importiert werden!"
-
-#~ msgid "Import Translation"
-#~ msgstr "Übersetzung importieren"
-
-#~ msgid "Source CSV:"
-#~ msgstr "Quell-CSV:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "Erste Zeile ignorieren"
-
-#~ msgid "Compress"
-#~ msgstr "Komprimieren"
-
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "Zu Projekt hinzufügen (project.godot)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "Sprachen importieren:"
-
-#~ msgid "Translation"
-#~ msgstr "Übersetzung"
-
-#~ msgid "Triangle #"
-#~ msgstr "Dreieck #"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "Light-Baker einrichten:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "Fixiere Lampen"
-
-#~ msgid "Making BVH"
-#~ msgstr "Erstelle BVH"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "Zuweisen von Textur #"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "Baking von Dreieck #"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "Nachbearbeiten von Textur #"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr "Lightmap-Octree-Backing-Prozess zurücksetzen (neu starten)."
-
-#~ msgid "Zoom Set..."
-#~ msgstr "Vergrößerung setzen..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "BBCode parsen"
-
-#~ msgid "Length:"
-#~ msgstr "Länge:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "Audiodatei(en) öffnen"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "Fehler: Konnte Audio nicht laden!"
-
-#~ msgid "Add Sample"
-#~ msgstr "Sample hinzufügen"
-
-#~ msgid "Rename Sample"
-#~ msgstr "Sample umbenennen"
-
-#~ msgid "Delete Sample"
-#~ msgstr "Sample löschen"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 Bit"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 Bit"
-
-#~ msgid "Stereo"
-#~ msgstr "Stereo"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "Skaliere auf %s%%."
-
-#~ msgid "Bucket"
-#~ msgstr "Eimer"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "Ungültiger Projektpfad, der Pfad muss existieren!"
-
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "Ungültiger Projektpfad, project.godot darf nicht existieren."
-
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "Ungültiger Projektpfad, project.godot muss existieren."
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "Projektpfad (muss existieren):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "Erstelle neue Ressource"
-
-#~ msgid "Open Resource"
-#~ msgstr "Ressource öffnen"
-
-#~ msgid "Save Resource"
-#~ msgstr "Ressource speichern"
-
-#~ msgid "Resource Tools"
-#~ msgstr "Ressourcenwerkzeuge"
-
-#~ msgid "Tiles"
-#~ msgstr "Kacheln"
-
-#~ msgid "Areas"
-#~ msgstr "Bereiche"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Strg+"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "Szene schließen? (Nicht gespeicherte Änderungen gehen verloren)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "Projektverwaltung öffnen?\n"
-#~ "(Nicht gespeicherte Änderungen gehen verloren)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "Schließen und zur letzten Szene wechseln"
-
-#~ msgid "Del"
-#~ msgstr "Entfernen"
-
-#~ msgid "just pressed"
-#~ msgstr "gerade gedrückt"
-
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "Die Zertifikat-Datei konnte nicht gelesen werden. Sind Pfad und Passwort "
-#~ "beide korrekt?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "Fehler beim erstellen der Paketsignatur."
-
-#, fuzzy
-#~ msgid "RAW Mode"
-#~ msgstr "Roh-Modus"
-
-#~ msgid "Node From Scene"
-#~ msgstr "Node aus Szene"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Importiere Medieninhalte ins Projekt."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Exportiere das Projekt für viele Plattformen."
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "Signalisiert, wenn sich eine externe Ressource verändert hat."
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "Öffnet https://godotengine.org im Abschnitt ‚Tutorials‘."
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "Keine Szene für Instanz ausgewählt!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "Instanz am Mauszeiger"
-
-#~ msgid "Use Default Light"
-#~ msgstr "Nutze Standardlicht"
-
-#~ msgid "Default Light Normal:"
-#~ msgstr "Standardlichtnormale:"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "Umgebungslichtfarbe:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "Ungültiger Name für Elternklasse"
-
-#~ msgid "Valid chars:"
-#~ msgstr "Gültige Zeichen:"
-
-#~ msgid "Valid name"
-#~ msgstr "Gültiger Name"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "Name der Klasse ist ungültig!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "Name der Elternklasse ist ungültig!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Die Pfad-Eigenschaft muss auf ein gültiges Particles2D-Node verweisen."
-
-#~ msgid "Surface"
-#~ msgstr "Oberfläche"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Eine SampleLibrary-Ressource muss unter der Eigenschaft ‚Samples‘ erzeugt "
-#~ "oder ausgewählt werden, damit SamplePlayer Ton abspielen kann."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Eine SampleLibrary-Ressource muss unter der ‚Samples‘-Eigenschaft erzeugt "
-#~ "oder ausgewählt werden, damit SpatialSamplePlayer Ton abspielen kann."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "Suchbegriff wurde %d mal ersetzt."
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "Speichere übersetzbare Zeichenketten"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "Skriptoptionen bearbeiten"
-
-#~ msgid "Error exporting project!"
-#~ msgstr "Fehler beim Exportieren des Projekts!"
-
-#~ msgid "Error writing the project PCK!"
-#~ msgstr "Fehler beim Schreiben des Projekt-PCK!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "Kein Exporter für Plattform ‚%s‘ verfügbar."
-
-#~ msgid "Create Android keystore"
-#~ msgstr "Erzeuge Android-Schlüssel"
-
-#~ msgid "Organizational unit"
-#~ msgstr "Organisatorische Einheit"
-
-#~ msgid "Organization"
-#~ msgstr "Organisation"
-
-#~ msgid "City"
-#~ msgstr "Stadt"
-
-#~ msgid "2 letter country code"
-#~ msgstr "2-Buchstaben-Ländercode"
-
-#~ msgid "User alias"
-#~ msgstr "Nutzer-Alias"
-
-#~ msgid "Password"
-#~ msgstr "Passwort"
-
-#~ msgid "at least 6 characters"
-#~ msgstr "Mindestens 6 Zeichen"
-
-#~ msgid "File name"
-#~ msgstr "Dateiname"
-
-#~ msgid "Path : (better to save outside of project)"
-#~ msgstr "Pfad: (besser außerhalb des Projektordners speichern)"
-
-#~ msgid ""
-#~ "Release keystore is not set.\n"
-#~ "Do you want to create one?"
-#~ msgstr ""
-#~ "Release-Schlüsselspeicher wurde nicht gewählt.\n"
-#~ "Soll einer erstellt werden?"
-
-#~ msgid "Fill Keystore/Release User and Release Password"
-#~ msgstr "Schlüsselspeicher, Nutzer und Passwort für Release eingeben"
-
-#~ msgid "Include"
-#~ msgstr "Einbeziehen"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "Gruppenname muss vorhanden sein!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "Ungültiges Zeichen in Gruppenname!"
-
-#~ msgid "Add Image Group"
-#~ msgstr "Füge Bildergruppe hinzu"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "Projektexporteinstellungen"
-
-#~ msgid "Export to Platform"
-#~ msgstr "Export zu Plattform"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "Exportiere alle Dateien im Projektverzeichnis."
-
-#~ msgid "Convert text scenes to binary on export."
-#~ msgstr "Konvertiere Textszenen in Binärformat beim Exportieren."
-
-#~ msgid "Images"
-#~ msgstr "Bilder"
-
-#~ msgid "Keep Original"
-#~ msgstr "Original behalten"
-
-#~ msgid "Compress for Disk (Lossy, WebP)"
-#~ msgstr "Komprimiere für Festplattenspeicher (verlustbehaftet, WebP)"
-
-#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
-#~ msgstr "Komprimiere für Arbeitsspeicher (BC/PVRTC/ETC)"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "Konvertiere Bilder (*.png):"
-
-#~ msgid "Compress for Disk (Lossy) Quality:"
-#~ msgstr ""
-#~ "Qualitätseinstellungen für Kompression (verlustbehaftet, auf Festplatte):"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "Alle Bilder verkleinern:"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "Komprimierungsformate:"
-
-#~ msgid "Groups:"
-#~ msgstr "Gruppen:"
-
-#~ msgid "Compress Disk"
-#~ msgstr "Komprimiere für Festplatte"
-
-#~ msgid "Compress RAM"
-#~ msgstr "Komprimiere für Arbeitsspeicher"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "Kompressionsmodus:"
-
-#~ msgid "Lossy Quality:"
-#~ msgstr "Verlustbehaftete Qualität:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "Verkleinern nach:"
-
-#~ msgid "Images:"
-#~ msgstr "Bilder:"
-
-#~ msgid "Sample Conversion Mode: (.wav files):"
-#~ msgstr "Audio-Umwandlungs-Modus: (.wav-Dateien):"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "Komprimieren (RAM - IMA-ADPCM)"
-
-#~ msgid "Sampling Rate Limit (Hz):"
-#~ msgstr "Grenze der Abtastrate (Hz):"
-
-#~ msgid "Trim"
-#~ msgstr "Zuschneiden"
-
-#~ msgid "Trailing Silence:"
-#~ msgstr "Auslaufende Stille:"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "Exportiere Projekt-PCK"
-
-#~ msgid "Project Export"
-#~ msgstr "Projekt exportieren"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance enthält keine BakedLight-Ressource."
-
-#~ msgid "Lighting"
-#~ msgstr "Belichtung"
-
-#~ msgid "Global"
-#~ msgstr "Global"
-
-#~ msgid ""
-#~ "This item cannot be made visible because the parent is hidden. Unhide the "
-#~ "parent first."
-#~ msgstr ""
-#~ "Diese Element kann nicht sichtbar gemacht werden solange das "
-#~ "Elternelement versteckt ist. Elternelement zuerst sichtbar machen."
-
-#~ msgid "File exists"
-#~ msgstr "Datei existiert"
-
-#~ msgid "Valid path"
-#~ msgstr "Gültiger Pfad"
-
-#~ msgid ""
-#~ "Custom node has no _get_output_port_unsequenced(idx,wmem), but "
-#~ "unsequenced ports were specified."
-#~ msgstr ""
-#~ "Eigens erstelltes Node hat keine Methode _get_output_port_unsequenced(idx,"
-#~ "wmem), jedoch wurden unsequenzierte Ports angegeben."
-
-#~ msgid "Cannot go into subdir:"
-#~ msgstr "Unterordner kann nicht geöffnet werden:"
-
-#~ msgid "Enable/Disable interpolation when looping animation."
-#~ msgstr "Aktivieren/Deaktivieren Interpolation, wenn Schleife aktiviert."
-
-#~ msgid "Load Layout"
-#~ msgstr "Layout Laden"
-
-#~ msgid "Binds (Extra Params):"
-#~ msgstr "Bindungen (Extra Parameter):"
-
-#~ msgid "Method In Node:"
-#~ msgstr "Methode in Node:"
diff --git a/editor/translations/el.po b/editor/translations/el.po
index 0c4bf3e329..a164e4d7b5 100644
--- a/editor/translations/el.po
+++ b/editor/translations/el.po
@@ -14854,2047 +14854,3 @@ msgstr "Ανάθεση σε ενιαία μεταβλητή."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Οι σταθερές δεν μπορούν να τροποποιηθούν."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Κάνε Στάση Αδράνειας (Από Οστά)"
-
-#~ msgid "Bottom"
-#~ msgstr "Κάτω"
-
-#~ msgid "Left"
-#~ msgstr "Αριστερά"
-
-#~ msgid "Right"
-#~ msgstr "Δεξιά"
-
-#~ msgid "Front"
-#~ msgstr "Μπροστά"
-
-#~ msgid "Rear"
-#~ msgstr "Πίσω"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Ανώνυμο μαραφέτι"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "Το «Degrees Of Freedom» είναι έγκυρο μόνο όταν το «Xr Mode» είναι «Oculus "
-#~ "Mobile VR»."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "Το «Focus Awareness» είναι έγκυρο μόνο όταν το «Xr Mode» είναι «Oculus "
-#~ "Mobile VR»."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Περιεχόμενα Πακέτου:"
-
-#~ msgid "Singleton"
-#~ msgstr "Μονοσύνολο"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Διαγραφή προφίλ «%s»; (χωρίς ανέραιση)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Ενεργοποιημένες Ιδιότητες:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Ενεργοποιημένες Δυνατότητες:"
-
-#~ msgid "Unset"
-#~ msgstr "Κατάργηση"
-
-#~ msgid "Class Options"
-#~ msgstr "Επιλογές Κλάσης"
-
-#~ msgid "Set"
-#~ msgstr "Ορισμός"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Αποθηκεύτηκαν %s αλλαγμένοι πόροι."
-
-#~ msgid "Q&A"
-#~ msgstr "Ερωτήσεις & Απαντήσεις"
-
-#~ msgid "Status:"
-#~ msgstr "Κατάσταση:"
-
-#~ msgid "Edit:"
-#~ msgstr "Επεξεργασία:"
-
-#~ msgid "Redownload"
-#~ msgstr "Εκ νέου λήψη"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Εγκατεστημένο)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Λείπει)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Το αίτημα απέτυχε."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Βρόχος ανακατευθήνσεων."
-
-#~ msgid "Download Complete."
-#~ msgstr "Η λήψη ολοκληρώθηκε."
-
-#~ msgid "Remove Template"
-#~ msgstr "Αφαίρεση προτύπου"
-
-#~ msgid "Download Templates"
-#~ msgstr "Λήψη προτύπων"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr ""
-#~ "Επιλέξτε έναν διακομιστή κατοπτρισμού: (Shift+Click για άνοιγμα στο "
-#~ "πρόγραμμα περιήγησης)"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Μετακίνηση στα απορρίμματα"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Ανάπτυξη Όλων των Ιδιοτήτων"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Σύμπτυξη Όλων των Ιδιοτήτων"
-
-#~ msgid "Copy Params"
-#~ msgstr "Αντιγραφή παραμέτρων"
-
-#~ msgid "Open in Help"
-#~ msgstr "Άνοιγμα στη βοήθεια"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Αντικατάσταση Κάμερας Παιχνιδιού\n"
-#~ "Δεν τρέχει κανένα περιστατικό παιχνιδιού."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Σύρσιμο: Περιστροφή"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Πατήστε 'v' για να Αλλάξετε το Πηγαίο Σημείο, 'Shift+v' για να Σύρετε το "
-#~ "Πηγαίο Σημείο (καθώς μετακινείτε)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+Δεξί Κλικ Ποντικιού: Επιλογή λίστας βάθους"
-
-#~ msgid "Clone Down"
-#~ msgstr "Κλωνοποίηση κάτω"
-
-#~ msgid "Yaw"
-#~ msgstr "Παρέκκλιση"
-
-#~ msgid "Size"
-#~ msgstr "Μέγεθος"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Μετακίνηση: Περιστροφή\n"
-#~ "Alt + Σύρσιμο: Μετακίνηση\n"
-#~ "Alt + Δεξί κλικ: Επιλογή λίστας βάθους"
-
-#~ msgid "Sep.:"
-#~ msgstr "Διαχωριστικό:"
-
-#~ msgid "Add All"
-#~ msgstr "Προσθήκη όλων"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Μενού επεξεργασίας θέματος."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Δημιουργία άδειου προτύπου"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Δημιουργία άδειου προτύπου επεξεργαστή"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Δημιουργία από το τρέχων θέμα του επεξεργαστή"
-
-#~ msgid "Data Type:"
-#~ msgstr "Τύπος δεδομένων:"
-
-#~ msgid "Theme File"
-#~ msgstr "Θέμα Αρχείου"
-
-#~ msgid "Compiled"
-#~ msgstr "Μεταγλωτισμένες"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Αφαίρεση %d έργων από την λίστα;\n"
-#~ "Τα περιεχόμενα των καταλόγων των έργων δεν θα τροποποιηθούν."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Αφαίρεση έργου από την λίστα;\n"
-#~ "Τα περιεχόμενα του καταλόγου του έργου δεν θα τροποποιηθούν."
-
-#~ msgid "Templates"
-#~ msgstr "Πρότυπα"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Προσθήκη ανακατεύθυνσης διαδρομής"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Δεν είναι δυνατή η εκτέλεση με τον πηγαίο κόμβο."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Σφάλμα κατά την ανάγνωση εικόνας εκκίνησης:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Χρήση προεπιλεγμένης εικόνας εκκίνησης."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "Ένα AnimationPlayer δεν μπορεί να κινήσει τον εαυτό του."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Το πρόχειρο είναι άδειο"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr ""
-#~ "Η InterpolatedCamera έχει καταργηθεί και θα αφαιρεθεί στο Godot 4.0."
-
-#~ msgid "No"
-#~ msgstr "Όχι"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr ""
-#~ "Αυτή η σκηνή δεν έχει αποθηκευτεί. Αποθήκευση πριν από την εκτέλεση;"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr ""
-#~ "Το εκτελέσιμο αρχείο ADB δεν έχει ρυθμιστεί στις Ρυθμίσεις Επεξεργαστή."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "Το OpenJDK jarsigner δεν έχει ρυθμιστεί στις Ρυθμίσεις Επεξεργαστή."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Η προσαρμοσμένη δόμηση απαιτεί μια έγκυρη διαδρομή για το Android SDK "
-#~ "στις Ρυθμίσεις Επεξεργαστή."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Ολοκλήρωση σε: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Τοποθέτηση πλεγμάτων: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Φώτηση πλεγμάτων: "
-
-#~ msgid "Search complete"
-#~ msgstr "Ολοκλήρωση αναζήτησης"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Κανένα δεσμευμένο μήνυμα δεν παρασχέθηκε"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Προσθέστε ένα μήνυμα δέσμευσης"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Υπάρχει ήδη αρχείο ή φάκελος με το ίδιο όνομα στη διαδρομή."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Σφάλμα κατά την αποθήκευση διάταξης!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Η προεπιλεγμένη διάταξη του editor έχει παρακαμφθεί."
-
-#~ msgid "Move pivot"
-#~ msgstr "Μετακίνηση πηγαίου σημείου"
-
-#~ msgid "Move anchor"
-#~ msgstr "Μετακίνηση άγκυρας"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Αλλαγή μεγέθους CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Πολύγωνο -> UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV -> Πολύγωνο"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Προσθέστε αρχική εξαγωγή..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Προσθέστε προηγούμενα λογισμικά επιδιόρθωσης..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Διαγραφή ενημέρωσης '%s' από την λίστα;"
-
-#~ msgid "Patches"
-#~ msgstr "Ενημερώσεις"
-
-#~ msgid "Make Patch"
-#~ msgstr "Δημιουργία ενημέρωσης"
-
-#~ msgid "Pack File"
-#~ msgstr "Αρχείο Pack"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Δεν παράχθηκε δόμησης apk στο: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Πλατφόρμες Συστήματος Αρχείων και Εισαγωγής"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Όταν εξάγετε ή αναπτύσσετε, το παραγόμενο εκτελέσιμο θα προσπαθήσει να "
-#~ "συνδεθεί στην IP αυτού του υπολογιστή για να αποσφαλματωθεί."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Η τρέχουσα σκηνή δεν έχει αποθηκευτεί, αποθηκεύστε πριν να τρέξετε το "
-#~ "πρόγραμμα."
-
-#~ msgid "Revert"
-#~ msgstr "Επαναφορά"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr ""
-#~ "Αυτή η ενέργεια δεν μπορεί να αναιρεθεί. Θέλετε να συνεχίσετε με την "
-#~ "επαναφορά;"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Επαναφορά σκηνής"
-
-#~ msgid "Clear Script"
-#~ msgstr "Εκκαθάριση Δέσμης Ενεργειών"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Διαχείριση προβλημάτων"
-
-#~ msgid "Request Docs"
-#~ msgstr "Αίτηση Τεκμηρίωσης"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Βοηθήστε στην βελτίωση της τεκμηρίωσης σχολιάζοντας."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Αντικαταστάθηκαν %d εμφανίσεις."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Δημιουργία στατικού κυρτού σώματος"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Αποτυχία δημιουργίας σχημάτων!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Δεν υπάρχει ακόμα βοήθεια για αυτήν την κλάση, μπορείτε να την [color="
-#~ "$color][url=$url]γράψετε[/url][/color] ή να την [color=$color][url="
-#~ "$url2]ζητήσετε[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "απαρίθμηση "
-
-#~ msgid "Brief Description"
-#~ msgstr "Σύντομη Περιγραφή"
-
-#~ msgid "Class Description"
-#~ msgstr "Περιγραφή κλάσης"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Η εξαγωγή του έργου απέτυχε με κωδικό %d."
-
-#~ msgid "Password:"
-#~ msgstr "Κωδικός:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "Τα τμήματα του αναγνωριστικού πρέπει να έχουν μη μηδενικό μήκος."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Ένα ψηφίο δεν μπορεί να είναι ο πρώτος χαρακτήρας σε ένα τμήμα "
-#~ "αναγνωριστικού."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Ο χαρακτήρας '%s' δεν μπορεί να είναι ο πρώτος χαρακτήρας σε ένα τμήμα "
-#~ "αναγνωριστικού."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "Το αναγνωριστικό πρέπει να έχει τουλάχιστον έναν '.' διαχωριστή."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Παύση της σκηνής"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Κούμπωμα στο Πλέγμα"
-
-#~ msgid "Add input +"
-#~ msgstr "Προσθήκη εισόδου +"
-
-#~ msgid "Language"
-#~ msgstr "Γλώσσα"
-
-#~ msgid "Inherits"
-#~ msgstr "Κληρονομεί"
-
-#~ msgid "Base Type:"
-#~ msgstr "Τύπος βάσης:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Διαθέσιμοι κόμβοι:"
-
-#~ msgid "Input"
-#~ msgstr "Είσοδος"
-
-#~ msgid "Methods:"
-#~ msgstr "Μεθόδοι:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Ιδιότητες θέματος:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Απαριθμήσεις:"
-
-#~ msgid "Constants:"
-#~ msgstr "Σταθερές:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Περιγραφή κλάσης:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Περιγραφές ιδιοτήτων:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Περιγραφές μεθόδων:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "Αυτό θα εγκαταστήσει το έργο Android για προσαρμοσμένα χτισίματα.\n"
-#~ "Σημειώστε πως, για τη χρήση του, πρέπει να ενεργοποιηθεί ανά διαμόρφωση "
-#~ "εξαγωγής."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Αντιστροφή ταξινόμησης."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Διαγραφή κόμβων;"
-
-#~ msgid "No Matches"
-#~ msgstr "Δεν υπάρχουν αντιστοιχίες"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Αδύνατο το άνοιγμα του αρχείου file_type_cache.cch για εγγραφή, παράλειψη "
-#~ "αποθήκευσης cache τύπου αρχείου!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "Δεν ήταν δυνατή η πλοήγηση στο '%s', καθώς δεν βρέθηκε στο σύστημα "
-#~ "αρχείων!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Σφάλμα κατά την φόρτωση εικόνας:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Δεν υπάρχουν εικονοστοιχεία με διαφάνεια >128 στην εικόνα..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Ο γονέας δεν έχει συμπαγείς επιφάνειες για να συμπληρωθούν."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Δεν ήταν δυνατή η χαρτογράφηση της περιοχής."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Οι επιφάνειες έχουν μηδενικό εμβαδόν!"
-
-#~ msgid "No faces!"
-#~ msgstr "Δεν υπάρχουν επιφάνειες!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Σφάλμα φόρτωσης αρχείου."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Σφάλμα φόρτωσης αρχείου."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Φαινόμενο Ντόπλερ"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Επιλογή λειτουργίας (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Λειτουργία μετακίνησης (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Λειτουργία περιστροφής (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Λειτουργία κλιμάκωσης (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Τοπικές συντεταγμένες"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Λειτουργία κουμπώματος (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Εργαλείο επιλογής"
-
-#~ msgid "Tool Move"
-#~ msgstr "Εργαλείο μετακίνησης"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Εργαλείο περιστροφής"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Εργαλείο κλιμάκωσης"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Αφαίρεση όλων των απόντων έργων από την λίστα; (Τα περιεχόμενα το φακέλου "
-#~ "δεν θα τροποποιηθούν)"
-
-#~ msgid "Project List"
-#~ msgstr "Λίστα έργων"
-
-#~ msgid "Exit"
-#~ msgstr "Έξοδος"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "Δεν ήταν δυνατή η εκτέλεση του εργαλείου PVRTC:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr ""
-#~ "Δεν ήταν δυνατή η επαναφόρτωση της εικόνας που έχει μετατραπεί με το "
-#~ "εργαλείο PVRTC:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Σφάλμα κατά την αρχικοποίηση του FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Άγνωστη μορφή γραμματοσειράς."
-
-#~ msgid "Error loading font."
-#~ msgstr "Σφάλμα κατά την φόρτωση της γραμματοσειράς."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Μη έγκυρο μέγεθος γραμματοσειράς."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Προηγούμενος φάκελος"
-
-#~ msgid "Next Folder"
-#~ msgstr "Επόμενος φάκελος"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Αυτόματο Άνοιγμα Στιγμιοτύπων Οθόνης"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "Άνοιγμα σε εξωτερικό επεξεργαστή εικόνων."
-
-#~ msgid "Reverse"
-#~ msgstr "Αντιστροφή"
-
-#~ msgid "Mirror X"
-#~ msgstr "Συμμετρία στον άξονα Χ"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Συμμετρία στον άξονα Υ"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Επίλυση..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "Δημιουργία έργου C#..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Απέτυχε η δημιουργία λύσης."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Απέτυχε η αποθήκευση της λύσης."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "Απέτυχε η δημιουργία έργου C#."
-
-#~ msgid "Mono"
-#~ msgstr "Μονοφωνικό"
-
-#~ msgid "About C# support"
-#~ msgstr "Σχετικά με την υποστήριξη C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Δημιουργία λύσης C#"
-
-#~ msgid "Builds"
-#~ msgstr "Δόμηση"
-
-#~ msgid "Build Project"
-#~ msgstr "Δόμηση έργου"
-
-#~ msgid "View log"
-#~ msgstr "Προβολή αρχείου καταγραφής"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "Το WorldEnvironment χρειάζεται έναν πόρο Environment."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Ενεργοποιημένες Κλάσεις"
-
-#~ msgid "Update Always"
-#~ msgstr "Ενημέρωση πάντα"
-
-#~ msgid "'camera' input parameter for all shader modes."
-#~ msgstr "Παράμετρος εισόδου «camera» για όλες τις λειτουργίες σκίασης."
-
-#~ msgid "'inv_camera' input parameter for all shader modes."
-#~ msgstr "Παράμετρος εισόδου «inv_camera» για όλες τις λειτουργίες σκίασης."
-
-#~ msgid "'inv_projection' input parameter for all shader modes."
-#~ msgstr ""
-#~ "Παράμετρος εισόδου «inv_projection» για όλες τις λειτουργίες σκίασης."
-
-#~ msgid "'normal' input parameter for all shader modes."
-#~ msgstr "Παράμετρος εισόδου «normal» για όλες τις λειτουργίες σκίασης."
-
-#~ msgid "'projection' input parameter for all shader modes."
-#~ msgstr "Παράμετρος εισόδου «projection» για όλες τις λειτουργίες σκίασης."
-
-#~ msgid "'time' input parameter for all shader modes."
-#~ msgstr "Παράμετρος εισόδου «time» για όλες τις λειτουργίες σκίασης."
-
-#~ msgid "'viewport_size' input parameter for all shader modes."
-#~ msgstr ""
-#~ "Παράμετρος εισόδου «viewport_size» για όλες τις λειτουργίες σκίασης."
-
-#~ msgid "'world' input parameter for all shader modes."
-#~ msgstr "Παράμετρος εισόδου «world» για όλες τις λειτουργίες σκίασης."
-
-#~ msgid "'alpha' input parameter for all shader modes."
-#~ msgstr "Παράμετρος εισόδου «alpha» για όλες τις λειτουργίες σκίασης."
-
-#~ msgid "'color' input parameter for all shader modes."
-#~ msgstr "Παράμετρος εισόδου «color» για όλες τις λειτουργίες σκίασης."
-
-#~ msgid "'texture_pixel_size' input parameter for all shader modes."
-#~ msgstr ""
-#~ "Παράμετρος εισόδου «texture_pixel_size» για όλες τις λειτουργίες σκίασης."
-
-#~ msgid "'alpha' input parameter for vertex and fragment shader modes."
-#~ msgstr "Παράμετρος εισόδου «alpha» για σκίαση κορυφής και τμήματος."
-
-#~ msgid "'binormal' input parameter for vertex and fragment shader modes."
-#~ msgstr "Παράμετρος εισόδου «binormal» για σκίαση κορυφής και τμήματος."
-
-#~ msgid "'color' input parameter for vertex and fragment shader modes."
-#~ msgstr "Παράμετρος εισόδου «color» για σκίαση κορυφής και τμήματος."
-
-#~ msgid "'fragcoord' input parameter for fragment and light shader modes."
-#~ msgstr "Παράμετρος εισόδου «fragcoord» για σκίαση τμήματος και φωτός."
-
-#~ msgid "'point_coord' input parameter for fragment shader mode."
-#~ msgstr "Παράμετρος εισόδου «point_coord» για σκίαση τμήματος."
-
-#~ msgid "'screen_uv' input parameter for fragment shader mode."
-#~ msgstr "Παράμετρος εισόδου «screen_uv» για σκίαση τμήματος."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader modes."
-#~ msgstr "Παράμετρος εισόδου «tangent» για σκίαση κορυφής και τμήματος."
-
-#~ msgid "'uv2' input parameter for vertex and fragment shader modes."
-#~ msgstr "Παράμετρος εισόδου «uv2» για σκίαση κορυφής και τμήματος."
-
-#~ msgid "'vertex' input parameter for vertex and fragment shader modes."
-#~ msgstr "Παράμετρος εισόδου «vertex» για σκίαση κορυφής και τμήματος."
-
-#~ msgid "'albedo' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «albedo» για σκίαση φωτός."
-
-#~ msgid "'attenuation' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «attenuation» για σκίαση φωτός."
-
-#~ msgid "'light' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «light» για σκίαση φωτός."
-
-#~ msgid "'light_color' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «light_color» για σκίαση φωτός."
-
-#~ msgid "'roughness' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «roughness» για σκίαση φωτός."
-
-#~ msgid "'specular' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «specular» για σκίαση φωτός."
-
-#~ msgid "'transmission' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «transmission» για σκίαση φωτός."
-
-#~ msgid "'modelview' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «modelview» για σκίαση κορυφής."
-
-#~ msgid "'point_size' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «point_size» για σκίαση κορυφής."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader mode."
-#~ msgstr "Παράμετρος εισόδου «tangent» για σκίαση κορυφής και τμήματος."
-
-#~ msgid "'light_pass' input parameter for vertex and fragment shader modes."
-#~ msgstr "Παράμετρος εισόδου «light_pass» για σκίαση κορυφής και τμήματος."
-
-#~ msgid "'point_coord' input parameter for fragment and light shader modes."
-#~ msgstr "Παράμετρος εισόδου «point_coord» για σκίαση τμήματος και φωτός."
-
-#~ msgid "'screen_pixel_size' input parameter for fragment shader mode."
-#~ msgstr "Παράμετρος εισόδου «screen_pixel_size» για σκίαση τμήματος."
-
-#~ msgid "'screen_uv' input parameter for fragment and light shader modes."
-#~ msgstr "Παράμετρος εισόδου «screen_uv» για σκίαση τμήματος και φωτός."
-
-#~ msgid "'light_alpha' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «light_alpha» για σκίαση φωτός."
-
-#~ msgid "'light_height' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «light_height» για σκίαση φωτός."
-
-#~ msgid "'light_uv' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «light_uv» για σκίαση φωτός."
-
-#~ msgid "'light_vec' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «light_vec» για σκίαση φωτός."
-
-#~ msgid "'normal' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «normal» για σκίαση φωτός."
-
-#~ msgid "'shadow_color' input parameter for light shader mode."
-#~ msgstr "Παράμετρος εισόδου «shadow_color» για σκίαση φωτός."
-
-#~ msgid "'extra' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «extra» για σκίαση κορυφής."
-
-#~ msgid "'projection' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «projection» για σκίαση κορυφής."
-
-#~ msgid "'vertex' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «vertex» για σκίαση κορυφής."
-
-#~ msgid "'world' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «world» για σκίαση κορυφής."
-
-#~ msgid "'active' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «active» για σκίαση κορυφής."
-
-#~ msgid "'alpha' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «alpha» για σκίαση κορυφής."
-
-#~ msgid "'color' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «color» για σκίαση κορυφής."
-
-#~ msgid "'custom_alpha' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «custom_alpha» για σκίαση κορυφής."
-
-#~ msgid "'delta' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «delta» για σκίαση κορυφής."
-
-#~ msgid "'emission_transform' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «emission_transform» για σκίαση κορυφής."
-
-#~ msgid "'index' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «index» για σκίαση κορυφής."
-
-#~ msgid "'lifetime' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «lifetime» για σκίαση κορυφής."
-
-#~ msgid "'restart' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «restart» για σκίαση κορυφής."
-
-#~ msgid "'time' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «time» για σκίαση κορυφής."
-
-#~ msgid "'transform' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «transform» για σκίαση κορυφής."
-
-#~ msgid "'velocity' input parameter for vertex shader mode."
-#~ msgstr "Παράμετρος εισόδου «velocity» για σκίαση κορυφής."
-
-#~ msgid "Raw Mode"
-#~ msgstr "Ωμή λειτουργία"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Διαδρομή για τον κόμβο:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Διαγραφή επιλεγμένων αρχείων;"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Δεν υπάρχει αρχείο 'res://default_bus_layout.tres'."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Πήγαινε στον γονικό φάκελο"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Άνοιγμα σκηνής"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Προηγούμενος κατάλογος"
-
-#~ msgid "Next Directory"
-#~ msgstr "Επόμενος κατάλογος"
-
-#~ msgid "Ease in"
-#~ msgstr "Ομαλά μέσα"
-
-#~ msgid "Ease out"
-#~ msgstr "Ομαλά έξω"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Δημιουργία στατικού κυρτού σώματος"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "Κουμπί επιλογής1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "Κουμπί επιλογής 2"
-
-#~ msgid "Create folder"
-#~ msgstr "Δημιουργία φακέλου"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "Αποκοπή κόμβων"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Μη έγκυρη διαδρομή"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "GridMap Διπλασιασμός επιλογής"
-
-#~ msgid "Create Area"
-#~ msgstr "Δημιουργία περιοχής"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Δημιουργία εξωτερικής σύνδεσης"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Επεξεργασία παραμέτρων σήματος:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Επεξεργασία μεταβλητής:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Κούμπωμα (s): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Εισαγωγή κλειδιών."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr ""
-#~ "Δημιουργία στιγμιοτύπων των επιλεγμένων σκηνών ως παιδιά του επιλεγμένου "
-#~ "κόμβου."
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "Μέγεθος πηγαίας γραμματοσειράς:"
-
-#~ msgid "Line:"
-#~ msgstr "Γραμμή:"
-
-#~ msgid "Col:"
-#~ msgstr "Στήλη:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr "Το PathFollow2D δουλεύει μόνο όταν κληρονομεί έναν κόμβο Path2D."
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Προσθήκη σημείου"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "Μη έγκυρη διαδρομή!"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Αφαίρεση σημείου"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Επεγεργασία πολυγώνου"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "Διαχωρισμός διαδρομής"
-
-#~ msgid "Add Node.."
-#~ msgstr "Προσθήκη κόμβου.."
-
-#~ msgid "Create from scene?"
-#~ msgstr "Δημιουργία από σκηνή;"
-
-#~ msgid "Create Poly"
-#~ msgstr "Δημιουγία πολυγώνου"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Δημιουργία νέου πολυγώνου από την αρχή"
-
-#~ msgid "Zoom out"
-#~ msgstr "Σμύκρινση"
-
-#~ msgid "Zoom in"
-#~ msgstr "Μεγέθυνση"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Δημιουργία πολυγώνου 3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Δεν υπάρχει πόρος OccluderPolygon2D σε αυτόν τον κόμβο.\n"
-#~ "Να δημιουργία και να ορισθεί ένας;"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "Αριστερό κλίκ: ΜΕτακίνηση σημείου."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+Αριστερό κλικ: Διαχωρσμός τμήματος."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "Δεξί κλικ: Διαγραφή σημείου."
-
-#, fuzzy
-#~ msgid "New TextFile"
-#~ msgstr "Προβολή αρχείων"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Αποθήκευση θέματος ως"
-
-#~ msgid "<None>"
-#~ msgstr "<Τίποτα>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Επιλέξτε υπότιτλο για εικονίδιο, o οποίος θα χρησιμοποιείται και σε μη "
-#~ "έγκυρες συνδέσεις αυτόματων πλακιδίων."
-
-#~ msgid "Zoom:"
-#~ msgstr "Μεγέθυνση:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr ""
-#~ "Είστε σίγουροι πως θέλετε να αφαιρέσετε όλες τις συνδέσεις απο το \""
-
-#~ msgid "Class List:"
-#~ msgstr "Λίστα κλάσεων:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Δημόσιες συναρτήσεις"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Δημόσιες συναρτήσεις:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Στοιχεία του θέματος GUI:"
-
-#~ msgid "Property: "
-#~ msgstr "Ιδιότητα: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Εναλλαγή φακέλου ως αγαπημένο."
-
-#~ msgid "Show current scene file."
-#~ msgstr "Εμφάνιση του αρχείου της τρέχουσας σκηνής."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "Είσοδος σε προβολή δέντρου."
-
-#~ msgid "Whole words"
-#~ msgstr "Ολόκληρες λέξεις"
-
-#~ msgid "Match case"
-#~ msgstr "Αντιστοίχηση πεζών-κεφαλαίων"
-
-#~ msgid "Ok"
-#~ msgstr "Εντάξει"
-
-#~ msgid "Show In File System"
-#~ msgstr "Εμφάνιση στο σύστημα αρχείων"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Αναζήτηση στην ιεραρχεία κλάσεων."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Αναζήτηση κλάσεων"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Οι ενσωματομένες δεσμές ενεργειών μπορούν να επεξεργαστούν μόνο όταν η "
-#~ "σκηνή στην οποία ανήκουν είναι φορτωμένη"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Μετατροπή σε κεφαλαία"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Μετατροπή σε πεζά"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Περιστροφή 0 μοίρες"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Περιστροφή 90 μοίρες"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Περιστροφή 180 μοίρες"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Περιστροφή 270 μοίρες"
-
-#~ msgid "Errors:"
-#~ msgstr "Σφάλματα:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Ιχνηλάτηση στοίβας (Εάν υφίσταται):"
-
-#~ msgid "Bake!"
-#~ msgstr "Προετοίμασε!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Προετοιμασία του πλέγματος πλοήγησης."
-
-#~ msgid "Get"
-#~ msgstr "Πάρε"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Αλλαγή χρωματικής σταθεράς"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Αλλαγή διανυσματικού - μονόμετρου τελεστή"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Αλλαγή χρωματικού τελεστή"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Εναλλαγή μόνο περιστροφή"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Αλλαγή διανυσματικής συνάρτησης"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Αλλαγή χρωματικής ομοιόμορφης μεταβλητής"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Αλλαγή προεπιλλεγμένης τιμής"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Αλλαγή ομοιόμορφης μεταβλητής XForm"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Αλλαγή ομοιόμορφης μεταβλητής χάρτη κύβου"
-
-#~ msgid "Change Comment"
-#~ msgstr "Αλλαγή σχολίου"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Προσθήκη/Αφαίρεση σε διαβάθμηση χρώματος"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Επεξεργασία διαβάθμισης χρωμάτων"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Προσθήκη/Αφαίρεση σε χάρτη καμπύλης"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Τροποποίηση χάρτη καμπύλης"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Σύνδεση κόμβων γραφήματος"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Αφαίρεση κόμβου γραφήματος"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Μετακίνηση κόμβου γραφήματος"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Διπλασιασμός κόμβων γραφήματος"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Σφάλμα: Κυκλικός σύνδεσμος"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Σφάλμα: Οι συνδέσεις εισόδου λείπουν"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Προσθήκη κόμβου γραφήματος"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Μετακίνηση κομματιού animation πάνω"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Μετακίνηση κομματιού animation κάτω"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Ορισμός μεταβάσεων σε:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Anim Αλλαγή παρεμβολής κομματιού"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Anim Λειτουργία αλλαγής τιμής κομματιού"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Αλλαγή λειτουργίας αναδίπλωσης κομματιού κίνησης"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Επεξεργασία Καμπύλης κόμβου"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Επεξεργασία επιλεγμένης καμπύλης"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Anim Προσθήκη κλειδιού"
-
-#~ msgid "In"
-#~ msgstr "Είσοδος"
-
-#~ msgid "Out"
-#~ msgstr "Έξοδος"
-
-#~ msgid "In-Out"
-#~ msgstr "Είσοδος-Έξοδος"
-
-#~ msgid "Out-In"
-#~ msgstr "Έξοδος-Είσοδος"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Αλλαγή μήκους animation"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Αλλαγή επανάληψης animation"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Anim Δημιουργία κλειδιού τιμής ορισμένου τύπου"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Anim Προσθήκη κομματιού κλήσης"
-
-#~ msgid "Length (s):"
-#~ msgstr "Μήκος (s):"
-
-#~ msgid "Step (s):"
-#~ msgstr "Βήμα (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Βήμα κουμπώματος δρομέα (σε δευτερόλεπτα)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Ενεργοποίηση/Απενεργοποίηση επανάληψης στο animation."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Προσθήκη νέων κομματιών."
-
-#~ msgid "Move current track up."
-#~ msgstr "Μετακίνηση τρέχοντος κομματιού πάνω."
-
-#~ msgid "Move current track down."
-#~ msgstr "Μετακίνηση τρέχοντος κομματιού κάτω."
-
-#~ msgid "Track tools"
-#~ msgstr "Εργαλεία κομματιού"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Ενεργοποίηση επεξεργασίας μεμονωμένων κλειδιών με το κλικ."
-
-#~ msgid "Key"
-#~ msgstr "Κλειδί"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Σε ποιο κόμβο να κληθούν οι συναρτήσεις;"
-
-#~ msgid "Thanks!"
-#~ msgstr "Ευχαριστώ!"
-
-#~ msgid "I see..."
-#~ msgstr "Εντάξει..."
-
-#~ msgid "Ugh"
-#~ msgstr "α..."
-
-#~ msgid "Run Script"
-#~ msgstr "Εκτέλεση δεσμής ενεργειών"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Διακοπή προφίλ"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Έναρξη προφίλ"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Προεπιλογή (Το ίδιο με τον επεξεργαστή)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Δημιουργία νέας κίνησης στον αναπαραγωγέα."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Φόρτωση κίνησης από τον δίσκο."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Φόρτωση μίας κίνησης από τον δίσκο."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Αποθήκεση της τρέχουσας κίνησης"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Επεξεργασία χρόνων ανάμειξης κινήσεων"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Ανιγραφή κίνησης"
-
-#~ msgid "Fetching:"
-#~ msgstr "Λήψη:"
-
-#~ msgid "prev"
-#~ msgstr "Προηγούμενο"
-
-#~ msgid "next"
-#~ msgstr "Επόμενο"
-
-#~ msgid "last"
-#~ msgstr "Προηγούμενο"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Επεξεργασία Αλυσίδας IK"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Σύρσιμο κέντρου από την θέση του ποντικιού"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Ορισμός κέντρου στον κέρσορα"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Προσθήκη αφαίρεση σημείου διαβάθμισης χρωμάτων"
-
-#~ msgid "OK :("
-#~ msgstr "Εντάξει :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "Ορατότητα μαραφετιών σκελετού"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "Προεπισκόπηση StyleBox:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Επεξεργαστής περιοχής υφής"
-
-#~ msgid "Erase selection"
-#~ msgstr "Διαγραφή επιλογής"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Όνομα στοιχείου ή αναγνωριστικού:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr ""
-#~ "Τα πρότυπα εξαγωγής για αυτή την πλατφόρτμα λείπουν ή είναι "
-#~ "κατεστραμμένα: "
-
-#~ msgid "Button 8"
-#~ msgstr "Κουμπί 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Κουμπί 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Απόρριψη στιγμιοτύπισης"
-
-#~ msgid "Clear!"
-#~ msgstr "Εκκαθάριση!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Εναλλαγή ορατότητας Spatial"
-
-#~ msgid "Condition"
-#~ msgstr "Συνθήκη"
-
-#~ msgid "Sequence"
-#~ msgstr "Ακολουθία"
-
-#~ msgid "Switch"
-#~ msgstr "Μεταγωγέας"
-
-#~ msgid "Iterator"
-#~ msgstr "Επαναλήπτης"
-
-#~ msgid "While"
-#~ msgstr "Όσο"
-
-#~ msgid "Return"
-#~ msgstr "Επιστροφή"
-
-#~ msgid "Call"
-#~ msgstr "Κλήση"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Επεξεργασία μεταβλητής"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Επεξεργασία σήματος"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "Μη έγκυρη ενέργεια (Όλα επιτρέποντα εκτός από το '/' και το ':')."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Δεν μπορεί να περιέχει '/' ή ':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Άκυρη μορφή version.txt μέσα στα πρότυπα. Το Revision δεν είναι έγκυρο "
-#~ "αναγνωριστικό."
-
-#~ msgid "Can't write file."
-#~ msgstr "Δεν ήταν δυνατή η εγγραφή στο αρχείο."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "Δεν βρέθηκε το project.godot στη διαδρομή του έργου."
-
-#~ msgid "Replace By"
-#~ msgstr "Αντικατάσταση με"
-
-#~ msgid "Backwards"
-#~ msgstr "Αντίστροφα"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Ρώτησε στην αντικατάσταση"
-
-#~ msgid "Skip"
-#~ msgstr "Παράλειψη"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "Το έργο θα δημιουργηθεί σε έναν μη-άδειο φάκελο (Ίσως θέλετε να "
-#~ "δημιουργήσετε έναν καινούργιο)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "Αυτό είναι ένα «Εύρηκα»!"
-
-#~ msgid "preview"
-#~ msgstr "Προεπισκόπηση"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Μετακίνηση κλειδιού προσθήκης"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Δημιουργία εγγραφής"
-
-#~ msgid "List:"
-#~ msgstr "Λίστα:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Ορισμός μάσκας εκπομπής"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Εκκαθάριση πομπού"
-
-#~ msgid "Fold Line"
-#~ msgstr "Αναδίπλωση γραμμής"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "Ενότητες:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "Αδύνατη η πλοήγηση στο '"
-
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr ""
-#~ "\n"
-#~ "Πηγή: "
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Διαγραφή σημείου από την δισδιάστατη γραμμή"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Πρόσθεσε σημείο στην δισδυάστατη γραμμή"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Μετακίινηση σημείου στην δισδιάστατη γραμμή"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "Διαχωρισμός τμήματος (στη γραμμή)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#~ msgid "Setting '"
-#~ msgstr "Ρυθμίση '"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "Απομακρυσμένος επιθεωρητής"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "Ζωντανό δέντρο σκηνής:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "Απομακρυσμένες ιδιότητες αντικειμένου: "
-
-#~ msgid "Prev Level (%sDown Wheel)"
-#~ msgstr "Προηγούμενο επίπεδο (%sΚάτω Ροδέλα)"
-
-#~ msgid "Next Level (%sUp Wheel)"
-#~ msgstr "Επόμενο επίπεδο (%sΠάνω ροδέλα)"
-
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Επιλογή -> Διπλασιασμός"
-
-#~ msgid "Selection -> Clear"
-#~ msgstr "Επιλογή -> Εκκαθάριση"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Η ιδιότητα Path πρέπει να δείχνει σε έναν έγκυρο κόμβο τύπου Viewport σε "
-#~ "λειτουργία 'render target' για να δουλέψει."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "Το Viewport που ορίστηκε στην ιδιότητα 'path' πρέπει να είναι σε "
-#~ "λειτουργία 'render target' για να δουλέψει αυτό to sprite."
-
-#~ msgid "' parsing of config failed."
-#~ msgstr "' απέτυχε η ανάλυση του αργείου παραμέτρων."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Λίστα συναρτήσεων για '%s':"
-
-#~ msgid "Return:"
-#~ msgstr "Επιστρέφει:"
-
-#~ msgid "Added:"
-#~ msgstr "Προστέθηκαν:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "Αδύνατη η αποθήκευση υπό-εικόνας άτλαντα:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Αρχικοποίηση..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "Σφάλμα κατά τη φόρτωση σκηνής."
-
-#~ msgid "Re-Import"
-#~ msgstr "Επανεισαγωγή"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "Παρακαλώ περιμένετε να ολοκληρωθεί η σάρωση."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "Η τρέχουσα σκηνή πρέπει να αποθηκευτεί για να επαν-εισάγετε."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Επανεισαγωγή"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "Επανεισαγωγή τροποπιημένων πόρων"
-
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr ""
-#~ "\n"
-#~ "Κατάσταση: Χρειάζεται επανεισαγωγή"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "Ίδια αρχεία πηγής και προορισμού, παράλειψη ενέργειας."
-
-#~ msgid "Target file exists, can't overwrite. Delete first."
-#~ msgstr ""
-#~ "Το αρχείο προορισμού υπάρχει, όμως είναι αδύνατη η αντικατάσταση. "
-#~ "Διαγράψτε το πρώτα."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "Ίδιες διαδρομές πηγής και προορισμού, παράλειψη ενέργειας."
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "Αδύνατη η μετακίνηση καταλόγων μέσα στους εαυτούς τους."
-
-#~ msgid "Can't rename deps for:\n"
-#~ msgstr "Δεν είναι δυνατή η μετονομασία εξαρτήσεων για:\n"
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Επιλέξτε νέο όνομα και θέση για:"
-
-#~ msgid "Info"
-#~ msgstr "Πληροφορίες"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "Δεν υπάρχουν μάσκες bit για εισαγωγή!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "Η διαδρομή προορισμού είναι άδεια."
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "Η διαδρομή προορισμού πρέπει να είναι μία πλήρης διαδρομή σε πόρο."
-
-#~ msgid "Target path must exist."
-#~ msgstr "Η διαδρομή προορισμού πρέπει να υπάρχει."
-
-#~ msgid "Import BitMasks"
-#~ msgstr "Εισαγωγή μάσκας bit"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "Πηγαίες υφές:"
-
-#~ msgid "Accept"
-#~ msgstr "Αποδοχή"
-
-#~ msgid "Bit Mask"
-#~ msgstr "Μάσκα bit"
-
-#~ msgid "No source font file!"
-#~ msgstr "Δεν δόθηκε πηγαίο αρχείο γραμματοσειράς!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "Δε δόθηκε πόρος γραμματοσειράς προορισμού!"
-
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "Άκυρη επέκταση αρχείου.\n"
-#~ "Παρακαλώ χρησιμοποιήστε .font."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "Δεν ήταν δυνατή η αποθήκευση της γραμματοσειράς."
-
-#~ msgid "Source Font:"
-#~ msgstr "Πηγαία γραμματοσειρά:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "Πόρος προορισμού:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr "Γαζέες καὶ μυρτιὲς δὲν θὰ βρῶ πιὰ στὸ χρυσαφὶ ξέφωτο."
-
-#~ msgid "Test:"
-#~ msgstr "Δοκιμή:"
-
-#~ msgid "Options:"
-#~ msgstr "Επιλογές:"
-
-#~ msgid "Font Import"
-#~ msgstr "Εισαγωγή γραμματοσειράς"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "Αυτό το αρχείο είναι ήδη ένα αρχείο γραμματοσειράς της Godot, παρακαλώ "
-#~ "υποβάλετε ένα αρχείο τύπου BMFont."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "Απέτυχε το άνοιγμα ως αρχείο BMFont."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "Άκυρη προσαρμοσμένη πηγή γραμματοσειράς."
-
-#~ msgid "No meshes to import!"
-#~ msgstr "Δεν υπάρχουν πλέγματα για εισαγωγή!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "Εισαγωγή ενός πλέγματος"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "Πηγαία πλέγματα:"
-
-#~ msgid "Surface %d"
-#~ msgstr "Επιφάνεια %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "Δεν υπάρχουν δείγματα για εισαγωγή!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "Εισαγωγή δειγμάτων ήχου"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "Πηγαία δείγματα:"
-
-#~ msgid "Audio Sample"
-#~ msgstr "Δείγμα ήχου"
-
-#~ msgid "New Clip"
-#~ msgstr "Νέο απόσπασμα"
-
-#~ msgid "Flags"
-#~ msgstr "Σημαίες"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "Ψήστε FPS:"
-
-#~ msgid "Optimizer"
-#~ msgstr "Εργαλείο βελτιστοποίησης"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "Μέγιστο γραμμικό σφάλμα"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "Μέγιστο γωνιακό σφάλμα"
-
-#~ msgid "Max Angle"
-#~ msgstr "Ανώτατη Γωνία"
-
-#~ msgid "Start(s)"
-#~ msgstr "Αρχή"
-
-#~ msgid "Source path is empty."
-#~ msgstr "Η διαδρομή προέλευσης είναι άδεια."
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "Δεν ήταν δυνατή η φόρτωση της δεσμής ενεργειών μετ-εισαγωγής."
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr ""
-#~ "Άκυρη / χαλασμένη δεσμή ενεργειών για την διαδικασία της μετ-εισαγωγής."
-
-#~ msgid "Error importing scene."
-#~ msgstr "Σφάλμα κατά την εισαγωγή της σκηνής."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "Εισαγωγή 3D σκηνής"
-
-#~ msgid "Source Scene:"
-#~ msgstr "Σκηνή προέλευσης:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "Το ίδιο με την στοχευμένη σκηνή"
-
-#~ msgid "Shared"
-#~ msgstr "Κοινόχρηστο"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "Επιλεγμένος φάκλος υφών:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "Προσαρμοσμένος τύπος ριζικού κόμβου:"
-
-#~ msgid "Auto"
-#~ msgstr "Αυτόματο"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "Τα ακόλουθα αρχεία λείπουν:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Εισαγωγή ούτως ή άλλως"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr ""
-#~ "Η τρέχουσα σκηνή δεν έχει αποθηκευτεί, άνοιγμα της εισαγμένης σκηνής "
-#~ "ούτως ή άλλως;"
-
-#~ msgid "Import Image:"
-#~ msgstr "Εισαγωγή εικόνας:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr ""
-#~ "Δεν είναι δυνατή η μετατροπή της διαδρομής σε τοπική: %s (είναι ήδη "
-#~ "τοπικό)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "Κίνηση τρισδιάστατης σκηνής"
-
-#~ msgid "Uncompressed"
-#~ msgstr "Ασυμπίεστο"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "Συμπίεση χωρίς απώλειες (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "Συμπίεση με απώλειες (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "Συμπίεση (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "Μορφή υφής"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "Ποιότητα συμπίεσης υφής (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "Παρακαλώ καθορίστε κάποια αρχεία!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Τουλάχιστον ένα αρχείο απαιτείται για τον άτλαντα."
-
-#~ msgid "Error importing:"
-#~ msgstr "Σφάλμα κατά την εισαγωγή:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "Μέγιστο μέγεθος υφής:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "Εισαγωγή υφών για τον άτλαντα (2D)"
-
-#~ msgid "Large Texture"
-#~ msgstr "Μεγάλη υφή"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "Εισαγωγής Μεγάλων Υφών (2D)"
-
-#~ msgid "Source Texture"
-#~ msgstr "Υφή προέλευσης"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "Βασική υφή άτλαντα"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "Υφές προέλευσης"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "Εισαγωγή υφών για 2 διαστάσεις"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "Εισαγωγή υφών για 3 διαστάσεις"
-
-#~ msgid "Import Textures"
-#~ msgstr "Εισαγωγή υφών"
-
-#~ msgid "2D Texture"
-#~ msgstr "Υφή 2 διαστάσεων"
-
-#~ msgid "3D Texture"
-#~ msgstr "Υφή 3 διαστάσεων"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "Υφή άτλαντα"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "ΣΗΜΕΙΩΣΗ: Η εισαγωγή δισδιάστατων υφών δεν είναι υποχρεωτική. Απλά "
-#~ "αντιγράψτε τα αρχεία png/jpg στο έργο."
-
-#~ msgid "Crop empty space."
-#~ msgstr "Περικοπή άδειου χώρου."
-
-#~ msgid "Import Large Texture"
-#~ msgstr "Εισαγωγή μεγάλης υφής"
-
-#~ msgid "Load Source Image"
-#~ msgstr "Φόρτωση εικόνας προέλευσης"
-
-#~ msgid "Slicing"
-#~ msgstr "Κατάτμηση"
-
-#~ msgid "Saving"
-#~ msgstr "Αποθήκευση"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "Δεν ήταν δυνατή η αποθήκευση μεγάλης υφής:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "Κατασκευή άτλαντα για:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "Φόρτωση εικόνας:"
-
-#~ msgid "Converting Images"
-#~ msgstr "Μετατροπή Εικόνων"
-
-#~ msgid "Cropping Images"
-#~ msgstr "Περικοπή Εικόνων"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "Δεν ήταν δυνατή η αποθήκευση εικόνας άτλαντα:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "Μη έγκυρη πηγή μετάφρασης!"
-
-#~ msgid "Column"
-#~ msgstr "Στήλη"
-
-#~ msgid "No items to import!"
-#~ msgstr "Δεν υπάρχουν στοιχεία για εισαγωγή!"
-
-#~ msgid "No target path!"
-#~ msgstr "Καμία διαδρομή προορισμού!"
-
-#~ msgid "Import Translations"
-#~ msgstr "Εισαγωγή μεταφράσεων"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "Δεν ήταν δυνατή η εισαγωγή!"
-
-#~ msgid "Import Translation"
-#~ msgstr "Εισαγωγή μετάφρασης"
-
-#~ msgid "Source CSV:"
-#~ msgstr "CSV προέλευσης:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "Αγνόησε την πρώτη γραμμή"
-
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "Πρόσθεσε στο έργο (project.godot)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "Εισαγωγή γλωσσών:"
-
-#~ msgid "Translation"
-#~ msgstr "Μετάφραση"
-
-#~ msgid "Triangle #"
-#~ msgstr "Τρίγωνο #"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "Ρύθμιση προεπεγεργαστή φωτός:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "Διόρθωση φώτων"
-
-#~ msgid "Making BVH"
-#~ msgstr "Δημιουργία BVH"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "Δέσμευση υφής #"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "Προεπεξεργασία τριγώνου #"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "Μετεπεξεργασία υφής #"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr ""
-#~ "Επαναφορά της προεπεξεργασίας του οκταδικού δέντρου του χάρτη φωτός "
-#~ "(Εκκίνηση από την αρχή)."
-
-#~ msgid "Zoom Set..."
-#~ msgstr "Ορισμός μεγέθυνσης..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "Ανάλυση BBCode"
-
-#~ msgid "Length:"
-#~ msgstr "Μήκος:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "Άνοιγμα αρχείων δειγμάτων"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "ΣΦΑΛΜΑ: Δεν ήταν δυνατή η φόρτωση δείγματος!"
-
-#~ msgid "Rename Sample"
-#~ msgstr "Μετονομασία δείγματος"
-
-#~ msgid "Delete Sample"
-#~ msgstr "Διαγραφή δείγματος"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 Δυαδικά ψηφία"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 Δυαδικά ψηφία"
-
-#~ msgid "Stereo"
-#~ msgstr "Στερεοφωνικό"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "Κλιμάκωση to %s%%."
-
-#~ msgid "Bucket"
-#~ msgstr "Κουβάς"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "Μη έγκυρη διαδρομή έργου, η διαδρομή πρέπει να υπάρχει!"
-
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "Μη έγκυρη διαδρομή έργου, το project.godot δεν πρέπει να υπάρχει."
-
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "Μη έγκυρη διαδρομή έργου, το project.godot πρέπει να υπάρχει."
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "Διαδρομή έργου (Πρέπει να υπάρχει):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "Δημιουργία νέου πόρου"
-
-#~ msgid "Open Resource"
-#~ msgstr "Άνοιγμα πόρου"
-
-#~ msgid "Save Resource"
-#~ msgstr "Αποθήκευση πόρου"
-
-#~ msgid "Resource Tools"
-#~ msgstr "Εργαλεία πόρων"
-
-#~ msgid "Tiles"
-#~ msgstr "Πλακίδια"
-
-#~ msgid "Areas"
-#~ msgstr "Περιοχές"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Down Wheel)"
-#~ msgstr "Κάτω ροδέλα)"
-
-#~ msgid "Up Wheel)"
-#~ msgstr "Πάνω ροδέλα)"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "Κλείσιμο σκηνής; (Οι μη αποθηκευμένες αλλαγές θα χαθούν)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "Θέλετε να ανοίξετε τον διαχειριστή έργου; \n"
-#~ "(Οι μη αποθηκευμένες αλλαγές θα χαθούν)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "Κλείσιμο και μετάβαση στην προηγούμενη σκηνή"
-
-#~ msgid "Del"
-#~ msgstr "Διαγραφή"
-
-#~ msgid "just pressed"
-#~ msgstr "μόλις πατήθηκε"
-
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "Δεν ήταν δυνατή η ανάγνωση του αρχείου πιστοποιητικών. Είναι η διαδρομή "
-#~ "και ο κωδικός σωστοί;"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "Σφάλμα κατά τη δημιουργία της υπογραφής του πακέτου."
-
-#~ msgid "RAW Mode"
-#~ msgstr "Ακατέργαστη λειτουργία"
-
-#~ msgid "Node From Scene"
-#~ msgstr "Κόμβος από σκηνή"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Εισαγωγή πόρων στο έργο."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Εξαγωγή έργου σε πολλές πλατφόρμες."
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "Ειδοποίηση όταν ένας εξωτερικός πόρος έχει αλλάξει."
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr ""
-#~ "Άνοιγμα της ιστοσελίδας https://godotengine.org στην περιοχή tutorials."
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "Δεν έχει επιλεγεί σκηνή για τη δημιουργία στιγμιοτύπου!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "Στιγμιότυπο στον δρομέα"
-
-#~ msgid "Use Default Light"
-#~ msgstr "Χρήση προεπιλεγμέου φωτός"
-
-#~ msgid "Default Light Normal:"
-#~ msgstr "Προεπιλεγμένο διάνυσμα κανονικής ανάκλασης φωτός:"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "Χρώμα φωτός περιβάλλοντος:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "Μη έγκυρο όνομα γονικής κλάσης"
-
-#~ msgid "Valid chars:"
-#~ msgstr "Έγκυροι χαρακτήρες:"
-
-#~ msgid "Valid name"
-#~ msgstr "Έγκυρο όνομα"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "Το όνομα της κλάσης δεν είναι έγκυρο!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "Το όνομα της γονικής κλάσης δεν είναι έγκυρο!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Η ιδιότητα Path πρέπει να δείχνει σε έναν έγκυρο κόμβο Particles2D για να "
-#~ "δουλέψει."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Ένας πόρος SampleLibrary πρέπει να έχει δημιουργηθεί ή ορισθεί στην "
-#~ "ιδιότητα 'samples' για να παίξει ήχο το SamplePlayer."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Ένας πόρος SampleLibrary πρέπει να δημιουργηθεί ή ορισθεί στην ιδιότητα "
-#~ "'samples' για να παίξει ήχο το SpatialSamplePlayer."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "Αντικαταστάθηκαν %d εμφανίσεις."
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "Αποθήκευση μεταφράσιμων συμβολοσειρών"
diff --git a/editor/translations/eo.po b/editor/translations/eo.po
index 142f96772e..512f9ce725 100644
--- a/editor/translations/eo.po
+++ b/editor/translations/eo.po
@@ -14342,161 +14342,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Konstantoj ne povas esti modifitaj."
-
-#~ msgid "Singleton"
-#~ msgstr "Unuopo"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Viŝi profilon '%s'? (ne malfaro)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Ŝaltitaj atributoj:"
-
-#~ msgid "Unset"
-#~ msgstr "Malagordi"
-
-#~ msgid "Class Options"
-#~ msgstr "Agordoj de klaso"
-
-#~ msgid "Set"
-#~ msgstr "Agordi"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Konservis %s modifikita(j)n risurco(j)n."
-
-#~ msgid "Q&A"
-#~ msgstr "Demandoj kaj respondoj"
-
-#~ msgid "Status:"
-#~ msgstr "Stato:"
-
-#~ msgid "Edit:"
-#~ msgstr "Redakti:"
-
-#~ msgid "Redownload"
-#~ msgstr "Reelŝuti"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Instalita)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Manka)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Demando eraris."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Alidirekta iteracio."
-
-#~ msgid "Download Complete."
-#~ msgstr "Elŝuto kompleta."
-
-#~ msgid "Remove Template"
-#~ msgstr "Forigi ŝablonon"
-
-#~ msgid "Download Templates"
-#~ msgstr "Elŝutilo de ŝablonoj"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr ""
-#~ "Elekti spegulon el listo: (Majuskliga klavo+Alklako: Malfermi en "
-#~ "retumilon)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Movi al rubujo"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Etendi ĉiajn atributojn"
-
-#~ msgid "Copy Params"
-#~ msgstr "Kopii parametrojn"
-
-#~ msgid "Open in Help"
-#~ msgstr "Malfermi en helpo"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Transpaso de la luda fotilo\n"
-#~ "Ne luda ekzemplo ruliĝas."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Ŝovado: Rotacii"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Premi 'V' por ŝanĝi pivoton, 'Majuskliga klavo+V' por ŝovi pivoton (dum "
-#~ "movado)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt-klavo+dekstra musbutono: Elektado el profunda listo"
-
-#~ msgid "Templates"
-#~ msgstr "Ŝablonoj"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Aldoni dosierindikon de remapo"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "Animado legilo ne volas animi si mem, nur aliajn ludantojn."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Tondujo estas malplena"
-
-#~ msgid "No"
-#~ msgstr "Ne"
-
-#, fuzzy
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Ĉi tiu sceno konservis neniam. Konservi antaŭ ruli?"
-
-#~ msgid "Search complete"
-#~ msgstr "Serĉo finiĝis"
-
-#, fuzzy
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Automatan aranĝon de editilo transpasis."
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr "Malfermi dosieron"
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Dosiersistema kaj enporta dokoj"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Kiam eksportas aŭ malfaldas, la rezulta plenumebla provos konekti al la "
-#~ "IP de ĉi tiu komputilo por estos sencimigita."
-
-#~ msgid "Revert"
-#~ msgstr "Malfari"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Tiun ĉi agon ne povos malfari. Certe daŭrigi?"
-
-#, fuzzy
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Helpi plibonigi la Godotan dokumentadon per doni reagon."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Anstataŭigis %d apero(j)n."
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Priskribo:"
-
-#~ msgid "Input"
-#~ msgstr "Enigo"
-
-#~ msgid "No Matches"
-#~ msgstr "Ne Rezultoj"
-
-#~ msgid "Unknown font format."
-#~ msgstr "Nekonata tipara formo."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Nevalida tipara grando."
diff --git a/editor/translations/es.po b/editor/translations/es.po
index 3f2665887c..4570d66a35 100644
--- a/editor/translations/es.po
+++ b/editor/translations/es.po
@@ -14762,2347 +14762,3 @@ msgstr "Asignación a uniform."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Las constantes no pueden modificarse."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Crear Pose de Descanso (Desde Huesos)"
-
-#~ msgid "Bottom"
-#~ msgstr "Abajo"
-
-#~ msgid "Left"
-#~ msgstr "Izquierda"
-
-#~ msgid "Right"
-#~ msgstr "Derecha"
-
-#~ msgid "Front"
-#~ msgstr "Frente"
-
-#~ msgid "Rear"
-#~ msgstr "Detrás"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Gizmo sin nombre"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Degrees Of Freedom\" sólo es válido cuando \"Xr Mode\" es \"Oculus "
-#~ "Mobile VR\"."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" sólo es válido cuando \"Xr Mode\" es \"Oculus Mobile "
-#~ "VR\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Contenido del Paquete:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "¿Borrar perfil '%s'? (no se puede deshacer)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Propiedades Activadas:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Características Activadas:"
-
-#~ msgid "Unset"
-#~ msgstr "Desactivar"
-
-#~ msgid "Class Options"
-#~ msgstr "Opciones de Clases"
-
-#~ msgid "Set"
-#~ msgstr "Establecer"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Guardado %s recurso(s) modificado(s)."
-
-#~ msgid "Q&A"
-#~ msgstr "Preguntas y respuestas"
-
-#~ msgid "Status:"
-#~ msgstr "Estado:"
-
-#~ msgid "Edit:"
-#~ msgstr "Editar:"
-
-#~ msgid "Redownload"
-#~ msgstr "Volver a Descargar"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Instalado)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(No encontrado)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Petición Fallida."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Redireccionar Loop."
-
-#~ msgid "Download Complete."
-#~ msgstr "Descarga Completada."
-
-#~ msgid "Remove Template"
-#~ msgstr "Eliminar Plantilla"
-
-#~ msgid "Download Templates"
-#~ msgstr "Descargar Plantillas"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr ""
-#~ "Seleccionar un mirror de la lista: (Shift + Clic: Abrir en el Navegador)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Mover a la papelera"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Expandir Todas las Propiedades"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Colapsar Todas las Propiedades"
-
-#~ msgid "Copy Params"
-#~ msgstr "Copiar Parámetros"
-
-#~ msgid "Open in Help"
-#~ msgstr "Abrir en la ayuda"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Reemplazar Cámara del Juego\n"
-#~ "No hay ninguna instancia del juego en ejecución."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Arrastrar: Rotar"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Presiona 'v' para Cambiar el Pivote, 'Shift + v' para Arrastrar el Pivote "
-#~ "(al mover)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt + Clic Derecho: Selección en listado de solapamientos"
-
-#~ msgid "Clone Down"
-#~ msgstr "Clonar Hacia Abajo"
-
-#~ msgid "Yaw"
-#~ msgstr "Guiñada"
-
-#~ msgid "Size"
-#~ msgstr "Tamaño"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Arrastrar: Rotar\n"
-#~ "Alt + Arrastrar: Mover\n"
-#~ "Alt + Clic Derecho: Selección en la lista de superposición"
-
-#~ msgid "Sep.:"
-#~ msgstr "Sep.:"
-
-#~ msgid "Add All"
-#~ msgstr "Añadir Todos"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Menú de edición de tema."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Crear Plantilla Vacía"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Crear plantilla de editor vacía"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Crear desde el tema actual del editor"
-
-#~ msgid "Data Type:"
-#~ msgstr "Tipo de datos:"
-
-#~ msgid "Theme File"
-#~ msgstr "Archivo de Tema"
-
-#~ msgid "Compiled"
-#~ msgstr "Compilado"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "¿Eliminar %d proyectos de la lista?\n"
-#~ "El contenido de las carpetas del proyecto no se modificará."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "¿Eliminar este proyecto de la lista?\n"
-#~ "El contenido de la carpeta de proyecto no se modificará."
-
-#~ msgid "Templates"
-#~ msgstr "Plantillas"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Añadir Ruta Remapeada"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "No se puede efectuar con el nodo raíz."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "No se pudo leer la imagen de carga:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Usando la imagen de carga por defecto."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Un reproductor de animación no puede animarse a sí mismo, solo a otros "
-#~ "reproductores."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "El portapapeles está vacío"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr ""
-#~ "InterpolatedCamera ha sido desaprobado y será eliminado en Godot 4.0."
-
-#~ msgid "No"
-#~ msgstr "No"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr ""
-#~ "Esta escena nunca se ha guardado. ¿Quieres guardarla antes de ejecutarla?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "Ejecutable ADB no configurado en Configuración del Editor."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarsigner no configurado en Configuración del Editor."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "La compilación personalizada requiere una ruta de Android SDK válida en "
-#~ "Configuración del Editor."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Tiempo restante: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Trazando Mallas: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Iluminación de Mallas: "
-
-#~ msgid "Search complete"
-#~ msgstr "Búsqueda completa"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "No se indicó ningún mensaje de confirmación"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Añadir un mensaje de confirmación"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Ya hay un archivo o carpeta con el mismo nombre en esta ubicación."
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "No se pudo completar el alineamiento del APK."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "¡Error al guardar el layout!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Se ha sobreescrito el layout del editor por defecto."
-
-#~ msgid "Move pivot"
-#~ msgstr "Mover pivote"
-
-#~ msgid "Move anchor"
-#~ msgstr "Mover ancla"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Redimensionar CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Polígono->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Polígono"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Agregar puerto de entrada..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Agregar parches anteriores..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "¿Eliminar patch '%s' de la lista?"
-
-#~ msgid "Patches"
-#~ msgstr "Parches"
-
-#~ msgid "Make Patch"
-#~ msgstr "Crear Patch"
-
-#~ msgid "Pack File"
-#~ msgstr "Paquete de Archivos"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "No se ha generado ninguna compilación apk en: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Sistema de Archivo e Importación"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Al exportar o distribuir, el ejecutable generado intentará conectarse a "
-#~ "la IP de este equipo para ser depurado."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "La escena actual nunca se guardó. Por favor, guárdela antes de ejecutar."
-
-#~ msgid "Revert"
-#~ msgstr "Revertir"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Esta acción no se puede deshacer. ¿Revertir de todos modos?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Revertir Escena"
-
-#~ msgid "Clear Script"
-#~ msgstr "Eliminar Script"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Registro de problemas"
-
-#~ msgid "Request Docs"
-#~ msgstr "Solicitar Documentos"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr ""
-#~ "Ayuda a mejorar la documentación de Godot aportando retroalimentación."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "%d ocurrencia(s) reemplazada(s)."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Crear Static Convex Body"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "¡Falló en la creación de los shapes!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Actualmente no existen tutoriales para esta clase, puedes [color=$color]"
-#~ "[url=$url]contribuir uno[/url][/color] o [color=$color][url="
-#~ "$url2]solicitar uno[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#~ msgid "Brief Description"
-#~ msgstr "Descripción Breve"
-
-#~ msgid "Class Description"
-#~ msgstr "Descripción de la Clase"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "La exportación del proyecto falló con el código de error %d."
-
-#~ msgid "Password:"
-#~ msgstr "Contraseña:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "Los segmentos de un identificador deben ser de largo no nulo."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Un dígito no puede ser el primer carácter en un segmento Identificador."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "El carácter '%s' no puede ser el primer carácter en un segmento "
-#~ "Identificador."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "El Identificador debe tener al menos un '.' como separador."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Pausar la escena"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Ajustar en Grid"
-
-#~ msgid "Add input +"
-#~ msgstr "Añadir entrada +"
-
-#~ msgid "Language"
-#~ msgstr "Lenguaje"
-
-#~ msgid "Inherits"
-#~ msgstr "Hereda"
-
-#~ msgid "Base Type:"
-#~ msgstr "Tipo Base:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Nodos disponibles:"
-
-#~ msgid "Input"
-#~ msgstr "Entrada"
-
-#~ msgid "Methods:"
-#~ msgstr "Métodos:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Propiedades del Tema:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Enumeraciones:"
-
-#~ msgid "Constants:"
-#~ msgstr "Constantes:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Descripción de la Clase:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Descripción de Propiedades:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Descripción de Métodos:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "Esto instalará el proyecto Android para compilaciones personalizadas.\n"
-#~ "Para utilizarlo, es necesario habilitarlo mediante un preset de "
-#~ "exportación."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Orden inverso."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "¿Eliminar Nodo(s)?"
-
-#~ msgid "No Matches"
-#~ msgstr "Sin Coincidencias"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "No se puede abrir file_type_cache.cch para escribir, no se guardará el "
-#~ "cache de tipos de archivo!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "¡No se puede navegar a '%s' ya que no se ha encontrado en el sistema de "
-#~ "archivos!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Error al cargar la imagen:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "No hay píxeles con transparencia > 128 en la imagen..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "La superficie padre no tiene caras solidas para poblar."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "No se pudo mapear el área."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "¡Las caras no contienen área!"
-
-#~ msgid "No faces!"
-#~ msgstr "¡Sin caras!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Error: no se pudo cargar el archivo."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Error no se pudo cargar el archivo."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Activar Doppler"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Modo de Selección (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Modo Movimiento (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Modo Rotación (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Modo Escalado (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Coordenadas Locales"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Modo de Snap (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Seleccionar Herramienta"
-
-#~ msgid "Tool Move"
-#~ msgstr "Herramienta Mover"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Herramienta Rotar"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Herramienta Escalar"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "¿Eliminar todos los proyectos faltantes de la lista? (El contenido de las "
-#~ "carpetas no se modificará)"
-
-#~ msgid "Project List"
-#~ msgstr "Listado de Proyectos"
-
-#~ msgid "Exit"
-#~ msgstr "Salir"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "No se pudo ejecutar la herramienta PVRTC:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr ""
-#~ "No se pudo volver a cargar la imagen convertida usando la herramienta "
-#~ "PVRTC:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Error al arrancar FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Formato de tipografía desconocido."
-
-#~ msgid "Error loading font."
-#~ msgstr "Error al cargar la tipografía."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Tamaño de tipografía incorrecto."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Carpeta Anterior"
-
-#~ msgid "Next Folder"
-#~ msgstr "Carpeta Siguiente"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Abrir Capturas de Pantalla Automáticamente"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "Abrir en un editor de imágenes externo."
-
-#~ msgid "Reverse"
-#~ msgstr "Invertir"
-
-#~ msgid "Mirror X"
-#~ msgstr "Voltear X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Voltear Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Generando solución..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "Generando proyecto C#..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Fallo al crear solución."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Fallo al guardar solución."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "Fallo al crear proyecto C#."
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "Sobre el soporte de C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Crear solución C#"
-
-#~ msgid "Builds"
-#~ msgstr "Compilaciones"
-
-#~ msgid "Build Project"
-#~ msgstr "Compilar proyecto"
-
-#~ msgid "View log"
-#~ msgstr "Ver registro"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment necesita un recurso Environment."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Clases Activadas"
-
-#~ msgid "Update Always"
-#~ msgstr "Actualizar Siempre"
-
-#~ msgid "'camera' input parameter for all shader modes."
-#~ msgstr "Parámetro de entrada de 'camera' para todos los modos de shader."
-
-#~ msgid "'inv_camera' input parameter for all shader modes."
-#~ msgstr "Parámetro de entrada 'inv_camera' para todos los modos de shader."
-
-#~ msgid "'inv_projection' input parameter for all shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada' inv_projection' para todos los modos de shader."
-
-#~ msgid "'normal' input parameter for all shader modes."
-#~ msgstr "Parámetro de entrada 'normal' para todos los modos de shader."
-
-#~ msgid "'projection' input parameter for all shader modes."
-#~ msgstr "Parámetro de entrada 'projection' para todos los modos de shader."
-
-#~ msgid "'time' input parameter for all shader modes."
-#~ msgstr "Parámetro de entrada 'time' para todos los modos de shader."
-
-#~ msgid "'viewport_size' input parameter for all shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'viewport_size' para todos los modos de shader."
-
-#~ msgid "'world' input parameter for all shader modes."
-#~ msgstr "Parámetro de entrada 'world' para todos los modos de shader."
-
-#~ msgid "'alpha' input parameter for all shader modes."
-#~ msgstr "Parámetro de entrada 'alpha' para todos los modos de shader."
-
-#~ msgid "'color' input parameter for all shader modes."
-#~ msgstr "Parámetro de entrada 'color' para todos los modos de shader."
-
-#~ msgid "'texture_pixel_size' input parameter for all shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'texture_pixel_size' para todos los modos de shader."
-
-#~ msgid "'alpha' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'alpha' para vértices y fragmentos en modo shader."
-
-#~ msgid "'binormal' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'binormal' para vértices y fragmentos en modo shader."
-
-#~ msgid "'color' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'color' para vértices y fragmentos en modo shader."
-
-#~ msgid "'fragcoord' input parameter for fragment and light shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'fragcoord' para fragmentos y luces en modo shader."
-
-#~ msgid "'point_coord' input parameter for fragment shader mode."
-#~ msgstr ""
-#~ "Parámetro de entrada 'point_coord' para fragmentos en modo de shader."
-
-#~ msgid "'screen_uv' input parameter for fragment shader mode."
-#~ msgstr "Parámetro de entrada 'screen_uv' para fragmentos en modo de shader."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'tangent' para vértices y fragmentos en modo shader."
-
-#~ msgid "'uv2' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'uv2' para vértices y fragmentos en modo shader."
-
-#~ msgid "'vertex' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'vertex' para vértices y fragmentos en modo shader."
-
-#~ msgid "'albedo' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'albedo' para luces en modo shader."
-
-#~ msgid "'attenuation' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'attenuation' para luces en modo shader."
-
-#~ msgid "'light' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'light' para luces en modo shader."
-
-#~ msgid "'light_color' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'light_color' para luces en modo shader."
-
-#~ msgid "'roughness' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'roughness' para luces en modo shader."
-
-#~ msgid "'specular' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'specular' para luces en modo shader."
-
-#~ msgid "'transmission' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'transmission' para luces en modo shader."
-
-#~ msgid "'modelview' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'modelview' para vértices en modo shader."
-
-#~ msgid "'point_size' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'point_size' para vértices en modo shader."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader mode."
-#~ msgstr ""
-#~ "Parámetro de entrada 'tangent' para vértices y fragmentos en modo shader."
-
-#~ msgid "'light_pass' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'light_pass' para vértices y fragmentos en modo "
-#~ "shader."
-
-#~ msgid "'point_coord' input parameter for fragment and light shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'point_coord' para fragmentos y luces en modo shader."
-
-#~ msgid "'screen_pixel_size' input parameter for fragment shader mode."
-#~ msgstr ""
-#~ "Parámetro de entrada 'screen_pixel_size' para fragmentos en modo de "
-#~ "shader."
-
-#~ msgid "'screen_uv' input parameter for fragment and light shader modes."
-#~ msgstr ""
-#~ "Parámetro de entrada 'screen_uv' para fragmentos y luces en modo shader."
-
-#~ msgid "'light_alpha' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'light_alpha' para luces en modo shader."
-
-#~ msgid "'light_height' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'light_height' para luces en modo shader."
-
-#~ msgid "'light_uv' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'light_uv' para luces en modo shader."
-
-#~ msgid "'light_vec' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'light_vec' para luces en modo shader."
-
-#~ msgid "'normal' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'normal' para luces en modo shader."
-
-#~ msgid "'shadow_color' input parameter for light shader mode."
-#~ msgstr "Parámetro de entrada 'shadow_color' para luces en modo shader."
-
-#~ msgid "'extra' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'extra' para vértices en modo shader."
-
-#~ msgid "'projection' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'projection' para vértices en modo shader."
-
-#~ msgid "'vertex' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'vertex' para vértices en modo shader."
-
-#~ msgid "'world' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'world' para vértices en modo shader."
-
-#~ msgid "'active' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'active' para vértices en modo shader."
-
-#~ msgid "'alpha' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'alpha' para vértices en modo shader."
-
-#~ msgid "'color' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'color' para vértices en modo shader."
-
-#~ msgid "'custom_alpha' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'custom_alpha' para vértices en modo shader."
-
-#~ msgid "'delta' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'delta' para vértices en modo shader."
-
-#~ msgid "'emission_transform' input parameter for vertex shader mode."
-#~ msgstr ""
-#~ "Parámetro de entrada 'emission_transform' para vértices en modo shader."
-
-#~ msgid "'index' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'index' para vértices en modo shader."
-
-#~ msgid "'lifetime' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'lifetime' para vértices en modo shader."
-
-#~ msgid "'restart' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'restart' para vértices en modo shader."
-
-#~ msgid "'time' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'time' para vértices en modo shader."
-
-#~ msgid "'transform' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'transform' para vértices en modo shader."
-
-#~ msgid "'velocity' input parameter for vertex shader mode."
-#~ msgstr "Parámetro de entrada 'velocity' para vértices en modo shader."
-
-#~ msgid "Raw Mode"
-#~ msgstr "Modo Raw"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Ruta al nodo:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "¿Eliminar los archivos seleccionados?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "No existe el archivo 'res://default_bus_layout.tres'."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Ir a la carpeta principal"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Abrir escena(s)"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Carpeta anterior"
-
-#~ msgid "Next Directory"
-#~ msgstr "Carpeta siguiente"
-
-#~ msgid "Ease in"
-#~ msgstr "Transición de entrada"
-
-#~ msgid "Ease out"
-#~ msgstr "Transición de salida"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Crear cuerpo estático convexo"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "CheckBox Radio1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "CheckBox Radio2"
-
-#~ msgid "Create folder"
-#~ msgstr "Crear carpeta"
-
-#~ msgid "Custom Node"
-#~ msgstr "Nodo personalizado"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Ruta inválida"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "GridMap Duplicar selección"
-
-#~ msgid "Create Area"
-#~ msgstr "Crear área"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Crear conector exterior"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Editar argumentos de la señal:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Editar variable:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Snap (s): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Insertar claves."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr ""
-#~ "Instanciar la(s) escena(s) seleccionadas como hijas del nodo seleccionado."
-
-#~ msgid "Font Size:"
-#~ msgstr "Tamaño de la tipografía:"
-
-#~ msgid "Line:"
-#~ msgstr "Línea:"
-
-#~ msgid "Col:"
-#~ msgstr "Columna:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "OrientedPathFollow solo funciona cuando esta asignado como hijo de un "
-#~ "nodo Path."
-
-#~ msgid "Split point with itself."
-#~ msgstr "Dividir punto con sí mismo."
-
-#~ msgid "Split can't form an existing edge."
-#~ msgstr "La división no puede formar un borde existente."
-
-#~ msgid "Add Split"
-#~ msgstr "Agregar división"
-
-#~ msgid "Invalid Split: "
-#~ msgstr "División inválida: "
-
-#~ msgid "Remove Split"
-#~ msgstr "Quitar división"
-
-#~ msgid "Poly"
-#~ msgstr "Polígono"
-
-#~ msgid "Splits"
-#~ msgstr "Divisiones"
-
-#~ msgid "Connect two points to make a split."
-#~ msgstr "Conectar dos puntos para crear una división."
-
-#~ msgid "Add Node.."
-#~ msgstr "Añadir Nodo..."
-
-#~ msgid "Create from scene?"
-#~ msgstr "¿Crear desde escena?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Crear polígono"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Crear un nuevo polígono desde cero"
-
-#~ msgid "Zoom out"
-#~ msgstr "Zoom out"
-
-#~ msgid "Zoom in"
-#~ msgstr "Zoom in"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Crear Poly3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "No se ha encontrado el recurso OccluderPolygon2D en este nodo.\n"
-#~ "¿Crear uno y asignarlo?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "Clic izquierdo: Mover punto."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl + LMB: Dividir Segmento."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "Clic derecho: Borrar punto."
-
-#~ msgid "New TextFile"
-#~ msgstr "Nuevo TextFile"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Guardar tema como"
-
-#~ msgid "<None>"
-#~ msgstr "<Ninguno>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Seleccione sub-tile para utilizar como icono, éste se utilizará también "
-#~ "en enlazados automáticos no válidos."
-
-#~ msgid "Zoom:"
-#~ msgstr "Zoom:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "¿Estás seguro/a que quieres quitar todas las conexiones de el/la \""
-
-#~ msgid "Class List:"
-#~ msgstr "Lista de clases:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Métodos públicos"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Métodos públicos:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Elementos del tema de interfaz:"
-
-#~ msgid "Property: "
-#~ msgstr "Propiedad: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Act/Desact. estado de carpeta como Favorito."
-
-#~ msgid "Show current scene file."
-#~ msgstr "Mostrar archivo de escena actual."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "Entrar a la vista árbol."
-
-#~ msgid "Whole words"
-#~ msgstr "Palabras completas"
-
-#~ msgid "Match case"
-#~ msgstr "Coincidir Mayúsculas/Minúsculas"
-
-#~ msgid "Ok"
-#~ msgstr "Aceptar"
-
-#~ msgid "Show In File System"
-#~ msgstr "Mostrar en sistema de archivos"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Buscar en la jerarquía de clases."
-
-#~ msgid "Search in files"
-#~ msgstr "Buscar en archivos"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Los scripts integrados sólo se pueden editar cuando la escena a la que "
-#~ "pertenecen está cargada"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Convertir a mayúsculas"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Convertir a minúsculas"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Rotar 0 grados"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Rotar 90 grados"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Rotar 180 grados"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Rotar 270 grados"
-
-#~ msgid "Errors:"
-#~ msgstr "Errores:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Stack Trace (si aplica):"
-
-#~ msgid "Bake!"
-#~ msgstr "¡Calcular!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Pre-calcular la malla de navegación."
-
-#~ msgid "Get"
-#~ msgstr "Get"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Cambiar Constante RGB"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Cambiar operador Vec Scalar"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Cambiar operador RGB"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Act/desact. solo Rot"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Cambiar función Vec"
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "Cambiar Vec uniforme"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Cambiar RGB uniforme"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Cambiar valor por defecto"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Cambiar XForm uniforme"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Cambiar Cubemap uniforme"
-
-#~ msgid "Change Comment"
-#~ msgstr "Cambiar comentario"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Añadir/quitar de rampa de color"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Modificar rampa de color"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Añadir/quitar a/de mapa de curvas"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Modificar mapa de curvas"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Conectar nodos gráficos"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Eliminar el nodo gráfico del shader"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Mover el nodo gráfico del shader"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Duplicar nodo(s) gráfico"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Error: Link de conexión cíclico"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Error: Conexiones de entrada faltantes"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Añadir nodo gráfico del shader"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Subir pista de animación"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Bajar pista de animación"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Establecer transiciones en:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Cambiar interpolación de pista de animación"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Cambiar modo de valor de pista de animación"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Cambiar modo de ciclo de pista de animación"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Editar curva del nodo"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Editar curva de selección"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Añadir clave de animación"
-
-#~ msgid "In"
-#~ msgstr "Entrada"
-
-#~ msgid "Out"
-#~ msgstr "Salida"
-
-#~ msgid "In-Out"
-#~ msgstr "Entrada-Salida"
-
-#~ msgid "Out-In"
-#~ msgstr "Salida-Entrada"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Cambiar duración de animación"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Cambiar bucle de animación"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Crear clave de valor tipado para animación"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Añadir call track de animación"
-
-#~ msgid "Length (s):"
-#~ msgstr "Duración (segs.):"
-
-#~ msgid "Step (s):"
-#~ msgstr "Paso(s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Fijado del cursor por pasos (en segundos)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Activar/Desactivar bucle de animación."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Añadir nuevas pistas."
-
-#~ msgid "Move current track up."
-#~ msgstr "Subir la pista actual."
-
-#~ msgid "Move current track down."
-#~ msgstr "Bajar la pista actual."
-
-#~ msgid "Track tools"
-#~ msgstr "Herramientas de pistas"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Habilitar la edición de claves individuales haciendo clic en ellas."
-
-#~ msgid "Key"
-#~ msgstr "Clave"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "¿Desde que nodo quieres realizar llamadas a funciones?"
-
-#~ msgid "Thanks!"
-#~ msgstr "¡Gracias!"
-
-#~ msgid "I see..."
-#~ msgstr "Ya veo..."
-
-#~ msgid "Ugh"
-#~ msgstr "Vaya"
-
-#~ msgid "Run Script"
-#~ msgstr "Ejecutar script"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Parar Profiling"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Iniciar Profiling"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Predeterminado (igual que el editor)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Crear nueva animación en el reproductor."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Cargar una animación desde disco."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Cargar una animación desde disco."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Guardar la animación actual"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Editar tiempos de mezcla con otras animaciones"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Copiar animación"
-
-#~ msgid "Fetching:"
-#~ msgstr "Buscando:"
-
-#~ msgid "prev"
-#~ msgstr "anterior"
-
-#~ msgid "next"
-#~ msgstr "siguiente"
-
-#~ msgid "last"
-#~ msgstr "último"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Editar Cadena IK"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Arrastrar pivote desde la posición del ratón"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Establecer punto de pivotado en la posición del ratón"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Añadir/quitar punto en la rampa del degradado"
-
-#~ msgid "OK :("
-#~ msgstr "OK :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "Visibilidad de Gizmo esqueleto"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "Vista previa de StyleBox:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Editor de regiones de texturas"
-
-#~ msgid "Erase selection"
-#~ msgstr "Eliminar selección"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Nombre o ID de Item:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr ""
-#~ "Las plantillas de exportación para esta plataforma faltan/están "
-#~ "corruptas: "
-
-#~ msgid "Button 8"
-#~ msgstr "Botón 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Botón 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Descartar instancia"
-
-#~ msgid "Makes Sense!"
-#~ msgstr "¡Entendido!"
-
-#~ msgid "Clear!"
-#~ msgstr "¡Borrar!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Act/desact. Spatial visible"
-
-#~ msgid "Condition"
-#~ msgstr "Condición"
-
-#~ msgid "Sequence"
-#~ msgstr "Secuencia"
-
-#~ msgid "Switch"
-#~ msgstr "Switch"
-
-#~ msgid "Iterator"
-#~ msgstr "Iterador"
-
-#~ msgid "While"
-#~ msgstr "While"
-
-#~ msgid "Return"
-#~ msgstr "Return"
-
-#~ msgid "Call"
-#~ msgstr "Call"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Editar variable"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Editar señal"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "La acción no es correcta (no puedes utilizar «/» o «:»)."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "No puede contener '/' o ':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "El archivo \"version.txt\" que hay dentro de las plantillas tiene un "
-#~ "formato inválido. \"Revisión\" no es un identificador válido."
-
-#~ msgid "Can't write file."
-#~ msgstr "No se puede escribir el archivo."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "No se encontró project.godot en la ruta del proyecto."
-
-#~ msgid "Replace By"
-#~ msgstr "Reemplazar por"
-
-#~ msgid "Backwards"
-#~ msgstr "Hacia atrás"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Preguntar antes de reemplazar"
-
-#~ msgid "Skip"
-#~ msgstr "Saltar"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "Tu proyecto se creará en un directorio existente (quizás quieras crear un "
-#~ "directorio nuevo)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "BINGO!"
-
-#, fuzzy
-#~ msgid "preview"
-#~ msgstr "Vista previa"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Mover o añadir clave"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Crear suscripción"
-
-#~ msgid "List:"
-#~ msgstr "Lista:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Establecer máscara de emisión"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Borrar emisor"
-
-#, fuzzy
-#~ msgid "Fold Line"
-#~ msgstr "Ir a línea"
-
-#~ msgid "Sections:"
-#~ msgstr "Selecciones:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "No se puede navegar a '"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr "Fuente:"
-
-#, fuzzy
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Borrar punto de curva"
-
-#, fuzzy
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Añadir punto a curva"
-
-#, fuzzy
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Mover Punto en Curva"
-
-#, fuzzy
-#~ msgid "Split Segment (in line)"
-#~ msgstr "Dividir segmento (en curva)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "Ajustes"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "Inspector Remoto"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "Árbol de Escenas en Vivo:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "Propiedades de Objeto Remoto: "
-
-#, fuzzy
-#~ msgid "Prev Level (%sDown Wheel)"
-#~ msgstr "Nivel anterior ("
-
-#, fuzzy
-#~ msgid "Next Level (%sUp Wheel)"
-#~ msgstr "Siguiente nivel ("
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Sólo selección"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "Sólo selección"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "La propiedad Path debe apuntar a un nodo Viewport válido para funcionar. "
-#~ "Dicho Viewport debe ser seteado a modo 'render target'."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "El Viewport seteado en la propiedad path debe ser seteado como 'render "
-#~ "target' para que este sprite funcione."
-
-#, fuzzy
-#~ msgid "' parsing of config failed."
-#~ msgstr "' análisis de config fallido."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Lista de métodos Para '%s':"
-
-#~ msgid "Arguments:"
-#~ msgstr "Argumentos:"
-
-#~ msgid "Return:"
-#~ msgstr "Devuelve:"
-
-#~ msgid "Added:"
-#~ msgstr "Añadido:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "No se pudo guardar la subtextura del altas:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Configurando..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "Hubo un error al cargar la escena."
-
-#~ msgid "Re-Import"
-#~ msgstr "Reimportar"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "Espera a que termine el análisis."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "La escena actual debe ser guardada para reimportar."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Reimportando"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "Reimportar recursos cambiados"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr "Guardar y reimportar"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr ""
-#~ "Los archivos de origen y destino son iguales, no se realizará ninguna "
-#~ "acción."
-
-#~ msgid "Target file exists, can't overwrite. Delete first."
-#~ msgstr ""
-#~ "El archivo objetivo ya existe, no se puede sobreescribir. Bórralo primero."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr ""
-#~ "Las rutas de origen y destino son iguales, no se realizará ninguna acción."
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "No se pueden mover carpetas dentro de si mismas."
-
-#, fuzzy
-#~ msgid "Can't rename deps for:\n"
-#~ msgstr "No se pueden renombrar las dependencias para:\n"
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Elige un nombre nuevo y ubicación para:"
-
-#~ msgid "Info"
-#~ msgstr "Info"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "¡Sin máscaras de bits para importar!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "La ruta de destino está vacía."
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "La ruta de destino debe ser una ruta de recursos completa."
-
-#~ msgid "Target path must exist."
-#~ msgstr "La ruta de destino debe existir."
-
-#~ msgid "Import BitMasks"
-#~ msgstr "Importar BitMasks"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "Texturas de origen:"
-
-#~ msgid "Target Path:"
-#~ msgstr "Ruta de destino:"
-
-#~ msgid "Accept"
-#~ msgstr "Aceptar"
-
-#~ msgid "Bit Mask"
-#~ msgstr "Máscara de bits"
-
-#~ msgid "No source font file!"
-#~ msgstr "¡No se ha elegido ningún archivo de tipografías!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "¡No se ha elegido ningún recurso de tipografías!"
-
-#, fuzzy
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "La extensión del archivo no es correcta.\n"
-#~ "Prueba con la extensión .fnt."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "No se pudo guardar la tipografía."
-
-#~ msgid "Source Font:"
-#~ msgstr "Tipografía elegida:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "Recurso de destino:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr "El veloz murciélago hindú comía feliz cardillo y kiwi."
-
-#~ msgid "Test:"
-#~ msgstr "Prueba:"
-
-#~ msgid "Options:"
-#~ msgstr "Opciones:"
-
-#~ msgid "Font Import"
-#~ msgstr "Importar tipografías"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "Este archivo ya es un archivo de tipografías de Godot, tienes que "
-#~ "utilizar un archivo de tipo BMFont."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "Error al abrir como archivo BMFont."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "El origen personalizado de tipografía no es correcto."
-
-#~ msgid "No meshes to import!"
-#~ msgstr "¡No hay ningún modelo que se pueda importar!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "Importar modelo individual"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "Modelo/s elegidos:"
-
-#~ msgid "Surface %d"
-#~ msgstr "Superficie %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "¡No hay ningún sonido a importar!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "Importar archivo de sonido"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "Muestra(s) de Origen:"
-
-#~ msgid "Audio Sample"
-#~ msgstr "Archivo de sonido"
-
-#~ msgid "New Clip"
-#~ msgstr "Nuevo clip"
-
-#~ msgid "Flags"
-#~ msgstr "Identificadores"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "Hacer Bake de FPS:"
-
-#~ msgid "Optimizer"
-#~ msgstr "Optimizar"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "Error lineal máximo"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "Error angular máximo"
-
-#~ msgid "Max Angle"
-#~ msgstr "Ángulo máximo"
-
-#~ msgid "Start(s)"
-#~ msgstr "Inicios"
-
-#~ msgid "Source path is empty."
-#~ msgstr "La ruta de origen esta vacía."
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "No se pudo cargar el script post-importación."
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "El script de postimportación no es correcto o está roto."
-
-#~ msgid "Error importing scene."
-#~ msgstr "Error al importar escena."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "Importar escena 3D"
-
-#~ msgid "Source Scene:"
-#~ msgstr "Escena de origen:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "Igual que escena de destino"
-
-#~ msgid "Shared"
-#~ msgstr "Compartido"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "Carpeta de texturas elegida:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "Tipo de Nodo Raiz Customizado:"
-
-#~ msgid "Auto"
-#~ msgstr "Auto"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "Faltan los siguientes archivos:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Importar de todos modos"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr ""
-#~ "La escena editada no se ha guardado, ¿Quieres abrir la escena importada "
-#~ "de todos modos?"
-
-#~ msgid "Import Image:"
-#~ msgstr "Importar imagen:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "No se pudo encontrar la ruta: %s (ya es local)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "Animación de escena 3D"
-
-#~ msgid "Uncompressed"
-#~ msgstr "Sin comprimir"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "Compresión sin pérdidas (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "Compresión con pérdidas (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "Comprimir (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "Formato de textura"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "Calidad de compresión de textura (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "¡Selecciona algunos archivos!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Se necesita al menos un archivo para el atlas."
-
-#~ msgid "Error importing:"
-#~ msgstr "Hubo un error al importar:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "Tamaño máximo de textura:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "Importar texturas para atlas (2D)"
-
-#~ msgid "Large Texture"
-#~ msgstr "Textura grande"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "Importar texturas grandes (2D)"
-
-#~ msgid "Source Texture"
-#~ msgstr "Textura de origen"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "Textura base de atlas"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "Texturas de origen"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "Importar texturas para 2D"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "Importar texturas para 3D"
-
-#~ msgid "Import Textures"
-#~ msgstr "Importar texturas"
-
-#~ msgid "2D Texture"
-#~ msgstr "Textura 2D"
-
-#~ msgid "3D Texture"
-#~ msgstr "Textura 3D"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "Textura de atlas"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "AVISO: No es necesario importar texturas 2D. Limítate a copia los "
-#~ "archivos png/jpg al proyecto."
-
-#~ msgid "Crop empty space."
-#~ msgstr "Recortar espacio vacío."
-
-#~ msgid "Texture"
-#~ msgstr "Textura"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "Importar textura grande"
-
-#~ msgid "Load Source Image"
-#~ msgstr "Cargar imagen de origen"
-
-#~ msgid "Slicing"
-#~ msgstr "Troceando"
-
-#~ msgid "Saving"
-#~ msgstr "Guardando"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "No se pudo guardar la textura grande:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "Construir atlas para:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "Cargando imagen:"
-
-#~ msgid "Converting Images"
-#~ msgstr "Convirtiendo imágenes"
-
-#~ msgid "Cropping Images"
-#~ msgstr "Recortando imágenes"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "No se pudo guardar la imagen de atlas:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "¡Origen de traducción incorrecto!"
-
-#~ msgid "Column"
-#~ msgstr "Columna"
-
-#~ msgid "No items to import!"
-#~ msgstr "Sin elementos para importar!"
-
-#~ msgid "No target path!"
-#~ msgstr "¡El objetivo no tiene ruta!"
-
-#~ msgid "Import Translations"
-#~ msgstr "Importar traducciones"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "¡No se pudo importar!"
-
-#~ msgid "Import Translation"
-#~ msgstr "Importar traducción"
-
-#~ msgid "Source CSV:"
-#~ msgstr "CSV de origen:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "Ignorar Primera Columna"
-
-#~ msgid "Compress"
-#~ msgstr "Comprimir"
-
-#, fuzzy
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "Añadir al proyecto (engine.cfg)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "Importar idiomas:"
-
-#~ msgid "Translation"
-#~ msgstr "Traducción"
-
-#~ msgid "Triangle #"
-#~ msgstr "Nº de triángulos"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "Configuración de Baker de Luces:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "Procesando luces"
-
-#~ msgid "Making BVH"
-#~ msgstr "Creando BVH"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "Asignando nº de textura"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "Quemando nº de triángulo"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "Posprocesando nº de textura"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr ""
-#~ "Restablece el proceso de «bake» del «octree» del «lightmap» (empezar de "
-#~ "nuevo)."
-
-#~ msgid "Zoom Set..."
-#~ msgstr "Ajustar zoom..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "Leer BBCode"
-
-#~ msgid "Length:"
-#~ msgstr "Duración:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "Abrir archivos de sonido"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "¡ERROR: No se pudo cargar el archivo de sonido!"
-
-#~ msgid "Add Sample"
-#~ msgstr "Añadir archivo de sonido"
-
-#~ msgid "Rename Sample"
-#~ msgstr "Renombrar archivo de sonido"
-
-#~ msgid "Delete Sample"
-#~ msgstr "Eliminar archivo de sonido"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 bits"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 bits"
-
-#~ msgid "Stereo"
-#~ msgstr "Estéreo"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "Escalando al %s%%."
-
-#~ msgid "Bucket"
-#~ msgstr "Cubo"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "¡La ruta del proyecto no es correcta, tiene que existir!"
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "La ruta del proyecto no es correcta, engine.cfg no debe existir."
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "¡La ruta del proyecto no es correcta, engine.cfg debe existir."
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "Ruta del proyecto (debe existir):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "Crear recurso nuevo"
-
-#~ msgid "Open Resource"
-#~ msgstr "Abrir recurso"
-
-#~ msgid "Save Resource"
-#~ msgstr "Guardar recurso"
-
-#~ msgid "Resource Tools"
-#~ msgstr "Herramientas de recursos"
-
-#~ msgid "Edit Groups"
-#~ msgstr "Editar grupos"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "Archivo"
-
-#~ msgid "Areas"
-#~ msgstr "Áreas"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#, fuzzy
-#~ msgid "Down Wheel)"
-#~ msgstr "Rueda de ratón hacia abajo)"
-
-#, fuzzy
-#~ msgid "Up Wheel)"
-#~ msgstr "Rueda de ratón hacia arriba)"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "¿Quieres cerrar la escena? (Los cambios sin guardar se perderán)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "¿Quieres abrir el el administrador de proyectos?\n"
-#~ "(Los cambios sin guardar se perderán)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "Cerrar e ir a escena anterior"
-
-#~ msgid "Del"
-#~ msgstr "Eliminar"
-
-#~ msgid "just pressed"
-#~ msgstr "se presione"
-
-#, fuzzy
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "No se ha podido leer el archivo de certificación. ¿Seguro que la ruta y "
-#~ "contraseña son correctas?"
-
-#, fuzzy
-#~ msgid "Error creating the package signature."
-#~ msgstr "Se produjo un error al firmar el paquete."
-
-#, fuzzy
-#~ msgid "RAW Mode"
-#~ msgstr "Modo de ejecución:"
-
-#~ msgid "Node From Scene"
-#~ msgstr "Nodo desde escena"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Importar elementos al proyecto."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Exportar el proyecto a varias plataformas."
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "Alerta cuando un recurso externo haya cambiado."
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "Abre https://godotengine.org en la sección de tutoriales."
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "¡No se ha elegido ninguna escena a instanciar!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "Instanciar en cursor"
-
-#~ msgid "Use Default Light"
-#~ msgstr "Usar iluminación predeterminada"
-
-#~ msgid "Default Light Normal:"
-#~ msgstr "Iluminación por normales predeterminada:"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "Color de iluminación ambiental:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "El nombre de clase padre no es correcto"
-
-#~ msgid "Valid chars:"
-#~ msgstr "Letras permitidas:"
-
-#~ msgid "Valid name"
-#~ msgstr "Nombre válido"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "¡El nombre de clase no es correcto!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "¡El nombre de clase padre no es correcto!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "La propiedad Path debe apuntar a un nodo Particles2D valido para "
-#~ "funcionar."
-
-#~ msgid "Surface"
-#~ msgstr "Superficie"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Tienes que crear o establecer un recurso de tipo SampleLibrary con la "
-#~ "propiedad 'samples' para que SamplePlayer pueda reproducir el sonido."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Tienes que crear o establecer un recurso de tipo SampleLibrary con la "
-#~ "propiedad «samples» para que SpatialSamplePlayer pueda reproducir el "
-#~ "sonido."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "%d ocurrencias reemplazadas."
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "Guardar cadenas traducibles"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "Editar opciones de script"
-
-#~ msgid "Error exporting project!"
-#~ msgstr "¡Error al exportar el proyecto!"
-
-#~ msgid "Error writing the project PCK!"
-#~ msgstr "¡Error al escribir el PCK de proyecto!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "No hay exportador para la plataforma '%s' aun."
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "Crear recurso nuevo"
-
-#~ msgid "Organizational unit"
-#~ msgstr "Unidad organizativa"
-
-#, fuzzy
-#~ msgid "Organization"
-#~ msgstr "Transición"
-
-#~ msgid "City"
-#~ msgstr "Ciudad"
-
-#~ msgid "2 letter country code"
-#~ msgstr "Código de país de dos letras"
-
-#~ msgid "User alias"
-#~ msgstr "Mote"
-
-#, fuzzy
-#~ msgid "Password"
-#~ msgstr "Contraseña:"
-
-#, fuzzy
-#~ msgid "at least 6 characters"
-#~ msgstr "Letras válidas:"
-
-#, fuzzy
-#~ msgid "File name"
-#~ msgstr "Nuevo nombre:"
-
-#~ msgid "Path : (better to save outside of project)"
-#~ msgstr "Ruta (es mejor guardar fuera del proyecto)"
-
-#~ msgid ""
-#~ "Release keystore is not set.\n"
-#~ "Do you want to create one?"
-#~ msgstr ""
-#~ "No hay ningún almacén de claves con el que publicar.\n"
-#~ "¿Quieres crear uno?"
-
-#~ msgid "Fill Keystore/Release User and Release Password"
-#~ msgstr "Escribe la contraseña del usuario del almacén de claves"
-
-#~ msgid "Include"
-#~ msgstr "Incluir"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "¡El nombre del grupo no puede estar vacío!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "¡El nombre del grupo contiene una letra no permitida!"
-
-#~ msgid "Add Image Group"
-#~ msgstr "Añadir grupo de imágenes"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "Ajustes de exportación del proyecto"
-
-#~ msgid "Export to Platform"
-#~ msgstr "Exportar a plataforma"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "Exportar todos los archivos en la carpeta del proyecto."
-
-#~ msgid "Convert text scenes to binary on export."
-#~ msgstr "Convertir escenas de texto a binario al exportar."
-
-#~ msgid "Images"
-#~ msgstr "Imágenes"
-
-#~ msgid "Keep Original"
-#~ msgstr "Mantener el original"
-
-#~ msgid "Compress for Disk (Lossy, WebP)"
-#~ msgstr "Comprimir para disco (Con pérdidas, WebP)"
-
-#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
-#~ msgstr "Comprimir para RAM (BC/PVRTC/ETC)"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "Convertir imágenes (*.png):"
-
-#~ msgid "Compress for Disk (Lossy) Quality:"
-#~ msgstr "Calidad de compresión para disco (con pérdidas):"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "Reducir todas las imágenes:"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "Formatos de compresión:"
-
-#~ msgid "Groups:"
-#~ msgstr "Grupos:"
-
-#~ msgid "Compress Disk"
-#~ msgstr "Comprimir para disco"
-
-#~ msgid "Compress RAM"
-#~ msgstr "Comprimir para RAM"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "Modo de compresión:"
-
-#~ msgid "Lossy Quality:"
-#~ msgstr "Calidad con pérdidas:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "Reducir por:"
-
-#~ msgid "Images:"
-#~ msgstr "Imágenes:"
-
-#~ msgid "Sample Conversion Mode: (.wav files):"
-#~ msgstr "Modo de conversión de muestreo: (archivos .wav):"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "Comprimir (RAM - IMA-ADPCM)"
-
-#~ msgid "Sampling Rate Limit (Hz):"
-#~ msgstr "Tasa de muestreo máxima (Hz):"
-
-#~ msgid "Trim"
-#~ msgstr "Recortar"
-
-#~ msgid "Trailing Silence:"
-#~ msgstr "Silencio sobrante al final:"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "Exportar PCK del proyecto"
-
-#~ msgid "Project Export"
-#~ msgstr "Exportar proyecto"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance no contiene un recurso BakedLight."
-
-#~ msgid "Lighting"
-#~ msgstr "Iluminación"
-
-#~ msgid "Global"
-#~ msgstr "Global"
-
-#~ msgid ""
-#~ "This item cannot be made visible because the parent is hidden. Unhide the "
-#~ "parent first."
-#~ msgstr ""
-#~ "Este item no puede hacerse visible porque el padre esta oculto. Desocultá "
-#~ "el padre primero."
-
-#~ msgid "File exists"
-#~ msgstr "El archivo ya existe"
-
-#~ msgid "Valid path"
-#~ msgstr "Ruta válida"
-
-#~ msgid ""
-#~ "Custom node has no _get_output_port_unsequenced(idx,wmem), but "
-#~ "unsequenced ports were specified."
-#~ msgstr ""
-#~ "El nodo personalizado no tiene ningún _get_output_port_unsequenced(idx,"
-#~ "wmem), pero se especificaron puertos no secuenciados."
-
-#~ msgid "Cannot go into subdir:"
-#~ msgstr "No se puede acceder al subdir:"
-
-#~ msgid "Top (Num7)"
-#~ msgstr "Cima (Num7)"
-
-#~ msgid "Bottom (Shift+Num7)"
-#~ msgstr "Fondo (Shift+Num7)"
-
-#~ msgid "Left (Num3)"
-#~ msgstr "Izquierda (Num3)"
-
-#~ msgid "Right (Shift+Num3)"
-#~ msgstr "Derecha (Shift+Num3)"
-
-#~ msgid "Front (Num1)"
-#~ msgstr "Frente (Num1)"
-
-#~ msgid "Rear (Shift+Num1)"
-#~ msgstr "Detrás (Shift+Num1)"
-
-#~ msgid "Perspective (Num5)"
-#~ msgstr "Perspectiva (Num5)"
-
-#~ msgid "Orthogonal (Num5)"
-#~ msgstr "Ortogonal (Num5)"
-
-#~ msgid "Selection (F)"
-#~ msgstr "Slección (F)"
-
-#~ msgid "Align with view (Ctrl+Shift+F)"
-#~ msgstr "Alinear con vista (Ctrl+Shift+F)"
-
-#~ msgid "Enable/Disable interpolation when looping animation."
-#~ msgstr "Activar/Desactivar interpolación al loopear animación."
-
-#~ msgid "Load Layout"
-#~ msgstr "Cargar Layout"
-
-#~ msgid "Scale Region Editor"
-#~ msgstr "Editor de Regiones de Escalado"
-
-#~ msgid "Inherit Scene"
-#~ msgstr "Heredar Escena"
-
-#~ msgid "Binds (Extra Params):"
-#~ msgstr "Binds (Parametros Extra):"
-
-#~ msgid "Method In Node:"
-#~ msgstr "Método En el Nodo:"
-
-#~ msgid "Reload Tool Script (Soft)"
-#~ msgstr "Volver a Cargar Script de Herramientas (Soft)"
-
-#~ msgid "Set Params"
-#~ msgstr "Setear Params"
-
-#~ msgid "Live Editing"
-#~ msgstr "Edicion al Instante"
-
-#~ msgid "File Server"
-#~ msgstr "Servidor de Archivos"
-
-#~ msgid "Deploy File Server Clients"
-#~ msgstr "Hacer Deploy de Clientes del Servidor de Archivos"
diff --git a/editor/translations/es_AR.po b/editor/translations/es_AR.po
index 74ba35c4b6..5e7c0bb414 100644
--- a/editor/translations/es_AR.po
+++ b/editor/translations/es_AR.po
@@ -14685,2134 +14685,3 @@ msgstr "Asignación a uniform."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Las constantes no pueden modificarse."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Crear Pose de Descanso"
-
-#~ msgid "Bottom"
-#~ msgstr "Fondo"
-
-#~ msgid "Left"
-#~ msgstr "Izquierda"
-
-#~ msgid "Right"
-#~ msgstr "Derecha"
-
-#~ msgid "Front"
-#~ msgstr "Frente"
-
-#~ msgid "Rear"
-#~ msgstr "Detrás"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Gizmo sin nombre"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Degrees Of Freedom\" sólo es válido cuando \"Xr Mode\" es \"Oculus "
-#~ "Mobile VR\"."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" sólo es válido cuando \"Xr Mode\" es \"Oculus Mobile "
-#~ "VR\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Contenido del Paquete:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "¿Borrar perfil '%s'? (no se puede deshacer)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Propiedades Activadas:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Características Activadas:"
-
-#~ msgid "Unset"
-#~ msgstr "Desactivar"
-
-#~ msgid "Class Options"
-#~ msgstr "Opciones de Clase"
-
-#~ msgid "Set"
-#~ msgstr "Asignar"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Se guardaron %s recurso(s) modificado(s)."
-
-#~ msgid "Q&A"
-#~ msgstr "Q&A"
-
-#~ msgid "Status:"
-#~ msgstr "Estado:"
-
-#~ msgid "Edit:"
-#~ msgstr "Editar:"
-
-#~ msgid "Redownload"
-#~ msgstr "Volver a Descargar"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Instalado)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Faltante)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Solicitud fallida."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Bucle de redireccionamiento."
-
-#~ msgid "Download Complete."
-#~ msgstr "Descarga Completa."
-
-#~ msgid "Remove Template"
-#~ msgstr "Remover Plantilla"
-
-#~ msgid "Download Templates"
-#~ msgstr "Descargar Plantillas"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr ""
-#~ "Seleccionar un mirror de la lista: (Shift+Click: Abrir en el Navegador)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Mover a La Papelera"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Expandir Todas las Propiedades"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Colapsar Todas las Propiedades"
-
-#~ msgid "Copy Params"
-#~ msgstr "Copiar Parámetros"
-
-#~ msgid "Open in Help"
-#~ msgstr "Abrir en la Ayuda"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Reemplazar Cámara del Juego\n"
-#~ "No hay ninguna instancia de juego ejecutándose."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Arrastrar: Rotar"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Presioná 'v' para Cambiar el Pivote, 'Shift+v' para Arrastrar el Pivote "
-#~ "(al mover)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+Click Der.: Selección en depth list"
-
-#~ msgid "Clone Down"
-#~ msgstr "Clonar hacia Abajo"
-
-#~ msgid "Yaw"
-#~ msgstr "Yaw"
-
-#~ msgid "Size"
-#~ msgstr "Tamaño"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Arrastrar: Rotar\n"
-#~ "Alt+Arrastrar: Mover\n"
-#~ "Alt+Click Der.: Selección en depth list"
-
-#~ msgid "Sep.:"
-#~ msgstr "Sep.:"
-
-#~ msgid "Add All"
-#~ msgstr "Agregar Todos"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Menu de edición de temas."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Crear Plantilla Vacía"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Crear Plantilla de Editor Vacía"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Crear Desde Tema de Editor Actual"
-
-#~ msgid "Data Type:"
-#~ msgstr "Tipo de Datos:"
-
-#~ msgid "Theme File"
-#~ msgstr "Archivo de Tema"
-
-#~ msgid "Compiled"
-#~ msgstr "Compilado"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "¿Quitar %d proyectos de la lista?\n"
-#~ "El contenido de las carpetas de proyecto no será modificado."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "¿Quitar este proyecto de la lista?\n"
-#~ "El contenido de la carpeta de proyecto no será modificado."
-
-#~ msgid "Templates"
-#~ msgstr "Plantillas"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Agregar Path Remapeado"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "No se puede realizar sobre el nodo raíz."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "No se pudo leer la imagen de boot splash:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Usando imagen boot splash por defecto."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Un reproductor de animación no puede animarse a sí mismo, solo a otros "
-#~ "reproductores."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "El portapapeles está vacío"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr "InterpolatedCamera ha sido deprecado y será eliminado en Godot 4.0."
-
-#~ msgid "No"
-#~ msgstr "No"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Esta escena nunca ha sido guardada. Guardar antes de ejecutar?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "Ejecutable ADB no configurado en Configuración del Editor."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarsigner no configurado en Configuración del Editor."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "La compilación personalizada requiere una ruta de Android SDK válida en "
-#~ "Configuración del Editor."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Tiempo Restante: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Trazando Meshes: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Iluminando Meshes: "
-
-#~ msgid "Search complete"
-#~ msgstr "Búsqueda completa"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "No se indicó ningún mensaje de commit"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Agregar mensaje de commit"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Ya hay un archivo o carpeta con el mismo nombre en esta ubicación."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Error al tratar de guardar el layout!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Se ha sobreescrito el layout del editor por defecto."
-
-#~ msgid "Move pivot"
-#~ msgstr "Mover pivote"
-
-#~ msgid "Move anchor"
-#~ msgstr "Mover ancla"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Redimensionar CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Polígono->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Polígono"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Agregar puerto de entrada..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Agregar parches anteriores..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Eliminar parche '%s' de la lista?"
-
-#~ msgid "Patches"
-#~ msgstr "Parches"
-
-#~ msgid "Make Patch"
-#~ msgstr "Crear Parche"
-
-#~ msgid "Pack File"
-#~ msgstr "Archivo \"Pack\""
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "No se ha generado ninguna compilación apk en: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Docks de Sistema de Archivos e Importación"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Al exportar o hacer deploy, el ejecutable resultante tratara de "
-#~ "conectarse a la IP de esta computadora de manera de ser depurado."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "La escena actual nunca se guardó. Favor de guardarla antes de ejecutar."
-
-#~ msgid "Revert"
-#~ msgstr "Revertir"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Esta acción no se puede deshacer. ¿Revertir de todos modos?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Revertir Escena"
-
-#~ msgid "Clear Script"
-#~ msgstr "Quitar Script"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Registro de problemas"
-
-#~ msgid "Request Docs"
-#~ msgstr "Solicitar Docum."
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Ayudá a mejorar la documentación de Godot dando feedback."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "%d ocurrencia(s) Reemplazadas."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Crear Static Convex Body"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "¡Fallo al crear shapes!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Actualmente no existen tutoriales para esta clase, podés [color=$color]"
-#~ "[url=$url]contribuir uno[/url][/color] o [color=$color][url="
-#~ "$url2]solicitar uno[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#~ msgid "Brief Description"
-#~ msgstr "Descripción Breve"
-
-#~ msgid "Class Description"
-#~ msgstr "Descripción de Clase"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "La exportación del proyecto falló con el código de error %d."
-
-#~ msgid "Password:"
-#~ msgstr "Contraseña:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "Los segmentos de un identificador deben ser de largo no nulo."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Un dígito no puede ser el primer caracter en un segmento Identificador."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "El caracter '%s' no puede ser el primer caracter en un segmento "
-#~ "Identificador."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "El Identificador debe tener al menos un '.' como separador."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Pausar la escena"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Ajustar a la Grilla"
-
-#~ msgid "Add input +"
-#~ msgstr "Añadir entrada +"
-
-#~ msgid "Language"
-#~ msgstr "Lenguaje"
-
-#~ msgid "Inherits"
-#~ msgstr "Hereda"
-
-#~ msgid "Base Type:"
-#~ msgstr "Tipo Base:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Nodos Disponibles:"
-
-#~ msgid "Input"
-#~ msgstr "Entrada"
-
-#~ msgid "Methods:"
-#~ msgstr "Métodos:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Propiedades de Tema:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Enumeraciones:"
-
-#~ msgid "Constants:"
-#~ msgstr "Constantes:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Descripción de Clase:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Descripción de Propiedades:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Descripción de Métodos:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "Esto instalará el proyecto de Android para compilaciones personalizadas.\n"
-#~ "Tené en cuenta que, para usarlo, necesita estar activado por cada preset "
-#~ "de exportación."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Orden inverso."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Eliminar Nodo(s)?"
-
-#~ msgid "No Matches"
-#~ msgstr "Sin Coincidencias"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "No se puede abrir file_type_cache.cch para escribir, no se guardará el "
-#~ "cache de tipos de archivo!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "No se puede navegar a '%s' ya que no se encontro en el sistema de "
-#~ "archivos!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Error al cargar la imagen:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Sin pixeles con transparencia > 128 en imagen..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "La superficie padre no tiene caras solidas para poblar."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "No se pudo mapear el area."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Las caras no contienen area!"
-
-#~ msgid "No faces!"
-#~ msgstr "Sin caras!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Error: no se pudo cargar el archivo."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Error no se pudo cargar el archivo."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Activar Doppler"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Modo Seleccionar (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Modo Mover (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Modo Rotar (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Modo Escalar (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Coordenadas Locales"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Modo de Snap (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Seleccionar Herramienta"
-
-#~ msgid "Tool Move"
-#~ msgstr "Herramienta Mover"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Herramienta Rotar"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Herramienta Escalar"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "¿Eliminar todos los proyectos faltantes de la lista? (El contenido de las "
-#~ "carpetas no se modificará)"
-
-#~ msgid "Project List"
-#~ msgstr "Listado de Proyectos"
-
-#~ msgid "Exit"
-#~ msgstr "Salir"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "No se pudo ejecutar la herramienta PVRTC:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr ""
-#~ "No se pudo volver a cargar la imagen convertida usando la herramienta "
-#~ "PVRTC:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Error inicializando FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Formato de tipografía desconocido."
-
-#~ msgid "Error loading font."
-#~ msgstr "Error cargando tipografía."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Tamaño de tipografía inválido."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Carpeta Anterior"
-
-#~ msgid "Next Folder"
-#~ msgstr "Carpeta Siguiente"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Abrir Capturas de Pantalla Automaticamente"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "Abrir en editor de imagenes externo."
-
-#~ msgid "Reverse"
-#~ msgstr "Invertir"
-
-#~ msgid "Mirror X"
-#~ msgstr "Espejar X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Espejar Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Generando solución..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "Generando proyecto en C#..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "No se pudo crear la solución."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "No se pudo guardar la solución."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "No se pudo crear el proyecto en C#"
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "Sobre el soporte de C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Crear solución en C#"
-
-#~ msgid "Builds"
-#~ msgstr "Builds"
-
-#~ msgid "Build Project"
-#~ msgstr "Construir Proyecto"
-
-#~ msgid "View log"
-#~ msgstr "Ver registro"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment necesita un recurso Environment."
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Buscar Clases"
-
-#~ msgid "Update Always"
-#~ msgstr "Siempre Actualizar"
-
-#~ msgid "Raw Mode"
-#~ msgstr "Modo Raw"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Ruta al Nodo:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Eliminar archivos seleccionados?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "No hay nigún archivo 'res://default_bus_layout.tres'."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Ir a carpeta padre"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Abrir Escena(s)"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Directorio Previo"
-
-#~ msgid "Next Directory"
-#~ msgstr "Directorio Siguiente"
-
-#~ msgid "Ease in"
-#~ msgstr "Ease in"
-
-#~ msgid "Ease out"
-#~ msgstr "Ease out"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Crear Body Estático Convexo"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "CheckBox Radio1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "CheckBox Radio2"
-
-#~ msgid "Create folder"
-#~ msgstr "Crear carpeta"
-
-#~ msgid "Custom Node"
-#~ msgstr "Nodo Personalizado"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Ruta inválida"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "Duplicar Selección en GridMap"
-
-#~ msgid "Create Area"
-#~ msgstr "Crear Área"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Crear Conector Exterior"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Editar Argumentos de Señal:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Editar Variable:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Ajuste (s): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Insertar claves."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr ""
-#~ "Instanciar la(s) escena(s) seleccionadas como hijas del nodo seleccionado."
-
-#~ msgid "Font Size:"
-#~ msgstr "Tamaño de Tipografía:"
-
-#~ msgid "Line:"
-#~ msgstr "Linea:"
-
-#~ msgid "Col:"
-#~ msgstr "Col:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "OrientedPathFollow solo funciona cuando esta asignado como hijo de un "
-#~ "nodo Path."
-
-#~ msgid "Split point with itself."
-#~ msgstr "Dividir punto con sí mismo."
-
-#~ msgid "Split can't form an existing edge."
-#~ msgstr "La división no puede formar un borde existente."
-
-#~ msgid "Add Split"
-#~ msgstr "Agregar División"
-
-#~ msgid "Invalid Split: "
-#~ msgstr "División Inválida: "
-
-#~ msgid "Remove Split"
-#~ msgstr "Quitar División"
-
-#~ msgid "Poly"
-#~ msgstr "Poly"
-
-#~ msgid "Splits"
-#~ msgstr "Divisiones"
-
-#~ msgid "Connect two points to make a split."
-#~ msgstr "Conectar dos puntos para crear una división."
-
-#~ msgid "Add Node.."
-#~ msgstr "Agregar Nodo.."
-
-#~ msgid "Create from scene?"
-#~ msgstr "¿Crear desde escena?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Crear Polígono"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Crear un nuevo polígono desde cero"
-
-#~ msgid "Zoom out"
-#~ msgstr "Zoom out"
-
-#~ msgid "Zoom in"
-#~ msgstr "Zoom in"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Crear Poly3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "No hay ningún recurso OccluderPolygon2D en este nodo.\n"
-#~ "Crear y asignar uno?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "Click. Izq: Mover Punto."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+Click Izq.: Partir Segmento en Dos."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "Click Der.: Borrar Punto."
-
-#~ msgid "New TextFile"
-#~ msgstr "Nuevo Archivo de Texto"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Guardar Tema Como"
-
-#~ msgid "<None>"
-#~ msgstr "<Ninguno>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Selectionar sub-tile para usar como icono, esta también sera usada en "
-#~ "bindings inválidos de autotile."
-
-#~ msgid "Zoom:"
-#~ msgstr "Zoom:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "¿Estás seguro/a que querés quitar todas las conexiones de el/la \""
-
-#~ msgid "Class List:"
-#~ msgstr "Lista de Clases:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Métodos Públicos"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Métodos Públicos:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Items de Tema de la GUI:"
-
-#~ msgid "Property: "
-#~ msgstr "Propiedad: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Act/Desact. estado de carpeta como Favorito."
-
-#~ msgid "Show current scene file."
-#~ msgstr "Mostrar archivo de escena actual."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "Entrar a la vista arbol."
-
-#~ msgid "Whole words"
-#~ msgstr "Palabras completas"
-
-#~ msgid "Match case"
-#~ msgstr "Coincidir mayúsculas/minúsculas"
-
-#~ msgid "Ok"
-#~ msgstr "Ok"
-
-#~ msgid "Show In File System"
-#~ msgstr "Mostrar en Sistema de Archivos"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Buscar en la jerarquía de clases."
-
-#~ msgid "Search in files"
-#~ msgstr "Buscar en archivo"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Los scripts built-in sólo pueden ser editados cuando la escena a la que "
-#~ "pertenecen está cargada"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Convertir A Mayúscula"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Convertir A Minúscula"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Rotar 0 grados"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Rotar 90 grados"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Rotar 180 grados"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Rotar 270 grados"
-
-#~ msgid "Errors:"
-#~ msgstr "Errores:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Stack Trace (si aplica):"
-
-#~ msgid "Bake!"
-#~ msgstr "Hacer Bake!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Hacer bake de mesh de navegación."
-
-#~ msgid "Get"
-#~ msgstr "Obtener"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Cambiar Constante RGB"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Cambiar Operador Vec. Escalar"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Cambiar Operador RGB"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Act/Desact. Solo Rot."
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Cambiar Función Vec."
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "Cambiar Uniforme Vec."
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Cambiar Uniforme RGB"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Cambiar Valor por Defecto"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Cambiar Uniforme XForm"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Cambiar Uniforme Cubemap"
-
-#~ msgid "Change Comment"
-#~ msgstr "Cambiar Comentarío"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Agregar/Quitar a Rampa de Color"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Modificar Rampa de Color"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Agregar/quitar a Mapa de Curvas"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Modificar Mapa de Curvas"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Conectar Nodos de Gráfico"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Quitar Nodo de Gráfico de Shaders"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Mover Nodo de Gráfico de Shaders"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Duplicar Nodo(s) de Gráfico"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Error: Link de Conección Cíclico"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Error: Conecciones de Entrada Faltantes"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Agregar Nodo de Gráficos de Shader"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Subir pista de animación"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Bajar pista de animación"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Establecer Transiciones a:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Cambiar Interpolación de Track de Anim"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Cambiar Modo de Valor de Track de Anim"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Cambiar Modo de Envoltura de Track de Anim"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Editar Nodo Curva"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Editar Curva de Selección"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Agregar Clave de Anim"
-
-#~ msgid "In"
-#~ msgstr "In"
-
-#~ msgid "Out"
-#~ msgstr "Out"
-
-#~ msgid "In-Out"
-#~ msgstr "In-Out"
-
-#~ msgid "Out-In"
-#~ msgstr "Out-In"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Cambiar Largo de Anim"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Cambiar Loop de Animación"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Crear Clave de Valor Tipado para Anim"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Agregar Call Track para Anim"
-
-#~ msgid "Length (s):"
-#~ msgstr "Duración (seg):"
-
-#~ msgid "Step (s):"
-#~ msgstr "Paso (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Snap de cursor por pasos (en segundos)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Activar/Desactivar ciclo en la animación."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Agregar nuevas pistas."
-
-#~ msgid "Move current track up."
-#~ msgstr "Subir pista actual."
-
-#~ msgid "Move current track down."
-#~ msgstr "Bajar pista actual."
-
-#~ msgid "Track tools"
-#~ msgstr "Herramientas de pistas"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Activar la edición de claves individuales al cliquearlas."
-
-#~ msgid "Key"
-#~ msgstr "Clave"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Llamar Funciones en Cuál Nodo?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Gracias!"
-
-#~ msgid "I see..."
-#~ msgstr "Ya Veo..."
-
-#~ msgid "Ugh"
-#~ msgstr "Ugh"
-
-#~ msgid "Run Script"
-#~ msgstr "Ejecutar Script"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Parar Profiling"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Iniciar Profiling"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Por Defecto (Igual que el Editor)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Crear nueva animación en el reproductor."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Cargar una animación desde disco."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Cargar una animación desde disco."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Guardar la animación actual"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Editar Blend Times Objetivo"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Copiar Animación"
-
-#~ msgid "Fetching:"
-#~ msgstr "Obteniendo:"
-
-#~ msgid "prev"
-#~ msgstr "anterior"
-
-#~ msgid "next"
-#~ msgstr "siguiente"
-
-#~ msgid "last"
-#~ msgstr "último"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Editar Cadena IK"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Arrastrar pivote desde la posición del mouse"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Setear pivote a la posición del mouse"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Agregar/Quitar Punto de Rampa de Color"
-
-#~ msgid "OK :("
-#~ msgstr "OK :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "Visibilidad de Esqueleto de Gizmo"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "Vista Previa de StyleBox:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Editor de Regiones de Texturas"
-
-#~ msgid "Erase selection"
-#~ msgstr "Eliminar Selección"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Nombre o ID de Item:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr ""
-#~ "Las plantillas de exportación para esta plataforma están faltando o "
-#~ "corruptas: "
-
-#~ msgid "Button 8"
-#~ msgstr "Botón 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Botón 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Descartar Instanciado"
-
-#~ msgid "Makes Sense!"
-#~ msgstr "Tiene Sentido!"
-
-#~ msgid "Clear!"
-#~ msgstr "Limpiar!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Act/Desact. Espacial Visible"
-
-#~ msgid "Condition"
-#~ msgstr "Condición"
-
-#~ msgid "Sequence"
-#~ msgstr "Secuencia"
-
-#~ msgid "Switch"
-#~ msgstr "Switch"
-
-#~ msgid "Iterator"
-#~ msgstr "Iterador"
-
-#~ msgid "While"
-#~ msgstr "Mientras"
-
-#~ msgid "Return"
-#~ msgstr "Retornar"
-
-#~ msgid "Call"
-#~ msgstr "Llamar"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Editar Variable"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Editar Señal"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "Acción Invalida (cualquier cosa va menos '/' o ':')."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "No puede contener '/' o ':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Formato de version.txt invalido dentro de plantillas. Revision no es un "
-#~ "identificador valido."
-
-#~ msgid "Can't write file."
-#~ msgstr "No se puede escribir el archivo."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "No se pudo obtener project.godot en la ruta de proyecto."
-
-#~ msgid "Replace By"
-#~ msgstr "Reemplazar Por"
-
-#~ msgid "Backwards"
-#~ msgstr "Hacia Atrás"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Preguntar Antes de Reemplazar"
-
-#~ msgid "Skip"
-#~ msgstr "Saltear"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "Tu proyecto será creado en una carpeta no vacía (podrías preferir crear "
-#~ "una carpeta nueva)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "BINGO!"
-
-#~ msgid "preview"
-#~ msgstr "vista previa"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Mover o Agregar Clave"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Crear Subscripción"
-
-#~ msgid "List:"
-#~ msgstr "Lista:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Setear Máscara de Emisión"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Limpiar Emisor"
-
-#~ msgid "Fold Line"
-#~ msgstr "Colapsar Línea"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "Selecciones:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "No se puede navegar a '"
-
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr ""
-#~ "\n"
-#~ "Fuente: "
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Remover Punto de Line2D"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Agregar Punto a Line2D"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Mover Punto en Line2D"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "Partir Segmento (en línea)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#~ msgid "Setting '"
-#~ msgstr "Ajuste '"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "Inspector Remoto"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "Árbol de Escenas en Vivo:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "Propiedades de Objeto Remoto: "
-
-#~ msgid "Prev Level (%sDown Wheel)"
-#~ msgstr "Nivel Previo (%sRueda Abajo)"
-
-#~ msgid "Next Level (%sUp Wheel)"
-#~ msgstr "Nivel Siguiente (%sRueda Arriba)"
-
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Selección -> Duplicar"
-
-#~ msgid "Selection -> Clear"
-#~ msgstr "Selección -> Restablecer"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "La propiedad Path debe apuntar a un nodo Viewport válido para funcionar. "
-#~ "Dicho Viewport debe ser seteado a modo 'render target'."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "El Viewport seteado en la propiedad path debe ser seteado como 'render "
-#~ "target' para que este sprite funcione."
-
-#~ msgid "' parsing of config failed."
-#~ msgstr "' falló el parseo de la configuración."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Lista de Métodos Para '%s':"
-
-#~ msgid "Arguments:"
-#~ msgstr "Argumentos:"
-
-#~ msgid "Return:"
-#~ msgstr "Retornar:"
-
-#~ msgid "Added:"
-#~ msgstr "Agregado:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "No se pudo guardar la subtextura de altas:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Configurando..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "Error al cargar la escena."
-
-#~ msgid "Re-Import"
-#~ msgstr "Reimportar"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "Por favor aguarda a que el scan termine."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "La escena actual debe ser guardada para reimportar."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Reimportando"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "Reimportar Recursos Cambiados"
-
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr ""
-#~ "\n"
-#~ "Estado: Necesita Reimportación"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr ""
-#~ "Archivos de origen y destino iguales, no se realizará ninguna acción."
-
-#~ msgid "Target file exists, can't overwrite. Delete first."
-#~ msgstr ""
-#~ "El archivo destino existe; no sé puede sobreescribir. Eliminalo primero."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "Ruta de origen y destino iguales, no se realizará ninguna acción."
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "No se pueden mover directorios dentro de si mismos."
-
-#~ msgid "Can't rename deps for:\n"
-#~ msgstr "No se pueden renombrar las dependencias para:\n"
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Elejí un Nuevo Nombre y Ubicación Para:"
-
-#~ msgid "Info"
-#~ msgstr "Info"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "Sin máscaras de bits para importar!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "La ruta de destino está vacía."
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "La ruta de destino debe ser una ruta de recursos completa."
-
-#~ msgid "Target path must exist."
-#~ msgstr "La ruta de destino debe existir."
-
-#~ msgid "Import BitMasks"
-#~ msgstr "Importar BitMasks"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "Textura(s) de Origen:"
-
-#~ msgid "Target Path:"
-#~ msgstr "Ruta de Destino:"
-
-#~ msgid "Accept"
-#~ msgstr "Aceptar"
-
-#~ msgid "Bit Mask"
-#~ msgstr "Máscara de Bits"
-
-#~ msgid "No source font file!"
-#~ msgstr "Sin archivo de tipografías de origen!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "Sin recurso de tipografías de destino!"
-
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "Extension de archivo inválida.\n"
-#~ "Usá .fnt, por favor."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "No se pudo guardar la tipografía."
-
-#~ msgid "Source Font:"
-#~ msgstr "Tipografía de Origen:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "Recurso de Dest:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr "El veloz murciélago hindú comía feliz cardillo y kiwi."
-
-#~ msgid "Test:"
-#~ msgstr "Prueba:"
-
-#~ msgid "Options:"
-#~ msgstr "Opciones:"
-
-#~ msgid "Font Import"
-#~ msgstr "Importar Tipografías"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "Este archivo ya es un archivo de tipografías de Godot, por favor "
-#~ "suministrar un archivo tipo BMFont."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "Error al abrir como archivo BMFont."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "Origen personalizado de tipografía inválido."
-
-#~ msgid "No meshes to import!"
-#~ msgstr "Sin meshes para importar!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "Importar Mesh Individual"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "Importar Mesh(es) de Origen:"
-
-#~ msgid "Surface %d"
-#~ msgstr "Superficie %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "Sin muestras que importar!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "Importar Muestras de Audio"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "Muestra(s) de Origen:"
-
-#~ msgid "Audio Sample"
-#~ msgstr "Muestra de Audio"
-
-#~ msgid "New Clip"
-#~ msgstr "Nuevo Clip"
-
-#~ msgid "Flags"
-#~ msgstr "Flags"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "Hacer Bake de FPS:"
-
-#~ msgid "Optimizer"
-#~ msgstr "Optimizar"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "Error Lineal Máximo"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "Error Angular Máximo"
-
-#~ msgid "Max Angle"
-#~ msgstr "Angulo Máximo"
-
-#~ msgid "Start(s)"
-#~ msgstr "Comienzo(s)"
-
-#~ msgid "Source path is empty."
-#~ msgstr "La ruta de origen esta vacía."
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "No se pudo cargar el script post-importación."
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "Script post-importación inválido o roto."
-
-#~ msgid "Error importing scene."
-#~ msgstr "Error al importar escena."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "Importar Escena 3D"
-
-#~ msgid "Source Scene:"
-#~ msgstr "Escena de Origen:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "Igual que Escena de Destino"
-
-#~ msgid "Shared"
-#~ msgstr "Compartido"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "Carpeta de Textura de Destino:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "Tipo de Nodo Raiz Customizado:"
-
-#~ msgid "Auto"
-#~ msgstr "Auto"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "Los Siguientes Archivos estan Faltando:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Importar de Todos Modos"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr ""
-#~ "La escena editada no ha sido guardada, abrir la escena importada de todos "
-#~ "modos?"
-
-#~ msgid "Import Image:"
-#~ msgstr "Importar Imagen:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "No se pudo localizar la ruta: %s (ya es local)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "Animacion de Escena 3D"
-
-#~ msgid "Uncompressed"
-#~ msgstr "Sin Comprimir"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "Compresión Sin Pérdidas (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "Compresión con Pérdidas (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "Comprimir (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "Formato de Textura"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "Calidad de Compresión de Textura (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "Por favor especificá algunos archivos!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Se necesita al menos un archivo para el Atlas."
-
-#~ msgid "Error importing:"
-#~ msgstr "Error al importar:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "Tamaño Max. de Textura:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "Importar Texturas para Atlas (2D)"
-
-#~ msgid "Large Texture"
-#~ msgstr "Textura Grande"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "Importar Texturas Grandes (2D)"
-
-#~ msgid "Source Texture"
-#~ msgstr "Textura de Origen"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "Textura Base de Atlas"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "Textura(s) de Origen"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "Importar Texturas para 2D"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "Importar Texturas para 3D"
-
-#~ msgid "Import Textures"
-#~ msgstr "Importar Texturas"
-
-#~ msgid "2D Texture"
-#~ msgstr "Textura 2D"
-
-#~ msgid "3D Texture"
-#~ msgstr "Textura 3D"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "Textura de Atlas"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "AVISO: Importar texturas 2D no es obligatorio. Simplemente copiá los "
-#~ "archivos png/jpg al proyecto."
-
-#~ msgid "Crop empty space."
-#~ msgstr "Cropear espacio vacio."
-
-#~ msgid "Texture"
-#~ msgstr "Textura"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "Importar Textura Grande"
-
-#~ msgid "Load Source Image"
-#~ msgstr "Cargar Imagen de Origen"
-
-#~ msgid "Slicing"
-#~ msgstr "Rebanar"
-
-#~ msgid "Saving"
-#~ msgstr "Guardando"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "No se pudo guardar la textura grande:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "Construir Atlar Para:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "Cargando Imagen:"
-
-#~ msgid "Converting Images"
-#~ msgstr "Convirtiendo Imágenes"
-
-#~ msgid "Cropping Images"
-#~ msgstr "Cropeando Imágenes"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "No se pudo guardar la imagen de atlas:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "Fuente de traducción inválida!"
-
-#~ msgid "Column"
-#~ msgstr "Columna"
-
-#~ msgid "No items to import!"
-#~ msgstr "Sin elementos para importar!"
-
-#~ msgid "No target path!"
-#~ msgstr "Sin ruta de destino!"
-
-#~ msgid "Import Translations"
-#~ msgstr "Importar Traducciones"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "No se pudo importar!"
-
-#~ msgid "Import Translation"
-#~ msgstr "Importar Traducción"
-
-#~ msgid "Source CSV:"
-#~ msgstr "CSV de Origen:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "Ignorar Primera Columna"
-
-#~ msgid "Compress"
-#~ msgstr "Comprimir"
-
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "Agregar al Proyecto (project.godot)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "Importar Lenguajes:"
-
-#~ msgid "Translation"
-#~ msgstr "Traducción"
-
-#~ msgid "Triangle #"
-#~ msgstr "Triangulo #"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "Configuración de Baker de Luces:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "Fijando/Corrigiendo Luces"
-
-#~ msgid "Making BVH"
-#~ msgstr "Creando BVH"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "Asignando Textura #"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "Haciendo Bake de Triangulo #"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "Postprocesando Textura #"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr ""
-#~ "Resetear el proceso de bake del octree de mapa de luces (empezar de "
-#~ "nuevo)."
-
-#~ msgid "Zoom Set..."
-#~ msgstr "Setear Zoom..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "Parsear BBCode"
-
-#~ msgid "Length:"
-#~ msgstr "Largo:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "Abrir Archivo(s) de Muestra"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "ERROR: No se pudo cargar la muestra!"
-
-#~ msgid "Add Sample"
-#~ msgstr "Agregar Muestra"
-
-#~ msgid "Rename Sample"
-#~ msgstr "Renombrar Muestra"
-
-#~ msgid "Delete Sample"
-#~ msgstr "Eliminar Muestra"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 Bits"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 Bits"
-
-#~ msgid "Stereo"
-#~ msgstr "Estereo"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "Escalando a %s%%."
-
-#~ msgid "Bucket"
-#~ msgstr "Balde"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "Ruta de proyecto inválida, la ruta debe existir!"
-
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "Ruta de proyecto inválida, project.godot no debe existir."
-
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "Ruta de proyecto inválida, project.godot debe existir."
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "Ruta del Proyecto (Debe Existir):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "Crear Nuevo Recurso"
-
-#~ msgid "Open Resource"
-#~ msgstr "Abrir Recurso"
-
-#~ msgid "Save Resource"
-#~ msgstr "Guardar Recurso"
-
-#~ msgid "Resource Tools"
-#~ msgstr "Herramientas de Recursos"
-
-#~ msgid "Edit Groups"
-#~ msgstr "Editar Grupos"
-
-#~ msgid "Tiles"
-#~ msgstr "Tiles"
-
-#~ msgid "Areas"
-#~ msgstr "Áreas"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Down Wheel)"
-#~ msgstr "Rueda Abajo)"
-
-#~ msgid "Up Wheel)"
-#~ msgstr "Rueda Arriba)"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "Cerrar escena? (Los cambios sin guardar se perderán)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr "Abrir el Gestor de Proyectos? (Los cambios sin guardar se perderán)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "Cerrar e Ir a Escena Prev."
-
-#~ msgid "Del"
-#~ msgstr "Eliminar"
-
-#~ msgid "just pressed"
-#~ msgstr "recién presionado"
-
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "No se pudo leer el archivo de certificado. Son tanto la ruta como el "
-#~ "password correctos?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "Error al crear la firma del paquete."
-
-#~ msgid "RAW Mode"
-#~ msgstr "Modo RAW"
-
-#~ msgid "Node From Scene"
-#~ msgstr "Nodo desde Escena"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Importar assets al proyecto."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Exportar el proyecto a munchas plataformas."
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "Alerta cuando un recurso externo haya cambiado."
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "Abrir https://godotengine.org en la sección de tutoriales."
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "Ninguna escena seleccionada a la instancia!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "Instancia en Cursor"
-
-#~ msgid "Use Default Light"
-#~ msgstr "Usar Luz por Defecto"
-
-#~ msgid "Default Light Normal:"
-#~ msgstr "Normales de Luces por Defecto:"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "Color de Luz Ambiental:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "Nombre de clase padre inválido"
-
-#~ msgid "Valid chars:"
-#~ msgstr "Caracteres válidos:"
-
-#~ msgid "Valid name"
-#~ msgstr "Nombre válido"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "El nombre de clase es inválido!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "El nombre de la clase padre es inválido!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "La propiedad Path debe apuntar a un nodo Particles2D valido para "
-#~ "funcionar."
-
-#~ msgid "Surface"
-#~ msgstr "Superficie"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Un recurso SampleLibrary debe ser creado o seteado en la propiedad "
-#~ "'samples' de modo que SamplePlayer pueda reproducir sonido."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Un recurso SampleLibrary debe ser creado o seteado en la propiedad "
-#~ "'samples' de modo que SpatialSamplePlayer puede reproducir sonido."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "%d Ocurrencia(s) Reemplazada(s)."
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "Guardar Strings Traducibles"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "Editar Opciones de Script"
-
-#~ msgid "Error exporting project!"
-#~ msgstr "Error al exportar el proyecto!"
-
-#~ msgid "Error writing the project PCK!"
-#~ msgstr "Error al escribir el PCK de proyecto!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "No hay exportador para la plataforma '%s' aun."
-
-#~ msgid "Create Android keystore"
-#~ msgstr "Crear keystore de Android"
-
-#~ msgid "Organizational unit"
-#~ msgstr "Unidad organizativa"
-
-#~ msgid "Organization"
-#~ msgstr "Organización"
-
-#~ msgid "City"
-#~ msgstr "Ciudad"
-
-#~ msgid "2 letter country code"
-#~ msgstr "Código de país de dos letras"
-
-#~ msgid "User alias"
-#~ msgstr "Alias de usuario"
-
-#~ msgid "Password"
-#~ msgstr "Contraseña"
-
-#~ msgid "at least 6 characters"
-#~ msgstr "al menos 6 caracteres"
-
-#~ msgid "File name"
-#~ msgstr "Nombre de archivo"
-
-#~ msgid "Path : (better to save outside of project)"
-#~ msgstr "Ruta : (es mejor guardar fuera del proyecto)"
-
-#~ msgid ""
-#~ "Release keystore is not set.\n"
-#~ "Do you want to create one?"
-#~ msgstr ""
-#~ "No esta seteado el release keystore.\n"
-#~ "¿Querés crear uno?"
-
-#~ msgid "Fill Keystore/Release User and Release Password"
-#~ msgstr "Completa con Keystore/Usuario Release y Cntraseña Release"
-
-#~ msgid "Include"
-#~ msgstr "Incluir"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "El nombre del grupo no puede estar vacío!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "Caracter invalido en el nombre de grupo!"
-
-#~ msgid "Add Image Group"
-#~ msgstr "Agregar Grupo de Imágenes"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "Ajustes de Exportación del Proyecto"
-
-#~ msgid "Export to Platform"
-#~ msgstr "Exportar a Plataforma"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "Exportar todos los archivos en el directorio del proyecto."
-
-#~ msgid "Convert text scenes to binary on export."
-#~ msgstr "Convertir escenas de texto a binario al exportar."
-
-#~ msgid "Images"
-#~ msgstr "Imágenes"
-
-#~ msgid "Keep Original"
-#~ msgstr "Mantener el Original"
-
-#~ msgid "Compress for Disk (Lossy, WebP)"
-#~ msgstr "Comprimir para Disco (Con pérdidas, WebP)"
-
-#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
-#~ msgstr "Comprimir para RAM (BC/PVRTC/ETC)"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "Convertir Imágenes (*.png):"
-
-#~ msgid "Compress for Disk (Lossy) Quality:"
-#~ msgstr "Calidad de Compresión para Disco (con perdidas):"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "Reducir Todas las Imagenes:"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "Formatos de Compresión:"
-
-#~ msgid "Groups:"
-#~ msgstr "Grupos:"
-
-#~ msgid "Compress Disk"
-#~ msgstr "Comprimir para Disco"
-
-#~ msgid "Compress RAM"
-#~ msgstr "Comprimir para RAM"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "Modo de Compresión:"
-
-#~ msgid "Lossy Quality:"
-#~ msgstr "Calidad con Pérdidas:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "Reducir Por:"
-
-#~ msgid "Images:"
-#~ msgstr "Imágenes:"
-
-#~ msgid "Sample Conversion Mode: (.wav files):"
-#~ msgstr "Modo de Conversión de Muestras: (archivos .wav):"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "Comprimir (RAM - IMA-ADPCM)"
-
-#~ msgid "Sampling Rate Limit (Hz):"
-#~ msgstr "Limite de Tasa de Sampleo (Hz):"
-
-#~ msgid "Trim"
-#~ msgstr "Recortar"
-
-#~ msgid "Trailing Silence:"
-#~ msgstr "Silencio Sobrante al Final:"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "Exportar PCK de Proyecto"
-
-#~ msgid "Project Export"
-#~ msgstr "Exportar Proyecto"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance no contiene un recurso BakedLight."
-
-#~ msgid "Lighting"
-#~ msgstr "Iluminación"
-
-#~ msgid "Global"
-#~ msgstr "Global"
-
-#~ msgid ""
-#~ "This item cannot be made visible because the parent is hidden. Unhide the "
-#~ "parent first."
-#~ msgstr ""
-#~ "Este item no puede hacerse visible porque el padre esta oculto. Desocultá "
-#~ "el padre primero."
-
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "Las rutas no pueden comenzar con '/', las rutas absolutas deben comenzar "
-#~ "con 'res://', 'user://'. o 'local://'"
-
-#~ msgid "File exists"
-#~ msgstr "El archivo existe"
-
-#~ msgid "Valid path"
-#~ msgstr "Ruta inválida"
-
-#~ msgid ""
-#~ "Custom node has no _get_output_port_unsequenced(idx,wmem), but "
-#~ "unsequenced ports were specified."
-#~ msgstr ""
-#~ "El nodo personalizado no tiene ningún _get_output_port_unsequenced(idx,"
-#~ "wmem), pero se especificaron puertos no secuenciados."
-
-#~ msgid "Cannot go into subdir:"
-#~ msgstr "No se puede acceder al subdir:"
-
-#~ msgid "Top (Num7)"
-#~ msgstr "Cima (Num7)"
-
-#~ msgid "Bottom (Shift+Num7)"
-#~ msgstr "Fondo (Shift+Num7)"
-
-#~ msgid "Left (Num3)"
-#~ msgstr "Izquierda (Num3)"
-
-#~ msgid "Right (Shift+Num3)"
-#~ msgstr "Derecha (Shift+Num3)"
-
-#~ msgid "Front (Num1)"
-#~ msgstr "Frente (Num1)"
-
-#~ msgid "Rear (Shift+Num1)"
-#~ msgstr "Detrás (Shift+Num1)"
-
-#~ msgid "Perspective (Num5)"
-#~ msgstr "Perspectiva (Num5)"
-
-#~ msgid "Orthogonal (Num5)"
-#~ msgstr "Ortogonal (Num5)"
-
-#~ msgid "Selection (F)"
-#~ msgstr "Slección (F)"
-
-#~ msgid "Align with view (Ctrl+Shift+F)"
-#~ msgstr "Alinear con vista (Ctrl+Shift+F)"
-
-#~ msgid "Enable/Disable interpolation when looping animation."
-#~ msgstr "Activar/Desactivar interpolación al loopear animación."
-
-#~ msgid "Load Layout"
-#~ msgstr "Cargar Layout"
-
-#~ msgid "Scale Region Editor"
-#~ msgstr "Editor de Regiones de Escalado"
-
-#~ msgid "Inherit Scene"
-#~ msgstr "Heredar Escena"
-
-#~ msgid "Binds (Extra Params):"
-#~ msgstr "Binds (Parametros Extra):"
-
-#~ msgid "Method In Node:"
-#~ msgstr "Método En el Nodo:"
-
-#~ msgid "Reload Tool Script (Soft)"
-#~ msgstr "Volver a Cargar Script de Herramientas (Soft)"
-
-#~ msgid "Set Params"
-#~ msgstr "Setear Params"
-
-#~ msgid "Live Editing"
-#~ msgstr "Edicion al Instante"
-
-#~ msgid "File Server"
-#~ msgstr "Servidor de Archivos"
-
-#~ msgid "Deploy File Server Clients"
-#~ msgstr "Hacer Deploy de Clientes del Servidor de Archivos"
diff --git a/editor/translations/et.po b/editor/translations/et.po
index 38bbce4660..43cb90beed 100644
--- a/editor/translations/et.po
+++ b/editor/translations/et.po
@@ -14004,43 +14004,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Konstante ei saa muuta."
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Lubatud atribuudid:"
-
-#~ msgid "Set"
-#~ msgstr "Sea"
-
-#~ msgid "Q&A"
-#~ msgstr "Küsimused & vastused"
-
-#~ msgid "Status:"
-#~ msgstr "Olek:"
-
-#~ msgid "Edit:"
-#~ msgstr "Muuda:"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Paigaldatud)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Puudub)"
-
-#~ msgid "Yaw"
-#~ msgstr "Sagitaal"
-
-#~ msgid "Data Type:"
-#~ msgstr "Andmetüüp:"
-
-#~ msgid "Templates"
-#~ msgstr "Mallid"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "AnimationPlayer ei saa animeerida iseennast, ainult teisi mängijaid."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Lõikelaud on tühi"
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Viga paigutuse salvestamisel!"
diff --git a/editor/translations/eu.po b/editor/translations/eu.po
index 9a6573846c..441210abba 100644
--- a/editor/translations/eu.po
+++ b/editor/translations/eu.po
@@ -13955,40 +13955,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Q&A"
-#~ msgstr "Galdera-erantzunak"
-
-#~ msgid "Redownload"
-#~ msgstr "Berriro jaitsi"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Instalatuta)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Falta da)"
-
-#~ msgid "Download Complete."
-#~ msgstr "Jaitsiera osatuta."
-
-#~ msgid "Remove Template"
-#~ msgstr "Kendu txantiloia"
-
-#~ msgid "Download Templates"
-#~ msgstr "Jaitsi txantiloiak"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Azalaren edizio menua."
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Sortu editorearen uneko azaletik"
-
-#~ msgid "Theme File"
-#~ msgstr "Azal fitxategia"
-
-#~ msgid "Compiled"
-#~ msgstr "Konpilatuta"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Animazio irakurgailua ezin da norbera animatu, bakarrik beste batzuk."
diff --git a/editor/translations/fa.po b/editor/translations/fa.po
index 4a64d5d029..60b6eb603a 100644
--- a/editor/translations/fa.po
+++ b/editor/translations/fa.po
@@ -14725,602 +14725,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "ثوابت قابل تغییر نیستند."
-
-#~ msgid "Package Contents:"
-#~ msgstr "درون مایه های بسته بندی:"
-
-#~ msgid "Singleton"
-#~ msgstr "سینگلتون"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "پاک‌کردن نمایه '%s'? (عدم بازگردانی)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "خصوصیات فعال شده:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "ویژگی های فعال شده:"
-
-#~ msgid "Class Options"
-#~ msgstr "گزینه های کلاس"
-
-#~ msgid "Set"
-#~ msgstr "تعیین"
-
-#~ msgid "Status:"
-#~ msgstr "وضعیت:"
-
-#, fuzzy
-#~ msgid "Edit:"
-#~ msgstr "ویرایش"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "در حال بارگیری"
-
-#~ msgid "(Installed)"
-#~ msgstr "(نصب شده)"
-
-#, fuzzy
-#~ msgid "Request Failed."
-#~ msgstr "در حال درخواست..."
-
-#~ msgid "Download Complete."
-#~ msgstr "دانلود کامل."
-
-#~ msgid "Remove Template"
-#~ msgstr "حذف قالب"
-
-#~ msgid "Download Templates"
-#~ msgstr "بارگیری قالب ها"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "بارگیری خودکار را انجام دهید"
-
-#, fuzzy
-#~ msgid "Expand All Properties"
-#~ msgstr "افزودن ویژگی سراسری"
-
-#~ msgid "Open in Help"
-#~ msgstr "باز کردن راهنما"
-
-#~ msgid "Create Empty Template"
-#~ msgstr "ساختن قالب خالی"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "ساختن قالب خالی ویرایشگر"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "یک پرونده را باز کن"
-
-#~ msgid "Templates"
-#~ msgstr "قالب ها"
-
-#, fuzzy
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "نمی‌تواند یک پوشه ایجاد شود."
-
-#, fuzzy
-#~ msgid "Using default boot splash image."
-#~ msgstr "نمی‌تواند یک پوشه ایجاد شود."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "یک مجری انیمیشن نمی تواند خود را محرک کند، فقط سایر مجریان."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "حافظه پنهان خالی است"
-
-#~ msgid "No"
-#~ msgstr "نه"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "این صحنه هرگز ذخیره نشده است. ذخیره قبل از اجرا؟"
-
-#, fuzzy
-#~ msgid "Search complete"
-#~ msgstr "جستجوی متن"
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "برداشتن نقطه"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "افزودن عمل ورودی"
-
-#, fuzzy
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "حذف کن"
-
-#, fuzzy
-#~ msgid "Patches"
-#~ msgstr "تطبیق‌ها:"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr " پوشه ها"
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "فایل‌سیستم و وارد‌کردن لنگرگاه"
-
-#, fuzzy
-#~ msgid "Clear Script"
-#~ msgstr "صحنه جدید"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "تعداد %d رخداد جایگزین شد."
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "خلاصه توضیحات:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "توضیحات"
-
-#~ msgid "Password:"
-#~ msgstr "گذرواژه:"
-
-#~ msgid "Shift+"
-#~ msgstr "+Shift"
-
-#~ msgid "Alt+"
-#~ msgstr "+Alt"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "افزودن نقطه"
-
-#, fuzzy
-#~ msgid "Inherits"
-#~ msgstr "میراث:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "گره های موجود:"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "روش ها"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "صافی کردن گره‌ها"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "توضیح:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "توضیحات مشخصه:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "توضیح:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "در حال درخواست..."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "حذف گره(ها)؟"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "نمی‌تواند یک پوشه ایجاد شود."
-
-#, fuzzy
-#~ msgid "Select Mode (Q)"
-#~ msgstr "انتخاب حالت"
-
-#, fuzzy
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "انتخاب حالت"
-
-#, fuzzy
-#~ msgid "Tool Select"
-#~ msgstr "همه‌ی انتخاب ها"
-
-#~ msgid "Project List"
-#~ msgstr "فهرست پروژه ها"
-
-#~ msgid "Exit"
-#~ msgstr "خروج"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "خطا در ارزش‌دهی آغازین به FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "فرمت قلم ناشناخته."
-
-#~ msgid "Error loading font."
-#~ msgstr "خطای بارگذاری قلم."
-
-#~ msgid "Invalid font size."
-#~ msgstr "اندازهٔ قلم نامعتبر."
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "زبانه قبلی"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "ساختن پوشه"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "گشودن ویرایشگر متن"
-
-#~ msgid "Reverse"
-#~ msgstr "معکوس"
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "ناتوان در ساختن پوشه."
-
-#, fuzzy
-#~ msgid "Failed to save solution."
-#~ msgstr "انتخاب شده را تغییر مقیاس بده"
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "انتخاب شده را تغییر مقیاس بده"
-
-#, fuzzy
-#~ msgid "Build Project"
-#~ msgstr "پروژه"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "نمایش پرونده ها"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "جستجوی کلاسها"
-
-#~ msgid "Update Always"
-#~ msgstr "به روز رسانی دامی"
-
-#~ msgid "Path to Node:"
-#~ msgstr "مسیر به سمت گره:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "آیا پرونده‌های انتخاب شده حذف شود؟"
-
-#~ msgid "Go to parent folder"
-#~ msgstr "رفتن به پوشه والد"
-
-#, fuzzy
-#~ msgid "Open Scene(s)"
-#~ msgstr "باز کردن صحنه"
-
-#~ msgid "Ease in"
-#~ msgstr "کُندی در آغاز"
-
-#~ msgid "Ease out"
-#~ msgstr "کُندی در پایان"
-
-#~ msgid "Create folder"
-#~ msgstr "ساختن پوشه"
-
-#, fuzzy
-#~ msgid "Invalid Path"
-#~ msgstr "مسیر نامعتبر."
-
-#, fuzzy
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "انتخاب شده را به دو تا تکثیر کن"
-
-#~ msgid "Create Area"
-#~ msgstr "ساختن ناحیه"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "آرگومان‌های سیگنال را ویرایش کن:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "متغیر را ویرایش کن:"
-
-#~ msgid "Line:"
-#~ msgstr "خط:"
-
-#~ msgid "Col:"
-#~ msgstr "ستون:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "PathFollow2D تنها در زمانی که به عنوان یک فرزند یک گره Path2D تنظیم شود "
-#~ "کار می‌کند."
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "افزودن نقطه"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "مسیر نامعتبر."
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "برداشتن نقطه"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "افزودن گره"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "بزرگنمایی کمتر"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "بزرگنمایی بیشتر"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "بزرگنمایی بیشتر"
-
-#~ msgid "Class List:"
-#~ msgstr "فهرست کلاس:"
-
-#~ msgid "Public Methods"
-#~ msgstr "روش های عمومی"
-
-#, fuzzy
-#~ msgid "Property: "
-#~ msgstr "ویژگی:"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "ساختن پوشه"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "عین کلمات (بدون هیچ کم و کاستی)"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "بین حروف کوچک و بزرگ لاتین تمایز قائل شو"
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "جستجوی کلاسها"
-
-#, fuzzy
-#~ msgid "Convert To Lowercase"
-#~ msgstr "اتصال به گره:"
-
-#~ msgid "Get"
-#~ msgstr "گرفتن"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "انتقال ترک انیمشین به بالا"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "انتقال ترک انیمشین به پایین"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "تنظیم گذار‌ها به :"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "تغییر سبک الحاق ترک انیمیشن"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "تغییر حالت مقدار ترک انیمیشن"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "تغییر حالت بسته شدن ترک انیمشین"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "ویرایش منحنی انتخاب شده"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "یک کلید در انیمیشن اضافه کن"
-
-#~ msgid "In"
-#~ msgstr "داخل"
-
-#~ msgid "Out"
-#~ msgstr "خارج"
-
-#~ msgid "In-Out"
-#~ msgstr "داخل-خارج"
-
-#~ msgid "Out-In"
-#~ msgstr "خارج-داخل"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "کلید مقدار دارای نوع را در انیمیشن ایجاد کن"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "ترک فراخوانی را در انیمیشن اضافه کن"
-
-#~ msgid "Length (s):"
-#~ msgstr "طول(ها):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "گام چسبنده‌ی مکان‌نما (به ثانیه)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "حلقه را در انیمیشن فعال/غیر فعال کن."
-
-#~ msgid "Add new tracks."
-#~ msgstr "ترک‌های جدید اضافه کن."
-
-#~ msgid "Move current track up."
-#~ msgstr "ترک جاری را به بالا جابجا کن."
-
-#~ msgid "Move current track down."
-#~ msgstr "ترک جاری را به پایین جابجا کن."
-
-#~ msgid "Track tools"
-#~ msgstr "ابزارهای ترک"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "ویرایش کلیدهای انفرادی با کلیک بر روی آن‌ها را فعال کن."
-
-#~ msgid "Key"
-#~ msgstr "کلید"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "توابع را در کدام گره فراخوانی کند؟"
-
-#~ msgid "Thanks!"
-#~ msgstr "با تشکر !"
-
-#~ msgid "Run Script"
-#~ msgstr "اجرای اسکریپت"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "گذاشتن محور در مکان موشواره"
-
-#~ msgid "Clear!"
-#~ msgstr "حذف!"
-
-#~ msgid "Condition"
-#~ msgstr "شرط"
-
-#~ msgid "Sequence"
-#~ msgstr "دنباله"
-
-#~ msgid "Iterator"
-#~ msgstr "تکرارکننده"
-
-#, fuzzy
-#~ msgid "While"
-#~ msgstr "تا زمانی که"
-
-#~ msgid "Return"
-#~ msgstr "بازگشت"
-
-#~ msgid "Call"
-#~ msgstr "فراخوانی"
-
-#~ msgid "Edit Variable"
-#~ msgstr "ویرایش متغیر"
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "نمی‌تواند شامل '/' یا ':' باشد"
-
-#~ msgid "Can't write file."
-#~ msgstr "ناتوان در نوشتن پرونده."
-
-#~ msgid "Replace By"
-#~ msgstr "جایگزین کردن با"
-
-#~ msgid "Backwards"
-#~ msgstr "به سمت عقب"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "موقع جایگزینی از کاربر بپرس"
-
-#~ msgid "Skip"
-#~ msgstr "رد کردن"
-
-#~ msgid "Move Add Key"
-#~ msgstr "کلید Add را جابجا کن"
-
-#, fuzzy
-#~ msgid "Add Point to Line2D"
-#~ msgstr "برو به خط"
-
-#~ msgid "Meta+"
-#~ msgstr "+Meta"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "ترجیحات"
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "تنها در قسمت انتخاب شده"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "تنها در قسمت انتخاب شده"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "دارایی Path باید به یک گره Viewport معتبر اشاره کند تا کار کند. این "
-#~ "Viewport باید روی حالت render target تنظیم شود."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "Viewport تنظیم شده در داریی path باید به صورت render target برای این "
-#~ "اسپرایت تنظیم شود تا کار کند."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "لیست متد برای '%s' :"
-
-#~ msgid "Return:"
-#~ msgstr "بازگشت:"
-
-#~ msgid "Added:"
-#~ msgstr "افزوده شده:"
-
-#~ msgid "Re-Importing"
-#~ msgstr "در حال وارد کردن دوباره..."
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr ""
-#~ "کلاغ فرز و چابک، ظهر هر روز با صدای ضخیم و عذاب‌آورش بـه جستجوی یک مثقال "
-#~ "گنج پنهان در حیاط رژه می رفت."
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "پرونده:"
-
-#~ msgid "Ctrl+"
-#~ msgstr "+Ctrl"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr "دارایی Path باید به یک گره Particles2D معتبر اشاره کند تا کار کند."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "یک منبع SampleLibrary باید در دارایی samples ایجاد یا تنظیم شود تا "
-#~ "SamplePlayer آهنگ را پخش کند."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "یک منبع SampleLibrary باید در دارایی samples ایجاد یا تنظیم شده باشد تا "
-#~ "SpatialSamplePlayer آهنگ را پخش کند."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "تعداد %d رخداد جایگزین شد."
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "پوشه ایجاد کن"
-
-#, fuzzy
-#~ msgid "Organization"
-#~ msgstr "انتقال"
-
-#, fuzzy
-#~ msgid "Password"
-#~ msgstr "گذرواژه:"
-
-#, fuzzy
-#~ msgid "at least 6 characters"
-#~ msgstr "کاراکترهای معتبر:"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance محتوی یک منبع BakedLight نیست."
-
-#~ msgid ""
-#~ "Custom node has no _get_output_port_unsequenced(idx,wmem), but "
-#~ "unsequenced ports were specified."
-#~ msgstr ""
-#~ "گره سفارشی دارای get_output_port_unsequenced(idx,wmem)_ نیست، اما پورت‌های "
-#~ "نامتوالی مشخص شده است."
diff --git a/editor/translations/fi.po b/editor/translations/fi.po
index 4a55a7c9d8..58108e7dc6 100644
--- a/editor/translations/fi.po
+++ b/editor/translations/fi.po
@@ -14597,1672 +14597,3 @@ msgstr "Sijoitus uniformille."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Vakioita ei voi muokata."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Tee lepoasento (luista)"
-
-#~ msgid "Bottom"
-#~ msgstr "Pohja"
-
-#~ msgid "Left"
-#~ msgstr "Vasen"
-
-#~ msgid "Right"
-#~ msgstr "Oikea"
-
-#~ msgid "Front"
-#~ msgstr "Etu"
-
-#~ msgid "Rear"
-#~ msgstr "Taka"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Nimetön muokkain"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Degrees Of Freedom\" on käyttökelpoinen ainoastaan kun \"Xr Mode\" "
-#~ "asetus on \"Oculus Mobile VR\"."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" on käyttökelpoinen ainoastaan kun \"Xr Mode\" asetus "
-#~ "on \"Oculus Mobile VR\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Paketin sisältö:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Poista profiili '%s'? (ei voi perua)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Käytössä olevat ominaisuudet:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Käytössä olevat ominaisuudet:"
-
-#~ msgid "Unset"
-#~ msgstr "Poista asetus"
-
-#~ msgid "Class Options"
-#~ msgstr "Luokan valinnat"
-
-#~ msgid "Set"
-#~ msgstr "Aseta"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Tallennettiin %s muokattua resurssia."
-
-#~ msgid "Q&A"
-#~ msgstr "Kysymykset ja vastaukset"
-
-#~ msgid "Status:"
-#~ msgstr "Tila:"
-
-#~ msgid "Edit:"
-#~ msgstr "Muokkaa:"
-
-#~ msgid "Redownload"
-#~ msgstr "Lataa uudelleen"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Asennettu)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Puuttuva)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Pyyntö epäonnistui."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Loputon uudelleenohjaus."
-
-#~ msgid "Download Complete."
-#~ msgstr "Lataus valmis."
-
-#~ msgid "Remove Template"
-#~ msgstr "Poista malli"
-
-#~ msgid "Download Templates"
-#~ msgstr "Lataa mallit"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Valitse peilipalvelin listasta: (Shift+napsautus: Avaa selaimessa)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Siirrä roskakoriin"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Laajenna kaikki ominaisuudet"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Tiivistä kaikki ominaisuudet"
-
-#~ msgid "Copy Params"
-#~ msgstr "Kopioi parametrit"
-
-#~ msgid "Open in Help"
-#~ msgstr "Avaa ohjeessa"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Pelikameran ohitus\n"
-#~ "Peli ei ole käynnissä."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Vedä: Kierrä"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Paina 'V' vaihtaaksesi kääntökeskiötä. 'Shift+V' vetääksesi keskiötä "
-#~ "(liikkuessa)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt + Hiiren oikea painike: Syvyyslistan valinta"
-
-#~ msgid "Clone Down"
-#~ msgstr "Kloonaa alas"
-
-#~ msgid "Yaw"
-#~ msgstr "Käännös (yaw)"
-
-#~ msgid "Size"
-#~ msgstr "Koko"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Vedä: Kierrä\n"
-#~ "Alt + Vedä: Siirrä\n"
-#~ "Alt + Hiiren oikea painike: Syvyyslistan valinta"
-
-#~ msgid "Sep.:"
-#~ msgstr "Erotin:"
-
-#~ msgid "Add All"
-#~ msgstr "Lisää kaikki"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Teeman muokkausvalikko."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Luo tyhjä pohja"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Luo tyhjä editorin pohja"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Luo nykyisestä editorin teemasta"
-
-#~ msgid "Data Type:"
-#~ msgstr "Tietotyyppi:"
-
-#~ msgid "Theme File"
-#~ msgstr "Teema-tiedosto"
-
-#~ msgid "Compiled"
-#~ msgstr "Käännetty"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Poista %d projektia listalta?\n"
-#~ "Projektikansioiden sisältöjä ei muuteta."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Poista tämä projekti listalta?\n"
-#~ "Projektikansion sisältöä ei muuteta."
-
-#~ msgid "Templates"
-#~ msgstr "Mallit"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Lisää korvaavuuspolku"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Ei voi tehdä juurisolmulle."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Ei voitu lukea käynnistyskuvan tiedostoa:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Käytetään oletuskäynnistyskuvaa."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Animaatiotoistin ei voi animoida itseään, ainoastaan muita toistimia."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Leikepöytä on tyhjä"
-
-#~ msgid ""
-#~ "Godot editor was built without ray tracing support; lightmaps can't be "
-#~ "baked.\n"
-#~ "If you are using an Apple Silicon-based Mac, try forcing Rosetta "
-#~ "emulation on Godot.app in the application settings\n"
-#~ "then restart the editor."
-#~ msgstr ""
-#~ "Godot-editori on käännetty ilman ray tracing -tukea, joten lightmappeja "
-#~ "ei voi kehittää.\n"
-#~ "Jos käytät Apple Silicon -pohjaista Mac-tietokonetta, yritä pakottaa "
-#~ "Rosetta-emulaatio Godot.app:iin sovelluksen asetuksissa\n"
-#~ "ja käynnistä sitten editori uudestaan."
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr ""
-#~ "InterpolatedCamera on vanhentunut ja poistetaan Godot 4.0 versiossa."
-
-#~ msgid "No"
-#~ msgstr "Ei"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr ""
-#~ "Tätä skeneä ei ole koskaan tallennettu. Tallenna ennen suorittamista?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "ADB käynnistystiedostoa ei ole määritetty editorin asetuksissa."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarsigner ei ole määritettynä editorin asetuksissa."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Mukautettu käännös edellyttää kelvollista Android SDK -polkua editorin "
-#~ "asetuksissa."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Aikaa jäljellä: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Piirretään meshejä: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Valaistaan meshejä: "
-
-#~ msgid "Search complete"
-#~ msgstr "Haku valmis"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Muutosviestiä ei annettu"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Lisää muutosviesti"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Tästä sijainnista löytyy jo samanniminen tiedosto tai kansio."
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "APK:n tasausta ei saatu suoritettua loppuun."
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "Tasaamattoman APK:n poisto ei onnistu."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Virhe tallennettaessa asettelua!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Editorin oletusasettelu ylikirjoitettu."
-
-#~ msgid "Move pivot"
-#~ msgstr "Siirrä keskikohtaa"
-
-#~ msgid "Move anchor"
-#~ msgstr "Siirrä ankkuri"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Muokkaa CanvasItemin kokoa"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Polygoni->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Polygoni"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Lisää ensimmäinen vienti..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Lisää edelliset päivitykset..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Poista päivitys '%s' listasta?"
-
-#~ msgid "Patches"
-#~ msgstr "Päivitykset"
-
-#~ msgid "Make Patch"
-#~ msgstr "Luo päivitys"
-
-#~ msgid "Pack File"
-#~ msgstr "Pakkaa tiedosto"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Käännöksen apk:ta ei generoitu: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Tiedostojärjestelmä- ja tuontitelakat"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Vietäessä tai julkaistaessa, käynnistettävä ohjelma yrittää ottaa "
-#~ "yhteyden tämän tietokoneen IP-osoitteeseen testaamista varten."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Nykyistä skeneä ei ole vielä tallennettu. Tallenna se ennen suorittamista."
-
-#~ msgid "Revert"
-#~ msgstr "Palauta"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Tätä toimintoa ei voida peruttaa. Palauta joka tapauksessa?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Palauta skene"
-
-#~ msgid "Clear Script"
-#~ msgstr "Poista skripti"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Ilmoita viasta"
-
-#~ msgid "Request Docs"
-#~ msgstr "Pyydä dokumentaatiota"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Auta parantamaan Godotin dokumentaatiota antamalla palautetta."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Korvattu %d osuvuutta."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Luo konveksi staattinen kappale"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Muotojen luonti epäonnistui!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Tälle luokalle ei vielä löydy kuvausta. Voit [color=$color][url="
-#~ "$url]auttaa luomalla sellaisen[/url][/color] tai [color=$color][url="
-#~ "$url2]pyytää sellaisen[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#~ msgid "Brief Description"
-#~ msgstr "Lyhyt kuvaus"
-
-#~ msgid "Class Description"
-#~ msgstr "Luokan kuvaus"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Projektin vienti epäonnistui virhekoodilla %d."
-
-#~ msgid "Password:"
-#~ msgstr "Salasana:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "Tunnisteen osiot eivät voi olla nollan pituisia."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr "Identifier osion ensimmäinen merkki ei voi olla numero."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr "Merkki '%s' ei voi olla Identifier osion ensimmäinen merkki."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "Identifier osiossa täytyy olla vähintään yksi '.' erotinmerkki."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Keskeytä skenen suorittaminen hetkellisesti"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Tartu ruudukkoon"
-
-#~ msgid "Add input +"
-#~ msgstr "Lisää tulo +"
-
-#~ msgid "Language"
-#~ msgstr "Kieli"
-
-#~ msgid "Inherits"
-#~ msgstr "Perii"
-
-#~ msgid "Base Type:"
-#~ msgstr "Kantatyyppi:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Saatavilla olevat solmut:"
-
-#~ msgid "Input"
-#~ msgstr "Syöte"
-
-#~ msgid "Methods:"
-#~ msgstr "Metodit:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Teeman ominaisuudet:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Enumeraatiot:"
-
-#~ msgid "Constants:"
-#~ msgstr "Vakiot:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Luokan kuvaus:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Ominaisuuksien kuvaukset:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Metodien kuvaukset:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "Tämä asentaa Android-projektin mukautettuja käännöksiä varten.\n"
-#~ "Huomaa, että käyttääksesi sitä, se täytyy ottaa käyttöön kussakin "
-#~ "vientiesiasetuksessa."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Käännä lajittelu."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Poista solmu(t)?"
-
-#~ msgid "No Matches"
-#~ msgstr "Ei osumia"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Tiedostoa file_type_cache.cch ei voitu avata kirjoittamista varten. "
-#~ "Välimuistia ei tallenneta!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "Tiedostoa '%s' ei voida avata, koska sitä ei näytä löytyvän "
-#~ "tiedostojärjestelmästäsi!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Virhe ladattaessa kuvaa:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Kuvassa ei ole pikseleitä, joiden läpinäkyvyys on enemmän kuin 128…"
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Lähteellä ei ole kiinteitä tahkoja täytettäväksi."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Aluetta ei voitu kartoittaa."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Pinnat eivät sisällä aluetta!"
-
-#~ msgid "No faces!"
-#~ msgstr "Ei pintoja!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Virhe: ei voitu ladata tiedostoa."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Virhe - Ei voitu ladata tiedostoa."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Doppler käytössä"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Valintatila (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Siirtotila (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Kääntötila (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Skaalaustila (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Paikalliset koordinaatit"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Tarttumisen tila (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Valintatyökalu"
-
-#~ msgid "Tool Move"
-#~ msgstr "Siirtotyökalu"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Kiertotyökalu"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Skaalaustyökalu"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Poista kaikki puuttuvat projektit listalta? (Kansioiden sisältöjä ei "
-#~ "muuteta)"
-
-#~ msgid "Project List"
-#~ msgstr "Projektiluettelo"
-
-#~ msgid "Exit"
-#~ msgstr "Poistu"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "PVRTC-työkalun suoritus ei onnistunut:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "Muunnettua kuva ei voitu ladata takaisin PVRTC-työkalulla:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Virhe FreeType:n alustamisessa."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Tuntematon fonttimuoto."
-
-#~ msgid "Error loading font."
-#~ msgstr "Virhe fontin latauksessa."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Virheellinen fonttikoko."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Edellinen kansio"
-
-#~ msgid "Next Folder"
-#~ msgstr "Seuraava kansio"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Avaa kuvakaappaukset automaattisesti"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "Avaa ulkoisessa kuvankäsittelyohjelmassa."
-
-#~ msgid "Reverse"
-#~ msgstr "Käänteinen"
-
-#~ msgid "Mirror X"
-#~ msgstr "Peilaa X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Peilaa Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Luodaan ratkaisua..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "Luodaan C# projekti..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Ratkaisun luonti epäonnistui."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Ratkaisun tallennus epäonnistui."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "C# projektin luonti epäonnistui."
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "Lisätietoja C# tuesta"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Luo C# ratkaisu"
-
-#~ msgid "Builds"
-#~ msgstr "Käännökset"
-
-#~ msgid "Build Project"
-#~ msgstr "Käännä projekti"
-
-#~ msgid "View log"
-#~ msgstr "Näytä loki"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment tarvitsee Environment resurssin."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Käytössä olevat luokat"
-
-#~ msgid "Update Always"
-#~ msgstr "Päivitä aina"
-
-#~ msgid "'light_uv' input parameter for light shader mode."
-#~ msgstr "'light_uv' syöteparametri valosävytintilaan."
-
-#~ msgid "'light_vec' input parameter for light shader mode."
-#~ msgstr "'light_vec' syöteparametri valosävytintilaan."
-
-#~ msgid "'shadow_color' input parameter for light shader mode."
-#~ msgstr "'shadow_color' syöteparametri valosävytintilaan."
-
-#~ msgid "'extra' input parameter for vertex shader mode."
-#~ msgstr "'extra' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'projection' input parameter for vertex shader mode."
-#~ msgstr "'projection' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'vertex' input parameter for vertex shader mode."
-#~ msgstr "'vertex' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'world' input parameter for vertex shader mode."
-#~ msgstr "'world' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'active' input parameter for vertex shader mode."
-#~ msgstr "'active' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'alpha' input parameter for vertex shader mode."
-#~ msgstr "'alpha' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'color' input parameter for vertex shader mode."
-#~ msgstr "'color' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'custom_alpha' input parameter for vertex shader mode."
-#~ msgstr "'custom_alpha' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'delta' input parameter for vertex shader mode."
-#~ msgstr "'delta' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'emission_transform' input parameter for vertex shader mode."
-#~ msgstr "'emission_transform' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'index' input parameter for vertex shader mode."
-#~ msgstr "'index' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'lifetime' input parameter for vertex shader mode."
-#~ msgstr "'lifetime' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'restart' input parameter for vertex shader mode."
-#~ msgstr "'restart' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'time' input parameter for vertex shader mode."
-#~ msgstr "'time' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'transform' input parameter for vertex shader mode."
-#~ msgstr "'transform' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "'velocity' input parameter for vertex shader mode."
-#~ msgstr "'velocity' syöteparametri kärkipistesävytintilaan."
-
-#~ msgid "Raw Mode"
-#~ msgstr "Raakatila"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Polku solmuun:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Poista valitut tiedostot?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Tiedostoa 'res://default_bus_layout.tres' ei löytynyt."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Siirry yläkansioon"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Avaa skene tai skenejä"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Edellinen hakemisto"
-
-#~ msgid "Next Directory"
-#~ msgstr "Seuraava hakemisto"
-
-#~ msgid "Ease in"
-#~ msgstr "Kiihdytä alussa"
-
-#~ msgid "Ease out"
-#~ msgstr "Hidasta lopussa"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Luo konveksi staattinen kappale"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "Valintaruudun valinta 1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "Valintaruudun valinta 2"
-
-#~ msgid "Create folder"
-#~ msgstr "Luo kansio"
-
-#~ msgid "Custom Node"
-#~ msgstr "Mukautettu solmu"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Virheellinen polku"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "Kahdenna valinta"
-
-#~ msgid "Create Area"
-#~ msgstr "Luo alue"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Luo ulkoliitin"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Muokkaa signaalin argumentteja:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Muokkaa muuttujaa:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Askellus (s): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Lisää avainruutuja."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "Luo valituista skeneistä ilmentymä valitun solmun alle."
-
-#~ msgid "Font Size:"
-#~ msgstr "Fontin koko:"
-
-#~ msgid "Line:"
-#~ msgstr "Rivi:"
-
-#~ msgid "Col:"
-#~ msgstr "Sarake:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "OrientedPathFollow toimii ainoastaan ollessaan asetettuna Path solmun "
-#~ "alle."
-
-#~ msgid "Split point with itself."
-#~ msgstr "Jaa piste itsellään."
-
-#~ msgid "Split can't form an existing edge."
-#~ msgstr "Jako ei voi muodostaa olemassa olevaa reunaa."
-
-#~ msgid "Add Split"
-#~ msgstr "Lisää jako"
-
-#~ msgid "Remove Split"
-#~ msgstr "Poista jako"
-
-#~ msgid "Poly"
-#~ msgstr "Polygoni"
-
-#~ msgid "Splits"
-#~ msgstr "Jaot"
-
-#~ msgid "Connect two points to make a split."
-#~ msgstr "Yhdistä kaksi pistettä luodaksesi jaon."
-
-#~ msgid "Add Node.."
-#~ msgstr "Lisää solmu..."
-
-#~ msgid "Create from scene?"
-#~ msgstr "Luo skenestä?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Luo polygoni"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Luo uusi polygoni tyhjästä"
-
-#~ msgid "Zoom out"
-#~ msgstr "Loitonna"
-
-#~ msgid "Zoom in"
-#~ msgstr "Lähennä"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Luo Poly3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Tälle solmulle ei ole OccluderPolygon2D resurssia.\n"
-#~ "Luodaanko ja asetetaanko sellainen?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "VHP: Siirrä pistettä."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+Vasen hiirennappi: Puolita osa."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "OHP: Pyyhi piste."
-
-#~ msgid "New TextFile"
-#~ msgstr "Uusi tekstitiedosto"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Tallenna teema nimellä"
-
-#~ msgid "<None>"
-#~ msgstr "<Ei mitään>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Valitse aliruutu, jota käytetään ikonina ja myös virheellisten "
-#~ "automaattiruudutusten ilmaisemiseen."
-
-#~ msgid "Zoom:"
-#~ msgstr "Lähennä:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "Oletko varma, että haluat poistaa kaikki yhteydet kohteesta \""
-
-#~ msgid "Class List:"
-#~ msgstr "Luokkaluettelo:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Julkiset metodit"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Julkiset metodit:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Käyttöliittymäteeman osat:"
-
-#~ msgid "Property: "
-#~ msgstr "Ominaisuus: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Merkitse kansio suosikkeihin."
-
-#~ msgid "Show current scene file."
-#~ msgstr "Näytä nykyinen skenetiedosto."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "Mene puunäkymään."
-
-#~ msgid "Whole words"
-#~ msgstr "Kokonaisia sanoja"
-
-#~ msgid "Match case"
-#~ msgstr "Huomioi kirjainkoko"
-
-#~ msgid "Ok"
-#~ msgstr "Ok"
-
-#~ msgid "Show In File System"
-#~ msgstr "Näytä tiedostojärjestelmässä"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Etsi luokkahierarkiasta."
-
-#~ msgid "Search in files"
-#~ msgstr "Hae tiedostoista"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Sisäänrakennettuja skriptejä voi muokata ainoastaan, kun skene, johon ne "
-#~ "kuuluvat, on ladattu"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Muunna isoiksi kirjaimiksi"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Muunna pieniksi kirjaimiksi"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Käännä 0 astetta"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Käännä 90 astetta"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Käännä 180 astetta"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Käännä 270 astetta"
-
-#~ msgid "Errors:"
-#~ msgstr "Virheet:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Metodipino (jos soveltuva):"
-
-#~ msgid "Bake!"
-#~ msgstr "Kehitä!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Kehitä navigointiverkko."
-
-#~ msgid "Get"
-#~ msgstr "Get"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Muuta RGB-värivakiota"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Muuta vektori- ja skalaarioperaattoria"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Muuta RGB-värioperaattoria"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Vain kierto"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Muuta vektorifunktiota"
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "Muuta vektoriuniformia"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Muuta RGB-uniformia"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Muuta oletusarvoa"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Muuta XForm-uniformia"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Muuta Cubemap-uniformia"
-
-#~ msgid "Change Comment"
-#~ msgstr "Vaihda kommenttia"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Lisää tai poista väriluiskalta"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Muokkaa väriliukumaa"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Lisää tai poista käyräkartalta"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Muokkaa käyräkarttaa"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Yhdistä graafin solmut"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Poista sävytingraafin solmu"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Siirrä sävytingraafin solmua"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Kahdenna graafin solmut(t)"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Virhe: syklinen kytkentä"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Virhe: syöteliitännät puuttuvat"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Lisää sävytingraafin solmu"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Siirrä animaatioraita ylös"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Siirrä animaatioraita alas"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Aseta siirtymät:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Animaatioraita: muuta interpolaatiota"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Animaatioraita: muuta arvon tilaa"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Animaatioraita: muuta kierron tilaa"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Muokkaa solmun käyrää"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Muokkaa valinnan käyrää"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Animaatio: lisää avain"
-
-#~ msgid "In"
-#~ msgstr "Sisään"
-
-#~ msgid "Out"
-#~ msgstr "Ulos"
-
-#~ msgid "In-Out"
-#~ msgstr "Sisältä ulos"
-
-#~ msgid "Out-In"
-#~ msgstr "Ulkoa sisään"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Muuta animaation pituutta"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Vaihda animaation kierto"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Animaatio: Luo tyypitetty arvoavain"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Animaatio: Lisää kutsuraita"
-
-#~ msgid "Length (s):"
-#~ msgstr "Pituus (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Kohdistimen askelrajoitin (sekunneissa)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Ota käyttöön tai poista käytöstä animaation toisto."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Lisää uusia raitoja."
-
-#~ msgid "Move current track up."
-#~ msgstr "Siirrä nykyinen raita ylös."
-
-#~ msgid "Move current track down."
-#~ msgstr "Siirrä nykyinen raita alas."
-
-#~ msgid "Track tools"
-#~ msgstr "Raidan työkalut"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Mahdollistaa avainten muokkaamisen napsauttamalla niitä."
-
-#~ msgid "Key"
-#~ msgstr "Avain"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Mistä solmusta kutsutaan funktiota?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Kiitos!"
-
-#~ msgid "I see..."
-#~ msgstr "Ymmärrän..."
-
-#~ msgid "Ugh"
-#~ msgstr "Äh"
-
-#~ msgid "Run Script"
-#~ msgstr "Suorita skripti"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Lopeta profilointi"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Aloita profilointi"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Oletus (sama kuin editori)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Luo uusi animaatio soittimessa."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Lataa animaatio levyltä."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Lataa animaatio levyltä."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Tallenna nykyinen animaatio"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Muokkaa kohteen sulautusaikoja"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Kopioi animaatio"
-
-#~ msgid "Fetching:"
-#~ msgstr "Noudetaan:"
-
-#~ msgid "prev"
-#~ msgstr "edellinen"
-
-#~ msgid "next"
-#~ msgstr "seuraava"
-
-#~ msgid "last"
-#~ msgstr "viimeinen"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Muokkaa IK ketjua"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Vedä keskipistettä hiiren sijainnista"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Aseta piste hiiren kohdalle"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Lisää/poista väriliukuman piste"
-
-#~ msgid "OK :("
-#~ msgstr "Asia kunnossa :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "Luurankomuokkaimen näkyvyys"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "StyleBoxin esikatselu:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Tekstuurialueen editori"
-
-#~ msgid "Erase selection"
-#~ msgstr "Tyhjennä valinta"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Nimi tai ID:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "Vientimallit tälle alustalle puuttuvat tai ovat viallisia: "
-
-#~ msgid "Button 8"
-#~ msgstr "Painike 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Painike 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Hylkää ilmentymä"
-
-#~ msgid "Clear!"
-#~ msgstr "Tyhjennä!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Aseta Spatial näkyvyys päälle/pois"
-
-#~ msgid "Condition"
-#~ msgstr "Ehtolause"
-
-#~ msgid "Sequence"
-#~ msgstr "Sarja"
-
-#~ msgid "Switch"
-#~ msgstr "Valinta (Switch)"
-
-#~ msgid "Iterator"
-#~ msgstr "Iteraattori"
-
-#~ msgid "While"
-#~ msgstr "Kun (While)"
-
-#~ msgid "Return"
-#~ msgstr "Palauta"
-
-#~ msgid "Call"
-#~ msgstr "Kutsu"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Muokkaa muuttujaa"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Muokkaa signaalia"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "Virheellinen tapahtuma (muut käy, paitsi '/' tai ':')."
-
-#, fuzzy
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Yhdistä Nodeen:"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Paketti sisältää viallisen version.txt tiedoston. 'Revision' ei ole "
-#~ "hyväksytty tunniste."
-
-#, fuzzy
-#~ msgid "Can't write file."
-#~ msgstr "Ei voitu kirjoittaa tiedostoa:\n"
-
-#, fuzzy
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "Ei voitu luoda godot.cfg -tiedostoa projektin polkuun."
-
-#~ msgid "Replace By"
-#~ msgstr "Korvaa"
-
-#~ msgid "Backwards"
-#~ msgstr "Taaksepäin"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Kysy vaihdettaessa"
-
-#~ msgid "Skip"
-#~ msgstr "Ohita"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "Projektillesi valitsema hakemisto ei ole tyhjä (ehkä haluaisit luoda "
-#~ "uuden hakemiston)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "Sehän on BINGO!"
-
-#, fuzzy
-#~ msgid "preview"
-#~ msgstr "Esikatselu"
-
-#, fuzzy
-#~ msgid "Move Add Key"
-#~ msgstr "Siirrä lisäyspainiketta"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Luo tilaus"
-
-#~ msgid "List:"
-#~ msgstr "Lista:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Aseta emissiomaski"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Tyhjennä säteilijä/lähetin"
-
-#, fuzzy
-#~ msgid "Fold Line"
-#~ msgstr "Mene riville"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "Osiot:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "Ei voida navigoida '"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr "Lähde:"
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Poista piste Line2D:stä"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Lisää piste Line2D:hen"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Siirrä pistettä LIne 2D:ssä"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "Asetukset"
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Pelkkä valinta"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "Pelkkä valinta"
-
-#~ msgid "Return:"
-#~ msgstr "Palaa:"
-
-#~ msgid "Added:"
-#~ msgstr "Lisätty:"
-
-#~ msgid "Error loading scene."
-#~ msgstr "Virhe ladatessa Sceneä."
-
-#~ msgid "Re-Import"
-#~ msgstr "Tuo uudelleen"
-
-#, fuzzy
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "Ole hyvä ja odota läpikäynnin valmistumista."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "Nykyinen Scene täytyy tallentaa, jotta se voidaan tuoda uudelleen."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Tuodaan uudelleen"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "Tuo uudelleen vaihtuneet resurssit"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr "Tallenna & tuo uudelleen"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "Sama lähde ja kohdetiedosto, ei toimenpiteitä."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "Sama lähde ja kohdepolku, ei toimenpiteitä."
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "Hakemisto(j)a ei voida siirtää itseensä."
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Valitse uusi nimi ja sijainti:"
-
-#~ msgid "Info"
-#~ msgstr "Tietoja"
-
-#~ msgid "Target path is empty."
-#~ msgstr "Kohdepolku on tyhjä."
-
-#~ msgid "Target path must exist."
-#~ msgstr "Kohdepolku täytyy olla olemassa."
-
-#~ msgid "Accept"
-#~ msgstr "Hyväksy"
-
-#~ msgid "No source font file!"
-#~ msgstr "Ei fontin lähdetiedostoa!"
-
-#, fuzzy
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "Virheellinen tiedostolaajennus.\n"
-#~ "Käytä .fnt -tiedostoa."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "Fonttia ei voitu tallentaa."
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr "Ovela kettu punaturkki laiskan koiran takaa kurkki."
-
-#~ msgid "Options:"
-#~ msgstr "Asetukset:"
-
-#~ msgid "Font Import"
-#~ msgstr "Fontin tuonti"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "Tämä tiedosto on jo Godotin fonttitiedosto, ole hyvä ja syötä BMFont -"
-#~ "tiedosto."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "BMFont -tiedoston avaus epäonnistui."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "Virheellinen fontin lähde."
-
-#~ msgid "New Clip"
-#~ msgstr "Uusi klippi"
-
-#~ msgid "Flags"
-#~ msgstr "Liput"
-
-#~ msgid "Optimizer"
-#~ msgstr "Optimoija"
-
-#~ msgid "Max Angle"
-#~ msgstr "Enimmäiskulma"
-
-#, fuzzy
-#~ msgid "Start(s)"
-#~ msgstr "Alkaa"
-
-#~ msgid "Source path is empty."
-#~ msgstr "Lähdepolku on tyhjä."
-
-#~ msgid "Error importing scene."
-#~ msgstr "Virhe tuotaessa Sceneä."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "Tuo 3D Scene"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "Sama kuin kohdescene"
-
-#~ msgid "Shared"
-#~ msgstr "Jaettu"
-
-#, fuzzy
-#~ msgid "Target Texture Folder:"
-#~ msgstr "Kohdetekstuurin kansio:"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "Seuraavat tiedostot puuttuvat:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Tuo joka tapauksessa"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr ""
-#~ "Muokattua Sceneä ei ole tallennettu, avaa tuotu Scene joka tapauksessa?"
-
-#~ msgid "Import Image:"
-#~ msgstr "Tuo kuva:"
-
-#~ msgid "Uncompressed"
-#~ msgstr "Purettu"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "Pakkaa häviötön (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "Pakkaa häviöllinen (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "Pakkaa (VRAM)"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "Tekstuurin pakkauksen latu (WebP):"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Ainakin yksi tiedosto tarvitaan Atlas-kuvaa varten."
-
-#~ msgid "Error importing:"
-#~ msgstr "Virhe tuotaessa:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "Tekstuurin enimmäiskoko:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "Tuo tekstuuri Atlakselle (2D)"
-
-#~ msgid "Large Texture"
-#~ msgstr "Suurikokoinen tekstuuri"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "Tuo suurikokoisia tekstuureita (2D)"
-
-#~ msgid "Source Texture"
-#~ msgstr "Lähdetekstuuri"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "Lähdetekstuuri(t)"
-
-#~ msgid "Import Textures"
-#~ msgstr "Tuo tekstuurit"
-
-#~ msgid "2D Texture"
-#~ msgstr "2D tekstuuri"
-
-#~ msgid "3D Texture"
-#~ msgstr "Kolmiulotteinen tekstuuri"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "Atlastekstuuri"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "HUOMAA: 2D tekstuurin tuonti ei ole pakollista. Voit kopioida png/jpg -"
-#~ "tiedostot projektiin."
-
-#~ msgid "Crop empty space."
-#~ msgstr "Leikkaa pois tyhjä tila."
-
-#~ msgid "Import Large Texture"
-#~ msgstr "Tuo suurikokoinen tekstuuri"
-
-#~ msgid "Load Source Image"
-#~ msgstr "Lataa lähdekuva"
-
-#, fuzzy
-#~ msgid "Slicing"
-#~ msgstr "Siivutus"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "Isoa tekstuuria ei voitu tallentaa:"
-
-#, fuzzy
-#~ msgid "Build Atlas For:"
-#~ msgstr "Luo atlas:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "Ladataan kuvaa:"
-
-#~ msgid "Converting Images"
-#~ msgstr "Muunnetaan kuvia"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "Atlas-kuvaa ei voitu tallentaa:"
-
-#~ msgid "Column"
-#~ msgstr "Kolumni"
-
-#, fuzzy
-#~ msgid "No items to import!"
-#~ msgstr "Ei tuotavia asioita!"
-
-#~ msgid "No target path!"
-#~ msgstr "Ei kohdepolkua!"
-
-#~ msgid "Import Translations"
-#~ msgstr "Tuo käännökset"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "Ei voitu tuoda!"
-
-#~ msgid "Import Translation"
-#~ msgstr "Tuo käännös"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "Sivuuta ensimmäinen rivi"
-
-#, fuzzy
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "Lisää projektiin (godot.cfg)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "Tuo kielet:"
-
-#~ msgid "Zoom Set..."
-#~ msgstr "Aseta Zoomaus..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "Liitä BBCode"
-
-#~ msgid "Length:"
-#~ msgstr "Pituus:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "Avaa Sample-tiedosto(t)"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "VIRHE: Samplea ei voitu ladata!"
-
-#~ msgid "Rename Sample"
-#~ msgstr "Nimeä Sample uudelleen"
-
-#~ msgid "Delete Sample"
-#~ msgstr "Poista Sample"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 bittiä"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 bittiä"
-
-#~ msgid "Bucket"
-#~ msgstr "Sanko"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "Virheellinen projektin polku, polku täytyy olla olemassa!"
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "Virheellinen projektin polku, godot.cfg -tiedostoa ei saa olla."
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr ""
-#~ "Virheellinen projektin polku, godot.cfg -tiedosto täytyy olla olemassa."
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "Projektin polku (täytyy olla olemassa):"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr " Tiedostot"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "Sulje scene? (tallentamattomat muutokset menetetään)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "Avaa projektinhallinta?\n"
-#~ "(tallentamattomat muutokset menetetään)"
-
-#~ msgid "just pressed"
-#~ msgstr "juuri painettu"
-
-#~ msgid "Node From Scene"
-#~ msgstr "Node Scenestä"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Tuo Assetit projektiin."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Vie projekti usealle alustalle."
-
-#, fuzzy
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "Avaa https://godotengine.org \"tutorials\"-alueelle."
-
-#~ msgid "Use Default Light"
-#~ msgstr "Käytä oletusvaloa"
-
-#~ msgid "Valid chars:"
-#~ msgstr "Kelvolliset merkit:"
-
-#~ msgid "Valid name"
-#~ msgstr "Kelvollinen nimi"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "Luokan nimi on virheellinen!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "Kantaluokan nimi on virheellinen!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Polun ominaisuuden täytyy osoittaa kelvolliseen Particles2D Nodeen "
-#~ "toimiakseen."
diff --git a/editor/translations/fil.po b/editor/translations/fil.po
index a098f7f166..76daaee01e 100644
--- a/editor/translations/fil.po
+++ b/editor/translations/fil.po
@@ -13858,9 +13858,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Walang laman ang Clipboard"
-
-#~ msgid "No"
-#~ msgstr "Hindi"
diff --git a/editor/translations/fr.po b/editor/translations/fr.po
index 5b651f697b..9040b4b777 100644
--- a/editor/translations/fr.po
+++ b/editor/translations/fr.po
@@ -14837,739 +14837,3 @@ msgstr "Affectation à la variable uniform."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Les constantes ne peuvent être modifiées."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Créer la position de repos (d'après les os)"
-
-#~ msgid "Bottom"
-#~ msgstr "Dessous"
-
-#~ msgid "Left"
-#~ msgstr "Gauche"
-
-#~ msgid "Right"
-#~ msgstr "Droite"
-
-#~ msgid "Front"
-#~ msgstr "Avant"
-
-#~ msgid "Rear"
-#~ msgstr "Arrière"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Gadget sans nom"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "« Degrés de liberté » est valide uniquement lorsque le « Mode Xr » est « "
-#~ "Oculus Mobile VR »."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "« Sensibilité de la mise au point » est valide uniquement lorsque le « "
-#~ "Mode Xr » est « Oculus Mobile VR »."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Contenu du paquetage :"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Effacer le profil '%s' ? (pas d'annulation)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Propriétés activées :"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Fonctionnalités activées :"
-
-#~ msgid "Unset"
-#~ msgstr "Désassigner"
-
-#~ msgid "Class Options"
-#~ msgstr "Options de classe"
-
-#~ msgid "Set"
-#~ msgstr "Définir"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Sauvegardé %s des ressources modifiées."
-
-#~ msgid "Q&A"
-#~ msgstr "Questions et réponses"
-
-#~ msgid "Status:"
-#~ msgstr "État :"
-
-#~ msgid "Edit:"
-#~ msgstr "Modifier :"
-
-#~ msgid "Redownload"
-#~ msgstr "Télécharger à nouveau"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Installé)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Manquant)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Échec de la requête."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Boucle de Redirection."
-
-#~ msgid "Download Complete."
-#~ msgstr "Téléchargement terminé."
-
-#~ msgid "Remove Template"
-#~ msgstr "Supprimer le modèle"
-
-#~ msgid "Download Templates"
-#~ msgstr "Télécharger les modèles"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr ""
-#~ "Sélectionner un miroir depuis la liste : (Maj+Click : Ouvrir dans le "
-#~ "navigateur)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Déplacer vers la corbeille"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Développer toutes les propriétés"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Réduire toutes les propriétés"
-
-#~ msgid "Copy Params"
-#~ msgstr "Copier paramètres"
-
-#~ msgid "Open in Help"
-#~ msgstr "Ouvrir dans l'aide"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Remplacement de la Caméra du Jeu\n"
-#~ "Aucune instance de jeu en cours d'exécution."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Glisser : tourner"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Appuyez sur « v » pour changer le pivot, « Maj+V » pour glisser le pivot "
-#~ "(lors du déplacement)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+Bouton droit : Sélection détaillée par liste"
-
-#~ msgid "Clone Down"
-#~ msgstr "Cloner en dessous"
-
-#~ msgid "Yaw"
-#~ msgstr "Lacet (hauteur)"
-
-#~ msgid "Size"
-#~ msgstr "Taille"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Glisser : Rotation\n"
-#~ "ALt+Glisser : Déplacer\n"
-#~ "Alt+Bouton droit : Sélection détaillée par liste"
-
-#~ msgid "Sep.:"
-#~ msgstr "Sep. :"
-
-#~ msgid "Add All"
-#~ msgstr "Tout ajouter"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Menu d'édition des thèmes."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Créer un nouveau modèle"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Créer un nouveau modèle d'éditeur"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Créer à partir du thème actuel de l'éditeur"
-
-#~ msgid "Data Type:"
-#~ msgstr "Type de données :"
-
-#~ msgid "Theme File"
-#~ msgstr "Fichier de Thème"
-
-#~ msgid "Compiled"
-#~ msgstr "Compilé"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Supprimer %d projets de la liste ?\n"
-#~ "Le contenu des dossiers de projet ne sera pas modifié."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Supprimer le projet de la liste ? \n"
-#~ "Le contenu du dossier de projet ne sera pas modifié."
-
-#~ msgid "Templates"
-#~ msgstr "Modèles"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Ajouter un chemin remappé"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Ne peut fonctionner avec le nœud racine."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Impossible de lire l'image de démarrage :"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Impossible de lire l'image de démarrage."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Un lecteur d’animation ne peut s’animer lui-même, seulement les autres "
-#~ "lecteurs."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Le presse-papiers est vide"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr "InterpolatedCamera a été déprécié et sera supprimé dans Godot 4.0."
-
-#~ msgid "No"
-#~ msgstr "Non"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr ""
-#~ "Cette scène n'a jamais été enregistrée. L'enregistrer avant de la lancer ?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr ""
-#~ "L'exécutable ADB n'est pas configuré dans les Paramètres de l'éditeur."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr ""
-#~ "Le jarsigner OpenJDK n'est pas configuré dans les Paramètres de l'éditeur."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "La création d'une version personnalisée nécessite un chemin d'accès "
-#~ "Android SDK valide dans les paramètres de l'éditeur."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Temps restant : %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Tracer les maillages : "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Tracer les maillages : "
-
-#~ msgid "Search complete"
-#~ msgstr "Recherche terminée"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Aucun message de livraison n'a été fourni"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Ajouter un message de livraison"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr ""
-#~ "Il existe déjà un fichier ou un dossier ayant le même nom à cet "
-#~ "emplacement."
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "Impossible d'effectuer l'alignement de l'APK."
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "Impossible de supprimer l'APK non aligné."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Erreur d'enregistrement de la disposition !"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Disposition de l'éditeur par défaut remplacée."
-
-#~ msgid "Move pivot"
-#~ msgstr "Déplacer le pivot"
-
-#~ msgid "Move anchor"
-#~ msgstr "Déplacer l'ancre"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Redimensionner l'élément de canevas"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Polygone -> UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV -> Polygone"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Ajouter l'exportation initiale...."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Ajouter les correctifs précédents....."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Supprimer le patch « %s » de la liste ?"
-
-#~ msgid "Patches"
-#~ msgstr "Patchs"
-
-#~ msgid "Make Patch"
-#~ msgstr "Conçevoir un patch"
-
-#~ msgid "Pack File"
-#~ msgstr "Fichiers Pack"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Aucune build apk générée à : "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Module d'importation et système de fichiers"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Lors de l'exportation ou du déploiement, l'exécutable produit tentera de "
-#~ "se connecter à l'adresse IP de cet ordinateur afin de procéder au "
-#~ "débogage."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "La scène actuelle n'a jamais été sauvegardée, veuillez la sauvegarder "
-#~ "avant de la lancer."
-
-#~ msgid "Revert"
-#~ msgstr "Réinitialiser"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Cette action ne peut être annulée. Réinitialiser quand même ?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Réinitialiser la scène"
-
-#~ msgid "Clear Script"
-#~ msgstr "Supprimer le script"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Traqueur de problèmes"
-
-#~ msgid "Request Docs"
-#~ msgstr "Demande de documentation"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr ""
-#~ "Aider à améliorer la documentation de Godot en donnant vos réactions."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "%d occurrence(s) remplacée(s)."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Créer corps convexe statique"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Échec de la création de formes !"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Il n'y a pas de tutoriels disponibles pour cette classe, vous pouvez "
-#~ "[color=$color][url=$url]en créer un[/url][/color] ou [color=$color][url="
-#~ "$url2]en demander un[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum_ "
-
-#~ msgid "Brief Description"
-#~ msgstr "Brève description"
-
-#~ msgid "Class Description"
-#~ msgstr "Description de la classe"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "L'export du projet a échoué avec le code erreur %d."
-
-#~ msgid "Password:"
-#~ msgstr "Mot de passe :"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr ""
-#~ "Les segments de l'identifiant doivent être d'une longueur supérieure à "
-#~ "zéro."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Un chiffre ne peut pas être le premier caractère d'un segment "
-#~ "d'identifiant."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Le caractère « %s » ne peut pas être le premier caractère d'un segment "
-#~ "d'identifiant."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "L'identifiant doit avoir au moins un séparateur « . »."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Mettre en pause la scène"
-
-#~ msgid "Shift+"
-#~ msgstr "Maj+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Contrôle+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Aimanter à la grille"
-
-#~ msgid "Add input +"
-#~ msgstr "Ajouter une entrée +"
-
-#~ msgid "Language"
-#~ msgstr "Langage"
-
-#~ msgid "Inherits"
-#~ msgstr "Hérité de"
-
-#~ msgid "Base Type:"
-#~ msgstr "Type de base :"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Nœuds disponibles :"
-
-#~ msgid "Input"
-#~ msgstr "Entrée"
-
-#~ msgid "Methods:"
-#~ msgstr "Méthodes :"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Propriétés du thème :"
-
-#~ msgid "Constants:"
-#~ msgstr "Constantes :"
-
-#~ msgid "Class Description:"
-#~ msgstr "Description de la classe :"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Description des propriétés :"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Descriptions des méthode :"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "Ceci va installer le projet Android pour des compilations "
-#~ "personnalisées.\n"
-#~ "Notez que pour l'utiliser, vous devez l'activer pour chaque préréglage "
-#~ "d'exportation."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Tri inverse."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Supprimer le(s) nœud(s) ?"
-
-#~ msgid "No Matches"
-#~ msgstr "Pas de correspondances"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Impossible d'ouvrir file_type_cache.cch en écriture, le fichier de cache "
-#~ "ne sera pas sauvé !"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "Impossible d'accéder à « %s » car celui-ci n'existe pas dans le système "
-#~ "de fichiers !"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Erreur de chargement d'image :"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Pas de pixels avec transparence > 128 dans l'image..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Le parent n'a pas de faces solides à peupler."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Impossible de cartographier la zone."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Des faces ne contiennent pas de zone !"
-
-#~ msgid "No faces!"
-#~ msgstr "Pas de faces !"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Erreur de chargement de fichier."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Activer Doppler"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Sélectionner le mode (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Move déplacement (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Mode rotation (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Mode de mise à l'échelle (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Coordonnées locales"
-
-#~ msgid "Tool Select"
-#~ msgstr "Outil sélection"
-
-#~ msgid "Tool Move"
-#~ msgstr "Outil déplacement"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Outil rotation"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Outil échelle"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Supprimer tous les projets manquants de la liste ? (Le contenu des "
-#~ "dossiers ne sera pas modifié)"
-
-#~ msgid "Project List"
-#~ msgstr "Liste des projets"
-
-#~ msgid "Exit"
-#~ msgstr "Quitter"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "Impossible d'exécuter l'outil PVRTC :"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr ""
-#~ "L'image convertie n'a pas pu être rechargée en utilisant l'outil PVRTC :"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Erreur à l'initialisation de Freetype."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Format de police inconnu."
-
-#~ msgid "Error loading font."
-#~ msgstr "Erreur lors du chargement de la police."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Taille de police invalide."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Dossier précédent"
-
-#~ msgid "Next Folder"
-#~ msgstr "Dossier suivant"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Ouvrir l'éditeur suivant"
-
-#~ msgid "Reverse"
-#~ msgstr "Inverser"
-
-#~ msgid "Mirror X"
-#~ msgstr "Miroir X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Miroir Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Génération de la solution en cours..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "Création du projet C#..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Impossible de créer la solution."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Impossible de sauvegarder la solution."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "Impossible de créer le projet C#."
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "À propos du support C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Créer la solution C#"
-
-#~ msgid "Builds"
-#~ msgstr "Constructions"
-
-#~ msgid "Build Project"
-#~ msgstr "Compiler le projet"
-
-#~ msgid "View log"
-#~ msgstr "Voir les fichiers log"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment requiert une ressource de type Environment."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Classes activées"
-
-#~ msgid "Update Always"
-#~ msgstr "Toujours repeindre"
-
-#~ msgid "Raw Mode"
-#~ msgstr "Mode brut"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Chemin vers le nœud :"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Supprimer les fichiers sélectionnés ?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Il n'existe aucun fichier « res://default_bus_layout.tres »."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Aller au dossier parent"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Ouvrir une(des) scène(s)"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Répertoire précédent"
-
-#~ msgid "Next Directory"
-#~ msgstr "Répertoire suivant"
-
-#~ msgid "Ease in"
-#~ msgstr "Lent sur le début"
-
-#~ msgid "Ease out"
-#~ msgstr "Lent sur la fin"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Créer un corps statique convexe"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "Case à cocher Radio1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "Case à cocher Radio2"
-
-#~ msgid "Create folder"
-#~ msgstr "Créer dossier"
-
-#~ msgid "Custom Node"
-#~ msgstr "Nœud personnalisé"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Chemin invalide"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "Sélection de la duplication de GridMap"
-
-#~ msgid "Create Area"
-#~ msgstr "Créer zone"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Créer connecteur extérieur"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Modifier les arguments du signal :"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Modifier la variable :"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Pas (s) : "
-
-#~ msgid "Insert keys."
-#~ msgstr "Insérer les clefs."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr ""
-#~ "Instancie la(les) scène(s) sélectionnée(s) en tant qu'enfant(s) du nœud "
-#~ "sélectionné."
-
-#~ msgid "Font Size:"
-#~ msgstr "Taille de police :"
-
-#~ msgid "Line:"
-#~ msgstr "Ligne :"
-
-#~ msgid "Col:"
-#~ msgstr "Colonne :"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "Le nœud OrientedPathFollow ne fonctionne que s'il est défini en tant "
-#~ "qu'un enfant d'un nœud de type Path."
-
-#~ msgid "Split point with itself."
-#~ msgstr "Point de séparation avec lui-même."
-
-#~ msgid "Split can't form an existing edge."
-#~ msgstr "Le fractionnement ne peut pas former une arête existante."
-
-#~ msgid "Add Split"
-#~ msgstr "Ajouter un fractionnement"
-
-#~ msgid "Remove Split"
-#~ msgstr "Supprimer le fractionnement"
-
-#~ msgid "Poly"
-#~ msgstr "Polygone"
-
-#~ msgid "Splits"
-#~ msgstr "Fractionnements"
-
-#~ msgid "Connect two points to make a split."
-#~ msgstr "Relier deux points pour faire un fractionnement."
diff --git a/editor/translations/ga.po b/editor/translations/ga.po
index 9609f4709e..b7b076d236 100644
--- a/editor/translations/ga.po
+++ b/editor/translations/ga.po
@@ -13836,7 +13836,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Ní féidir tairisigh a athrú."
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Cuntas:"
diff --git a/editor/translations/gl.po b/editor/translations/gl.po
index 9dd2d35723..e4339ad9aa 100644
--- a/editor/translations/gl.po
+++ b/editor/translations/gl.po
@@ -14413,127 +14413,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Crear Pose de Repouso (a partir dos Ósos)"
-
-#~ msgid "Bottom"
-#~ msgstr "Inferior"
-
-#~ msgid "Left"
-#~ msgstr "Esquerda"
-
-#~ msgid "Right"
-#~ msgstr "Dereita"
-
-#~ msgid "Front"
-#~ msgstr "Frontal"
-
-#~ msgid "Rear"
-#~ msgstr "Traseira"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Gizmo sen nome"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Eliminar perfil '%s'? (non se pode deshacer)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Propiedades Activadas:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Características Activadas:"
-
-#~ msgid "Unset"
-#~ msgstr "Desactivar"
-
-#~ msgid "Class Options"
-#~ msgstr "Opcións de Clases"
-
-#~ msgid "Set"
-#~ msgstr "Establecer"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Gardado(s) %s recurso(s) modificado(s)."
-
-#~ msgid "Q&A"
-#~ msgstr "Preguntas e Respostas"
-
-#~ msgid "Status:"
-#~ msgstr "Estado:"
-
-#~ msgid "Edit:"
-#~ msgstr "Editar:"
-
-#~ msgid "Redownload"
-#~ msgstr "Volver a Descargar"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Instalado)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Non encontrado)"
-
-#~ msgid "Request Failed."
-#~ msgstr "A Petición Fracasou."
-
-#~ msgid "Download Complete."
-#~ msgstr "Descarga Completa."
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Seleccione un mirror da lista: (Shift+Clic: Abrir no Navegador)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Mover á Papeleira"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Expandir Tódalas Propiedades"
-
-#~ msgid "Copy Params"
-#~ msgstr "Copiar Parámetros"
-
-#~ msgid "Open in Help"
-#~ msgstr "Abrir na Axuda"
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Arrastrar: Rotar"
-
-#~ msgid "Clone Down"
-#~ msgstr "Clonar Liña"
-
-#~ msgid "Yaw"
-#~ msgstr "Guiñada"
-
-#~ msgid "Size"
-#~ msgstr "Tamaño"
-
-#~ msgid "Compiled"
-#~ msgstr "Compilado"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Eliminar %d proxectos da lista?\n"
-#~ "Os contidos da carpeta de proxectos non serán modificados."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Eliminar este proxecto da lista?\n"
-#~ "Os contidos da carpeta de proxectos non serán modificados."
-
-#~ msgid "Templates"
-#~ msgstr "Proxectos Modelo"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Un reproductor de animacións non pode animarse a si mesmo, só a outros "
-#~ "reproductores."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "O portapapeis está baleiro"
diff --git a/editor/translations/he.po b/editor/translations/he.po
index 0d321acb64..6220b3ec85 100644
--- a/editor/translations/he.po
+++ b/editor/translations/he.po
@@ -14629,522 +14629,3 @@ msgstr "השמה ל-uniform."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "אי אפשר לשנות קבועים."
-
-#~ msgid "Bottom"
-#~ msgstr "מתחת"
-
-#~ msgid "Left"
-#~ msgstr "שמאל"
-
-#~ msgid "Right"
-#~ msgstr "ימין"
-
-#~ msgid "Front"
-#~ msgstr "קדמי"
-
-#~ msgid "Rear"
-#~ msgstr "אחורי"
-
-#, fuzzy
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr "\"דרגות של חופש\" תקף רק כאשר \"מצב Xr\" הוא \"Oculus Mobile VR\"."
-
-#, fuzzy
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" תקף רק כאשר \"מצב Xr\" הוא \"Oculus Mobile VR\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "תוכן החבילה:"
-
-#~ msgid "Singleton"
-#~ msgstr "יחידני"
-
-#, fuzzy
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "להחליף הכול"
-
-#, fuzzy
-#~ msgid "Enabled Properties:"
-#~ msgstr "מאפיינים"
-
-#, fuzzy
-#~ msgid "Class Options"
-#~ msgstr "תיאור"
-
-#~ msgid "Set"
-#~ msgstr "קבע"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "נשמרו %s משאבים שהשתנו."
-
-#~ msgid "Q&A"
-#~ msgstr "שאלות ותשובות נפוצות"
-
-#~ msgid "Status:"
-#~ msgstr "מצב:"
-
-#~ msgid "Edit:"
-#~ msgstr "עריכה:"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "הורדה מחדש"
-
-#~ msgid "(Installed)"
-#~ msgstr "(מותקן)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(חסר)"
-
-#~ msgid "Request Failed."
-#~ msgstr "הבקשה נכשלה."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "לולאת הפניות."
-
-#~ msgid "Download Complete."
-#~ msgstr "ההורדה הושלמה."
-
-#~ msgid "Remove Template"
-#~ msgstr "הסרת תבנית"
-
-#~ msgid "Download Templates"
-#~ msgstr "הורדת תבניות"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "בחר אתר חלופי מהרשימה: (Shift+Click: פתיחה בדפדפן)"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "הזזת טעינה אוטומטית"
-
-#, fuzzy
-#~ msgid "Expand All Properties"
-#~ msgstr "הרחבת כל המאפיינים"
-
-#~ msgid "Copy Params"
-#~ msgstr "העתקת משתנים"
-
-#~ msgid "Open in Help"
-#~ msgstr "פתיחה בעזרה"
-
-#~ msgid "Clone Down"
-#~ msgstr "לשכפל למטה"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "גרירה: הטיה\n"
-#~ "Alt+גרירה: הזזה\n"
-#~ "Alt+כפתור ימני: בחירת רשימת עומק"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "פתיחת קובץ"
-
-#~ msgid "Templates"
-#~ msgstr "תבניות"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "לא ניתן לביצוע עם מפרק השורש."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "לא ניתן לקרוא קובץ תמונת פתיח:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "נעשה שימוש בתמונת הפתיח כבררת מחדל."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "נגן הנפשה אינו יכול להנפיש את עצמו, רק שחקנים אחרים."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "לוח העתקה ריק"
-
-#~ msgid "No"
-#~ msgstr "לא"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "סצנה זאת מעולם לא נשמרה. לשמור לפני ההרצה?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "קובץ ההפעלה של ADB לא נקבע בהגדרות העורך."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarsigner לא נקבע בהגדרות העורך."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "בנייה מותאמת אישית דורשת נתיב חוקי של ערכת פיתוח לאנדרואיד בהגדרות העורך."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(זמן שנותר: %d:%02d שנ׳)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "מדפיס רשתות: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "רשתות תאורה: "
-
-#, fuzzy
-#~ msgid "Search complete"
-#~ msgstr "חיפוש טקסט"
-
-#, fuzzy
-#~ msgid "No commit message was provided"
-#~ msgstr "לא צוין שם"
-
-#, fuzzy
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "כבר קיימים קובץ או תיקייה בשם הזה."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "שמירת הפריסה נכשלה!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "ברירת המחדל של עורך הפריסה נדרסה."
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "העברה למעלה"
-
-#, fuzzy
-#~ msgid "Move anchor"
-#~ msgstr "העברה למטה"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "מועדפים:"
-
-#~ msgid "Pack File"
-#~ msgstr "קובץ ארכיון"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "לא נוצר apk ב: "
-
-#, fuzzy
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "מערכת קבצים"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "בעת ייצוא או הטמעה, קובץ ההפעלה ינסה להתחבר לכתובת ה־IP של המחשב הזה "
-#~ "לצורך ניפוי שגיאות."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "הסצנה הנוכחית מעולם לא נשמרה, נא לשמור אותה בטרם ההרצה."
-
-#~ msgid "Revert"
-#~ msgstr "שחזור"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "לא ניתן לבטל פעולה זו. לשחזר בכל זאת?"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "עוקב תקלות"
-
-#~ msgid "enum "
-#~ msgstr "מונה "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "תיאור קצר:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "תיאור"
-
-#~ msgid "Password:"
-#~ msgstr "ססמה:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "השהיית הסצנה"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "הוספת אירוע"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "שיטות"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "מאפיינים"
-
-#~ msgid "Constants:"
-#~ msgstr "קבועים:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "תיאור:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "תיאור המאפיין:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "תיאור השיטה:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "מוגשת בקשה…"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "לא ניתן לפתוח את file_type_cache.cch לכתיבה, מטמון סוג הקבצים לא יישמר!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "לא ניתן לנווט אל ‚%s’ כיוון שלא נמצא במערכת הקבצים!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "לא ניתן ליצור תיקייה."
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "בחירת מצב (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "מצב הזזה (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "מצב הטיה (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "מצב שינוי קנה מידה (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "נקודות ציון מקומיות"
-
-#~ msgid "Project List"
-#~ msgstr "רשימת המיזמים"
-
-#~ msgid "Exit"
-#~ msgstr "יציאה"
-
-#~ msgid "Unknown font format."
-#~ msgstr "מבנה הגופן לא ידוע."
-
-#~ msgid "Error loading font."
-#~ msgstr "שגיאה בטעינת הגופן."
-
-#~ msgid "Invalid font size."
-#~ msgstr "גודל הגופן שגוי."
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "המישור הקודם"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "יצירת תיקייה"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "פתיחת העורך הבא"
-
-#~ msgid "Generating solution..."
-#~ msgstr "הפתרון נוצר…"
-
-#~ msgid "Generating C# project..."
-#~ msgstr "נוצר מיזם C#‎…"
-
-#~ msgid "Failed to create solution."
-#~ msgstr "יצירת הפתרון נכשלה."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "שמירת הפתרון נכשלה."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "יצירת מיזם C#‎ נכשלה."
-
-#~ msgid "Create C# solution"
-#~ msgstr "יצירת פתרון C#‎"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "חיפוש במחלקות"
-
-#~ msgid "Update Always"
-#~ msgstr "לעדכן תמיד"
-
-#~ msgid "Path to Node:"
-#~ msgstr "נתיב המפרק:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "למחוק את הקבצים הנבחרים?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "אין קובץ ‚res://default_bus_layout.tres’."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "מעבר לתיקייה שמעל"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "פתיחת סצנות"
-
-#~ msgid "Previous Directory"
-#~ msgstr "התיקייה הקודמת"
-
-#~ msgid "Next Directory"
-#~ msgstr "התיקייה הבאה"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "גזירת מפרקים"
-
-#~ msgid "Create Area"
-#~ msgstr "יצירת שטח"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "יצירת מחבר חיצוני"
-
-#, fuzzy
-#~ msgid "Snap (s): "
-#~ msgstr "צעד/ים:"
-
-#~ msgid "Line:"
-#~ msgstr "שורה:"
-
-#~ msgid "Col:"
-#~ msgstr "עמודה:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr "PathFollow2D עובד רק כאשר הוא מוגדר כצאצא של מפרק Path2D."
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "הסרת תבנית"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "עריכת מצולע"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "פיצול נתיב"
-
-#~ msgid "Create Poly"
-#~ msgstr "יצירת מצולע"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "יצירת מצולע חדש מאפס"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "להתרחק"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "להתקרב"
-
-#~ msgid "Save Theme As"
-#~ msgstr "שמירת ערכת העיצוב בשם"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "להתקרב"
-
-#~ msgid "Class List:"
-#~ msgstr "רשימת מחלקות:"
-
-#~ msgid "Public Methods"
-#~ msgstr "שיטות ציבוריות"
-
-#~ msgid "Public Methods:"
-#~ msgstr "שיטות ציבוריות:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "החלפת מצב התיקייה כמועדפת"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "מילים שלמות"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "התאמת רישיות"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "חיפוש בהיררכיית המחלקות."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "חיפוש במחלקות"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr "ניתן לערוך סקריפטים מובנים רק כאשר הסצנה אליהם הם שייכים נטענה"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "המרה לאותיות גדולות"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "המרה לאותיות קטנות"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "שגיאה: חסרים חיבורי קלט"
-
-#~ msgid "In"
-#~ msgstr "כניסה"
-
-#~ msgid "Out"
-#~ msgstr "יציאה"
-
-#~ msgid "In-Out"
-#~ msgstr "כניסה-יציאה"
-
-#~ msgid "Out-In"
-#~ msgstr "יציאה-כניסה"
-
-#~ msgid "Key"
-#~ msgstr "מפתח"
-
-#~ msgid "Thanks!"
-#~ msgstr "תודה!"
-
-#~ msgid "I see..."
-#~ msgstr "אני רואה…"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "בררת מחדל (כמו העורך)"
-
-#~ msgid "OK :("
-#~ msgstr "בסדר :("
-
-#~ msgid "Button 8"
-#~ msgstr "כפתור 8"
-
-#~ msgid "Button 9"
-#~ msgstr "כפתור 9"
-
-#~ msgid "Can't write file."
-#~ msgstr "לא ניתן לכתוב קובץ."
-
-#~ msgid "Replace By"
-#~ msgstr "להחליף ב־"
-
-#~ msgid "Backwards"
-#~ msgstr "אחורה"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "להודיע על החלפה"
-
-#~ msgid "Skip"
-#~ msgstr "לדלג"
diff --git a/editor/translations/hi.po b/editor/translations/hi.po
index e667141c20..ee434b6b24 100644
--- a/editor/translations/hi.po
+++ b/editor/translations/hi.po
@@ -14295,169 +14295,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Singleton"
-#~ msgstr "सिन्गलटन"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "प्रोफ़ाइल '%s' को मिटाएं? (इसे अंडू नहीं किया जा सकता है)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "सक्रिय प्रोपरटिज:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "सक्रिय फ़िचर्स:"
-
-#~ msgid "Unset"
-#~ msgstr "अन्सेट"
-
-#~ msgid "Class Options"
-#~ msgstr "क्लास विकल्प"
-
-#~ msgid "Set"
-#~ msgstr "सेट करे"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "सहेजा गया% संशोधित संसाधन (एस)"
-
-#~ msgid "Q&A"
-#~ msgstr "Q&A"
-
-#~ msgid "Status:"
-#~ msgstr "स्थिति:"
-
-#~ msgid "Edit:"
-#~ msgstr "संपादित:"
-
-#~ msgid "Redownload"
-#~ msgstr "रीडाउनलोड करें"
-
-#~ msgid "(Installed)"
-#~ msgstr "(स्थापित)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(लापता)"
-
-#~ msgid "Redirect Loop."
-#~ msgstr "लूप को रीडायरेक्ट करते हैं।"
-
-#~ msgid "Download Complete."
-#~ msgstr "पूरा डाउनलोड करें।"
-
-#~ msgid "Remove Template"
-#~ msgstr "टेम्पलेट निकालें"
-
-#~ msgid "Download Templates"
-#~ msgstr "टेम्पलेट्स डाउनलोड करें"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "सूची से दर्पण चुनें: (शिफ्ट +क्लिक: ब्राउज़र में खुला)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "ट्रैश में ले जाएं"
-
-#, fuzzy
-#~ msgid "Size"
-#~ msgstr "आकार: "
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "एक एनीमेशन खिलाड़ी खुद को चेतन नहीं कर सकता, केवल अन्य खिलाड़ी।"
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "क्लिपबोर्ड खाली है"
-
-#~ msgid "No"
-#~ msgstr "नहीं"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "इस सीन को कभी नहीं बचाया गया। दौड़ने से पहले सहेजें?"
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "लेआउट को बचाने की कोशिश कर रहा त्रुटि!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "डिफ़ॉल्ट संपादक लेआउट अभिभूत।"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "पसंदीदा:"
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "फाइलसिस्टेम और इंपोर्ट डोक्स"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "निर्यात या तैनाती करते समय, परिणामी निष्पादक इस कंप्यूटर के आईपी से जुड़ने का प्रयास "
-#~ "करेगा ताकि डिबग किया जा सके।"
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "वर्तमान दृश्य कभी नहीं बचाया गया था, कृपया इसे चलाने से पहले बचाने के लिए ।"
-
-#~ msgid "Revert"
-#~ msgstr "वापस लौटना"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "इस कार्रवाई को पूर्ववत नहीं किया जा सकता । वैसे भी वापस?"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "मुद्दा पर नज़र रखने वाला"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "बदल दिया % डी घटना (एस) ।"
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "विवरण:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "विवरण:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "विवरण:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "विवरण:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "विवरण:"
-
-#~ msgid "Invalid font size."
-#~ msgstr "गलत फॉण्ट का आकार |"
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "सदस्यता बनाएं"
-
-#~ msgid "Line:"
-#~ msgstr "रेखा:"
-
-#~ msgid "Col:"
-#~ msgstr "स्तंभ:"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "छोटा करो"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "बड़ा करो"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "बड़ा करो"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "एक जैसा:"
-
-#~ msgid "Thanks!"
-#~ msgstr "धन्यवाद!"
-
-#~ msgid "Skip"
-#~ msgstr "छोड़ें"
diff --git a/editor/translations/hr.po b/editor/translations/hr.po
index f08a2af00c..7dda3e5a1d 100644
--- a/editor/translations/hr.po
+++ b/editor/translations/hr.po
@@ -13922,27 +13922,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Konstante se ne mogu mijenjati."
-
-#~ msgid "Singleton"
-#~ msgstr "Sajngleton"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Premjesti Autoload"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "Animator ne može animirati sebe, samo druge objekte."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Međuspremnik je prazan"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr "Otvori datoteku"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Zamijenjeno %d pojavljivanja."
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Opis:"
diff --git a/editor/translations/hu.po b/editor/translations/hu.po
index 210c23e799..c4d0d72376 100644
--- a/editor/translations/hu.po
+++ b/editor/translations/hu.po
@@ -14274,673 +14274,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Package Contents:"
-#~ msgstr "Csomag tartalma:"
-
-#~ msgid "Singleton"
-#~ msgstr "Egyke"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Törli a(z) '%s' profilt? (nem visszavonható)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Engedélyezett tulajdonságok:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Engedélyezett funkciók:"
-
-#~ msgid "Unset"
-#~ msgstr "Nincs beállítva"
-
-#~ msgid "Class Options"
-#~ msgstr "Osztály beállításai"
-
-#~ msgid "Set"
-#~ msgstr "Beállít"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "%s módosított erőforrás mentve."
-
-#~ msgid "Q&A"
-#~ msgstr "Kérdések és válaszok"
-
-#~ msgid "Status:"
-#~ msgstr "Állapot:"
-
-#~ msgid "Edit:"
-#~ msgstr "Szerkesztés:"
-
-#~ msgid "Redownload"
-#~ msgstr "Letöltés újra"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Telepítve)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Hiányzik)"
-
-#~ msgid "Request Failed."
-#~ msgstr "A kérés sikertelen."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Ciklus átiránítása."
-
-#~ msgid "Download Complete."
-#~ msgstr "A Letöltés Befejeződött."
-
-#~ msgid "Remove Template"
-#~ msgstr "Sablon Eltávolítása"
-
-#~ msgid "Download Templates"
-#~ msgstr "Sablonok Letöltése"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr ""
-#~ "Tükör kiválasztása a listából: (Shift + kattintás: megnyitás a "
-#~ "böngészőben)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Lomtárba Helyezés"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Összes tulajdonság kinyitása"
-
-#~ msgid "Copy Params"
-#~ msgstr "Paraméterek Másolása"
-
-#~ msgid "Open in Help"
-#~ msgstr "Megnyitás Súgóban"
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Húzás: Forgatás"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Nyomja meg a 'v' gombot a Forgatási Pont Megváltoztatásához, Vagy 'Shift "
-#~ "+ v'-t a Forgatási Pont Húzásához (mozgás közben)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt + Jobb Egérgomb: Mélységi lista választás"
-
-#~ msgid "Clone Down"
-#~ msgstr "Klónozás Lefelé"
-
-#~ msgid "Size"
-#~ msgstr "Méret"
-
-#~ msgid "Theme File"
-#~ msgstr "Témafájl"
-
-#~ msgid "Templates"
-#~ msgstr "Sablonok"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Egy AnimationPlayer nem tudja önmagát animálni, csak más AnimationPlayer "
-#~ "node-okat."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "A vágólap üres"
-
-#~ msgid "No"
-#~ msgstr "Nem"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Ez a Scene még soha nem volt mentve. Menti futtatás előtt?"
-
-#~ msgid "Search complete"
-#~ msgstr "A keresés kész"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Ezen a helyen már van azonos nevű fájl vagy mappa."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Hiba történt az elrendezés mentésekor!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Alapértelmezett szerkesztő elrendezés felülírva."
-
-#~ msgid "Move pivot"
-#~ msgstr "Forgatási pont áthelyezése"
-
-#~ msgid "Move anchor"
-#~ msgstr "Horgony áthelyezése"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "CanvasItem átméretezése"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Sokszög -> UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV -> Sokszög"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Kezdeti exportálás hozzáadása..."
-
-#~ msgid "Pack File"
-#~ msgstr "Csomagfájl"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Exportáláskor vagy telepítéskor az így kapott futtatható program "
-#~ "megpróbál ennek a számítógépnek az IP-jéhez csatlakozni távoli "
-#~ "hibakeresés érdekében."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "A jelenlegi Scene soha nem volt még mentve, mentse el a futtatás előtt."
-
-#~ msgid "Revert"
-#~ msgstr "Visszaállítás"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Ez a művelet nem vonható vissza. Visszaállítja mindenképp?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Scene visszaállítás"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Problémakövető"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Lecserélve %d előfordulás."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Statikus Konvex Test Létrehozása"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Jelenleg nincsenek oktatóanyagok ehhez az osztályhoz. [color=$color][url="
-#~ "$url]Hozzájárulhat eggyel[/url][/color], vagy [color=$color][url="
-#~ "$url2]kérvényezhet egyet[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Rövid Leírás:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Leírás"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Projekt export nem sikerült, hibakód %d."
-
-#~ msgid "Password:"
-#~ msgstr "Jelszó:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Szünetelteti a jelenetet"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "Rácshoz illesztés"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Bemenet Hozzáadása"
-
-#, fuzzy
-#~ msgid "Input"
-#~ msgstr "Bemenet Hozzáadása"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "Metódusok"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "Tulajdonságok"
-
-#~ msgid "Constants:"
-#~ msgstr "Konstansok:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Leírás:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Tulajdonság Leírása:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Metódus Leírás:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "Lekérdezés..."
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Nem lehet megnyitni a file_type_cache.cch fájlt írásra, a fájltípus "
-#~ "gyorsítótár nem lesz mentve!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "Nem lehet '%s'-t elérni, mivel nem létezik a fájlrendszerben!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Hiba a kép betöltésekor:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Nem létezik egyetlen pixel sem >128-as átlátszósággal a képben..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "A szülőnek nincsenek kitölthető szilárd oldalai."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "A területet nem lehetett leképezni."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Az oldalak nem tartalmaznak területet!"
-
-#~ msgid "No faces!"
-#~ msgstr "Nincsenek oldalak!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "Nem sikerült létrehozni a mappát."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Doppler engedélyezése"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "FreeType inicializálási hiba."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Ismeretlen betűtípus formátum."
-
-#~ msgid "Error loading font."
-#~ msgstr "Hiba a betűtípus betöltésekor."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Érvénytelen betűtípus méret."
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "Előző Sík"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "Mappa Létrehozása"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Következő Szerkesztő Megnyitása"
-
-#~ msgid "Reverse"
-#~ msgstr "Visszafele"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "Fájlok Megtekintése"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Osztályok Keresése"
-
-#~ msgid "Update Always"
-#~ msgstr "Frissítés Mindig"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Út a Node-hoz:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Törli a kiválasztott fájlokat?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Nincs 'res://default_bus_layout.tres' fájl."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Ugrás a szülőmappába"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Scene(k) megnyitás"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Előző Könyvtár"
-
-#~ msgid "Next Directory"
-#~ msgstr "Következő Könyvtár"
-
-#~ msgid "Ease in"
-#~ msgstr "Lassan Be"
-
-#~ msgid "Ease out"
-#~ msgstr "Lassan Ki"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Konvex Statikus Test Létrehozása"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "Node-ok Másolása"
-
-#, fuzzy
-#~ msgid "Snap (s): "
-#~ msgstr "Lépés (mp):"
-
-#, fuzzy
-#~ msgid "Insert keys."
-#~ msgstr "Kulcsok Beszúrása"
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "Körvonal Mérete:"
-
-#~ msgid "Line:"
-#~ msgstr "Sor:"
-
-#~ msgid "Col:"
-#~ msgstr "Oszlop:"
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Pont hozzáadása"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Pont eltávolítása"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Sokszög Szerkesztése"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "Útvonal Felosztása"
-
-#~ msgid "Create Poly"
-#~ msgstr "Sokszög Létrehozása"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Új sokszög létrehozása a semmiből"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Kicsinyítés"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Nagyítás"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Poly3D Létrehozása"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Nincs OccluderPolygon2D erőforrás ezen a Node-on.\n"
-#~ "Létrehoz egyet és hozzárendeli a Node-hoz?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "Bal Egérgomb: Pont Mozgatása."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl + Bal Egérgomb: Szakasz Felosztása."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "Jobb Egérgomb: Pont Törlése."
-
-#~ msgid "Save Theme As"
-#~ msgstr "Téma Mentése Másként"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Nagyítás"
-
-#~ msgid "Class List:"
-#~ msgstr "Osztálylista:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Publikus Metódusok"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Publikus Metódusok:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "GUI Téma Elemek:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Mappa Kedvencnek jelölése / Kedvenc jelölés visszavonása"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Teljes Szavak"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Pontos Egyezés"
-
-#~ msgid "Ok"
-#~ msgstr "Rendben"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Keresés az osztályhierarchiában."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Osztályok Keresése"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "A beépített szkriptek csak akkor szerkeszthetőek, amikor az a Scene "
-#~ "amihez tartoznak éppen be van töltve"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Konvertálás Nagybetűsre"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Konvertálás Kisbetűsre"
-
-#~ msgid "Bake!"
-#~ msgstr "Besütés!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "A navigációs mesh besütése."
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "RGB állandó változtatás"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Vektor skalár kezelő változtatás"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "RGB kezelő változtatás"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Csak vörös kapcsolása"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Vektor-függvény változtatás"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Egységes-RGB változtatás"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Alapérték változtatás"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Szín Gradiens Módosítása"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Animáció nyomvonal felfelé mozgatás"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Animáció nyomvonal lefelé mozgatás"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Animáció nyomvonal interpoláció változtatás"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Animáció nyomvonal érték mód változtatás"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Animáció nyomvonal takarási mód változtatás"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Node görbe szerkesztés"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Kiválasztás görbe szerkesztés"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Animáció kulcs hozzáadás"
-
-#~ msgid "In"
-#~ msgstr "Be"
-
-#~ msgid "Out"
-#~ msgstr "Ki"
-
-#~ msgid "In-Out"
-#~ msgstr "Be-Ki"
-
-#~ msgid "Out-In"
-#~ msgstr "Ki-Be"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Animáció típusos érték kulcs létrehozás"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Animációhoz hívási nyomvonal hozzáadása"
-
-#~ msgid "Length (s):"
-#~ msgstr "Hossz (mp):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Kurzor hozzáillesztése a lépésekhez (másodpercben)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Az animáció ismétlésének engedélyezése/tiltása."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Új nyomvonalak hozzáadása."
-
-#~ msgid "Move current track up."
-#~ msgstr "Jelenlegi nyomvonal felfelé mozgatása."
-
-#~ msgid "Move current track down."
-#~ msgstr "Jelenlegi nyomvonal lefelé mozgatása."
-
-#~ msgid "Track tools"
-#~ msgstr "Nyomvonal eszközök"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Engedélyezi az egyes kulcsok szerkesztését rákattintással."
-
-#~ msgid "Key"
-#~ msgstr "Kulcs"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Melyik Node-ban hívjon funkciókat?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Kösz!"
-
-#~ msgid "I see..."
-#~ msgstr "Értem..."
-
-#~ msgid "Ugh"
-#~ msgstr "Hoppá"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Profilozás Leállítása"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Profilozás Indítása"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Alapértelmezett (Ugyanaz, Mint a Szerkesztőnek)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Új animáció létrehozása a lejátszóban."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Animáció betöltése a lemezről."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Animáció betöltése a lemezről."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Jelenlegi animáció elmentése"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Cél Keverési Idők Módosítása"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Animáció Másolása"
-
-#~ msgid "Fetching:"
-#~ msgstr "Lekérés:"
-
-#~ msgid "prev"
-#~ msgstr "előző"
-
-#~ msgid "next"
-#~ msgstr "következő"
-
-#~ msgid "last"
-#~ msgstr "utolsó"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "IK Lánc Szerkesztése"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Forgatási pont húzása az egér helyétől"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Forgatási pont beállítása az egér helyére"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Szín Gradiens Pont Hozzáadása / Eltávolítása"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Érvénytelen version.txt formátum a sablonokban. A revízió nem érvényes "
-#~ "azonosító."
-
-#~ msgid "Can't write file."
-#~ msgstr "Nem lehet fájlt írni."
-
-#, fuzzy
-#~ msgid "Replace By"
-#~ msgstr "Lecserél"
-
-#~ msgid "Backwards"
-#~ msgstr "Visszafelé"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Figyelmeztetés Lecseréléskor"
-
-#~ msgid "Skip"
-#~ msgstr "Átlapoz"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Hozzáadás kulcs mozgatása"
diff --git a/editor/translations/id.po b/editor/translations/id.po
index ef1caf72df..c72e39eebd 100644
--- a/editor/translations/id.po
+++ b/editor/translations/id.po
@@ -14644,1063 +14644,3 @@ msgstr "Pemberian nilai untuk uniform."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Konstanta tidak dapat dimodifikasi."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Buat Pose Istirahat (Dari Pertulangan)"
-
-#~ msgid "Bottom"
-#~ msgstr "Bawah"
-
-#~ msgid "Left"
-#~ msgstr "Kiri"
-
-#~ msgid "Right"
-#~ msgstr "Kanan"
-
-#~ msgid "Front"
-#~ msgstr "Depan"
-
-#~ msgid "Rear"
-#~ msgstr "Belakang"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Gizmo tak bernama"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Derajat Kebebasan\" hanya valid ketika \"Mode Xr\" bernilai \"Occulus "
-#~ "Mobile VR\"."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" hanya valid ketika \"Mode Xr\" bernilai \"Oculus "
-#~ "Mobile VR\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Isi Paket:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Hapus profil '%s'? (tidak bisa dibatalkan)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Properti yang Diaktifkan:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Fitur yang Diaktifkan:"
-
-#~ msgid "Unset"
-#~ msgstr "Tidak diatur"
-
-#~ msgid "Class Options"
-#~ msgstr "Opsi Kelas"
-
-#~ msgid "Set"
-#~ msgstr "Terapkan"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Menyimpan resource %s yang diubah."
-
-#~ msgid "Q&A"
-#~ msgstr "Tanya Jawab"
-
-#~ msgid "Status:"
-#~ msgstr "Status:"
-
-#~ msgid "Edit:"
-#~ msgstr "Sunting:"
-
-#~ msgid "Redownload"
-#~ msgstr "Unduh Ulang"
-
-#~ msgid "(Installed)"
-#~ msgstr "(terpasang)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(hilang)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Permintaan Gagal."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Mengalihkan Loop."
-
-#~ msgid "Download Complete."
-#~ msgstr "Unduhan Selesai."
-
-#~ msgid "Remove Template"
-#~ msgstr "Hapus Templat"
-
-#~ msgid "Download Templates"
-#~ msgstr "Unduh Templat"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Pilih cermin dari daftar: (Shift+Click: Buka di Peramban)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Pindahkan ke tong sampah"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Perluas Semua Properti"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Tutup Semua Properti"
-
-#~ msgid "Copy Params"
-#~ msgstr "Salin Parameter"
-
-#~ msgid "Open in Help"
-#~ msgstr "Buka di Bantuan"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Timpa Kamera Gim\n"
-#~ "Tidak ada instance gim yang berjalan."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Geser: Putar"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Tekan 'v' untuk Ganti Pivot, 'Shift+v' untuk Geser Pivot (ketika "
-#~ "bergerak)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+Klik kanan: Daftar seleksi kedalaman"
-
-#~ msgid "Clone Down"
-#~ msgstr "Duplikat ke Bawah"
-
-#~ msgid "Yaw"
-#~ msgstr "Oleng"
-
-#~ msgid "Size"
-#~ msgstr "Ukuran"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Seret: Rotasi\n"
-#~ "Alt+Seret: Geser\n"
-#~ "Alt+Klik Kanan: Daftar seleksi mendalam"
-
-#~ msgid "Sep.:"
-#~ msgstr "Pemisah:"
-
-#~ msgid "Add All"
-#~ msgstr "Tambahkan Semua"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Menu untuk menyunting tema."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Buat Templat Kosong"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Buat Templat Editor Kosong"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Buat dari Editor Tema Saat Ini"
-
-#~ msgid "Data Type:"
-#~ msgstr "Jenis data:"
-
-#~ msgid "Theme File"
-#~ msgstr "Berkas Tema"
-
-#~ msgid "Compiled"
-#~ msgstr "Dikompilasi"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Hapus %d proyek dalam daftar?\n"
-#~ "Konten di folder proyek tidak akan dimodifikasi."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Hapus proyek ini dalam daftar?\n"
-#~ "Konten di folder proyek tidak akan dimodifikasi."
-
-#~ msgid "Templates"
-#~ msgstr "Templat"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Tambah Lokasi yang Dipetakan Ulang"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Tidak dapat melakukan dengan node root."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Tidak dapat membaca berkas citra boot splash:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Menggunakan citra boot splash baku."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Pemutar animasi tidak bisa menganimasikan diri sendiri, hanya pemutar "
-#~ "lain."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Papan klip kosong"
-
-#~ msgid "No"
-#~ msgstr "Tidak"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Skena ini belum pernah disimpan. Simpan sebelum menjalankan?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "Lokasi executable ADB belum dikonfigurasi dalam Pengaturan Editor."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr ""
-#~ "Lokasi jarsigner OpenJDK belum dikonfigurasi dalam Pengaturan Editor."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Membangun kustom APK memerlukan lokasi Android SDK yang valid dalam "
-#~ "Pengaturan Editor."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Waktu tersisa: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Plotting Meshes: "
-
-#, fuzzy
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Lighting Meshes: "
-
-#~ msgid "Search complete"
-#~ msgstr "Pencarian selesai"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Tidak ada pesan komit yang diberikan"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Tambahkan pesan komit"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Sudah ada nama berkas atau folder seperti itu di lokasi ini."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Error mencoba untuk menyimpan layout!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Tata letak baku editor ditimpa."
-
-#~ msgid "Move pivot"
-#~ msgstr "Pindahkan poros"
-
-#~ msgid "Move anchor"
-#~ msgstr "Pindahkan jangkar"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Ubah Ukuran CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Poligon->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Poligon"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Tambah ekspor awal..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Tambahkan patch sebelumnya..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Hapus entri penambalan '%s' dari daftar?"
-
-#~ msgid "Patches"
-#~ msgstr "Tambalan"
-
-#~ msgid "Make Patch"
-#~ msgstr "Buat Tambalan"
-
-#~ msgid "Pack File"
-#~ msgstr "Berkas Pack"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Tak ada build apk yang dihasilkan di: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Dok Impor dan Berkas Sistem"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Saat mengekspor atau mendeploy, hasil executable akan mencoba terhubung "
-#~ "ke IP komputer untuk diawakutu."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Skena saat ini belum pernah disimpan, harap simpan terlebih dahulu "
-#~ "sebelum menjalankannya."
-
-#~ msgid "Revert"
-#~ msgstr "Pulihkan"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Tindakan ini tidak dapat dibatalkan. Pulihkan saja?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Kembalikan Skena"
-
-#~ msgid "Clear Script"
-#~ msgstr "Bersihkan Skrip"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Pelacak Isu"
-
-#~ msgid "Request Docs"
-#~ msgstr "Minta Dokumentasi"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Bantu tingkatkan dokumentasi Godot dengan memberikan tanggapan."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "kejadian %d diganti."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Buat Bodi Cembung Statis"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Gagal membuat bentuk!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Untuk saat ini tidak ada tutorial dalam kelas ini, anda bisa [color="
-#~ "$color][url=$url]ikut berkontribusi[/url][/color] atau [color=$color][url="
-#~ "$url2]memberikan usulan[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#~ msgid "Brief Description"
-#~ msgstr "Deskripsi Singkat"
-
-#~ msgid "Class Description"
-#~ msgstr "Deskripsi Kelas"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Ekspor proyek gagal dengan kode kesalahan %d."
-
-#~ msgid "Password:"
-#~ msgstr "Sandi:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Hentikan sementara skena ini"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Kontrol+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Kancing ke Kisi"
-
-#~ msgid "Add input +"
-#~ msgstr "Tambah masukan +"
-
-#~ msgid "Inherits"
-#~ msgstr "Mewarisi"
-
-#~ msgid "Base Type:"
-#~ msgstr "Tipe Dasar:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Node-node yang Tersedia:"
-
-#~ msgid "Input"
-#~ msgstr "Masukan"
-
-#~ msgid "Methods:"
-#~ msgstr "Metode-metode:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Properti-properti Tema:"
-
-#~ msgid "Constants:"
-#~ msgstr "Konstanta:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Deskripsi Kelas:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Deskripsi Properti:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Deskripsi Metode:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "Ini akan memasang proyek Android untuk build kustom.\n"
-#~ "Sebagai catatan, untuk menggunakannya, harus diaktifkan per preset "
-#~ "ekspor."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Penyortiran terbalik."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Hapus Node ?"
-
-#~ msgid "No Matches"
-#~ msgstr "Tidak ada yang cocok"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Tidak dapat membuka file_type_cache.cch untuk menulis, berkas cache tidak "
-#~ "disimpan!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "'%s' tidak bisa ditelusuri karena tidak bisa ditemukan dalam berkas "
-#~ "sistem!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Galat saat memuat gambar:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Tidak ada piksel dengan transparansi > 128 di dalam gambar..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Induk tidak memiliki sisi yang solid untuk diisi."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Tidak dapat memetakan area."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Bidang tidak memiliki area!"
-
-#~ msgid "No faces!"
-#~ msgstr "Tidak ada bidang!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Galat: tidak dapat memuat berkas."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Aktifkan Efek Doppler"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Pilih Mode (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Mode Geser (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Mode Rotasi (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Mode Skala (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Koordinat Lokal"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Mode Pengancingan (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Alat Pilih"
-
-#~ msgid "Tool Move"
-#~ msgstr "Alat Geser"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Alat Rotasi"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Alat Skala"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Hapus semua proyek yang hilang dalam daftar? (folder konten tidak akan "
-#~ "dimodifikasi)"
-
-#~ msgid "Project List"
-#~ msgstr "Daftar Projek"
-
-#~ msgid "Exit"
-#~ msgstr "Keluar"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Error menginisialisasi FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Format font tidak diketahui."
-
-#~ msgid "Error loading font."
-#~ msgstr "Error memuat font."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Ukuran font tidak sah."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Direktori Sebelumnya"
-
-#~ msgid "Next Folder"
-#~ msgstr "Folder Berikutnya"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Buka Screenshoots secara otomatis"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "Buka di pengolah gambar lainnya"
-
-#~ msgid "Reverse"
-#~ msgstr "Terbalik"
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "Gagal memuat resource."
-
-#, fuzzy
-#~ msgid "Failed to save solution."
-#~ msgstr "Gagal memuat resource."
-
-#, fuzzy
-#~ msgid "Failed to create C# project."
-#~ msgstr "Gagal memuat resource."
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "Buat Subskribsi"
-
-#, fuzzy
-#~ msgid "Build Project"
-#~ msgstr "Proyek"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "File:"
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Kelas yang Diaktifkan"
-
-#~ msgid "Update Always"
-#~ msgstr "Selalu Perbarui"
-
-#~ msgid "Raw Mode"
-#~ msgstr "Mode Mentah"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Path ke Node:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Hapus file yang dipilih?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Tidak ada 'res://default_bus_layout.tres' berkas."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Pergi ke direktori induk"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Buka Scene"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Direktori Sebelumnya"
-
-#~ msgid "Next Directory"
-#~ msgstr "Direktori Selanjutnya"
-
-#, fuzzy
-#~ msgid "Ease in"
-#~ msgstr "Beri Skala Seleksi"
-
-#, fuzzy
-#~ msgid "Create folder"
-#~ msgstr "Buat Folder"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "Salin Resource"
-
-#, fuzzy
-#~ msgid "Invalid Path"
-#~ msgstr "Path Tidak Sah."
-
-#, fuzzy
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "Duplikat Pilihan"
-
-#, fuzzy
-#~ msgid "Create Area"
-#~ msgstr "Buat Baru"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Edit Argumen-argumen Sinyal:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Edit Variabel:"
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "Instance scene terpilih sebagai anak node saat ini."
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "Tampilan Depan."
-
-#~ msgid "Line:"
-#~ msgstr "Baris:"
-
-#~ msgid "Col:"
-#~ msgstr "Kolom:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "PathFollow2D hanya bekerja ketika diatur sebagai sebuah child dari sebuah "
-#~ "node Path2D."
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Tambahkan Sinyal"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "Path Tidak Sah."
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Hapus Sinyal"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Sunting Bidang"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "Tambahkan Node"
-
-#, fuzzy
-#~ msgid "Create Poly"
-#~ msgstr "Buat Bidang"
-
-#, fuzzy
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Buat bidang baru dari awal"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Perkecil Pandangan"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Perbesar Pandangan"
-
-#, fuzzy
-#~ msgid "New TextFile"
-#~ msgstr "File:"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Simpan Tema Sebagai"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Perbesar Pandangan"
-
-#~ msgid "Class List:"
-#~ msgstr "Daftar Class:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Metode Publik"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Metode Publik:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Item-item Tema GUI:"
-
-#, fuzzy
-#~ msgid "Property: "
-#~ msgstr "Properti Objek"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Kondisikan status folder sebagai Favorit"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Simpan sumber yang sedang diatur."
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Semua Kata"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Kasus Kecocokan"
-
-#, fuzzy
-#~ msgid "Show In File System"
-#~ msgstr "Tampilkan dalam Manajer Berkas"
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Cari Kelas"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr "Skrip built-in hanya bisa disunting ketika scene induknya dimuat"
-
-#, fuzzy
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Sambungkan Ke Node:"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Pindah Trek Anim ke Atas"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Pindahkan Trek Anim ke Bawah"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Atur transisi ke:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Ubah Interpolasi Trek Anim"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Ganti Mode Nilai Track Anim"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Ubah Trek Anim ke Wrap Mode"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Edit Kurva Pilihan"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Tambah Kunci Anim"
-
-#~ msgid "In"
-#~ msgstr "Masuk"
-
-#~ msgid "Out"
-#~ msgstr "Keluar"
-
-#~ msgid "In-Out"
-#~ msgstr "Masuk-Keluar"
-
-#~ msgid "Out-In"
-#~ msgstr "Keluar-Masuk"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Ubah Panjang Animasi"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Buat Nilai Kunci Animasi Tertulis"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Tambah Pemanggilan Track Anim"
-
-#~ msgid "Length (s):"
-#~ msgstr "Panjang:"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Langkah kursor sekejap (dalam detik)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Aktifkan/Nonaktifkan pengulangan dalam animasi."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Tambah tracks baru."
-
-#~ msgid "Move current track up."
-#~ msgstr "Pindahkan track sekarang ke atas."
-
-#~ msgid "Move current track down."
-#~ msgstr "Pindahkan track sekarang ke bawah."
-
-#~ msgid "Track tools"
-#~ msgstr "Alat track"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Aktifkan penyuntingan tombol-tombol individual dengan mengkliknya."
-
-#~ msgid "Key"
-#~ msgstr "Tombol"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Memanggil Fungsi-Fungsi dalam Node yang Mana?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Terimakasih!"
-
-#~ msgid "I see..."
-#~ msgstr "Mengerti..."
-
-#~ msgid "Ugh"
-#~ msgstr "Duh"
-
-#~ msgid "Run Script"
-#~ msgstr "Jalankan Script"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Hentikan Profiling"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Jalankan Profilling"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Baku (Samakan seperti Penyunting saat ini)"
-
-#, fuzzy
-#~ msgid "Create new animation in player."
-#~ msgstr "Buat animasi baru dalam pemutar animasi."
-
-#, fuzzy
-#~ msgid "Load animation from disk."
-#~ msgstr "Memuat animasi dari diska."
-
-#, fuzzy
-#~ msgid "Load an animation from disk."
-#~ msgstr "Memuat animasi dari diska."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Simpan animasi saat ini"
-
-#, fuzzy
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Sunting Target Waktu Blend"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Salin Animasi"
-
-#~ msgid "prev"
-#~ msgstr "sebelumnya"
-
-#~ msgid "next"
-#~ msgstr "selanjutnya"
-
-#~ msgid "last"
-#~ msgstr "terakhir"
-
-#, fuzzy
-#~ msgid "Edit IK Chain"
-#~ msgstr "Sunting Rantai IK"
-
-#, fuzzy
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Hapus Sinyal"
-
-#, fuzzy
-#~ msgid "Condition"
-#~ msgstr "Transisi"
-
-#, fuzzy
-#~ msgid "Return"
-#~ msgstr "Kembali:"
-
-#~ msgid "Call"
-#~ msgstr "Panggil"
-
-#, fuzzy
-#~ msgid "Edit Signal"
-#~ msgstr "Mengedit Sinyal:"
-
-#, fuzzy
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Sambungkan Ke Node:"
-
-#, fuzzy
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Format version.txt tidak valid dalam berkas templat. Revisi tidak valid."
-
-#, fuzzy
-#~ msgid "Can't write file."
-#~ msgstr "Tidak dapat membuat folder."
-
-#~ msgid "Replace By"
-#~ msgstr "Ganti dengan"
-
-#~ msgid "Backwards"
-#~ msgstr "Ke belakang"
-
-#, fuzzy
-#~ msgid "Prompt On Replace"
-#~ msgstr "Cepat Pada Penggantian"
-
-#~ msgid "Skip"
-#~ msgstr "Lalui"
-
-#, fuzzy
-#~ msgid "preview"
-#~ msgstr "Pratinjau:"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Pindahkan Kunci Tambah"
-
-#~ msgid "List:"
-#~ msgstr "Daftar:"
-
-#, fuzzy
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Pergi ke Barisan"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Hanya yang Dipilih"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "Hanya yang Dipilih"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Properti path harus menunjuk pada node Viewport yang sah untuk bekerja. "
-#~ "Viewport tersebut harus diatur ke mode 'render target'."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "Pengaturan Vieport dalam properti path harus diatur sebagai 'render "
-#~ "target' agar sprite bekerja."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Daftar Fungsi Untuk '%s':"
-
-#, fuzzy
-#~ msgid "Return:"
-#~ msgstr "Kembali:"
-
-#~ msgid "Added:"
-#~ msgstr "Ditambahkan:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "Tidak dapat menyimpan sub tekstur atlas:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Mengatur..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "Gagal memuat scene."
-
-#~ msgid "Re-Import"
-#~ msgstr "Impor Ulang"
-
-#~ msgid "Re-Importing"
-#~ msgstr "Mengimpor ulang"
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Tentukan Nama dan Lokasi Baru untuk:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "Ukuran Tekstur Maksimum:"
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "Lokasi Projek (Harus Ada):"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "File:"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "Buka Manajer Proyek?\n"
-#~ "(Perubahan yang tidak disimpan akan hilang)"
-
-#~ msgid "Node From Scene"
-#~ msgstr "Node Dari Scene"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Properti path harus menunjuk ke sebuah node Particles2D yang sah agar "
-#~ "bekerja."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Sebuah resource SampleLibrary harus diciptakan atau diatur didalam "
-#~ "properti 'samples' agar SamplePlayer memainkan suara."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Sebuah resource SampleLibrary harus dibuat atau diatur didalam properti "
-#~ "'samples' agar SpatialSamplePlayer memainkan suara."
-
-#, fuzzy
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "Diganti Kejadian (Kejadian-kejadian) %d."
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "Simpan Kalimat yang Dapat Diterjemahkan"
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "Buat Folder"
-
-#, fuzzy
-#~ msgid "Organization"
-#~ msgstr "Transisi"
-
-#, fuzzy
-#~ msgid "at least 6 characters"
-#~ msgstr "Karakter sah:"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance tidak berisi resource BakedLight."
-
-#, fuzzy
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "Path tidak bisa diawali dengan '/', tetapi absolut path harus diawali "
-#~ "dengan 'res://', 'user://', atau 'local://'"
-
-#~ msgid ""
-#~ "Custom node has no _get_output_port_unsequenced(idx,wmem), but "
-#~ "unsequenced ports were specified."
-#~ msgstr ""
-#~ "Node modifikasi tidak memiliki _get_output_port_unsequenced(idx,wmem), "
-#~ "tetapi port-port unsequenced dispesifikasikan."
diff --git a/editor/translations/is.po b/editor/translations/is.po
index c429cb5e2d..45656f16a8 100644
--- a/editor/translations/is.po
+++ b/editor/translations/is.po
@@ -13999,26 +13999,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Edit:"
-#~ msgstr "Breyta:"
-
-#, fuzzy
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Færa Anim track upp"
-
-#, fuzzy
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Færa Anim track niður"
-
-#, fuzzy
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Breyta gildisstilling í Anim track"
-
-#, fuzzy
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Anim track breyta hulum ham"
-
-#, fuzzy
-#~ msgid "Anim Add Key"
-#~ msgstr "Anim bæta við lykli"
diff --git a/editor/translations/it.po b/editor/translations/it.po
index 9b3d3f8b6a..0f5d996449 100644
--- a/editor/translations/it.po
+++ b/editor/translations/it.po
@@ -14902,2153 +14902,3 @@ msgstr "Assegnazione all'uniforme."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Le constanti non possono essere modificate."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Crea Posizione di Riposo (Dalle Ossa)"
-
-#~ msgid "Bottom"
-#~ msgstr "Basso"
-
-#~ msgid "Left"
-#~ msgstr "Sinistra"
-
-#~ msgid "Right"
-#~ msgstr "Destra"
-
-#~ msgid "Front"
-#~ msgstr "Fronte"
-
-#~ msgid "Rear"
-#~ msgstr "Retro"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Gizmo senza nome"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Degrees Of Freedom\" è valido solamente quando \"Xr Mode\" è \"Oculus "
-#~ "Mobile VR\"."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" è valido solo quando \"Xr Mode\" è impostato su "
-#~ "\"Oculus Mobile VR\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Contenuti del pacchetto:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Eliminare il profilo \"%s\"? (non annullabile)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Proprietà abilitate:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Funzionalità abilitate:"
-
-#~ msgid "Unset"
-#~ msgstr "Disattiva"
-
-#~ msgid "Class Options"
-#~ msgstr "Opzioni della classe"
-
-#~ msgid "Set"
-#~ msgstr "Imposta"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Salvate %s risorse modificate."
-
-#~ msgid "Q&A"
-#~ msgstr "Domande e risposte"
-
-#~ msgid "Status:"
-#~ msgstr "Stato:"
-
-#~ msgid "Edit:"
-#~ msgstr "Modifica:"
-
-#~ msgid "Redownload"
-#~ msgstr "Ri-Scarica"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Installato)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Mancante)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Richiesta fallita."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Ridirigi Loop."
-
-#~ msgid "Download Complete."
-#~ msgstr "Download Completato."
-
-#~ msgid "Remove Template"
-#~ msgstr "Rimuovi Template"
-
-#~ msgid "Download Templates"
-#~ msgstr "Scarica Modelli"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Seleziona mirror dalla lista: (Shift+Click: Apri in Browser)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Sposta nel cestino"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Espandi Tutte le Proprietà"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Comprimi Tutte le Proprietà"
-
-#~ msgid "Copy Params"
-#~ msgstr "Copia parametri"
-
-#~ msgid "Open in Help"
-#~ msgstr "Apri in Aiuto"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Sovrascrivi Camera Gioco\n"
-#~ "Nessuna istanza gioco in funzione."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Trascina: Ruota"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Premi \"v\" per Cambiare Perno, \"Shift+v\" per Trascinare il Pernno "
-#~ "(durante lo spostamento)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+RMB: Selezione Lista Profondità"
-
-#~ msgid "Clone Down"
-#~ msgstr "Clona sotto"
-
-#~ msgid "Yaw"
-#~ msgstr "Imbardata"
-
-#~ msgid "Size"
-#~ msgstr "Dimensione"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Trascina: Ruota\n"
-#~ "Alt+Trascina: Sposta\n"
-#~ "Alt+RMB: Selezione Lista Profondità"
-
-#~ msgid "Sep.:"
-#~ msgstr "Sep.:"
-
-#~ msgid "Add All"
-#~ msgstr "Aggiungi Tutti"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Menu di modifica dei temi."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Crea Template Vuota"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Crea Template Editor Vuota"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Crea da Tema Editor corrente"
-
-#~ msgid "Data Type:"
-#~ msgstr "Tipo Dato:"
-
-#~ msgid "Theme File"
-#~ msgstr "File Tema"
-
-#~ msgid "Compiled"
-#~ msgstr "Compilato"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Rimuovere %d progetti dalla lista?\n"
-#~ "I contenuti delle cartelle di progetto non saranno modificati."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Rimuovere questo progetto dalla lista?\n"
-#~ "I contenuti della cartella di progetto non saranno modificati."
-
-#~ msgid "Templates"
-#~ msgstr "Templates"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Aggiungi percorso rimappato"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Impossibile effettuare con il nodo di root."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Impossibile leggere il file immagine di avvio splash:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Utilizzando l'immagine splash predefinita."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Un AnimationPlayer non può animare se stesso, solo altri riproduttori."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Gli appunti sono vuoti"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr ""
-#~ "\"InterpolatedCamera\" è stata deprecata e sarà rimossa in Godot 4.0."
-
-#~ msgid "No"
-#~ msgstr "No"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Questa scena non è mai stata salvata. Salvarla prima di eseguirla?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "Eseguibile ADB non configurato nelle Impostazioni dell'Editor."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarsigner non configurato nelle Impostazioni dell'Editor."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Le build personalizzate richiedono un percorso per un Android SDK valido "
-#~ "nelle impostazioni dell'editor."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Tempo Rimanente: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Stampa Meshes: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Illuminando Meshes: "
-
-#~ msgid "Search complete"
-#~ msgstr "Ricerca completata"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Non è stato inserito alcun messaggio di commit"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Aggiungi un messaggio di commit"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr ""
-#~ "C'è già un file o una cartella con lo stesso nome in questo percorso."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Errore nel salvataggio della disposizione!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Disposizione predefinita dell'editor sovrascritta."
-
-#~ msgid "Move pivot"
-#~ msgstr "Sposta pivot"
-
-#~ msgid "Move anchor"
-#~ msgstr "Sposta punto di ancoraggio"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Ridimensiona CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Poligono->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Poligono"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Aggiungi esportazione iniziale…"
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Aggiungi patch precedenti…"
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Eliminare patch '%s' dalla lista?"
-
-#~ msgid "Patches"
-#~ msgstr "Patches"
-
-#~ msgid "Make Patch"
-#~ msgstr "Crea Patch"
-
-#~ msgid "Pack File"
-#~ msgstr "File Pacchetto"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Nessun apk build generato a: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Filesystem e dock di importazione"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "L'eseguibile, dopo l'esportazione o la distribuzione, attenterà di "
-#~ "connettersi con l'indirizzo IP di questo computer per farsi eseguire il "
-#~ "debug."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "La scena attuale non è mai stata salvata, si prega di salvarla prima di "
-#~ "eseguirla."
-
-#~ msgid "Revert"
-#~ msgstr "Ripristina"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Questa azione non può essere annullata. Ripristinare comunque?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Ripristina scena"
-
-#~ msgid "Clear Script"
-#~ msgstr "Svuota Script"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Tracciatore segnalazioni"
-
-#~ msgid "Request Docs"
-#~ msgstr "Documentazione richiesta"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Aiutate a migliorare la documentazione di Godot fornendo feedback."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Rimpiazzate %d occorrenze."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Crea Corpo Convesso Statico"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Errore nella creazione delle forme!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Al momento non esiste alcuna descrizione per questa classe. Aiutaci "
-#~ "[color=$color][url=$url]aggiungendone una[/url][/color] oppure [color="
-#~ "$color][url=$url2]richiedendone una[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#~ msgid "Brief Description"
-#~ msgstr "Breve descrizione"
-
-#~ msgid "Class Description"
-#~ msgstr "Descrizione della classe"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Esportazione progetto fallita con codice di errore %d."
-
-#~ msgid "Password:"
-#~ msgstr "Password:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr ""
-#~ "I segmenti identificativi devono essere di lunghezza diversa da zero."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Una cifra non può essere il primo carattere di un segmento di "
-#~ "Identificazione."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Il carattere '%s' non può essere il primo carattere di un segmento di "
-#~ "Identificazione."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "L'Identificatore deve avere almeno un '.' separatore."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Metti in pausa la scena"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Snap alla griglia"
-
-#~ msgid "Add input +"
-#~ msgstr "Aggiungi Input +"
-
-#~ msgid "Language"
-#~ msgstr "Linguaggio"
-
-#~ msgid "Inherits"
-#~ msgstr "Eredita"
-
-#~ msgid "Base Type:"
-#~ msgstr "Tipo Base:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Nodi Disponibili:"
-
-#~ msgid "Input"
-#~ msgstr "Ingresso"
-
-#~ msgid "Methods:"
-#~ msgstr "Metodi:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Proprietà del tema:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Enumerazioni:"
-
-#~ msgid "Constants:"
-#~ msgstr "Costanti:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Descrizione della classe:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Descrizioni delle proprietà:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Descrizioni dei metodi:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "Questo installerà il progetto Android per build personalizzate.\n"
-#~ "Nota bene: per essere usato, deve essere abilitato per l'esportazione del "
-#~ "preset."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Ordinamento inverso."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Elimina Nodo(i)?"
-
-#~ msgid "No Matches"
-#~ msgstr "Nessuna corrispondenza"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Impossibile aprire file_type_cache.cch per scrittura, non salvo la cache "
-#~ "dei tipi di file!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "Impossibile navigare a '%s' perché non è stato trovato nel file system!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Errore di caricamento immagine:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Nessun pixel con trasparenza >128 nell'immagine..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Il genitore non ha facce solde da popolare."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Impossibile mappare l'area."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Le facce non contengono area!"
-
-#~ msgid "No faces!"
-#~ msgstr "Nessuna faccia!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Errore: impossibile caricare il file."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Errore: impossibile caricare il file."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Abilita Doppler"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Modalità di Selezione (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Modalità Movimento (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Modalità Rotazione (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Modalità Scala (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Coordinate locali"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Modalità Snap (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Strumento Seleziona"
-
-#~ msgid "Tool Move"
-#~ msgstr "Strumento Sposta"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Strumento Ruota"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Strumento Scala"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Rimuovere tutti i progetti mancanti dalla lista?\n"
-#~ "(Il contenuto delle cartelle di progetto non saranno modificati)"
-
-#~ msgid "Project List"
-#~ msgstr "Lista Progetti"
-
-#~ msgid "Exit"
-#~ msgstr "Esci"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "Impossibile eseguire lo strumento di PVRTC:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "Impossibile ricaricare l'immagine convertita usando il tool PVRTC:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Errore inizializzazione FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Formato font sconosciuto."
-
-#~ msgid "Error loading font."
-#~ msgstr "Errore caricamento font."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Dimensione font Invalida."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Cartella precedente"
-
-#~ msgid "Next Folder"
-#~ msgstr "Cartella successiva"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Apri screenshots automaticamente"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "Apri in un editor di immagini esterno."
-
-#~ msgid "Reverse"
-#~ msgstr "Inverti"
-
-#~ msgid "Mirror X"
-#~ msgstr "Specchia X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Specchia Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Generando la soluzione..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "Genero progetto in C#..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Impossibile creare la soluzione."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Impossibile salvare la soluzione."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "Impossibile creare il progetto C#."
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "Riguardo il supporto in C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Crea la soluzione C#"
-
-#~ msgid "Builds"
-#~ msgstr "Compilazioni"
-
-#~ msgid "Build Project"
-#~ msgstr "Compila Progetto"
-
-#~ msgid "View log"
-#~ msgstr "Visualizza log"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment ha bisogno di una risorsa Ambiente."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Classi abilitate"
-
-#~ msgid "Update Always"
-#~ msgstr "Aggiorna sempre"
-
-#~ msgid "Raw Mode"
-#~ msgstr "Modalità Raw"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Percorso per il nodo:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Eliminare i file selezionati?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Non esiste il file 'res://default_bus_layout.tres'."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Va' alla cartella superiore"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Apri Scena/e"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Directory Precedente"
-
-#~ msgid "Next Directory"
-#~ msgstr "Directory Successiva"
-
-#~ msgid "Ease in"
-#~ msgstr "Graduale in ingresso"
-
-#~ msgid "Ease out"
-#~ msgstr "Graduale in uscita"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Crea Corpo Statico Convesso"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "CheckBox Radio1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "CheckBox Radio2"
-
-#~ msgid "Create folder"
-#~ msgstr "Crea Cartella"
-
-#~ msgid "Custom Node"
-#~ msgstr "Nodo Personalizzato"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Percorso Invalido"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "GridMap Duplica Selezione"
-
-#~ msgid "Create Area"
-#~ msgstr "Crea Area"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Crea Connettore Esterno"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Modifica Argomenti Segnali:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Modifica Variabile:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Snap (s): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Inserisci chiavi."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "Istanzia le scene selezionate come figlie del nodo selezionato."
-
-#~ msgid "Font Size:"
-#~ msgstr "Dimensione Font:"
-
-#~ msgid "Line:"
-#~ msgstr "Riga:"
-
-#~ msgid "Col:"
-#~ msgstr "Col:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "PathFollow2D funziona solamente quando impostato come figlio di un nodo "
-#~ "Path2D."
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Aggiungi punto"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "Percorso Invalido!"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Rimuovi punto"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Modifica Poly"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "Dividi Percorso"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "Aggiungi Nodo"
-
-#~ msgid "Create from scene?"
-#~ msgstr "Crea da scena?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Crea Poly"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Crea un nuovo poligono da zero"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Zoom Out"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Zoom In"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Crea Poly3D"
-
-#, fuzzy
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Nessuna risorsa OccluderPolygon2D su questo nodo.\n"
-#~ "Crearne una ed assegnarla?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "LMB: Sposta punto."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+LMB: dividi Segmento."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "RMB: Elimina Punto."
-
-#, fuzzy
-#~ msgid "New TextFile"
-#~ msgstr "Vedi Files"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Salva Tema Come"
-
-#~ msgid "<None>"
-#~ msgstr "<Nessuno>"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Zoom(%):"
-
-#~ msgid "Class List:"
-#~ msgstr "Lista Classi:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Metodi Pubblici"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Metodi Pubblici:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Elementi Tema GUI:"
-
-#, fuzzy
-#~ msgid "Property: "
-#~ msgstr "Proprietà:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Abilita lo stato della cartella come Preferito"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Salva la risorsa in modifica."
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Parole Intere"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Controlla Maiuscole"
-
-#~ msgid "Ok"
-#~ msgstr "Ok"
-
-#, fuzzy
-#~ msgid "Show In File System"
-#~ msgstr "Mostra nel File System"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Cerca nella gerarchia delle classi."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Cerca Classi"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Gli script built-in possono essere modificati solamente quando la scena a "
-#~ "cui appartengono è caricata"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Converti In Maiuscolo"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Converti In Minuscolo"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Ruota a 0 gradi"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Ruota a 90 gradi"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Ruota a 180 gradi"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Ruota a 270 gradi"
-
-#~ msgid "Errors:"
-#~ msgstr "Errori:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Stack Trace (se applicabile):"
-
-#~ msgid "Bake!"
-#~ msgstr "Bake!"
-
-#, fuzzy
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Crea Mesh di Navigazione"
-
-#~ msgid "Get"
-#~ msgstr "Get"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Cambia Costante RGB"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Cambia Operatore Scalare Vett."
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Cambia Operatore RGB"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Abilita Solo Rot"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Cambia Funzione Vett."
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "Cambia Uniforme Vett."
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Cambia Uniforme RGB"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Cambia Valore di Default"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Cambia Uniforme XForm"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Cambia Uniforme Cubemap"
-
-#~ msgid "Change Comment"
-#~ msgstr "Cambia Commento"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Aggiungi/Rimuovi alla Rampa Colori"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Modifica Rampa Colori"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Aggiung/Rimuovi alla Mappa Curve"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Modifica la Mappa Curve"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Connetti Nodi Grafico"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Rimuovi Nodo Grafico di Shader"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Sposta Nodo Grafico di Shader"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Duplica Nodo(i) Grafico"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Errore: Giunzione ciclica"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Errore: Connessioni Input MAncanti"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Aggiungi Nodo Grafico Shader"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Muovi Traccia Animazione Su"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Muovi Traccia Animazione Giù"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Imposta Transizione a:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Traccia Anim Cambia Interpolazione"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Traccia Anim Cambia Modalità Valore"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Traccia Anim Cambia Modalità avvolgimento"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Modifica Curva del Nodo"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Modifica Selezione Curva"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Anim Aggiungi Key"
-
-#~ msgid "In"
-#~ msgstr "In"
-
-#~ msgid "Out"
-#~ msgstr "Out"
-
-#~ msgid "In-Out"
-#~ msgstr "In-Out"
-
-#~ msgid "Out-In"
-#~ msgstr "Out-In"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Cambia Lunghezza Animazione"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Cambia Loop Animazione"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Anim Crea Typed Value Key"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Anim Aggiungi Chiamata Traccia"
-
-#~ msgid "Length (s):"
-#~ msgstr "Lunghezza (e):"
-
-#~ msgid "Step (s):"
-#~ msgstr "Step (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Step Snap Cursore (in secondi)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Attiva/Disattiva loop animazione."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Aggiungi nuova traccia."
-
-#~ msgid "Move current track up."
-#~ msgstr "Muovi la traccia corrente su."
-
-#~ msgid "Move current track down."
-#~ msgstr "Muovi la traccia corrente giù."
-
-#~ msgid "Track tools"
-#~ msgstr "Strumenti traccia"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Attiva modifica di key individuali cliccandovi."
-
-#~ msgid "Key"
-#~ msgstr "Key"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Chiama Funzioni in Quale Nodo?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Grazie!"
-
-#~ msgid "I see..."
-#~ msgstr "Capisco..."
-
-#~ msgid "Ugh"
-#~ msgstr "Ugh"
-
-#~ msgid "Run Script"
-#~ msgstr "Esegui Script"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Interrrompi Profiling"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Inizia Profiling"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Default (Stesso che Editor)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Crea nuova animazione nel player."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Carica animazione da disco."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Carica un'animazione da disco."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Salva l'animazione corrente"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Modifica i tempi di Blend della destinazione"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Copia Animazione"
-
-#~ msgid "Fetching:"
-#~ msgstr "Recupero:"
-
-#~ msgid "prev"
-#~ msgstr "prec"
-
-#~ msgid "next"
-#~ msgstr "seguente"
-
-#~ msgid "last"
-#~ msgstr "ultimo"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Modifica Catena IK"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Trascina pivot dalla posizione del mouse"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Imposta pivot alla posizione del mouse"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Aggiungi/Rimuovi Punto Rampa Colori"
-
-#~ msgid "OK :("
-#~ msgstr "OK :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "Visibilità Gizmo Scheletro"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "Anteprima StyleBox:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Editor Regioni Texture"
-
-#~ msgid "Erase selection"
-#~ msgstr "Cancella selezione"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Nome elemento o ID:"
-
-#, fuzzy
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "Le export templates per questa piattaforma sono mancanti:"
-
-#~ msgid "Button 8"
-#~ msgstr "Pulsante 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Pulsante 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Scarta Istanziamento"
-
-#~ msgid "Makes Sense!"
-#~ msgstr "Ha Senso!"
-
-#~ msgid "Clear!"
-#~ msgstr "Libera!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Abilita Spatial Visibile"
-
-#~ msgid "Condition"
-#~ msgstr "Condizione"
-
-#~ msgid "Sequence"
-#~ msgstr "Sequenza"
-
-#~ msgid "Switch"
-#~ msgstr "Interruttore"
-
-#~ msgid "Iterator"
-#~ msgstr "Iteratore"
-
-#~ msgid "While"
-#~ msgstr "While"
-
-#~ msgid "Return"
-#~ msgstr "Ritorna"
-
-#~ msgid "Call"
-#~ msgstr "Chiama"
-
-#, fuzzy
-#~ msgid "Edit Variable"
-#~ msgstr "Modifica Variabile:"
-
-#, fuzzy
-#~ msgid "Edit Signal"
-#~ msgstr "Modifica Segnale:"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "Azione invalida (va bene tutto a parte '/' o ':')."
-
-#, fuzzy
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Impossibile connetersi all'host:"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Formato di version.txt invalido nelle templates. Revision non é un "
-#~ "identificatore valido."
-
-#~ msgid "Can't write file."
-#~ msgstr "Impossibile scrivere il file."
-
-#, fuzzy
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "Impossibile creare project.godot nel percorso di progetto."
-
-#~ msgid "Replace By"
-#~ msgstr "Rimpiazza con"
-
-#~ msgid "Backwards"
-#~ msgstr "All'indietro"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Richiedi Per Sostituire"
-
-#~ msgid "Skip"
-#~ msgstr "Salta"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "Il tuo progetto verrà creato in una cartella già esistente (forse "
-#~ "vorresti creare una nuova cartella?)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "Questo è un BINGO!"
-
-#, fuzzy
-#~ msgid "preview"
-#~ msgstr "Anteprima"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Sposta Aggiunta Key"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Crea Sottoscrizione"
-
-#~ msgid "List:"
-#~ msgstr "Lista:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Imposta Maschera Emissione"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Cancella Emitter"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "Sezioni:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "Impossibile navigare a '"
-
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr ""
-#~ "\n"
-#~ "Sorgente: "
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Rimuovi Punto da Line2D"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Aggiungi Punto a Line2D"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Sposta Punto in Line2D"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "Spezza Segmento (in linea)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "Impostazioni"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "Inspector Remoto"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "Scene Tree Live:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "Proprietà Oggetto Remoto: "
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Solo Selezione"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "Solo Selezione"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "La proprietà path deve puntare a un nodo Viewport valido per poter "
-#~ "funzionare. Tale Viewport deve essere impostata in modalità 'render "
-#~ "target'."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "Il Viewport impostato nella proprietà path deve essere impostato come "
-#~ "'render target' affinché questa sprite funzioni."
-
-#~ msgid "' parsing of config failed."
-#~ msgstr "' fallita lettura della configurazione."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Lista Metodi Per '%s':"
-
-#~ msgid "Arguments:"
-#~ msgstr "Argomenti:"
-
-#~ msgid "Return:"
-#~ msgstr "Ritorna:"
-
-#~ msgid "Added:"
-#~ msgstr "Agginto:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "Impossibile salvare la substruttura dell'atlas:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Impostando..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "Errore di caricamento della scena."
-
-#~ msgid "Re-Import"
-#~ msgstr "Re-Importa"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "Si prega di attendere che lo scan venga completato."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "La scena corrente deve essere salvata per re-importare."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Re-Importando"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "Re-Importando Risorse Cambiate"
-
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr ""
-#~ "\n"
-#~ "Stato: Richiede Re-Importazione"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "Stessi file di origine e e destinazione, non faccio nulla."
-
-#~ msgid "Target file exists, can't overwrite. Delete first."
-#~ msgstr ""
-#~ "Il file di destinazione esiste, non è possibile sovrascriverlo. Occorre "
-#~ "prima cancellarlo."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr ""
-#~ "Stessi percorsi \n"
-#~ "di origine e e destinazione, non faccio nulla."
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "Impossibile muovere le directory dentro se stesse."
-
-#~ msgid "Can't rename deps for:\n"
-#~ msgstr "Impossibile rinominare dipendenze per:\n"
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Scegli un Nuovo Nome e Posizione Per:"
-
-#~ msgid "Info"
-#~ msgstr "Info"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "Nessuna bit mask da importare!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "Il percorso di destinazione vuoto."
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr ""
-#~ "Il percorso di destinazione deve essere un percorso completo di risorsa."
-
-#~ msgid "Target path must exist."
-#~ msgstr "Il percorso di destinazione deve esistere."
-
-#~ msgid "Import BitMasks"
-#~ msgstr "Importa BitMasks"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "Texture Sorgenti:"
-
-#~ msgid "Target Path:"
-#~ msgstr "Percorso di destinazione:"
-
-#~ msgid "Accept"
-#~ msgstr "Accetta"
-
-#~ msgid "Bit Mask"
-#~ msgstr "Bit Mask"
-
-#~ msgid "No source font file!"
-#~ msgstr "Nessun file font sorgente!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "Nessuna risorsa font di destinazione!"
-
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "Estensione file invalida.\n"
-#~ "Si prega di usare .font."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "Impossibile salvare font."
-
-#~ msgid "Source Font:"
-#~ msgstr "Font Sorgente:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "Risorsa di destin. :"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr "La rapida volpe bianca scavalca il cane pigro."
-
-#~ msgid "Test:"
-#~ msgstr "Test:"
-
-#~ msgid "Options:"
-#~ msgstr "Opzioni:"
-
-#~ msgid "Font Import"
-#~ msgstr "Importazione font"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "Questo file è già un file font di Godot, si prega di fornire invece un "
-#~ "file di tipo BMfont."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "Apertura come BMFont file fallita."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "Sorgente font personalizzato invalido."
-
-#~ msgid "No meshes to import!"
-#~ msgstr "Nessuna mesh da importare!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "Importa Mesh Singola"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "Mesh Sorgente(i):"
-
-#~ msgid "Surface %d"
-#~ msgstr "Superficie %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "Nessun sample da importare!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "Importa Sample Audio"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "Sample Sorgente(i):"
-
-#~ msgid "Audio Sample"
-#~ msgstr "Sample Audio"
-
-#~ msgid "New Clip"
-#~ msgstr "Nuova Clip"
-
-#~ msgid "Flags"
-#~ msgstr "Flags"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "Bake FPS:"
-
-#~ msgid "Optimizer"
-#~ msgstr "Ottimizzatore"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "Errore Lineare Max"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "Errore Angolare Max"
-
-#~ msgid "Max Angle"
-#~ msgstr "Angolo Max"
-
-#~ msgid "Start(s)"
-#~ msgstr "Inizio(i)"
-
-#~ msgid "Source path is empty."
-#~ msgstr "Il percorso sorgente è vuoto."
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "Impossibile caricare script di post-importazione."
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "Script di post-importazione invalido/non funzionante."
-
-#~ msgid "Error importing scene."
-#~ msgstr "Errore di importazione scena."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "Importa Scena 3D"
-
-#~ msgid "Source Scene:"
-#~ msgstr "Scena Sorgente:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "Stesso che Scena di Destinazione"
-
-#~ msgid "Shared"
-#~ msgstr "Condiviso"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "Cartella Texture di Destinazione:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "Tipo di Nodo Root Personalizzato:"
-
-#~ msgid "Auto"
-#~ msgstr "Auto"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "I File Seguenti sono Mancanti:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Importa ComunqueImporta Comunque"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr ""
-#~ "La scena modificata non è stata salvata, aprire la scena importata "
-#~ "comunque?"
-
-#~ msgid "Import Image:"
-#~ msgstr "Importa Immagine:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "Impossibile localizzare il percorso: %s (già locale)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "Animazione Scena 3D"
-
-#~ msgid "Uncompressed"
-#~ msgstr "Decompressi"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "Comprimi Lossless (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "Comprimi Lossy (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "Comprimi (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "Formato Texture"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "Qualità Compressione Texture (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "Si prega di specificare qualche file!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Almeno un file è richiesto per l'Atlas."
-
-#~ msgid "Error importing:"
-#~ msgstr "Errore di importazione:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "Dimensione Texture Massima:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "Importa Textures per Atlas (2D)"
-
-#~ msgid "Large Texture"
-#~ msgstr "Texture Grande"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "Importa Texture Grandi (2D)"
-
-#~ msgid "Source Texture"
-#~ msgstr "Texture Sorgente"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "Texture Base Atlas"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "Texture Sorgente(i)"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "Importa Textures per 2D"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "Importa Textures per 3D"
-
-#~ msgid "Import Textures"
-#~ msgstr "Importa Textures"
-
-#~ msgid "2D Texture"
-#~ msgstr "Texture 2D"
-
-#~ msgid "3D Texture"
-#~ msgstr "Texture 3D"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "Texture dell'Atlas"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "NOTA: Importare texture 2D non è obbligatorio. Basta copiare i file png/"
-#~ "jpg nel progetto."
-
-#~ msgid "Crop empty space."
-#~ msgstr "Ritaglia spazio vuoto."
-
-#~ msgid "Texture"
-#~ msgstr "Texture"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "Importa Texture Grande"
-
-#~ msgid "Load Source Image"
-#~ msgstr "Carica Immagine Sorgente"
-
-#~ msgid "Slicing"
-#~ msgstr "Taglio"
-
-#~ msgid "Saving"
-#~ msgstr "Salvataggio"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "Impossibile salvare texture grande:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "Costruisci Atlas Per:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "Immagine Caricamento:"
-
-#~ msgid "Converting Images"
-#~ msgstr "Convertendo Immagini"
-
-#~ msgid "Cropping Images"
-#~ msgstr "Tagliando Immagini"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "Impossibile salvare l'immagine di atlas:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "Sorgente traduzione invalida!"
-
-#~ msgid "Column"
-#~ msgstr "Colonna"
-
-#~ msgid "No items to import!"
-#~ msgstr "Nessun elemento da importare!"
-
-#~ msgid "No target path!"
-#~ msgstr "Nessun percorso di destinazione!"
-
-#~ msgid "Import Translations"
-#~ msgstr "Importa Traduzioni"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "Impossibile Importare!"
-
-#~ msgid "Import Translation"
-#~ msgstr "Importa Traduzione"
-
-#~ msgid "Source CSV:"
-#~ msgstr "CSV Sorgente:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "Ignora Prima Riga"
-
-#~ msgid "Compress"
-#~ msgstr "Comprimi"
-
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "Aggiungi a Progetto (project.godot)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "Importa Lingue:"
-
-#~ msgid "Translation"
-#~ msgstr "Traduzione"
-
-#~ msgid "Triangle #"
-#~ msgstr "Triangolo #"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "Impostazioni Baker Luci:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "Aggiustando le Luci"
-
-#~ msgid "Making BVH"
-#~ msgstr "Creazione BVH"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "Allocazione Texture #"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "Backing Triangoli #"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "Texture Post-Processing #"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr "Resetta il processo di baking dell'octree (ricomincia da capo)."
-
-#~ msgid "Zoom Set..."
-#~ msgstr "Imposta Zoom..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "Decodifica BBCode"
-
-#~ msgid "Length:"
-#~ msgstr "Lunghezza:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "Apri File(s) Sample"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "ERRORE: Impossibile caricare sample!"
-
-#~ msgid "Add Sample"
-#~ msgstr "Aggiungi Sample"
-
-#~ msgid "Rename Sample"
-#~ msgstr "Rinomina Sample"
-
-#~ msgid "Delete Sample"
-#~ msgstr "Elimina Sample"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 Bits"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 Bits"
-
-#~ msgid "Stereo"
-#~ msgstr "Stereo"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "Scalando a %s%%."
-
-#~ msgid "Bucket"
-#~ msgstr "Secchiello"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "Percorso di progetto invalido, il percorso deve esistere!"
-
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "Percorso di progetto invalido, project.godot non esiste."
-
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "Percorso di progetto invalido, project.godot deve esistere."
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "Percorso Progetto (Deve Esistere):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "Crea Nuova Risorsa"
-
-#~ msgid "Open Resource"
-#~ msgstr "Apri Risorsa"
-
-#~ msgid "Save Resource"
-#~ msgstr "Salva Risorsa"
-
-#~ msgid "Resource Tools"
-#~ msgstr "Strumenti Risorsa"
-
-#~ msgid "Edit Groups"
-#~ msgstr "Modifica Gruppi"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr " Files"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "Chiudi scena? (I cambiamenti non salvati saranno persi)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "Aprire la Gestione Progetti?\n"
-#~ "(I cambiamenti non salvati saranno persi)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "Vai a Scena Preced."
-
-#~ msgid "Del"
-#~ msgstr "Elim."
-
-#~ msgid "just pressed"
-#~ msgstr "appena premuto"
-
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "Impossibile leggere il file del certificatio. Il percorso e la password "
-#~ "sono entrambi corretti?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "Errore di creazione della firma del pacchetto."
-
-#~ msgid "RAW Mode"
-#~ msgstr "Modalità RAW"
-
-#~ msgid "Node From Scene"
-#~ msgstr "Nodo Da Scena"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Importa asset nel progetto."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Esporta il progetto a diverse piattaforme."
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "Avverti quando una risorsa esterna è stata modificata."
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "Apri https://godotengine.org alla sezione tutorial."
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "Nessuna scena da istanziare selezionata!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "Istanzia a Cursore"
-
-#~ msgid "Use Default Light"
-#~ msgstr "Usa Luce Default"
-
-#~ msgid "Default Light Normal:"
-#~ msgstr "Normale Luce di Default:"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "Colore Luce Ambiente:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "Nome classe genitore invalido"
-
-#~ msgid "Valid chars:"
-#~ msgstr "Caratteri Validi:"
-
-#~ msgid "Valid name"
-#~ msgstr "Nome valido"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "Nome classe invalido!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "Nome classe genitore invalido!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "La proprietà path deve puntare a un nodo Particles2D valido per poter "
-#~ "funzionare."
-
-#~ msgid "Surface"
-#~ msgstr "Superficie"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Una risorsa SampleLibrary deve essere creata o impostata nella proprietà "
-#~ "'samples' affinché SamplePlayer riproduca un suono."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Una risorsa SampleLibrary deve essere creata o impostata nella proprietà "
-#~ "'samples' affinché SpatialSamplePlayer riproduca un suono."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "Rimpiazzate %d Occorrenze."
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "Salva Stringhe Traducibili"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "Modifica le opzioni di script"
-
-#~ msgid "Error exporting project!"
-#~ msgstr "Errore di esportazione del progetto!"
-
-#~ msgid "Error writing the project PCK!"
-#~ msgstr "Errore di scrittura del PCK del progetto!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "Per ora non vi è esportatore per la piattaforma '%s'."
-
-#~ msgid "Create Android keystore"
-#~ msgstr "Crea keystore Android"
-
-#~ msgid "Organizational unit"
-#~ msgstr "Unità organizzativa"
-
-#~ msgid "Organization"
-#~ msgstr "Organizzazione"
-
-#~ msgid "City"
-#~ msgstr "Città"
-
-#~ msgid "2 letter country code"
-#~ msgstr "Codice nazione di 2 lettere"
-
-#~ msgid "User alias"
-#~ msgstr "Alias user"
-
-#~ msgid "Password"
-#~ msgstr "Password"
-
-#~ msgid "at least 6 characters"
-#~ msgstr "almeno 6 caratteri"
-
-#~ msgid "File name"
-#~ msgstr "Nome file"
-
-#~ msgid "Path : (better to save outside of project)"
-#~ msgstr "Percorso: (meglio salvare fuori dal progetto)"
-
-#~ msgid ""
-#~ "Release keystore is not set.\n"
-#~ "Do you want to create one?"
-#~ msgstr ""
-#~ "Keystore di release non impostato.\n"
-#~ "Vuoi crearne uno?"
-
-#~ msgid "Fill Keystore/Release User and Release Password"
-#~ msgstr "Completa Keystore/Utente Release e Password Release"
-
-#~ msgid "Include"
-#~ msgstr "Includi"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "Il nome del gruppo non può essere vuoto!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "Carattere invalido nel nome del gruppo!"
-
-#~ msgid "Add Image Group"
-#~ msgstr "Aggiungi Gruppo Immagini"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "Impostazioni Esportazione Progetto"
-
-#~ msgid "Export to Platform"
-#~ msgstr "Esporta a Piattaforma"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "Esporta tutti i file nella directory del progetto."
-
-#~ msgid "Convert text scenes to binary on export."
-#~ msgstr "Converti le scene in formato testuale in binario all'esportazione."
-
-#~ msgid "Images"
-#~ msgstr "Immagini"
-
-#~ msgid "Keep Original"
-#~ msgstr "Mantieni l'originale"
-
-#~ msgid "Compress for Disk (Lossy, WebP)"
-#~ msgstr "Comprimi per Disco (Lossy, WebP)"
-
-#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
-#~ msgstr "Comprimi per RAM (BC/PVRTC/ETC)"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "Converti Immagini (*.png):"
-
-#~ msgid "Compress for Disk (Lossy) Quality:"
-#~ msgstr "Qualità compressione per disco (Lossy):"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "Riduci Tutte le Immagini:"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "Formati di Compressione:"
-
-#~ msgid "Groups:"
-#~ msgstr "Gruppi:"
-
-#~ msgid "Compress Disk"
-#~ msgstr "Comprimi Disco"
-
-#~ msgid "Compress RAM"
-#~ msgstr "Comprimi RAM"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "Modalità di Compressione:"
-
-#~ msgid "Lossy Quality:"
-#~ msgstr "Qualità Lossy:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "Riduci di:"
-
-#~ msgid "Images:"
-#~ msgstr "Immagini:"
-
-#~ msgid "Sample Conversion Mode: (.wav files):"
-#~ msgstr "Modalità Conversione Sample (file .wav):"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "Comprimi (RAM - IMA-ADPCM)"
-
-#~ msgid "Sampling Rate Limit (Hz):"
-#~ msgstr "Limite Sampling Rate (Hz):"
-
-#~ msgid "Trim"
-#~ msgstr "Ritaglia"
-
-#~ msgid "Trailing Silence:"
-#~ msgstr "Silenzio di coda:"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "Esporta Progetto PCK"
-
-#~ msgid "Project Export"
-#~ msgstr "Esportazione Progetto"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance non contiene una risorsa BakedLight."
-
-#~ msgid "Lighting"
-#~ msgstr "Illuminazione"
-
-#~ msgid "Global"
-#~ msgstr "Globale"
-
-#~ msgid ""
-#~ "This item cannot be made visible because the parent is hidden. Unhide the "
-#~ "parent first."
-#~ msgstr ""
-#~ "Questo elemento non può essere reso visibile perchè il genitore è "
-#~ "nascosto. Rivela prima il genitore."
-
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "I percorsi non possono iniziare per '/', i percorsi assoluti devono "
-#~ "iniziare per 'res://', 'user://', oppure 'local://'"
-
-#~ msgid "File exists"
-#~ msgstr "File esistente"
-
-#~ msgid "Valid path"
-#~ msgstr "Percorso valido"
-
-#~ msgid ""
-#~ "Custom node has no _get_output_port_unsequenced(idx,wmem), but "
-#~ "unsequenced ports were specified."
-#~ msgstr ""
-#~ "Il nodo personalizzato non ha _get_output_port_unsequenced(idx,wmem), ma "
-#~ "le porte unsequenced sono state specificate."
-
-#~ msgid "Cannot go into subdir:"
-#~ msgstr "Impossibile accedere alla subdirectory:"
-
-#~ msgid "Top (Num7)"
-#~ msgstr "Alto (Num7)"
-
-#~ msgid "Bottom (Shift+Num7)"
-#~ msgstr "Basso (Shift+Num7)"
-
-#~ msgid "Left (Num3)"
-#~ msgstr "Sinistra (Num3)"
-
-#~ msgid "Right (Shift+Num3)"
-#~ msgstr "Destra (Shift+Num3)"
-
-#~ msgid "Front (Num1)"
-#~ msgstr "Fronte (Num1)"
-
-#~ msgid "Rear (Shift+Num1)"
-#~ msgstr "Retro (Shift+Num1)"
-
-#~ msgid "Perspective (Num5)"
-#~ msgstr "Prospettiva (Num5)"
-
-#~ msgid "Orthogonal (Num5)"
-#~ msgstr "Ortogonale (Num5)"
-
-#~ msgid "Selection (F)"
-#~ msgstr "Selezione (F)"
-
-#~ msgid "Align with view (Ctrl+Shift+F)"
-#~ msgstr "Allinea con vista (Ctrl+Shift+F)"
-
-#~ msgid "Enable/Disable interpolation when looping animation."
-#~ msgstr "Attiva/Disattiva interpolazione durante loop animazione."
-
-#~ msgid "Load Layout"
-#~ msgstr "Carica Layout"
-
-#~ msgid "Scale Region Editor"
-#~ msgstr "Scala Editor Regioni"
-
-#~ msgid "Inherit Scene"
-#~ msgstr "Eredita Scena"
-
-#~ msgid "Binds (Extra Params):"
-#~ msgstr "Lega (Parametri Extra):"
-
-#~ msgid "Method In Node:"
-#~ msgstr "Metodo Nel Nodo:"
-
-#~ msgid "Reload Tool Script (Soft)"
-#~ msgstr "Ricarica Tool Script (Soft)"
-
-#~ msgid "Live Editing"
-#~ msgstr "Editing Live"
-
-#~ msgid "File Server"
-#~ msgstr "File Server"
-
-#~ msgid "Deploy File Server Clients"
-#~ msgstr "Distribuisci i Client del File Server"
-
-#~ msgid "%d frames"
-#~ msgstr "%d frames"
-
-#~ msgid ""
-#~ "NOTICE: You are not forced to import textures for 2D projects. Just copy "
-#~ "your .jpg or .png files to your project, and change export options later. "
-#~ "Atlases can be generated on export too."
-#~ msgstr ""
-#~ "NOTA: Non sei obbligato ad importare le texture per i progetti 2D. È "
-#~ "sufficiente copiare i tuoi file .jpg o .png nel tuo progetto, e cambiare "
-#~ "le opzioni di esportazione successivamente. Gli atlas possono essere "
-#~ "anche generati in esportazione."
-
-#~ msgid "Overwrite Existing, Keep Materials"
-#~ msgstr "Sovrascrivi Esistente, Mantieni Materiali"
-
-#~ msgid "Keep Existing, Merge with New"
-#~ msgstr "Mantieni Esistente, Unisci a Nuova"
-
-#~ msgid "Keep Existing, Ignore New"
-#~ msgstr "Mantieni Esistente, Ignora Nuova"
-
-#~ msgid "This Time:"
-#~ msgstr "Questa Volta:"
-
-#~ msgid "Next Time:"
-#~ msgstr "Prossima Volta:"
-
-#~ msgid "Merging..."
-#~ msgstr "Unione..."
diff --git a/editor/translations/ja.po b/editor/translations/ja.po
index 41c315db9a..7c9b6733c9 100644
--- a/editor/translations/ja.po
+++ b/editor/translations/ja.po
@@ -14599,1973 +14599,3 @@ msgstr "uniform への割り当て。"
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "定数は変更できません。"
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "レスト・ポーズの作成(ボーンから)"
-
-#~ msgid "Bottom"
-#~ msgstr "下面"
-
-#~ msgid "Left"
-#~ msgstr "左側面"
-
-#~ msgid "Right"
-#~ msgstr "右側面"
-
-#~ msgid "Front"
-#~ msgstr "前面"
-
-#~ msgid "Rear"
-#~ msgstr "後面"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "無名のギズモ"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Degrees Of Freedom\" は \"Xr Mode\" が \"Oculus Mobile VR\" の場合にのみ"
-#~ "有効になります。"
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" は \"Xr Mode\" が \"Oculus Mobile VR\" の場合にのみ有"
-#~ "効になります。"
-
-#~ msgid "Package Contents:"
-#~ msgstr "パッケージの内容:"
-
-#~ msgid "Singleton"
-#~ msgstr "シングルトン"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "プロファイル '%s' を消去しますか?(元に戻せません)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "プロパティを有効にする:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "機能を有効にする:"
-
-#~ msgid "Unset"
-#~ msgstr "未設定"
-
-#~ msgid "Class Options"
-#~ msgstr "クラスオプション"
-
-#~ msgid "Set"
-#~ msgstr "Set"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "%s個の変更されたリソースを保存しました。"
-
-#~ msgid "Q&A"
-#~ msgstr "Q&A"
-
-#~ msgid "Status:"
-#~ msgstr "ステータス:"
-
-#~ msgid "Edit:"
-#~ msgstr "編集:"
-
-#~ msgid "Redownload"
-#~ msgstr "再ダウンロード"
-
-#~ msgid "(Installed)"
-#~ msgstr "(インストール済)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(見つかりません)"
-
-#~ msgid "Request Failed."
-#~ msgstr "リクエストは失敗しました。"
-
-#~ msgid "Redirect Loop."
-#~ msgstr "リダイレクトのループ。"
-
-#~ msgid "Download Complete."
-#~ msgstr "ダウンロードが完了しました。"
-
-#~ msgid "Remove Template"
-#~ msgstr "テンプレートを除去"
-
-#~ msgid "Download Templates"
-#~ msgstr "テンプレートをダウンロード"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "リストからミラーを選択: (Shift+クリック: ブラウザで開く)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "ごみ箱へ移動"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "すべてのプロパティを展開"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "すべてのプロパティを折りたたむ"
-
-#~ msgid "Copy Params"
-#~ msgstr "パラメーターをコピー"
-
-#~ msgid "Open in Help"
-#~ msgstr "ヘルプで開く"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "ゲームカメラの置き換え\n"
-#~ "実行中のゲームインスタンス無し。"
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "ドラッグ: 回転"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "ピボットを変更するには 'v' 、ピボットをドラッグするには 'Shift+v' を押しま"
-#~ "す(移動中)。"
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+右クリック: 奥行き選択リスト"
-
-#~ msgid "Clone Down"
-#~ msgstr "下に複写"
-
-#~ msgid "Yaw"
-#~ msgstr "ヨー"
-
-#~ msgid "Size"
-#~ msgstr "サイズ"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "ドラッグ: 回転\n"
-#~ "Alt+ドラッグ: 移動\n"
-#~ "Alt+右クリック: 奥行き選択リスト"
-
-#~ msgid "Sep.:"
-#~ msgstr "分類:"
-
-#~ msgid "Add All"
-#~ msgstr "すべてを追加"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "テーマ編集メニュー。"
-
-#~ msgid "Create Empty Template"
-#~ msgstr "空のテンプレートを生成"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "空のエディタテンプレートを生成"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "現在のエディタテーマから作成"
-
-#~ msgid "Data Type:"
-#~ msgstr "データの型:"
-
-#~ msgid "Theme File"
-#~ msgstr "テーマ ファイル"
-
-#~ msgid "Compiled"
-#~ msgstr "コンパイル済み"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "%d プロジェクトを一覧から削除しますか?\n"
-#~ "プロジェクトフォルダの内容は変更されません。"
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "このプロジェクトを一覧から削除しますか?\n"
-#~ "プロジェクトフォルダの内容は変更されません。"
-
-#~ msgid "Templates"
-#~ msgstr "テンプレート"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "再マップされたパスを追加"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "ルートノードでは実行できません。"
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "ブートスプラッシュ画像ファイルを読み込めませんでした:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "デフォルトのブートスプラッシュ画像を使用します。"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "アニメーションプレーヤーは他のプレーヤーだけにアニメーションを適用すること"
-#~ "はできません。"
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "クリップボードが空です"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr "InterpolatedCamera は廃止予定であり、Godot 4.0で除去されます。"
-
-#~ msgid "No"
-#~ msgstr "いいえ"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "このシーンは一度も保存されていません。実行する前に保存しますか?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "ADB実行可能ファイルがエディタ設定で設定されていません。"
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarsignerがエディタ設定で設定されていません。"
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr "カスタムビルドにはエディタ設定で有効なAndroid SDKパスが必要です。"
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Time Left: %d分%02d秒)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "メッシュを描画中: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "ライティングメッシュ: "
-
-#~ msgid "Search complete"
-#~ msgstr "検索完了"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "コミットメッセージは提供されませんでした"
-
-#~ msgid "Add a commit message"
-#~ msgstr "コミットメッセージを追加する"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "このパスには、既に同名のファイルかフォルダがあります。"
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "APKの最適化を完了できません。"
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "未最適化のAPKを削除できません。"
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "レイアウトの保存エラー!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "デフォルトのエディタ レイアウトを上書きしました。"
-
-#~ msgid "Move pivot"
-#~ msgstr "ピボットを移動"
-
-#~ msgid "Move anchor"
-#~ msgstr "アンカーを移動"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "CanvasItemをリサイズ"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "ポリゴン->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->ポリゴン"
-
-#~ msgid "Add initial export..."
-#~ msgstr "初回エクスポートを追加…"
-
-#~ msgid "Add previous patches..."
-#~ msgstr "前回のパッチを追加…"
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "パッチ '%s' をリストから削除しますか?"
-
-#~ msgid "Patches"
-#~ msgstr "パッチ"
-
-#~ msgid "Make Patch"
-#~ msgstr "パッチ生成"
-
-#~ msgid "Pack File"
-#~ msgstr "パックファイル"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "ビルドAPKは生成されていません: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "ファイルシステムとインポートドック"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "エクスポートまたはデプロイを行う場合、生成された実行ファイルはデバッグのた"
-#~ "めに、このコンピューターのIPに接続を試みます。"
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "現在のシーンは保存されませんでした。実行する前に保存してください。"
-
-#~ msgid "Revert"
-#~ msgstr "元に戻す"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "この操作は取り消せません。それでも元に戻しますか?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "シーンを元に戻す"
-
-#~ msgid "Clear Script"
-#~ msgstr "スクリプトをクリア"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "課題管理システム"
-
-#~ msgid "Request Docs"
-#~ msgstr "ドキュメントを要求"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr ""
-#~ "フィードバックを提供して、Godotのドキュメントの改善に役立ててください。"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "%d 箇所を置換しました。"
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "静的凸状ボディを生成"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "図形の作成に失敗しました!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "現在、このクラスのチュートリアルはありませんが、[color=$color][url=$url]貢"
-#~ "献[/url][/color]、または[color=$color][url=$url2]リクエスト[/url][/color]"
-#~ "は可能です。"
-
-#~ msgid "enum "
-#~ msgstr "列挙型 "
-
-#~ msgid "Brief Description"
-#~ msgstr "要約"
-
-#~ msgid "Class Description"
-#~ msgstr "クラスの説明"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "プロジェクトのエクスポートがエラーコード %d で失敗しました。"
-
-#~ msgid "Password:"
-#~ msgstr "パスワード:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "識別子セグメントはゼロ以外の長さでなければなりません。"
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr "数字を識別子セグメントの先頭に使用できません。"
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr "文字 '%s' は識別子 セグメントの先頭に使用できません。"
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "識別子には一つ以上の区切り文字 '.' が必要です。"
-
-#~ msgid "Pause the scene"
-#~ msgstr "シーンを一時停止"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "グリッドにスナップ"
-
-#~ msgid "Add input +"
-#~ msgstr "入力を追加+"
-
-#~ msgid "Language"
-#~ msgstr "言語"
-
-#~ msgid "Inherits"
-#~ msgstr "継承"
-
-#~ msgid "Base Type:"
-#~ msgstr "基本タイプ:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "利用可能なノード:"
-
-#~ msgid "Input"
-#~ msgstr "入力"
-
-#~ msgid "Methods:"
-#~ msgstr "メソッド:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "テーマプロパティ:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "列挙型:"
-
-#~ msgid "Constants:"
-#~ msgstr "定数:"
-
-#~ msgid "Class Description:"
-#~ msgstr "クラスの説明:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "プロパティの説明:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "メソッドの説明:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "これにより、カスタムビルド用のAndroidプロジェクトがインストールされま"
-#~ "す。\n"
-#~ "使用するには、エクスポートプリセットごとに有効にする必要があります。"
-
-#~ msgid "Reverse sorting."
-#~ msgstr "逆順ソート。"
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "ノードを削除しますか?"
-
-#~ msgid "No Matches"
-#~ msgstr "一致なし"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "書き出し時にfile_type_cache.cchを確認できません。ファイルタイプのキャッ"
-#~ "シュを保存できません!\n"
-#~ "ファイルタイプキャッシュを保存せずに file_type_cache.cch を書込み用に開く"
-#~ "ことはできません!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "ファイルシステム上で '%s' を見つけられないため移動できません!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "画像読み込みエラー:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "画像内に透明度が128以上のピクセルがありません..."
-
-#, fuzzy
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "初期値を設定する塗りつぶし面が、親にありません."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "エリアをマッピングできませんでした。"
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "面にエリアが含まれていません!"
-
-#~ msgid "No faces!"
-#~ msgstr "面がありません!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "エラー: ファイルを読み込めませんでした。"
-
-#~ msgid "Error could not load file."
-#~ msgstr "エラー:ファイルを読み込めませんでした。"
-
-#~ msgid "Doppler Enable"
-#~ msgstr "ドップラーを有効にする"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "選択モード (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "移動モード (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "回転モード (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "スケールモード (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "ローカル座標系"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "スナップモード (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "選択ツール"
-
-#~ msgid "Tool Move"
-#~ msgstr "移動ツール"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "回転ツール"
-
-#~ msgid "Tool Scale"
-#~ msgstr "スケールツール"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "一覧にないプロジェクトをすべて削除しますか?(フォルダの内容は変更されませ"
-#~ "ん)"
-
-#~ msgid "Project List"
-#~ msgstr "プロジェクト一覧"
-
-#~ msgid "Exit"
-#~ msgstr "終了"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "PVRTCツールを実行できませんでした:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "PVRTCツールを使用して変換されたイメージを元に戻すことができません:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "FreeType の初期化エラー。"
-
-#~ msgid "Unknown font format."
-#~ msgstr "不明なフォント形式です。"
-
-#~ msgid "Error loading font."
-#~ msgstr "フォント読み込みエラー。"
-
-#~ msgid "Invalid font size."
-#~ msgstr "無効なフォント サイズです。"
-
-#~ msgid "Previous Folder"
-#~ msgstr "前のフォルダ"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "次の床面"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "スクリーンショットを自動的に開く"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "外部のイメージエディタで開きます。"
-
-#~ msgid "Reverse"
-#~ msgstr "逆"
-
-#~ msgid "Mirror X"
-#~ msgstr "ミラーX"
-
-#~ msgid "Mirror Y"
-#~ msgstr "ミラーY"
-
-#, fuzzy
-#~ msgid "Generating solution..."
-#~ msgstr "八分木テクスチャを生成"
-
-#~ msgid "Generating C# project..."
-#~ msgstr "C#プロジェクトを生成しています…"
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "アウトラインを生成できませんでした!"
-
-#~ msgid "Failed to save solution."
-#~ msgstr "ソリューションの保存に失敗しました。"
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "C#プロジェクトの生成に失敗しました。"
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "C#のサポートについて"
-
-#~ msgid "Create C# solution"
-#~ msgstr "C#ソリューションを生成"
-
-#~ msgid "Builds"
-#~ msgstr "ビルド"
-
-#~ msgid "Build Project"
-#~ msgstr "プロジェクトをビルド"
-
-#~ msgid "View log"
-#~ msgstr "ログを表示"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironmentにはEnvironmentリソースが必要です。"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "クラスの検索"
-
-#~ msgid "Update Always"
-#~ msgstr "常に更新"
-
-#, fuzzy
-#~ msgid "Raw Mode"
-#~ msgstr "パン・モード"
-
-#~ msgid "Path to Node:"
-#~ msgstr "ノードへのパス:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "選択したファイルを削除しますか?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "'res://default_bus_layout.tres' ファイルがありません。"
-
-#~ msgid "Go to parent folder"
-#~ msgstr "親フォルダへ"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "シーンを開く"
-
-#~ msgid "Previous Directory"
-#~ msgstr "前のディレクトリ"
-
-#~ msgid "Next Directory"
-#~ msgstr "次のディレクトリ"
-
-#, fuzzy
-#~ msgid "Ease in"
-#~ msgstr "イージング(Ease In)"
-
-#, fuzzy
-#~ msgid "Ease out"
-#~ msgstr "イージング(Ease Out)"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "スタティック(不変)凸状ボディを生成"
-
-#, fuzzy
-#~ msgid "CheckBox Radio1"
-#~ msgstr "チェックボックス Radio1"
-
-#, fuzzy
-#~ msgid "CheckBox Radio2"
-#~ msgstr "チェックボックス Radio2"
-
-#~ msgid "Create folder"
-#~ msgstr "フォルダを作成"
-
-#~ msgid "Custom Node"
-#~ msgstr "カスタムノード"
-
-#~ msgid "Invalid Path"
-#~ msgstr "無効なパス"
-
-#, fuzzy
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "選択範囲を複製"
-
-#, fuzzy
-#~ msgid "Create Area"
-#~ msgstr "新規に生成"
-
-#, fuzzy
-#~ msgid "Create Exterior Connector"
-#~ msgstr "新しいプロジェクトを作る"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "シグナルの引数を編集:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "変数を編集:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "スナップ (秒): "
-
-#~ msgid "Insert keys."
-#~ msgstr "キーを挿入する。"
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "選択したシーンを選択したノードの子としてインスタンス化します。"
-
-#~ msgid "Font Size:"
-#~ msgstr "フォントサイズ:"
-
-#~ msgid "Line:"
-#~ msgstr "行:"
-
-#~ msgid "Col:"
-#~ msgstr "列:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "PathFollow2D は、Path2D ノードの子として設定されている場合のみ動作します。"
-
-#~ msgid "Add Split"
-#~ msgstr "分割を追加"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "無効なフォント サイズです。"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "選択しているポイント=点を削除"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "ポリゴンを編集"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "パスを分割"
-
-#~ msgid "Add Node.."
-#~ msgstr "ノードを追加.."
-
-#, fuzzy
-#~ msgid "Create from scene?"
-#~ msgstr "シーンから生成しますか?"
-
-#~ msgid "Create Poly"
-#~ msgstr "ポリゴンを作成"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "新規にポリゴンを作成"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "ズームアウト"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "ズームイン"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "3Dポリゴンを生成する"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "このノードにOccluderPolygon2Dリソースがありません。\n"
-#~ "作成して、割り当てますか ?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "LMB: 点を移動する。"
-
-#, fuzzy
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+マウス左ボタン: セグメントを分割"
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "右クリック: 点を消す。"
-
-#, fuzzy
-#~ msgid "New TextFile"
-#~ msgstr "ビューファイル:"
-
-#~ msgid "Save Theme As"
-#~ msgstr "テーマに名前を付けて保存"
-
-#~ msgid "<None>"
-#~ msgstr "<None>"
-
-#~ msgid "Zoom:"
-#~ msgstr "ズーム:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "\" から全ての接続を除去してもよろしいですか"
-
-#~ msgid "Class List:"
-#~ msgstr "クラス一覧:"
-
-#~ msgid "Public Methods"
-#~ msgstr "パブリックメソッド"
-
-#~ msgid "Public Methods:"
-#~ msgstr "パブリックメソッド:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "GUIテーマのアイテム:"
-
-#~ msgid "Property: "
-#~ msgstr "プロパティ: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "フォルダの状態をお気に入りに切替える。"
-
-#~ msgid "Show current scene file."
-#~ msgstr "現在のシーンファイルを表示する。"
-
-#~ msgid "Enter tree-view."
-#~ msgstr "ツリービューに入る。"
-
-#~ msgid "Whole words"
-#~ msgstr "単語全体"
-
-#~ msgid "Match case"
-#~ msgstr "大文字小文字を区別"
-
-#~ msgid "Ok"
-#~ msgstr "OK"
-
-#, fuzzy
-#~ msgid "Show In File System"
-#~ msgstr "ファイルシステム上で表示"
-
-#, fuzzy
-#~ msgid "Search the class hierarchy."
-#~ msgstr "クラス階層を検索."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "クラスの検索"
-
-#, fuzzy
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "組み込まれたスクリプトは所属するシーンが読み込まれていないと編集できません"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "大文字に変換"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "小文字に変換"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "0度回転"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "90度回転"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "180度回転"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "270度回転"
-
-#~ msgid "Errors:"
-#~ msgstr "エラー:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "スタックトレース(可能なら):"
-
-#~ msgid "Bake!"
-#~ msgstr "ベイク!"
-
-#, fuzzy
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "ナビメッシュ(ナビゲーションメッシュ)の生成"
-
-#, fuzzy
-#~ msgid "Get"
-#~ msgstr "Getメソッド"
-
-#, fuzzy
-#~ msgid "Change RGB Constant"
-#~ msgstr "RGB定数を変更"
-
-#, fuzzy
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "ベクトル・スカラ演算子を変更"
-
-#, fuzzy
-#~ msgid "Change RGB Operator"
-#~ msgstr "RGB演算子を変更"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "回転のみ変更"
-
-#, fuzzy
-#~ msgid "Change Vec Function"
-#~ msgstr "ベクトル関数を変更"
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "ベクトルUniformを変更"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "RGB Uniformを変更"
-
-#~ msgid "Change Default Value"
-#~ msgstr "規定値を変更"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "XForm Uniformを変更"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "キューブマップUniformを変更"
-
-#~ msgid "Change Comment"
-#~ msgstr "コメントを変更"
-
-#, fuzzy
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "色の傾斜を付加/消去"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "色変化の傾斜を修正"
-
-#, fuzzy
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "カーブマップを加える/除去"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "カーブマップを修正"
-
-#, fuzzy
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "グラフノードを接続"
-
-#, fuzzy
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "シェーダーグラフノードを除去"
-
-#, fuzzy
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "シェーダーグラフノードを移動"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "グラフノードを複製"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "エラー:循環結合リンク"
-
-#, fuzzy
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "エラー:入力コネクションが失われています"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "シェーダーグラフノードを追加"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Anim トラックを上に移動"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Anim トラックを下に移動"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "トランジションを設定:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Anim トラック補間の変更"
-
-#, fuzzy
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Anim トラック 値モードの変更"
-
-#, fuzzy
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Anim トラック ラップモードの変更"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "ノード カーブを編集"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "選択曲線を編集"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Anim キーを追加"
-
-#~ msgid "In"
-#~ msgstr "イン"
-
-#~ msgid "Out"
-#~ msgstr "アウト"
-
-#~ msgid "In-Out"
-#~ msgstr "イン - アウト"
-
-#~ msgid "Out-In"
-#~ msgstr "アウト - イン"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Anim Len を変更"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Anim Loop を変更"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Anim は、型指定された値のキーを作成"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Anim コールトラックを追加"
-
-#~ msgid "Length (s):"
-#~ msgstr "長さ:"
-
-#~ msgid "Step (s):"
-#~ msgstr "ステップ:"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "カーソル ステップ スナップ (単位は秒)。"
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "アニメーションのループを有効/無効。"
-
-#~ msgid "Add new tracks."
-#~ msgstr "新しいトラックを追加。"
-
-#~ msgid "Move current track up."
-#~ msgstr "現在のトラックに移動します。"
-
-#~ msgid "Move current track down."
-#~ msgstr "現在のトラックを下へ移動します。"
-
-#~ msgid "Track tools"
-#~ msgstr "トラック ツール"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "それらをクリックすることで、個々のキーの編集を有効にします。"
-
-#~ msgid "Key"
-#~ msgstr "キー"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "ノード内の関数を呼び出しますか?"
-
-#, fuzzy
-#~ msgid "Thanks!"
-#~ msgstr "ありがとう!"
-
-#, fuzzy
-#~ msgid "I see..."
-#~ msgstr "わかった..."
-
-#, fuzzy
-#~ msgid "Ugh"
-#~ msgstr "うぇ"
-
-#, fuzzy
-#~ msgid "Run Script"
-#~ msgstr "スクリプトの実行"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "プロファイリング停止"
-
-#~ msgid "Start Profiling"
-#~ msgstr "プロファイリング開始"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "既定(エディタと同じ)"
-
-#, fuzzy
-#~ msgid "Create new animation in player."
-#~ msgstr "アニメーションをプレイヤー内に新しく作成する"
-
-#, fuzzy
-#~ msgid "Load animation from disk."
-#~ msgstr "ディスクからアニメーションを読み込む"
-
-#, fuzzy
-#~ msgid "Load an animation from disk."
-#~ msgstr "ディスクからアニメーションを一つ読み込む"
-
-#, fuzzy
-#~ msgid "Save the current animation"
-#~ msgstr "現在のアニメーションを保存する"
-
-#, fuzzy
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "ターゲットのブレンドの回数を変更する"
-
-#, fuzzy
-#~ msgid "Copy Animation"
-#~ msgstr "アニメーションを複製する"
-
-#, fuzzy
-#~ msgid "Fetching:"
-#~ msgstr "取得中:"
-
-#~ msgid "prev"
-#~ msgstr "前"
-
-#~ msgid "next"
-#~ msgstr "次"
-
-#~ msgid "last"
-#~ msgstr "最後"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "IK(インバース キネマティクス)チェーンの編集"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "マウス位置からピボットをドラッグ"
-
-#, fuzzy
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "曲線のOut-ハンドルの位置を指定"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "色変化の傾斜に、ポイント=点を追加または除去する"
-
-#~ msgid "OK :("
-#~ msgstr "おーけー :("
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "スタイルボックス プレビュー:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "テクスチャリージョン エディタ"
-
-#~ msgid "Erase selection"
-#~ msgstr "選択を消去"
-
-#, fuzzy
-#~ msgid "Item name or ID:"
-#~ msgstr "アイテムの名前かID:"
-
-#, fuzzy
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr ""
-#~ "このプラットフォームに向けてのエクスポートのテンプレートが見つかりません:"
-
-#~ msgid "Button 8"
-#~ msgstr "ボタン8"
-
-#~ msgid "Button 9"
-#~ msgstr "ボタン9"
-
-#, fuzzy
-#~ msgid "Discard Instancing"
-#~ msgstr "インスタンス化の無効化"
-
-#~ msgid "Clear!"
-#~ msgstr "クリア!"
-
-#, fuzzy
-#~ msgid "Condition"
-#~ msgstr "条件(conditon)"
-
-#, fuzzy
-#~ msgid "Sequence"
-#~ msgstr "シークエンス"
-
-#, fuzzy
-#~ msgid "Switch"
-#~ msgstr "Switch文"
-
-#, fuzzy
-#~ msgid "Iterator"
-#~ msgstr "イテレーター"
-
-#, fuzzy
-#~ msgid "While"
-#~ msgstr "While文"
-
-#~ msgid "Return"
-#~ msgstr "戻り値"
-
-#, fuzzy
-#~ msgid "Call"
-#~ msgstr "呼び出し"
-
-#, fuzzy
-#~ msgid "Edit Variable"
-#~ msgstr "変数を編集:"
-
-#, fuzzy
-#~ msgid "Edit Signal"
-#~ msgstr "信号を接続:"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "不正なアクション( '/' と':'は不可です)."
-
-#, fuzzy
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "ホストに接続できません:"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "テンプレート内のversion.txt フォーマットが不正です. Revisionは有効な識別子"
-#~ "ではありません."
-
-#~ msgid "Can't write file."
-#~ msgstr "ファイルに書き込みできませんでした."
-
-#, fuzzy
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "project.godotをプロジェクトパスに生成できませんでした"
-
-#~ msgid "Replace By"
-#~ msgstr "で置換する"
-
-#, fuzzy
-#~ msgid "Backwards"
-#~ msgstr "後方"
-
-#, fuzzy
-#~ msgid "Prompt On Replace"
-#~ msgstr "置換時に確認"
-
-#, fuzzy
-#~ msgid "Skip"
-#~ msgstr "スキップ"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "空でないフォルダにプロジェクトが作成されます(新しいフォルダを作成すること"
-#~ "ができます)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "当たり!"
-
-#, fuzzy
-#~ msgid "preview"
-#~ msgstr "プレビュー"
-
-#~ msgid "Move Add Key"
-#~ msgstr "追加したキーを移動"
-
-#, fuzzy
-#~ msgid "Create Subscription"
-#~ msgstr "サブスクリプションの生成"
-
-#, fuzzy
-#~ msgid "List:"
-#~ msgstr "リスト:"
-
-#, fuzzy
-#~ msgid "Set Emission Mask"
-#~ msgstr "発光(Emission)マスクを設定"
-
-#, fuzzy
-#~ msgid "Clear Emitter"
-#~ msgstr "発光物をクリア"
-
-#~ msgid " "
-#~ msgstr " "
-
-#, fuzzy
-#~ msgid "Sections:"
-#~ msgstr "セクション:"
-
-#, fuzzy
-#~ msgid "Cannot navigate to '"
-#~ msgstr "~に移動できません"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr "ソース:"
-
-#, fuzzy
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Line2Dからポイント=点を除去"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Line2Dにポイント=点を追加"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Line2D のポイント=点を移動"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "セグメント分割(線分内で)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "設定"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "リモートインスペクター"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "リモートオブジェクトのプロパティ: "
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "選択範囲のみ"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "選択範囲のみ"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Path プロパティは、動作するように有効なビューポート ノードをポイントする必"
-#~ "要があります。このようなビューポートは、'render target' モードに設定する必"
-#~ "要があります。"
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "Path プロパティに設定したビューポートは、このスプライトの動作する順序で "
-#~ "'render target' として設定する必要があります。"
-
-#, fuzzy
-#~ msgid "Method List For '%s':"
-#~ msgstr "'%s' のメソッド一覧:"
-
-#, fuzzy
-#~ msgid "Return:"
-#~ msgstr "戻り値:"
-
-#, fuzzy
-#~ msgid "Added:"
-#~ msgstr "加えたのは:"
-
-#, fuzzy
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "アトラスの要素であるテクスチャの保存ができません:"
-
-#, fuzzy
-#~ msgid "Setting Up..."
-#~ msgstr "セットアップ中..."
-
-#, fuzzy
-#~ msgid "Error loading scene."
-#~ msgstr "シーンの読み込みエラー"
-
-#~ msgid "Re-Import"
-#~ msgstr "再インポート"
-
-#, fuzzy
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "走査完了をお待ちください"
-
-#, fuzzy
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "再インポートするためには現在のシーンを保存する必要があります"
-
-#, fuzzy
-#~ msgid "Re-Importing"
-#~ msgstr "再インポート"
-
-#, fuzzy
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "変更したリソースを再インポート"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr "保存して再インポート"
-
-#, fuzzy
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "同じファイルが指定されているので、何も行いません."
-
-#, fuzzy
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "同じパスが指定されているので、何も行いません"
-
-#, fuzzy
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "ディレクトリを自身の内部には移動できません"
-
-#, fuzzy
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "新しい名前とロケーションを選択:"
-
-#, fuzzy
-#~ msgid "Info"
-#~ msgstr "インフォーメーション"
-
-#, fuzzy
-#~ msgid "No bit masks to import!"
-#~ msgstr "インポートするビットマスクが見つかりません!"
-
-#, fuzzy
-#~ msgid "Target path is empty."
-#~ msgstr "ターゲットのパスに何もありません"
-
-#, fuzzy
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "ターゲットのパスはリソースの完全なパスでなければいけません."
-
-#, fuzzy
-#~ msgid "Target path must exist."
-#~ msgstr "ターゲットのパスが存在しません"
-
-#, fuzzy
-#~ msgid "Import BitMasks"
-#~ msgstr "ビットマスクをインポート"
-
-#, fuzzy
-#~ msgid "Source Texture(s):"
-#~ msgstr "ソースのテクスチャ:"
-
-#, fuzzy
-#~ msgid "Accept"
-#~ msgstr "受取OK"
-
-#~ msgid "Bit Mask"
-#~ msgstr "ビットマスク"
-
-#, fuzzy
-#~ msgid "No source font file!"
-#~ msgstr "ソースのフォントファイルが見つかりません!"
-
-#, fuzzy
-#~ msgid "No target font resource!"
-#~ msgstr "ターゲットのフォントリソースが見つかりません!"
-
-#, fuzzy
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "ファイル拡張子が不正です.\n"
-#~ " .fontを使ってください."
-
-#, fuzzy
-#~ msgid "Couldn't save font."
-#~ msgstr "フォントを保存できませんでした"
-
-#, fuzzy
-#~ msgid "Source Font:"
-#~ msgstr "ソース フォント:"
-
-#, fuzzy
-#~ msgid "Dest Resource:"
-#~ msgstr "送り先のリソース:"
-
-#, fuzzy
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr "いろはにほへと~."
-
-#~ msgid "Test:"
-#~ msgstr "テスト:"
-
-#~ msgid "Options:"
-#~ msgstr "オプション:"
-
-#, fuzzy
-#~ msgid "Font Import"
-#~ msgstr "フォントのインポート"
-
-#, fuzzy
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "このファイルはもうGodotのフォントファイルです. BMFont type のファイルを代"
-#~ "わりに利用してください."
-
-#, fuzzy
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "BMFont ファイルを開けませんでした"
-
-#, fuzzy
-#~ msgid "Invalid font custom source."
-#~ msgstr "不正なフォントカスタムソース"
-
-#, fuzzy
-#~ msgid "No meshes to import!"
-#~ msgstr "インポートするメッシュがありません"
-
-#, fuzzy
-#~ msgid "Single Mesh Import"
-#~ msgstr "シングルメッシュをインポート"
-
-#, fuzzy
-#~ msgid "Source Mesh(es):"
-#~ msgstr "ソース メッシュ:"
-
-#, fuzzy
-#~ msgid "Surface %d"
-#~ msgstr "サーフェース %d"
-
-#, fuzzy
-#~ msgid "No samples to import!"
-#~ msgstr "インポートするサンプルがありません!"
-
-#, fuzzy
-#~ msgid "Import Audio Samples"
-#~ msgstr "オーディオサンプルをインポート"
-
-#, fuzzy
-#~ msgid "Source Sample(s):"
-#~ msgstr "ソースのサンプル:"
-
-#~ msgid "Audio Sample"
-#~ msgstr "オーディオサンプル"
-
-#, fuzzy
-#~ msgid "New Clip"
-#~ msgstr "新しいクリップ"
-
-#, fuzzy
-#~ msgid "Flags"
-#~ msgstr "フラグ"
-
-#, fuzzy
-#~ msgid "Bake FPS:"
-#~ msgstr "FPSを焼き込み(ベイク):"
-
-#~ msgid "Optimizer"
-#~ msgstr "オプティマイザ"
-
-#, fuzzy
-#~ msgid "Max Linear Error"
-#~ msgstr "最大位置エラー"
-
-#, fuzzy
-#~ msgid "Max Angular Error"
-#~ msgstr "最大角度エラー"
-
-#, fuzzy
-#~ msgid "Max Angle"
-#~ msgstr "最大角度"
-
-#~ msgid "Start(s)"
-#~ msgstr "開始"
-
-#, fuzzy
-#~ msgid "Source path is empty."
-#~ msgstr "ソースのパスは空です"
-
-#, fuzzy
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "インポート済みのスクリプトを読み込みませんでした"
-
-#, fuzzy
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "インポート済みのスクリプトは不正な/壊れたスクリプトです"
-
-#, fuzzy
-#~ msgid "Error importing scene."
-#~ msgstr "シーン インポートのエラー"
-
-#, fuzzy
-#~ msgid "Import 3D Scene"
-#~ msgstr "3Dシーンをインポート"
-
-#~ msgid "Source Scene:"
-#~ msgstr "ソース シーン:"
-
-#, fuzzy
-#~ msgid "Same as Target Scene"
-#~ msgstr "ターゲットシーンと同じ"
-
-#~ msgid "Shared"
-#~ msgstr "共有されている"
-
-#, fuzzy
-#~ msgid "Target Texture Folder:"
-#~ msgstr "ターゲットテクスチャのフォルダ:"
-
-#, fuzzy
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "ルートノードのカスタムタイプ:"
-
-#~ msgid "Auto"
-#~ msgstr "自動"
-
-#, fuzzy
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "以下のファイルが見つかりません:"
-
-#, fuzzy
-#~ msgid "Import Anyway"
-#~ msgstr "とりあえずインポート"
-
-#, fuzzy
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr ""
-#~ "編集したシーンは保存されていませんが、それでもインポートしたシーンを開きま"
-#~ "すか?"
-
-#, fuzzy
-#~ msgid "Import Image:"
-#~ msgstr "イメージをインポート:"
-
-#, fuzzy
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "パスをローカライズできません: %s (すでにローカル)"
-
-#, fuzzy
-#~ msgid "3D Scene Animation"
-#~ msgstr "3Dシーンアニメーション"
-
-#~ msgid "Uncompressed"
-#~ msgstr "非圧縮"
-
-#, fuzzy
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "ロスレス圧縮(PNG)"
-
-#, fuzzy
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "非可逆圧縮(WebP)"
-
-#, fuzzy
-#~ msgid "Compress (VRAM)"
-#~ msgstr "圧縮 (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "テクスチャフォーマット"
-
-#, fuzzy
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "テクスチャ圧縮品質 (WebP):"
-
-#, fuzzy
-#~ msgid "Please specify some files!"
-#~ msgstr "なにかファイルを指定してください!"
-
-#, fuzzy
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "アトラスに最低一つのファイルを指定してください"
-
-#, fuzzy
-#~ msgid "Error importing:"
-#~ msgstr "エラーをインポート中:"
-
-#, fuzzy
-#~ msgid "Max Texture Size:"
-#~ msgstr "最大テクスチャサイズ:"
-
-#, fuzzy
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "アトラスのテクスチャをインポート (2D)"
-
-#, fuzzy
-#~ msgid "Large Texture"
-#~ msgstr "大きなテクスチャ"
-
-#, fuzzy
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "大きなテクスチャをインポート (2D)"
-
-#, fuzzy
-#~ msgid "Source Texture"
-#~ msgstr "ソーステクスチャ"
-
-#, fuzzy
-#~ msgid "Base Atlas Texture"
-#~ msgstr "基本アトラステクスチャ"
-
-#, fuzzy
-#~ msgid "Source Texture(s)"
-#~ msgstr "ソース テクスチャ"
-
-#, fuzzy
-#~ msgid "Import Textures for 2D"
-#~ msgstr "2Dテクスチャをインポート"
-
-#, fuzzy
-#~ msgid "Import Textures for 3D"
-#~ msgstr "3Dテクスチャをインポート"
-
-#, fuzzy
-#~ msgid "Import Textures"
-#~ msgstr "テクスチャをインポート"
-
-#~ msgid "2D Texture"
-#~ msgstr "2Dテクスチャ"
-
-#~ msgid "3D Texture"
-#~ msgstr "3Dテクスチャ"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "アトラステクスチャ"
-
-#, fuzzy
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "注意:2Dテクスチャのインポートは必須ではありません. png/jpgファイルをプロ"
-#~ "ジェクトにコピーしてください."
-
-#, fuzzy
-#~ msgid "Crop empty space."
-#~ msgstr "空白を刈り込む"
-
-#, fuzzy
-#~ msgid "Import Large Texture"
-#~ msgstr "大きなテクスチャをインポート"
-
-#, fuzzy
-#~ msgid "Load Source Image"
-#~ msgstr "ソースイメージを読み込む"
-
-#~ msgid "Slicing"
-#~ msgstr "スライシング"
-
-#~ msgid "Saving"
-#~ msgstr "保存中"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "大きなテクスチャが保存できませんでした:"
-
-#, fuzzy
-#~ msgid "Build Atlas For:"
-#~ msgstr "~のアトラスをビルド:"
-
-#, fuzzy
-#~ msgid "Loading Image:"
-#~ msgstr "イメージを読み込み中:"
-
-#, fuzzy
-#~ msgid "Converting Images"
-#~ msgstr "イメージを変換中"
-
-#, fuzzy
-#~ msgid "Cropping Images"
-#~ msgstr "イメージをクロッピング(トリミング)"
-
-#, fuzzy
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "アトラスイメージを保存できませんでした:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "不正な翻訳ソース!"
-
-#, fuzzy
-#~ msgid "Column"
-#~ msgstr "カラム"
-
-#, fuzzy
-#~ msgid "No items to import!"
-#~ msgstr "インポートするものがありません!"
-
-#, fuzzy
-#~ msgid "No target path!"
-#~ msgstr "ターゲットのパスがありません!"
-
-#, fuzzy
-#~ msgid "Import Translations"
-#~ msgstr "翻訳をインポート"
-
-#, fuzzy
-#~ msgid "Couldn't import!"
-#~ msgstr "インポートできませんでした!"
-
-#, fuzzy
-#~ msgid "Import Translation"
-#~ msgstr "翻訳をインポート"
-
-#, fuzzy
-#~ msgid "Source CSV:"
-#~ msgstr "ソースCSVファイル:"
-
-#, fuzzy
-#~ msgid "Ignore First Row"
-#~ msgstr "最初の行を無視"
-
-#, fuzzy
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "プロジェクトに追加 (project.godot)"
-
-#, fuzzy
-#~ msgid "Import Languages:"
-#~ msgstr "言語をインポート:"
-
-#~ msgid "Translation"
-#~ msgstr "翻訳"
-
-#~ msgid "Triangle #"
-#~ msgstr "三角形 #"
-
-#, fuzzy
-#~ msgid "Light Baker Setup:"
-#~ msgstr "ライティング(照明)ベイク設定:"
-
-#, fuzzy
-#~ msgid "Fixing Lights"
-#~ msgstr "照明(ライティング)の修復"
-
-#, fuzzy
-#~ msgid "Making BVH"
-#~ msgstr "BVHデータを生成"
-
-#, fuzzy
-#~ msgid "Allocating Texture #"
-#~ msgstr "テクスチャを(メモリ上で)確保#"
-
-#, fuzzy
-#~ msgid "Baking Triangle #"
-#~ msgstr "三角形をベイク#"
-
-#, fuzzy
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "後処理のテクスチャ#"
-
-#, fuzzy
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr "ライトマップ八分木ベイクのプロセスをリセット(やり直し)."
-
-#, fuzzy
-#~ msgid "Zoom Set..."
-#~ msgstr "ズームをセットする..."
-
-#, fuzzy
-#~ msgid "Parse BBCode"
-#~ msgstr "BBコードをパースする"
-
-#, fuzzy
-#~ msgid "Length:"
-#~ msgstr "長さ:"
-
-#, fuzzy
-#~ msgid "Open Sample File(s)"
-#~ msgstr "サンプルファイルを開ける"
-
-#, fuzzy
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "エラー:サンプルを読み込めません!"
-
-#~ msgid "Rename Sample"
-#~ msgstr "サンプルの名前を変える"
-
-#~ msgid "Delete Sample"
-#~ msgstr "サンプルを消去する"
-
-#~ msgid "16 Bits"
-#~ msgstr "16ビット"
-
-#~ msgid "8 Bits"
-#~ msgstr "8ビット"
-
-#~ msgid "Stereo"
-#~ msgstr "ステレオ音声"
-
-#, fuzzy
-#~ msgid "Scaling to %s%%."
-#~ msgstr "拡大縮小比率%s%%."
-
-#, fuzzy
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "パスが不正です.パスが存在しないといけません."
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "プロジェクトのパスが不正です.project.godotは存在しません."
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr ""
-#~ "プロジェクトのパスが不正です.project.godotは存在する必要があります。"
-
-#, fuzzy
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "プロジェクトパス(存在する必要があります)"
-
-#~ msgid "Create New Resource"
-#~ msgstr "新しいリソースを生成"
-
-#~ msgid "Open Resource"
-#~ msgstr "リソースを開ける"
-
-#~ msgid "Save Resource"
-#~ msgstr "リソースを保存"
-
-#, fuzzy
-#~ msgid "Resource Tools"
-#~ msgstr "リソースのツール"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "ファイル:"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#, fuzzy
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "シーンを閉じますか?(セーブしていない変更は失われます)"
-
-#, fuzzy
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "プロジェクトマネージャーを開きますか?\n"
-#~ "(保存していない変更は失われます)"
-
-#, fuzzy
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "閉じて過去開いたシーンに移動"
-
-#~ msgid "Del"
-#~ msgstr "deleteキー"
-
-#, fuzzy
-#~ msgid "just pressed"
-#~ msgstr "押した"
-
-#, fuzzy
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr "証明書ファイルが読めません. パスかパスワードが間違っていませんか?"
-
-#, fuzzy
-#~ msgid "Error creating the package signature."
-#~ msgstr "パッケージ署名生成エラー"
-
-#~ msgid "RAW Mode"
-#~ msgstr "RAWモード"
-
-#, fuzzy
-#~ msgid "Node From Scene"
-#~ msgstr "シーンからのノード"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Path プロパティは、動作するように有効な Particles2D ノードを示す必要があり"
-#~ "ます。"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "SampleLibrary リソースは SamplePlayer がサウンドを再生するために作成また"
-#~ "は 'samples' プロパティで設定する必要があります。"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "SpatialSamplePlayer でサウンドを再生するためには SampleLibrary リソースを"
-#~ "作成または 'samples' プロパティで設定する必要があります。"
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "%d 箇所を置換しました。"
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "フォルダを作成"
-
-#, fuzzy
-#~ msgid "Organization"
-#~ msgstr "遷移"
-
-#, fuzzy
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "パスは「/」で始めることができません。絶対パスは必ず「res://」「user://」"
-#~ "「local://」 で始まる必要があります。"
diff --git a/editor/translations/ka.po b/editor/translations/ka.po
index 384a6f7a70..ae9919323a 100644
--- a/editor/translations/ka.po
+++ b/editor/translations/ka.po
@@ -14295,146 +14295,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#, fuzzy
-#~ msgid "Package Contents:"
-#~ msgstr "პაკეტების დამყენებელი"
-
-#, fuzzy
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "ყველას ჩანაცვლება"
-
-#, fuzzy
-#~ msgid "Clipboard is empty"
-#~ msgstr "ბუფერი ცარიელია"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "საყვარლები:"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "შეცვლილია %d დამთხვევები."
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "აღწერა:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "აღწერა:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "აღწერა:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "აღწერა:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "აღწერა:"
-
-#~ msgid "Unknown font format."
-#~ msgstr "უცნობი ფონტის ფორმატი."
-
-#~ msgid "Error loading font."
-#~ msgstr "შეცდომა ფონტის ჩატვირთვისას."
-
-#~ msgid "Invalid font size."
-#~ msgstr "არასწორი ფონტის ზომა."
-
-#~ msgid "Line:"
-#~ msgstr "ხაზი:"
-
-#~ msgid "Col:"
-#~ msgstr "სვეტი:"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "ზუმის დაპატარავება"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "ზუმის გაზრდა"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "ზუმის გაზრდა"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "მთლიანი სიტყვები"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "საქმის დამთხვევა"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "ანიმაციის თრექის ზემოთ გადაადგილება"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "ანიმაციის თრექის ქვემოთ გადაადგილება"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "ანიმაციის თრექის ინტერპოლაციის ცვლილება"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "ანიმაციის თრექის მნიშვნელობის რეჟიმის ცვლილება"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "ანიმაციის თრექის გადატანის რეჟიმის ცვლილება"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "ანიმაციის გასაღების დამატება"
-
-#~ msgid "In"
-#~ msgstr "შიგნით"
-
-#~ msgid "Out"
-#~ msgstr "გარეთ"
-
-#~ msgid "In-Out"
-#~ msgstr "შიგნიდან-გარეთ"
-
-#~ msgid "Out-In"
-#~ msgstr "გარედან-შიგნით"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "ანიმაციის ტიპირებული გასაღების შექმნა"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "ანიმაციის გამოძახების თრექის დამატება"
-
-#~ msgid "Length (s):"
-#~ msgstr "ხანგრძლივობა (წამი):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "კურსორის ნაბიჯის მიახლოებით მიერთება (წამებში)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "ანიმაციის განმეორებადობის ჩართვა/გამორთვა."
-
-#~ msgid "Add new tracks."
-#~ msgstr "ახალი თრექების ჩამატება."
-
-#~ msgid "Move current track up."
-#~ msgstr "მიმდინარე თრექის ზემოთ გადაადგილება."
-
-#~ msgid "Move current track down."
-#~ msgstr "მიმდინარე თრექის ქვემოთ გადაადგილება."
-
-#~ msgid "Track tools"
-#~ msgstr "თრექის იარაღები"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "ინდივიდუალური გასაღებების მათზე დაჭერით ცვლილების ჩართვა."
-
-#~ msgid "Key"
-#~ msgstr "გასაღები"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "რომელ კვანძში გამოვიძახოთ ფუნქციები?"
-
-#~ msgid "Thanks!"
-#~ msgstr "მადლობა!"
diff --git a/editor/translations/ko.po b/editor/translations/ko.po
index de709170ca..2c7629a09a 100644
--- a/editor/translations/ko.po
+++ b/editor/translations/ko.po
@@ -14467,2229 +14467,3 @@ msgstr "Uniform에 대입."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "상수는 수정할 수 없습니다."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "(본의) 대기 자세 만들기"
-
-#~ msgid "Bottom"
-#~ msgstr "아랫면"
-
-#~ msgid "Left"
-#~ msgstr "왼쪽면"
-
-#~ msgid "Right"
-#~ msgstr "오른쪽면"
-
-#~ msgid "Front"
-#~ msgstr "정면"
-
-#~ msgid "Rear"
-#~ msgstr "뒷면"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "이름 없는 기즈모"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"자유도(DoF)\"는 \"Xr 모드\" 가 \"Oculus Mobile VR\" 일 때만 사용 가능합"
-#~ "니다."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"포커스 인식\"은 \"Xr 모드\"가 \"Oculus Mobile VR\" 인 경우에만 사용 가능"
-#~ "합니다."
-
-#~ msgid "Package Contents:"
-#~ msgstr "패키지 내용:"
-
-#~ msgid "Singleton"
-#~ msgstr "싱글톤"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "프로필 '%s'을(를) 지울까요? (되돌릴 수 없습니다)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "켜진 속성:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "켜진 기능:"
-
-#~ msgid "Unset"
-#~ msgstr "설정하지 않기"
-
-#~ msgid "Class Options"
-#~ msgstr "클래스 옵션"
-
-#~ msgid "Set"
-#~ msgstr "설정"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "수정된 리소스 %s을(를) 저장하였습니다."
-
-#~ msgid "Q&A"
-#~ msgstr "Q&A"
-
-#~ msgid "Status:"
-#~ msgstr "상태:"
-
-#~ msgid "Edit:"
-#~ msgstr "편집:"
-
-#~ msgid "Redownload"
-#~ msgstr "다시 다운로드"
-
-#~ msgid "(Installed)"
-#~ msgstr "(설치됨)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(누락)"
-
-#~ msgid "Request Failed."
-#~ msgstr "요청 실패."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "리다이렉트 루프."
-
-#~ msgid "Download Complete."
-#~ msgstr "다운로드 완료."
-
-#~ msgid "Remove Template"
-#~ msgstr "템플릿 삭제"
-
-#~ msgid "Download Templates"
-#~ msgstr "템플릿 다운로드"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "목록에서 미러를 선택하세요: (Shift+클릭: 브라우저에서 열기)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "휴지통으로 이동"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "모든 속성 펼치기"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "모든 속성 접기"
-
-#~ msgid "Copy Params"
-#~ msgstr "매개변수 복사"
-
-#~ msgid "Open in Help"
-#~ msgstr "도움말에서 열기"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "게임 카메라 다시 정의\n"
-#~ "실행하고 있는 게임 인스턴스가 없습니다."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "드래그: 회전"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr "'v'키로 피벗 바꾸기. 'Shift+v'키로 피벗 드래그 (이동하는 동안)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+우클릭: 겹친 목록 선택"
-
-#~ msgid "Clone Down"
-#~ msgstr "아래로 복제"
-
-#~ msgid "Yaw"
-#~ msgstr "요"
-
-#~ msgid "Size"
-#~ msgstr "크기"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "드래그: 회전\n"
-#~ "Alt+드래그: 이동\n"
-#~ "Alt+우클릭: 겹친 목록 선택"
-
-#~ msgid "Sep.:"
-#~ msgstr "분리.:"
-
-#~ msgid "Add All"
-#~ msgstr "모두 추가"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "테마 편집 메뉴."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "빈 템플릿 만들기"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "빈 편집기 템플릿 만들기"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "현재 편집기 테마에서 만들기"
-
-#~ msgid "Data Type:"
-#~ msgstr "데이터 유형:"
-
-#~ msgid "Theme File"
-#~ msgstr "테마 파일"
-
-#~ msgid "Compiled"
-#~ msgstr "컴파일됨"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "%d개의 프로젝트를 삭제할까요?\n"
-#~ "프로젝트 폴더의 내용은 수정되지 않습니다."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "이 프로젝트를 목록에서 삭제할까요?\n"
-#~ "프로젝트 폴더의 내용은 수정되지 않습니다."
-
-#~ msgid "Templates"
-#~ msgstr "템플릿"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "리맵핑 경로 추가"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "루트 노드로는 수행할 수 없습니다."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "부트 스플래시 이미지 파일을 읽을 수 없음:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "기본 부트 스플래시 이미지 사용."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "애니메이션 플레이어는 자신이 아닌 다른 플레이어에만 애니메이션을 부여할 "
-#~ "수 있습니다."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "클립보드가 비었음"
-
-#~ msgid ""
-#~ "Godot editor was built without ray tracing support; lightmaps can't be "
-#~ "baked.\n"
-#~ "If you are using an Apple Silicon-based Mac, try forcing Rosetta "
-#~ "emulation on Godot.app in the application settings\n"
-#~ "then restart the editor."
-#~ msgstr ""
-#~ "Godot 편집기는 레이 트레이싱 지원 없이 빌드되었으며 라이트맵은 구울 수 없"
-#~ "습니다.\n"
-#~ "Apple Silicon 기반의 Mac을 사용 중인 경우, 애플리케이션 설정에서 Godot.app"
-#~ "의 Rosetta 에뮬레이션 강제로\n"
-#~ "시도하고 나서 편집기를 다시 시작하세요."
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr ""
-#~ "InterpolatedCamera는 더 이상 사용되지 않으며 Godot 4.0에서 제거됩니다."
-
-#~ msgid "No"
-#~ msgstr "아니오"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "이 씬은 아직 저장하지 않았습니다. 실행하기 전에 저장할까요?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "ADB 실행 파일을 편집기 설정에서 설정하지 않았습니다."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarsigner를 편집기 설정에서 설정하지 않았습니다."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "맞춤 빌드에는 편집기 설정에서 올바른 안드로이드 SDK 경로가 필요합니다."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(남은 시간: %d:%02d 초)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "구분하는 메시: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "조명 메시: "
-
-#~ msgid "Search complete"
-#~ msgstr "검색 완료"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "커밋 메시지를 제공하지 않았습니다"
-
-#~ msgid "Add a commit message"
-#~ msgstr "커밋 메시지 추가"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "이 위치에는 같은 이름의 파일이나 폴더가 있습니다."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "레이아웃 저장 중 오류!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "기본 편집기 레이아웃을 덮어씁니다."
-
-#~ msgid "Move pivot"
-#~ msgstr "피벗 이동"
-
-#~ msgid "Move anchor"
-#~ msgstr "앵커 이동"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "CanvasItem 크기 조절"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "폴리곤->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->폴리곤"
-
-#~ msgid "Add initial export..."
-#~ msgstr "초기 내보내기 추가..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "이전 패치 추가..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "'%s'을(를) 패치 목록에서 삭제할까요?"
-
-#~ msgid "Patches"
-#~ msgstr "패치"
-
-#~ msgid "Make Patch"
-#~ msgstr "패치 만들기"
-
-#~ msgid "Pack File"
-#~ msgstr "팩 파일"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "여기에 빌드 apk를 만들지 않음: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "파일 시스템과 가져오기 독"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "내보내거나 배포할 때, 결과 실행 파일은 디버깅을 위해 이 컴퓨터의 IP와 연결"
-#~ "을 시도할 것입니다."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "현재 씬이 아직 저장되지 않았습니다. 실행하기 전에 저장해주세요."
-
-#~ msgid "Revert"
-#~ msgstr "되돌리기"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "이 행동은 취소할 수 없습니다. 무시하고 되돌릴까요?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "씬 되돌리기"
-
-#~ msgid "Clear Script"
-#~ msgstr "스크립트 삭제"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "이슈 트래커"
-
-#~ msgid "Request Docs"
-#~ msgstr "문서 요청"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "피드백으로 Godot 문서를 개선하는데 도와주세요."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "%d개를 바꿨습니다."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Static Convex Body 만들기"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Shape 만들기 실패!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "현재 이 클래스에 대한 튜토리얼이 없어요. [color=$color][url=$url]튜토리얼"
-#~ "에 기여하거나[/url][/color] [color=$color][url=$url2]튜토리얼을 요청할 수"
-#~ "[/url][/color] 있어요."
-
-#~ msgid "enum "
-#~ msgstr "이넘 "
-
-#~ msgid "Brief Description"
-#~ msgstr "간단한 설명"
-
-#~ msgid "Class Description"
-#~ msgstr "클래스 설명"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "프로젝트 내보내기에 실패했어요. 오류 코드%d."
-
-#~ msgid "Password:"
-#~ msgstr "암호:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "식별자 세그먼트는 길이가 0이 아니어야 해요."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr "숫자는 식별자 세그먼트의 첫 문자로 쓸 수 없어요."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr "문자 '%s'은(는) 식별자 분리의 첫 문자로 쓸 수 없어요."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "식별자는 적어도 하나의 '.' 분리 기호를 갖고 있어야 해요."
-
-#~ msgid "Pause the scene"
-#~ msgstr "씬 일시 정지"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "격자에 스냅"
-
-#~ msgid "Add input +"
-#~ msgstr "입력 추가하기 +"
-
-#~ msgid "Language"
-#~ msgstr "언어"
-
-#~ msgid "Inherits"
-#~ msgstr "상속"
-
-#~ msgid "Base Type:"
-#~ msgstr "기본 유형:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "사용 가능한 노드:"
-
-#~ msgid "Input"
-#~ msgstr "입력"
-
-#~ msgid "Methods:"
-#~ msgstr "메서드:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "테마 속성:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "열거:"
-
-#~ msgid "Constants:"
-#~ msgstr "상수:"
-
-#~ msgid "Class Description:"
-#~ msgstr "클래스 설명:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "속성 설명:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "메서드 설명:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "맞춤 빌드 용 안드로이드 프로젝트를 설치할게요.\n"
-#~ "이것을 사용하려면 내보내기 프리셋마다 이 설정을 켜줘야 해요."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "역순 정렬."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "노드를 삭제할까요?"
-
-#~ msgid "No Matches"
-#~ msgstr "일치 결과 없음"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "file_type_cache.cch를 열수 없어서, 파일 타입 캐쉬를 저장하지 않습니다!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "파일 시스템에서 '%s'을(를) 찾을 수 없습니다!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "이미지 불러오기 오류:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "이미지에 투명도가 128보다 큰 픽셀이 없습니다..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "부모노드가 솔리드 페이스를 가지고 있지 않아 생성할 수 없습니다."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "영역을 매핑 할 수 없습니다."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "페이스가 영역을 가지고 있지 않습니다!"
-
-#~ msgid "No faces!"
-#~ msgstr "페이스가 없습니다!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "오류: 파일을 불러올 수 없음."
-
-#~ msgid "Error could not load file."
-#~ msgstr "오류로 파일을 불러올 수 없음."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "도플러 활성화"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "선택 모드 (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "이동 모드 (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "회전 모드 (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "크기 조절 모드 (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "지역 좌표"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "스냅 모드 (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "선택 툴"
-
-#~ msgid "Tool Move"
-#~ msgstr "이동 툴"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "회전 툴"
-
-#~ msgid "Tool Scale"
-#~ msgstr "크기 조절 툴"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "목록에서 모든 이름없는 프로젝트를 삭제하시겠습니까? (폴더의 내용물은 수정"
-#~ "되지 않습니다)"
-
-#~ msgid "Project List"
-#~ msgstr "프로젝트 목록"
-
-#~ msgid "Exit"
-#~ msgstr "종료"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "PVRTC 도구를 실행할 수 없습니다:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "PVRTC 도구를 사용하여 변환된 이미지를 다시 불러올 수 없습니다:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "FreeType 초기화 오류."
-
-#~ msgid "Unknown font format."
-#~ msgstr "알 수 없는 폰트 형식."
-
-#~ msgid "Error loading font."
-#~ msgstr "폰트 로딩 오류."
-
-#~ msgid "Invalid font size."
-#~ msgstr "올바르지 않은 폰트 크기."
-
-#~ msgid "Previous Folder"
-#~ msgstr "이전 폴더"
-
-#~ msgid "Next Folder"
-#~ msgstr "다음 폴더"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "스크린샷 자동 열기"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "외부 이미지 편집기에서 열기."
-
-#~ msgid "Reverse"
-#~ msgstr "뒤집기"
-
-#~ msgid "Mirror X"
-#~ msgstr "X축 뒤집기"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Y축 뒤집기"
-
-#~ msgid "Generating solution..."
-#~ msgstr "솔루션 생성 중..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "C# 프로젝트 생성 중..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "솔루션 생성 실패."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "솔루션 저장 실패."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "C# 프로젝트 생성 실패."
-
-#~ msgid "Mono"
-#~ msgstr "모노"
-
-#~ msgid "About C# support"
-#~ msgstr "C# 지원에 대하여"
-
-#~ msgid "Create C# solution"
-#~ msgstr "C# 솔루션 만들기"
-
-#~ msgid "Builds"
-#~ msgstr "빌드"
-
-#~ msgid "Build Project"
-#~ msgstr "프로젝트 빌드"
-
-#~ msgid "View log"
-#~ msgstr "로그 보기"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment는 Environment 리소스가 필요합니다."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "활성화된 클래스"
-
-#~ msgid "Update Always"
-#~ msgstr "항상 업데이트"
-
-#~ msgid "'camera' input parameter for all shader modes."
-#~ msgstr "모든 셰이더 모드에 대한 'camera' 입력 매개변수."
-
-#~ msgid "'inv_camera' input parameter for all shader modes."
-#~ msgstr "모든 셰이더 모드에 대한 'inv_camera' 입력 매개변수."
-
-#~ msgid "'inv_projection' input parameter for all shader modes."
-#~ msgstr "모든 셰이더 모드에 대한 'inv_projection' 입력 매개변수."
-
-#~ msgid "'normal' input parameter for all shader modes."
-#~ msgstr "모든 셰이더 모드에 대한 'normal' 입력 매개변수."
-
-#~ msgid "'projection' input parameter for all shader modes."
-#~ msgstr "모든 셰이더 모드에 대한 'projection' 입력 매개변수."
-
-#~ msgid "'time' input parameter for all shader modes."
-#~ msgstr "모든 셰이더 모드에 대한 'time' 입력 매개변수."
-
-#~ msgid "'viewport_size' input parameter for all shader modes."
-#~ msgstr "모든 셰이더 모드에 대한 'viewport_size' 입력 매개변수."
-
-#~ msgid "'world' input parameter for all shader modes."
-#~ msgstr "모든 셰이더 모드에 대한 'world' 입력 매개변수."
-
-#~ msgid "'alpha' input parameter for all shader modes."
-#~ msgstr "모든 셰이더 모드에 대한 'alpha' 입력 매개변수."
-
-#~ msgid "'color' input parameter for all shader modes."
-#~ msgstr "모든 셰이더 모드에 대한 'color' 입력 매개변수."
-
-#~ msgid "'texture_pixel_size' input parameter for all shader modes."
-#~ msgstr "모든 셰이더 모드에 대한 'texture_pixel_size' 입력 매개변수."
-
-#~ msgid "'alpha' input parameter for vertex and fragment shader modes."
-#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'alpha' 입력 매개변수."
-
-#~ msgid "'binormal' input parameter for vertex and fragment shader modes."
-#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'binormal' 입력 매개변수."
-
-#~ msgid "'color' input parameter for vertex and fragment shader modes."
-#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'color' 입력 매개변수."
-
-#~ msgid "'fragcoord' input parameter for fragment and light shader modes."
-#~ msgstr "프래그먼트와 조명 셰이더 모드에 대한 'fragcoord' 입력 매개변수."
-
-#~ msgid "'point_coord' input parameter for fragment shader mode."
-#~ msgstr "프래그먼트 셰이더 모드에 대한 'point_coord' 입력 매개변수."
-
-#~ msgid "'screen_uv' input parameter for fragment shader mode."
-#~ msgstr "프래그먼트 셰이더 모드에 대한 'screen_uv' 입력 매개변수."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader modes."
-#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'tangent' 입력 매개변수."
-
-#~ msgid "'uv2' input parameter for vertex and fragment shader modes."
-#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'uv2' 입력 매개변수."
-
-#~ msgid "'vertex' input parameter for vertex and fragment shader modes."
-#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'vertex' 입력 매개변수."
-
-#~ msgid "'albedo' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'albedo' 입력 매개변수."
-
-#~ msgid "'attenuation' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'attenuation' 입력 매개변수."
-
-#~ msgid "'light' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'light' 입력 매개변수."
-
-#~ msgid "'light_color' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'light_color' 입력 매개변수."
-
-#~ msgid "'roughness' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'roughness' 입력 매개변수."
-
-#~ msgid "'specular' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'specular' 입력 매개변수."
-
-#~ msgid "'transmission' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'transmission' 입력 매개변수."
-
-#~ msgid "'modelview' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'modelview' 입력 매개변수."
-
-#~ msgid "'point_size' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'point_size' 입력 매개변수."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader mode."
-#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'tangent' 입력 매개변수."
-
-#~ msgid "'light_pass' input parameter for vertex and fragment shader modes."
-#~ msgstr "꼭짓점과 프래그먼트 셰이더 모드에 대한 'light_pass' 입력 매개변수."
-
-#~ msgid "'point_coord' input parameter for fragment and light shader modes."
-#~ msgstr "프래그먼트와 조명 셰이더 모드에 대한 'point_coord' 입력 매개변수."
-
-#~ msgid "'screen_pixel_size' input parameter for fragment shader mode."
-#~ msgstr "프래그먼트 셰이더 모드에 대한 'screen_pixel_size' 입력 매개변수."
-
-#~ msgid "'screen_uv' input parameter for fragment and light shader modes."
-#~ msgstr "프래그먼트와 조명 셰이더 모드에 대한 'screen_uv' 입력 매개변수."
-
-#~ msgid "'light_alpha' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'light_alpha' 입력 매개변수."
-
-#~ msgid "'light_height' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'light_height' 입력 매개변수."
-
-#~ msgid "'light_uv' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'light_uv' 입력 매개변수."
-
-#~ msgid "'light_vec' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'light_vec' 입력 매개변수."
-
-#~ msgid "'normal' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'normal' 입력 매개변수."
-
-#~ msgid "'shadow_color' input parameter for light shader mode."
-#~ msgstr "조명 셰이더 모드에 대한 'shadow_color' 입력 매개변수."
-
-#~ msgid "'extra' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'extra' 입력 매개변수."
-
-#~ msgid "'projection' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'projection' 입력 매개변수."
-
-#~ msgid "'vertex' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'vertex' 입력 매개변수."
-
-#~ msgid "'world' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'world' 입력 매개변수."
-
-#~ msgid "'active' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'active' 입력 매개변수."
-
-#~ msgid "'alpha' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'alpha' 입력 매개변수."
-
-#~ msgid "'color' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'color' 입력 매개변수."
-
-#~ msgid "'custom_alpha' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'custom_alpha' 입력 매개변수."
-
-#~ msgid "'delta' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'delta' 입력 매개변수."
-
-#~ msgid "'emission_transform' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'emission_transform' 입력 매개변수."
-
-#~ msgid "'index' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'index' 입력 매개변수."
-
-#~ msgid "'lifetime' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'lifetime' 입력 매개변수."
-
-#~ msgid "'restart' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'restart' 입력 매개변수."
-
-#~ msgid "'time' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'time' 입력 매개변수."
-
-#~ msgid "'transform' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'transform' 입력 매개변수."
-
-#~ msgid "'velocity' input parameter for vertex shader mode."
-#~ msgstr "꼭짓점 셰이더 모드에 대한 'velocity' 입력 매개변수."
-
-#~ msgid "Raw Mode"
-#~ msgstr "Raw 모드"
-
-#~ msgid "Path to Node:"
-#~ msgstr "노드 경로:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "선택된 파일들을 삭제하시겠습니까?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "'res://default_bus_layout.tres' 파일이 없습니다."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "부모 폴더로 이동"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "씬(들) 열기"
-
-#~ msgid "Previous Directory"
-#~ msgstr "이전 디렉토리"
-
-#~ msgid "Next Directory"
-#~ msgstr "다음 디렉토리"
-
-#~ msgid "Ease in"
-#~ msgstr "완화 in"
-
-#~ msgid "Ease out"
-#~ msgstr "완화 out"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Convex Static Body 만들기"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "체크박스 라디오1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "체크박스 라디오2"
-
-#~ msgid "Create folder"
-#~ msgstr "폴더 만들기"
-
-#~ msgid "Custom Node"
-#~ msgstr "커스텀 노드"
-
-#~ msgid "Invalid Path"
-#~ msgstr "유효하지 않은 경로"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "그리드맵 선택 복제"
-
-#~ msgid "Create Area"
-#~ msgstr "영역 만들기"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "외부 커넥터 만들기"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "시그널 인수 편집:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "변수 편집:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "스냅: "
-
-#~ msgid "Insert keys."
-#~ msgstr "키 삽입."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "선택된 씬을 선택된 노드의 자식으로 인스턴스 합니다."
-
-#~ msgid "Font Size:"
-#~ msgstr "폰트 크기:"
-
-#~ msgid "Line:"
-#~ msgstr "라인:"
-
-#~ msgid "Col:"
-#~ msgstr "칼럼:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr "OrientedPathFollow는 Path 노드의 자식으로 있을 때만 동작합니다."
-
-#~ msgid "Split point with itself."
-#~ msgstr "자체적으로 포인트 분할."
-
-#~ msgid "Split can't form an existing edge."
-#~ msgstr "분할은 존재하는 모서리를 형성할 수 없습니다."
-
-#~ msgid "Add Split"
-#~ msgstr "분할 추가"
-
-#~ msgid "Invalid Split: "
-#~ msgstr "유효하지 않은 분할: "
-
-#~ msgid "Remove Split"
-#~ msgstr "분할 삭제"
-
-#~ msgid "Poly"
-#~ msgstr "폴리"
-
-#~ msgid "Splits"
-#~ msgstr "분할"
-
-#~ msgid "Connect two points to make a split."
-#~ msgstr "두 포인트를 연결하여 나누기."
-
-#~ msgid "Add Node.."
-#~ msgstr "노드 추가.."
-
-#~ msgid "Create from scene?"
-#~ msgstr "씬으로부터 만드시겠습니까?"
-
-#~ msgid "Create Poly"
-#~ msgstr "폴리곤 만들기"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "처음부터 새로운 폴리곤 만들기"
-
-#~ msgid "Zoom out"
-#~ msgstr "축소"
-
-#~ msgid "Zoom in"
-#~ msgstr "확대"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "폴리곤3D 만들기"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "이 노드에 OccluderPolygon2D 리소스가 없습니다.\n"
-#~ "새로 만들어서 지정하시겠습니까?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "좌클릭: 포인트 이동."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+좌클릭: 선분 분할."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "우클릭: 포인트 삭제."
-
-#~ msgid "New TextFile"
-#~ msgstr "새 텍스트 파일"
-
-#~ msgid "Save Theme As"
-#~ msgstr "테마 다른 이름으로 저장"
-
-#~ msgid "<None>"
-#~ msgstr "<없음>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "사용할 서브 타일을 아이콘으로 설정하세요, 효력없는 자동타일 바인딩에도 사"
-#~ "용됩니다."
-
-#~ msgid "Zoom:"
-#~ msgstr "확대:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "\" 에서 모든 연결을 제거하시겠습니까"
-
-#~ msgid "Class List:"
-#~ msgstr "클래스 목록:"
-
-#~ msgid "Public Methods"
-#~ msgstr "공개 메서드"
-
-#~ msgid "Public Methods:"
-#~ msgstr "공개 메서드:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "GUI 테마 항목:"
-
-#~ msgid "Property: "
-#~ msgstr "속성: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "폴더를 즐겨찾기로 설정."
-
-#~ msgid "Show current scene file."
-#~ msgstr "현재 씬 파일을 보여줌."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "트리 보기로 가기."
-
-#~ msgid "Whole words"
-#~ msgstr "전체 단어"
-
-#~ msgid "Match case"
-#~ msgstr "대소문자 구분"
-
-#~ msgid "Ok"
-#~ msgstr "확인"
-
-#~ msgid "Show In File System"
-#~ msgstr "파일 시스템에서 보기"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "클래스 계층 검색."
-
-#~ msgid "Search in files"
-#~ msgstr "파일에서 검색"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr "내장 스크립트는 종속된 씬이 열린 상태에서만 편집이 가능합니다"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "대문자로 변환"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "소문자로 변환"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "0도 회전"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "90도 회전"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "180도 회전"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "270도 회전"
-
-#~ msgid "Errors:"
-#~ msgstr "에러:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "스택 추적 (해당되는 경우):"
-
-#~ msgid "Bake!"
-#~ msgstr "굽기!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "네비게이션 메시 만들기."
-
-#~ msgid "Get"
-#~ msgstr "Get"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "RGB 상수 변경"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Vec Scalar 연산자 변경"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "RGB 연산자 변경"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "오직 회전 토글"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Vec 함수 변경"
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "Vec uniform 변경"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "RGB uniform 변경"
-
-#~ msgid "Change Default Value"
-#~ msgstr "기본값 변경"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "XForm uniform 변경"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "큐브맵 uniform 변경"
-
-#~ msgid "Change Comment"
-#~ msgstr "주석 변경"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "색상 램프 추가/삭제"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "칼라 램프 수정"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "커브 맵 추가/삭제"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "커브맵 수정"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "그래프 노드 연결"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "셰이더 그래프 노드 삭제"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "셰이더 그래프 노드 이동"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "그래프 노드 복제"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "에러: 순환 연결 링크"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "에러: 입력 연결 누락"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "셰이더 그래프 노드 추가"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "애니메이션 트랙 위로 이동"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "애니메이션 트랙 아래로 이동"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "전환 설정:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "애니메이션 트랙 보간 변경"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "애니메이션 트랙 값 모드 변경"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "애니메이션 트랙 랩 모드 변경"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "노드 커브 편집"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "선택 커브 편집"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "애니메이션 키 추가"
-
-#~ msgid "In"
-#~ msgstr "In"
-
-#~ msgid "Out"
-#~ msgstr "밖"
-
-#~ msgid "In-Out"
-#~ msgstr "안-밖"
-
-#~ msgid "Out-In"
-#~ msgstr "밖-안"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "애니메이션 길이 변경"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "애니메이션 루프 변경"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "애니메이션 타입지정 값 키 만들기"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "애니메이션 호출 트랙 추가"
-
-#~ msgid "Length (s):"
-#~ msgstr "길이 (초):"
-
-#~ msgid "Step (s):"
-#~ msgstr "단계 (초):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "커서 단계 스냅 (초)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "애니메이션 루프 활성화/비활성화."
-
-#~ msgid "Add new tracks."
-#~ msgstr "새 트랙 추가."
-
-#~ msgid "Move current track up."
-#~ msgstr "현재 트랙을 위로 이동."
-
-#~ msgid "Move current track down."
-#~ msgstr "현재 트랙을 아래로 이동."
-
-#~ msgid "Track tools"
-#~ msgstr "트랙 도구"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "개별 키를 클릭함으로써 편집 활성화."
-
-#~ msgid "Key"
-#~ msgstr "키"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "어떤 노드에서 함수를 호출할까요?"
-
-#~ msgid "Thanks!"
-#~ msgstr "감사합니다!"
-
-#~ msgid "I see..."
-#~ msgstr "알겠습니다..."
-
-#~ msgid "Ugh"
-#~ msgstr "오우"
-
-#~ msgid "Run Script"
-#~ msgstr "스크립트 실행"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "프로파일링 중지"
-
-#~ msgid "Start Profiling"
-#~ msgstr "프로파일링 시작"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "기본 (에디터와 동일)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "새로운 애니메이션 만들기."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "디스크에서 애니메이션 로드."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "디스크에서 애니메이션 로드."
-
-#~ msgid "Save the current animation"
-#~ msgstr "현재 애니메이션 저장"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "대상 블렌드 시간 편집"
-
-#~ msgid "Copy Animation"
-#~ msgstr "애니메이션 복사"
-
-#~ msgid "Fetching:"
-#~ msgstr "가져오는 중:"
-
-#~ msgid "prev"
-#~ msgstr "이전"
-
-#~ msgid "next"
-#~ msgstr "다음"
-
-#~ msgid "last"
-#~ msgstr "마지막"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "IK 체인 편집"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "마우스로 중심점 드래그"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "마우스 위치에 피벗 설정"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "칼라 램프 포인트 추가/삭제"
-
-#~ msgid "OK :("
-#~ msgstr "넹 :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "스켈레톤 기즈모 가시성"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "StyleBox 미리보기:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "텍스쳐 영역 에디터"
-
-#~ msgid "Erase selection"
-#~ msgstr "선택 지우기"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "아이템 이름 또는 아이디:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "이 플랫폼에 대한 내보내기 템플릿이 없거나 손상됨: "
-
-#~ msgid "Button 8"
-#~ msgstr "버튼 8"
-
-#~ msgid "Button 9"
-#~ msgstr "버튼 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "인스턴스 폐기"
-
-#~ msgid "Makes Sense!"
-#~ msgstr "오케바리!"
-
-#~ msgid "Clear!"
-#~ msgstr "지웠습니다!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Spatial 보이기 토글"
-
-#~ msgid "Condition"
-#~ msgstr "조건"
-
-#~ msgid "Sequence"
-#~ msgstr "시퀀스"
-
-#~ msgid "Switch"
-#~ msgstr "스위치"
-
-#~ msgid "Iterator"
-#~ msgstr "반복자"
-
-#~ msgid "While"
-#~ msgstr "동안에"
-
-#~ msgid "Return"
-#~ msgstr "리턴"
-
-#~ msgid "Call"
-#~ msgstr "호출"
-
-#~ msgid "Edit Variable"
-#~ msgstr "변수 편집"
-
-#~ msgid "Edit Signal"
-#~ msgstr "시그널 편집"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "유효하지 않은 액션 ('/' 또는 ':' 문자 사용 불가)."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "'/' 또는 ':' 문자를 포함할 수 없음"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "템플릿에 version.txt 형식이 유효하지 않습니다. 리비전은 유효한 식별자가 아"
-#~ "닙니다."
-
-#~ msgid "Can't write file."
-#~ msgstr "파일에 쓸 수 없습니다."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "프로젝트 경로에 project.godot 파일을 찾을 수 없습니다."
-
-#~ msgid "Replace By"
-#~ msgstr "으로 바꿈"
-
-#~ msgid "Backwards"
-#~ msgstr "뒤로"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "변경 시 알림"
-
-#~ msgid "Skip"
-#~ msgstr "건너뛰기"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "비어있지 않은 폴더에 프로젝트가 생성됩니다 (새 폴더를 만드는 것을 권합니"
-#~ "다)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "빙고!"
-
-#~ msgid "preview"
-#~ msgstr "미리보기"
-
-#~ msgid "Move Add Key"
-#~ msgstr "키 이동"
-
-#~ msgid "Create Subscription"
-#~ msgstr "연결 해제"
-
-#~ msgid "List:"
-#~ msgstr "목록:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "에미션 마스크 설정"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "에미터 정리"
-
-#~ msgid "Fold Line"
-#~ msgstr "라인 접음"
-
-#~ msgid "Sections:"
-#~ msgstr "부문:"
-
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr ""
-#~ "\n"
-#~ "소스: "
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Line2D에서 포인트 삭제"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Line2D에 포인트 추가"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Line2D의 포인트 이동"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "세그먼트 분할 (라인)"
-
-#~ msgid "Meta+"
-#~ msgstr "메타+"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "설정"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "원격 인스펙터"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "실시간 씬 트리:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "원격 오브젝트 속성: "
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "선택영역만"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "선택영역만"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Path 속성은 유효한 Viewport 노드를 가리켜야 합니다. 가리킨 Viewport는 또"
-#~ "한 'render target' 모드로 설정되어야 합니다."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "이 Sprite가 동작하기 위해서는 Path 속성에 지정된 Viewport가 'render "
-#~ "target'으로 설정되어야 합니다."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "'%s' 함수 목록:"
-
-#~ msgid "Arguments:"
-#~ msgstr "인수:"
-
-#~ msgid "Return:"
-#~ msgstr "리턴:"
-
-#~ msgid "Added:"
-#~ msgstr "추가됨:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "아틀라스 서브 텍스쳐를 저장할 수 없습니다:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "설정 중..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "씬 로딩 중 에러."
-
-#~ msgid "Re-Import"
-#~ msgstr "다시 가져오기"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "스캔이 완료될 때까지 기다려주세요."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "다시 가져오기 위해서는 현재 씬을 저장해야 합니다."
-
-#~ msgid "Re-Importing"
-#~ msgstr "다시 가져오기"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "변경된 리소스 다시 가져오기"
-
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr ""
-#~ "\n"
-#~ "상태: 다시 임포트 필요"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "소스와 대상 파일이 동일하여, 무시됩니다."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "소스와 대상 경로가 동일하여, 무시됩니다."
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "디렉토리를 자신으로 이동할 수 없습니다."
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "새로운 이름과 위치를 고르세요:"
-
-#~ msgid "Info"
-#~ msgstr "정보"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "가져올 비트 마스크가 없습니다!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "대상 경로가 없습니다."
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "대상 경로는 완전한 리소스 경로여야 합니다."
-
-#~ msgid "Target path must exist."
-#~ msgstr "대상 경로가 존재해야 합니다."
-
-#~ msgid "Import BitMasks"
-#~ msgstr "비트마스크 가져오기"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "소스 텍스쳐:"
-
-#~ msgid "Target Path:"
-#~ msgstr "대상 경로:"
-
-#~ msgid "Accept"
-#~ msgstr "수락"
-
-#~ msgid "Bit Mask"
-#~ msgstr "비트 마스크"
-
-#~ msgid "No source font file!"
-#~ msgstr "소스 폰트 파일이 없습니다!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "폰트 리소스 경로가 없습니다!"
-
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "유효하지 않은 파일 확장자.\n"
-#~ ".font 를 사용하세요."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "폰트를 저장할 수 없습니다."
-
-#~ msgid "Source Font:"
-#~ msgstr "소스 폰트:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "리소스 경로:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr ""
-#~ "The quick brown fox jumps over the lazy dog.\n"
-#~ "다람쥐 헌 쳇바퀴에 타고파."
-
-#~ msgid "Test:"
-#~ msgstr "테스트:"
-
-#~ msgid "Options:"
-#~ msgstr "옵션:"
-
-#~ msgid "Font Import"
-#~ msgstr "폰트 가져오기"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr "이 파일은 이미 Godot 폰트 파일입니다. BMFont 파일을 선택하세요."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "BMFont 파일을 여는데 실패했습니다."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "사용자 지정 폰트 소스가 유효하지 않습니다."
-
-#~ msgid "No meshes to import!"
-#~ msgstr "가져올 메쉬가 없습니다!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "단일 메쉬 가져오기"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "소스 메쉬:"
-
-#~ msgid "Surface %d"
-#~ msgstr "서페이스 %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "가져올 샘플이 없습니다!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "오디오 샘플 가져오기"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "소스 샘플:"
-
-#~ msgid "Audio Sample"
-#~ msgstr "오디오 샘플"
-
-#~ msgid "New Clip"
-#~ msgstr "새 클립"
-
-#~ msgid "Flags"
-#~ msgstr "플래그"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "FPS 설정:"
-
-#~ msgid "Optimizer"
-#~ msgstr "최적화"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "최대 선형 오류"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "최대 각도 오류"
-
-#~ msgid "Max Angle"
-#~ msgstr "최대 각도"
-
-#~ msgid "Start(s)"
-#~ msgstr "시작(초)"
-
-#~ msgid "Source path is empty."
-#~ msgstr "소스 경로가 비어있습니다."
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "가져오기 후 실행할 스크립트를 로드할 수 없습니다."
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "가져오기 후 실행할 스크립트가 유효하지 않거나 깨져있습니다."
-
-#~ msgid "Error importing scene."
-#~ msgstr "씬 가져오기 에러."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "3D 씬 가져오기"
-
-#~ msgid "Source Scene:"
-#~ msgstr "소스 씬:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "대상 씬과 같음"
-
-#~ msgid "Shared"
-#~ msgstr "공유됨"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "대상 텍스쳐 폴더:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "사용자 정의 루트 노드 타입:"
-
-#~ msgid "Auto"
-#~ msgstr "자동"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "다음의 파일들이 빠져있습니다:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "무시하고 가져오기"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr "편집된 씬이 저장되지 않았습니다. 무시하고 가져온 씬을 여시겠습니까?"
-
-#~ msgid "Import Image:"
-#~ msgstr "이미지 가져오기:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "경로를 로컬 경로로 바꿀 수 없습니다: %s (이미 로컬 경로)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "3D 씬 애니메이션"
-
-#~ msgid "Uncompressed"
-#~ msgstr "무압축"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "무손실 압축 (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "손실 압축 (PNG)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "압축 (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "텍스쳐 포멧"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "텍스쳐 압축 품질 (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "파일을 지정하세요!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "아틀라스 생성을 위해서는 최소 1개 이상의 파일이 필요합니다."
-
-#~ msgid "Error importing:"
-#~ msgstr "가져오기 에러:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "최대 텍스쳐 사이즈:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "아틀라스를 위한 텍스쳐 가져오기 (2D)"
-
-#~ msgid "Large Texture"
-#~ msgstr "큰 텍스쳐"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "큰 텍스쳐 가져오기 (2D)"
-
-#~ msgid "Source Texture"
-#~ msgstr "소스 텍스쳐"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "기본 아틀라스 텍스쳐"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "소트 텍스쳐"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "2D 텍스쳐 가져오기"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "3D 텍스쳐 가져오기"
-
-#~ msgid "Import Textures"
-#~ msgstr "텍스쳐 가져오기"
-
-#~ msgid "2D Texture"
-#~ msgstr "2D 텍스쳐"
-
-#~ msgid "3D Texture"
-#~ msgstr "3D 텍스쳐"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "텍스쳐 아틀라스"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "알림: 2D 텍스쳐 가져오기가 필수는 아닙니다. png/jpg 파일들을 프로젝트에 복"
-#~ "사해서 사용해도 됩니다."
-
-#~ msgid "Crop empty space."
-#~ msgstr "빈 영역 잘라내기."
-
-#~ msgid "Texture"
-#~ msgstr "텍스쳐"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "큰 텍스쳐 가져오기"
-
-#~ msgid "Load Source Image"
-#~ msgstr "소스 이미지 로드"
-
-#~ msgid "Slicing"
-#~ msgstr "자르는 중"
-
-#~ msgid "Saving"
-#~ msgstr "저장 중"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "큰 텍스쳐를 저장할 수 없음:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "아틀라스 생성:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "이미지 로딩:"
-
-#~ msgid "Converting Images"
-#~ msgstr "이미지 변환 중"
-
-#~ msgid "Cropping Images"
-#~ msgstr "이미지 자르는 중"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "아틀라스 이미지를 저장할 수 없음:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "유효하지 않은 번역 소스!"
-
-#~ msgid "Column"
-#~ msgstr "열"
-
-#~ msgid "No items to import!"
-#~ msgstr "가져올 항목이 없습니다!"
-
-#~ msgid "No target path!"
-#~ msgstr "대상 경로가 없습니다!"
-
-#~ msgid "Import Translations"
-#~ msgstr "번역 가져오기"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "가져올 수 없습니다!"
-
-#~ msgid "Import Translation"
-#~ msgstr "번역 가져오기"
-
-#~ msgid "Source CSV:"
-#~ msgstr "소스 CSV:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "첫째줄 무시"
-
-#~ msgid "Compress"
-#~ msgstr "압축"
-
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "프로젝트에 추가 (project.godot)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "언어 가져오기:"
-
-#~ msgid "Translation"
-#~ msgstr "번역"
-
-#~ msgid "Triangle #"
-#~ msgstr "삼각형 #"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "라이트 베이커 설정:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "라이트 수정 중"
-
-#~ msgid "Making BVH"
-#~ msgstr "BVH 만드는 중"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "텍스쳐 할당 중 #"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "삼각형 굽는 중 #"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "텍스쳐 후처리 중 #"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr "라이트맵 오크트리 굽기 프로세스 재설정 (처음부터 다시)."
-
-#~ msgid "Zoom Set..."
-#~ msgstr "확대 설정..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "BBCode 읽기"
-
-#~ msgid "Length:"
-#~ msgstr "길이:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "샘플 파일 열기"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "에러: 샘플을 로드할 수 없습니다!"
-
-#~ msgid "Add Sample"
-#~ msgstr "샘플 추가"
-
-#~ msgid "Rename Sample"
-#~ msgstr "샘플 이름 변경"
-
-#~ msgid "Delete Sample"
-#~ msgstr "샘플 삭제"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 비트"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 비트"
-
-#~ msgid "Stereo"
-#~ msgstr "스테레오"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "%s%%로 크기 변경."
-
-#~ msgid "Bucket"
-#~ msgstr "채우기"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "프로젝트 경로가 유효하지 않습니다. 경로가 반드시 존재해야 합니다!"
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "프로젝트 경로가 유효하지 않습니다. engine.cfg가 있으면 안됩니다."
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "프로젝트 경로가 유효하지 않습니다. engine.cfg가 존재해야합니다."
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "프로젝트 경로 (반드시 필요):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "새 리소스 만들기"
-
-#~ msgid "Open Resource"
-#~ msgstr "리소스 열기"
-
-#~ msgid "Save Resource"
-#~ msgstr "리로스 저장"
-
-#~ msgid "Resource Tools"
-#~ msgstr "리소스 도구"
-
-#~ msgid "Edit Groups"
-#~ msgstr "그룹 편집"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "파일"
-
-#~ msgid "Ctrl+"
-#~ msgstr "컨트롤+"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "씬을 닫으시겠습니까? (저장하지 않은 변경사항은 사라집니다.)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "프로젝트 매니저를 실행하시겠습니까?\n"
-#~ "(저장하지 않은 변경사항은 사라집니다.)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "닫고 이전 씬으로 이동"
-
-#~ msgid "Del"
-#~ msgstr "삭제"
-
-#, fuzzy
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr "인증서 파일을 읽을 수 없습니다. 경로와 비밀번호가 정확합니까?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "패키지 서명을 생성하는 중 에러가 발생했습니다."
-
-#, fuzzy
-#~ msgid "RAW Mode"
-#~ msgstr "실행 모드:"
-
-#~ msgid "Node From Scene"
-#~ msgstr "씬으로부터 노드 가져오기"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "프로젝트로 에셋 가져오기."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "프로젝트를 많은 플랫폼으로 내보내기."
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "외부 리소스가 변경되었을 때 알림."
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "https://godotengine.org의 튜토리얼 부분을 엽니다."
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "인스턴스할 씬이 선택되지 않았습니다!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "커서에 인스턴스 만들기"
-
-#~ msgid "Use Default Light"
-#~ msgstr "기본 Light 사용"
-
-#~ msgid "Default Light Normal:"
-#~ msgstr "기본 라이트 노말:"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "환경 광 색상:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "유요하지 않은 부모 클래스명"
-
-#~ msgid "Valid chars:"
-#~ msgstr "유요한 문자:"
-
-#~ msgid "Valid name"
-#~ msgstr "유요한 이름"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "클래스명이 유효하지 않습니다!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "부모 클래스명이 유효하지 않습니다!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr "Path 속성은 유효한 Particles2D 노드를 가리켜야 합니다."
-
-#~ msgid "Surface"
-#~ msgstr "출사면"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "SamplePlayer가 사운드를 재생하기 위해서는 'Samples' 속성에서 새로운 "
-#~ "SampleLibrary 리소스를 생성하거나, 지정해야합니다."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "SpatialSamplePlayer가 사운드를 재생하기 위해서는 'Samples' 속성에서 새로"
-#~ "운 SampleLibrary 리소스를 생성하거나, 지정해야합니다."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "%d 회 변경됨."
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "번역가능한 문자열 저장"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "스크립트 옵션 편집"
-
-#~ msgid "Error exporting project!"
-#~ msgstr "프로젝트 내보내기 중 에러!"
-
-#~ msgid "Error writing the project PCK!"
-#~ msgstr "프로젝트 PCK 작성중 에러!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "'%s' 플랫폼으로 내보내기 위한 템플릿 파일이 없습니다."
-
-#~ msgid "Create Android keystore"
-#~ msgstr "안드로이드 키스토어 만들기"
-
-#~ msgid "Organization"
-#~ msgstr "조직"
-
-#~ msgid "Password"
-#~ msgstr "암호"
-
-#~ msgid "at least 6 characters"
-#~ msgstr "최소 6 글자"
-
-#~ msgid "File name"
-#~ msgstr "파일명"
-
-#~ msgid "Include"
-#~ msgstr "포함"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "그룹 이름을 지정해야 합니다!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "그룹 이름에 유효하지 않은 문자가 사용되었습니다!"
-
-#~ msgid "Add Image Group"
-#~ msgstr "이미지 그룹 추가"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "프로젝트 내보내기 설정"
-
-#~ msgid "Export to Platform"
-#~ msgstr "플랫폼으로 내보내기"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "프로젝트 디렉토리 안의 모든 파일 내보내기."
-
-#~ msgid "Convert text scenes to binary on export."
-#~ msgstr "내보내기 시, 텍스트 기반 씬 파일을 바이너리 형식으로 변환."
-
-#~ msgid "Images"
-#~ msgstr "이미지"
-
-#~ msgid "Keep Original"
-#~ msgstr "원본 유지"
-
-#~ msgid "Compress for Disk (Lossy, WebP)"
-#~ msgstr "디스크 압축 (Lossy, WebP)"
-
-#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
-#~ msgstr "메모리 압축 (BC/PVRTC/ETC)"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "이미지 변환 (*.png):"
-
-#~ msgid "Compress for Disk (Lossy) Quality:"
-#~ msgstr "디스크를 위한 압축 (손실) 품질:"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "모든 이미지 줄이기:"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "압축 포멧:"
-
-#~ msgid "Groups:"
-#~ msgstr "그룹:"
-
-#~ msgid "Compress Disk"
-#~ msgstr "디스크 압축"
-
-#~ msgid "Compress RAM"
-#~ msgstr "메모리 압축"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "압축 모드:"
-
-#~ msgid "Lossy Quality:"
-#~ msgstr "손실 품질:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "이미지 줄이기:"
-
-#~ msgid "Images:"
-#~ msgstr "이미지:"
-
-#~ msgid "Sample Conversion Mode: (.wav files):"
-#~ msgstr "샘플 변환 모드: (.wav 파일):"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "압축 (RAM - IMA-ADPCM)"
-
-#~ msgid "Sampling Rate Limit (Hz):"
-#~ msgstr "샘플링 레이트 제한 (Hz):"
-
-#~ msgid "Trim"
-#~ msgstr "잘라내기"
-
-#~ msgid "Trailing Silence:"
-#~ msgstr "끝의 무음:"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "프로젝트 PCK 내보내기"
-
-#~ msgid "Project Export"
-#~ msgstr "프로젝트 내보내기"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance가 BakedLight 리소스를 가지고 있지 않습니다."
-
-#~ msgid "Lighting"
-#~ msgstr "라이팅"
-
-#~ msgid "Global"
-#~ msgstr "Global"
-
-#~ msgid ""
-#~ "This item cannot be made visible because the parent is hidden. Unhide the "
-#~ "parent first."
-#~ msgstr ""
-#~ "부모 노드가 숨겨져 있기 때문에 이 항목을 보이도록 만들 수 없습니다. 부모 "
-#~ "노드를 먼저 보이도록 하세요."
-
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "경로는 '/'로 시작할 수 없습니다. 'res://', 'user://', 또는 'local://'로 시"
-#~ "작하는 절대 경로를 사용해야 합니다"
-
-#~ msgid "File exists"
-#~ msgstr "파일이 존재함"
-
-#~ msgid "Valid path"
-#~ msgstr "유요한 경로"
-
-#~ msgid "Cannot go into subdir:"
-#~ msgstr "하위 디렉토리로 이동할 수 없습니다:"
-
-#~ msgid "Top (Num7)"
-#~ msgstr "윗면 (넘버패드7)"
-
-#~ msgid "Bottom (Shift+Num7)"
-#~ msgstr "아랫면 (쉬프트+넘버패드7)"
-
-#~ msgid "Left (Num3)"
-#~ msgstr "왼쪽면 (넘버패드3)"
-
-#~ msgid "Right (Shift+Num3)"
-#~ msgstr "오른쪽면 (쉬프트+넘버패드3)"
-
-#~ msgid "Front (Num1)"
-#~ msgstr "정면 (넘버패드1)"
-
-#~ msgid "Rear (Shift+Num1)"
-#~ msgstr "뒷면 (쉬프트+넘버패드1)"
-
-#~ msgid "Perspective (Num5)"
-#~ msgstr "원근보기 (넘버패드5)"
-
-#~ msgid "Orthogonal (Num5)"
-#~ msgstr "직교보기 (넘버패드5)"
-
-#~ msgid "Selection (F)"
-#~ msgstr "선택 (F)"
-
-#~ msgid "Align with view (Ctrl+Shift+F)"
-#~ msgstr "뷰에 정렬 (컨트롤+쉬프트+F)"
-
-#~ msgid "Enable/Disable interpolation when looping animation."
-#~ msgstr "애니메이션 루프 시 보간 활성화/비활성화."
-
-#~ msgid "Load Layout"
-#~ msgstr "레이아웃 로드"
-
-#~ msgid "Scale Region Editor"
-#~ msgstr "스케일 구역 편집기"
-
-#~ msgid "Inherit Scene"
-#~ msgstr "상속 씬"
-
-#~ msgid "Binds (Extra Params):"
-#~ msgstr "바인드 (추가 파라미터):"
-
-#~ msgid "Method In Node:"
-#~ msgstr "노드의 함수:"
-
-#~ msgid "Reload Tool Script (Soft)"
-#~ msgstr "툴 스크립트 다시 로드 (소프트)"
-
-#~ msgid "Set Params"
-#~ msgstr "속성 적용"
-
-#~ msgid "Live Editing"
-#~ msgstr "실시간 편집"
-
-#~ msgid "File Server"
-#~ msgstr "파일 서버"
-
-#~ msgid "Deploy File Server Clients"
-#~ msgstr "파일 서버 클라이언트 배포"
diff --git a/editor/translations/lt.po b/editor/translations/lt.po
index bfaec96997..832b47a62a 100644
--- a/editor/translations/lt.po
+++ b/editor/translations/lt.po
@@ -14282,108 +14282,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Status:"
-#~ msgstr "Statusas:"
-
-#, fuzzy
-#~ msgid "Edit:"
-#~ msgstr "Redaguoti"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "Atsiųsti iš naujo"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Nerasta)"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Mix Nodas"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "Atidaryti"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "Animacijos grotuvas negali animuoti savęs, tik kitus grotuvus."
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Mėgstamiausi:"
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Aprašymas:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Aprašymas:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Aprašymas:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Aprašymas:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Aprašymas:"
-
-#, fuzzy
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Pasirinkite Nodus, kuriuos norite importuoti"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Klaida inicijuojant FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Nežinomas šrifto formatas."
-
-#~ msgid "Error loading font."
-#~ msgstr "Įvyko klaida kraunant šriftą."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Netinkamas šrifto dydis."
-
-#~ msgid "Path to Node:"
-#~ msgstr "Kelias iki Nodo:"
-
-#~ msgid "Line:"
-#~ msgstr "Linija:"
-
-#~ msgid "Col:"
-#~ msgstr "Stulpelis:"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Nutolinti"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Priartinti"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Priartinti"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Animacija: Perkelti Takelį Aukštyn"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Animacija: Perkelti Takelį Žemyn"
-
-#, fuzzy
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Animacija: Pridėti Takelio Iškvietimą"
-
-#~ msgid "Length (s):"
-#~ msgstr "Ilgis (sek.):"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Baigti Profiliavimą"
-
-#~ msgid "last"
-#~ msgstr "paskutinis"
diff --git a/editor/translations/lv.po b/editor/translations/lv.po
index fa590b4dcc..d3e6b22e5b 100644
--- a/editor/translations/lv.po
+++ b/editor/translations/lv.po
@@ -13932,81 +13932,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Konstantes nevar pārveidot."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Paketes Saturs:"
-
-#~ msgid "Class Options"
-#~ msgstr "Klases Iespējas"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Animācijas atskaņotājs nevar animēt pats sevi, tikai citi spēlētāji."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Starpliktuve ir tukša"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Pievienot sākuma eksportu..."
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Apraksts:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Apraksts:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Apraksts:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Apraksts:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Apraksts:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Kļūme inicializējot FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Nezināms fonta formāts."
-
-#~ msgid "Error loading font."
-#~ msgstr "Kļūda lādējot fontu."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Nederīgs fonta izmērs."
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "Izvēlēties šo Mapi"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Izdzēst izvēlētos failus?"
-
-#~ msgid "Line:"
-#~ msgstr "Rinda:"
-
-#~ msgid "Col:"
-#~ msgstr "Kolona:"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Attālināt"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Pietuvināt"
-
-#~ msgid "Zoom:"
-#~ msgstr "Pietuvināt:"
-
-#~ msgid "Length (s):"
-#~ msgstr "Garums (i):"
-
-#~ msgid "Thanks!"
-#~ msgstr "Paldies!"
diff --git a/editor/translations/ms.po b/editor/translations/ms.po
index 05a83c210c..c44ed5566a 100644
--- a/editor/translations/ms.po
+++ b/editor/translations/ms.po
@@ -14217,97 +14217,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Padamkan profil '%s'? (tidak boleh buat asal)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Ciri-ciri Diaktifkan:"
-
-#~ msgid "Unset"
-#~ msgstr "Nyahtetap"
-
-#~ msgid "Class Options"
-#~ msgstr "Pilihan Kelas"
-
-#~ msgid "Set"
-#~ msgstr "Tetapkan"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Sumber %s yang diubahsuai telah disimpan."
-
-#~ msgid "Q&A"
-#~ msgstr "Soal Jawab"
-
-#~ msgid "Status:"
-#~ msgstr "Status:"
-
-#~ msgid "Edit:"
-#~ msgstr "Sunting:"
-
-#~ msgid "Redownload"
-#~ msgstr "Muat turun semula"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Dipasang)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Hilang)"
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Ubah Hala Gelung."
-
-#~ msgid "Download Complete."
-#~ msgstr "Muat Turun Selesai."
-
-#~ msgid "Remove Template"
-#~ msgstr "Alih Keluar Templat"
-
-#~ msgid "Download Templates"
-#~ msgstr "Muat Turun Templat-templat"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Pilih cermin daripada senarai: (Shift+Click: Buka dalam Pelayar)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Pindah ke Tong Sampah"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Kembangkan Semua Sifat-sifat"
-
-#~ msgid "Copy Params"
-#~ msgstr "Salin Parameter-parameter"
-
-#~ msgid "Open in Help"
-#~ msgstr "Buka dalam Bantuan"
-
-#~ msgid "Size"
-#~ msgstr "Saiz"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Pemain animasi tidak boleh animasikan dirinya sendiri, hanya pemain lain."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Papan klip kosong"
-
-#~ msgid "No"
-#~ msgstr "Tidak"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Adegan ini tidak pernah disimpan. Simpan sebelum menjalankan?"
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Ralat semasa menyimpan susun atur!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Susun atur lalai telah diganti."
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Ubah Trek Anim Ke Atas"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Ubah Trek Anim Ke Bawah"
diff --git a/editor/translations/nb.po b/editor/translations/nb.po
index 6708f382e5..498aa106eb 100644
--- a/editor/translations/nb.po
+++ b/editor/translations/nb.po
@@ -14928,766 +14928,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Konstanter kan ikke endres."
-
-#~ msgid "Left"
-#~ msgstr "Venstre"
-
-#~ msgid "Right"
-#~ msgstr "Høyre"
-
-#~ msgid "Front"
-#~ msgstr "Front"
-
-#~ msgid "Rear"
-#~ msgstr "Bak"
-
-#, fuzzy
-#~ msgid "Package Contents:"
-#~ msgstr "Innhold:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#, fuzzy
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Erstatt Alle"
-
-#, fuzzy
-#~ msgid "Enabled Properties:"
-#~ msgstr "Egenskaper:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Påskrudde funksjoner:"
-
-#, fuzzy
-#~ msgid "Class Options"
-#~ msgstr "Beskrivelse"
-
-#~ msgid "Set"
-#~ msgstr "Sett"
-
-#, fuzzy
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Kunne ikke laste ressurs."
-
-#~ msgid "Q&A"
-#~ msgstr "Spørsmål og Svar"
-
-#~ msgid "Status:"
-#~ msgstr "Status:"
-
-#, fuzzy
-#~ msgid "Edit:"
-#~ msgstr "Rediger"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "Last Ned På Nytt"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Installert)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Mangler)"
-
-#, fuzzy
-#~ msgid "Request Failed."
-#~ msgstr "Forespørsel Feilet."
-
-#, fuzzy
-#~ msgid "Redirect Loop."
-#~ msgstr "Omdirigerings-Loop."
-
-#~ msgid "Download Complete."
-#~ msgstr "Nedlastning fullført."
-
-#~ msgid "Remove Template"
-#~ msgstr "Fjern Mal"
-
-#~ msgid "Download Templates"
-#~ msgstr "Last ned Mal"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Velg speil fra liste: (Shift+Klikk: Åpne i nettleser)"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Flytt Autoload"
-
-#, fuzzy
-#~ msgid "Expand All Properties"
-#~ msgstr "Utvid alle egenskaper"
-
-#, fuzzy
-#~ msgid "Collapse All Properties"
-#~ msgstr "Kollaps alle egenskaper"
-
-#~ msgid "Copy Params"
-#~ msgstr "Kopier Parametre"
-
-#~ msgid "Open in Help"
-#~ msgstr "Åpne i Hjelp"
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Dra: Roter"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Trykk 'v' for å Endre Pivot, 'Shift+v' for å Dra Privot (under flytting)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+Høyreklikk: Dybdelisteutvalg"
-
-#~ msgid "Clone Down"
-#~ msgstr "Klon Nedover"
-
-#~ msgid "Size"
-#~ msgstr "Størrelse"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "Tema"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Fjern %s prosjekter fra listen?\n"
-#~ "Innhold i prosjektmappene vil ikke påvirkes."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Fjern dette prosjektet fra listen?\n"
-#~ "Innhold i prosjektmappen vil ikke påvirkes."
-
-#~ msgid "Templates"
-#~ msgstr "Maler"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "En animansjonsavspiller kan ikke animere seg selv, kun andre avspillere."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Utklippstavlen er tom"
-
-#~ msgid "No"
-#~ msgstr "Nei"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Denne scene har aldri blitt lagret. Lagre før kjøring?"
-
-#, fuzzy
-#~ msgid "Search complete"
-#~ msgstr "Søk Tekst"
-
-#, fuzzy
-#~ msgid "No commit message was provided"
-#~ msgstr "Ingen navn gitt"
-
-#, fuzzy
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "En fil eller mappe med dette navnet eksisterer allerede."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Error ved lagring av layout!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Standard editor layout overskrevet."
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "Flytt Pivot"
-
-#, fuzzy
-#~ msgid "Move anchor"
-#~ msgstr "Flytt Handling"
-
-#, fuzzy
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Endre CanvasItem"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Legg til Input"
-
-#~ msgid "Pack File"
-#~ msgstr "Pakkefil"
-
-#, fuzzy
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "FilSystem"
-
-#, fuzzy
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Ved eksportering eller deploying, den følgende kjørbare filen vil prøve å "
-#~ "koble til IP'en til denne datamaskinen for å bli debugget."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "Gjeldende scene ble aldri lagret, vennligst lagre før kjøring."
-
-#~ msgid "Revert"
-#~ msgstr "Gå tilbake"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Denne handlingen kan ikke angres. Gå tilbake likevel?"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Problemtracker"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Erstattet %d forekomst(er)."
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Det finnes i øyeblikket ingen beskrivelse av denne metoden, men du kan "
-#~ "[colour=$color][url=$url]bidra med en[/url][/color] eller [color=$color]"
-#~ "[url=$url2]be om en[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "num "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Kort beskrivelse:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Beskrivelse"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Eksport av prosjektet mislyktes med feilkode %d."
-
-#~ msgid "Password:"
-#~ msgstr "Passord:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Pause scenen"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "Snap til rutenett"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Legg til Input"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Tilgjengelige Noder:"
-
-#, fuzzy
-#~ msgid "Input"
-#~ msgstr "Legg til Input"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "Metoder"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "Egenskaper"
-
-#~ msgid "Constants:"
-#~ msgstr "Konstanter:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Beskrivelse:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Egenskapsbeskrivelse:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Metodebeskrivelse:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "Ber om..."
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Kan ikke åpne fyle_type_cache.cch for skriving, lagrer ikke file type "
-#~ "cache!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "Kan ikke navigere til '%s' for den ble ikke funnet på filsystemet!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Feil ved innlasting av bilde:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Ingen piksler med gjennomsiktighet > 128 i bilde..."
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "Kunne ikke opprette mappe."
-
-#, fuzzy
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Velg Modus"
-
-#, fuzzy
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Snap til veiledere"
-
-#, fuzzy
-#~ msgid "Tool Select"
-#~ msgstr "Slett Valgte"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr "Fjern prosjekt fra listen? (Mappeinnhold vil ikke bli modifisert)"
-
-#~ msgid "Project List"
-#~ msgstr "Prosjektliste"
-
-#~ msgid "Exit"
-#~ msgstr "Avslutt"
-
-#~ msgid "Error loading font."
-#~ msgstr "Feil ved innlasting av font."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Ugyldig fontstørrelse."
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "Forrige fane"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "Lag mappe"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Åpne den neste Editoren"
-
-#~ msgid "Reverse"
-#~ msgstr "Reverser"
-
-#~ msgid "Mirror X"
-#~ msgstr "Speil X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Speil Y"
-
-#, fuzzy
-#~ msgid "Generating solution..."
-#~ msgstr "Lager konturer..."
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "Kunne ikke lage omriss!"
-
-#, fuzzy
-#~ msgid "Failed to save solution."
-#~ msgstr "Kunne ikke laste ressurs."
-
-#, fuzzy
-#~ msgid "Failed to create C# project."
-#~ msgstr "Kunne ikke laste ressurs."
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "Lag Omriss"
-
-#, fuzzy
-#~ msgid "Build Project"
-#~ msgstr "Prosjekt"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "Vis Filer"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Søk i klasser"
-
-#~ msgid "Update Always"
-#~ msgstr "Oppdater Alltid"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Sti til Node:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Slett valgte filer?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Det er ingen 'res://default_bus_layout.tres' fil."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Gå til overnevnt mappe"
-
-#, fuzzy
-#~ msgid "Open Scene(s)"
-#~ msgstr "Åpne Scene"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Forrige Katalog"
-
-#~ msgid "Next Directory"
-#~ msgstr "Neste Katalog"
-
-#~ msgid "Ease in"
-#~ msgstr "Gli inn"
-
-#~ msgid "Ease out"
-#~ msgstr "Gli ut"
-
-#~ msgid "Create folder"
-#~ msgstr "Opprett mappe"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "Kutt Noder"
-
-#, fuzzy
-#~ msgid "Invalid Path"
-#~ msgstr ": Ugyldige argumenter: "
-
-#, fuzzy
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "Dupliser Utvalg"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Forandre Signalargumenter:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Rediger Variabel:"
-
-#, fuzzy
-#~ msgid "Insert keys."
-#~ msgstr "Sett inn Nøkler"
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "Frontvisning"
-
-#~ msgid "Line:"
-#~ msgstr "Linje:"
-
-#~ msgid "Col:"
-#~ msgstr "Kol:"
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Legg til punkt"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Fjern punkt"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Rediger Poly"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "Splitt Sti"
-
-#~ msgid "Create Poly"
-#~ msgstr "Lag Poly"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Lag en ny polygon fra bunnen"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Zoom Ut"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Zoom Inn"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Lag Poly3D"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "Venstreklikk: Flytt Punkt."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+Venstreklikk: Splitt Segment."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "Høyreklikk: Slett Punkt."
-
-#~ msgid "Save Theme As"
-#~ msgstr "Lagre drakt som"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Zoom Inn"
-
-#~ msgid "Class List:"
-#~ msgstr "Klasseliste:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Offentlige metoder"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Offentlige metoder:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "GUI Tema Elementer:"
-
-#, fuzzy
-#~ msgid "Property: "
-#~ msgstr "Egenskaper"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Vis/skjul mappestatus som Favoritt"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Velg Gjeldende Mappe"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Hele Ord"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Match Tilfelle"
-
-#~ msgid "Ok"
-#~ msgstr "Ok"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Søk i klasse-hierarkiet."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Søk i klasser"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Konverter til store versaler"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Konverter til små versaler"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Roter 0 grader"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Roter 90 grader"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Roter 180 grader"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Roter 270 grader"
-
-#, fuzzy
-#~ msgid "Get"
-#~ msgstr "Hent"
-
-#~ msgid "Change Comment"
-#~ msgstr "Endre Kommentar"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Modifiser Farge-Rampe"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Flytt Anim Spor Opp"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Flytt Anim-Spor Ned"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Sett Overganger til:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Anim Track Endre Interpolasjon"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Anim Spor Forandre Verdi Modus"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Anim Spor Endre Løkke Modus"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Forandre Nodekurve"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Rediger utvalgskurve"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Anim Legg til Nøkkel"
-
-#~ msgid "In"
-#~ msgstr "Inn"
-
-#~ msgid "Out"
-#~ msgstr "Ut"
-
-#~ msgid "In-Out"
-#~ msgstr "Inn-Ut"
-
-#~ msgid "Out-In"
-#~ msgstr "Ut-Inn"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Anim Lag Typet Verdi Nøkkel"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Anim Legg Til Call Track"
-
-#~ msgid "Length (s):"
-#~ msgstr "Lengde (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Pekersteghopp (i sekunder)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Aktiver/Deaktiver animasjonsløkke."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Legg til nye spor."
-
-#~ msgid "Move current track up."
-#~ msgstr "Flytt gjeldende spor opp."
-
-#~ msgid "Move current track down."
-#~ msgstr "Flytt gjeldende spor ned."
-
-#~ msgid "Track tools"
-#~ msgstr "Spoor verktøy"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Aktiver endring av individuelle nøkler ved å klikke på dem."
-
-#~ msgid "Key"
-#~ msgstr "Nøkkel"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Kall Funksjoner i Hvilken Node?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Takk!"
-
-#~ msgid "I see..."
-#~ msgstr "Jeg forstår..."
-
-#~ msgid "Ugh"
-#~ msgstr "Æsj"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Stopp Profilering"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Start Profilering"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Standard (Samme som Editor)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Lag ny animasjon i avspiller."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Last animasjon fra disk."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Last en animasjon fra disk."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Lagre den gjeldene animasjonen"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Endre Blend-Tid-Mål"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Kopier Animasjon"
-
-#~ msgid "Fetching:"
-#~ msgstr "Henter:"
-
-#~ msgid "prev"
-#~ msgstr "forrige"
-
-#~ msgid "next"
-#~ msgstr "neste"
-
-#~ msgid "last"
-#~ msgstr "siste"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Endre IK Kjede"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Dra pivot fra musposisjon"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Sett pivot på musposisjon"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Legg til/Fjern Farge-Rampe-Punkt"
-
-#~ msgid "OK :("
-#~ msgstr "OK :("
-
-#~ msgid "Condition"
-#~ msgstr "Betingelse"
-
-#~ msgid "Sequence"
-#~ msgstr "Sekvens"
-
-#~ msgid "While"
-#~ msgstr "Mens"
-
-#~ msgid "Return"
-#~ msgstr "Returner"
-
-#~ msgid "Call"
-#~ msgstr "Ring"
-
-#, fuzzy
-#~ msgid "Edit Signal"
-#~ msgstr "Forandre Signal Argumenter:"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Ugyldig version.txt format i mal. Revisjon er ikke en gyldig "
-#~ "identifikator."
-
-#~ msgid "Can't write file."
-#~ msgstr "Kan ikke skrive fil."
-
-#~ msgid "Replace By"
-#~ msgstr "Erstatt Med"
-
-#~ msgid "Backwards"
-#~ msgstr "Baklengs"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Spør Ved Erstatning"
-
-#~ msgid "Skip"
-#~ msgstr "Hopp Over"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Flytt Legg-Til-Nøkkel"
-
-#~ msgid "List:"
-#~ msgstr "Liste:"
-
-#~ msgid " "
-#~ msgstr " "
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "Forandre Utvalgskurve"
diff --git a/editor/translations/nl.po b/editor/translations/nl.po
index 2206f86419..4dee14141b 100644
--- a/editor/translations/nl.po
+++ b/editor/translations/nl.po
@@ -14789,1198 +14789,3 @@ msgstr "Toewijzing aan uniform."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Constanten kunnen niet worden aangepast."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Maak Rustpose (van Botten)"
-
-#~ msgid "Bottom"
-#~ msgstr "Onder"
-
-#~ msgid "Left"
-#~ msgstr "Links"
-
-#~ msgid "Right"
-#~ msgstr "Rechts"
-
-#~ msgid "Front"
-#~ msgstr "Voor"
-
-#~ msgid "Rear"
-#~ msgstr "Achter"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Naamloze gizmo"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Degrees Of Freedom\" is alleen geldig als \"Xr Mode\" op \"Oculus "
-#~ "Mobile VR\" staat."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" is alleen geldig als \"Xr Mode\" op \"Oculus Mobile VR"
-#~ "\" staat."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Pakketinhoud:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Profiel '%s' verwijderen? (Onomkeerbaar)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Ingeschakelde Eigenschappen:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Ingeschakelde Functionaliteit:"
-
-#~ msgid "Unset"
-#~ msgstr "Ongezet"
-
-#~ msgid "Class Options"
-#~ msgstr "Klasse-opties"
-
-#~ msgid "Set"
-#~ msgstr "Zet"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "%s gewijzigde bron(nen) opgeslagen."
-
-#~ msgid "Q&A"
-#~ msgstr "Vragen en antwoorden"
-
-#~ msgid "Status:"
-#~ msgstr "Staat:"
-
-#~ msgid "Edit:"
-#~ msgstr "Bewerken:"
-
-#~ msgid "Redownload"
-#~ msgstr "Opnieuw downloaden"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Geïnstalleerd)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Missend)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Aanvraag Mislukt."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Blijft omleiden."
-
-#~ msgid "Download Complete."
-#~ msgstr "Download voltooid."
-
-#~ msgid "Remove Template"
-#~ msgstr "Verwijder Sjabloon"
-
-#~ msgid "Download Templates"
-#~ msgstr "Download Sjablonen"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Selecteer mirror uit lijst: (Shift-klik: In Browser openen)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Naar prullenbak verplaatsen"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Klap alle eigenschappen uit"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Klap alle eigenschappen in"
-
-#~ msgid "Copy Params"
-#~ msgstr "Kopieer Parameters"
-
-#~ msgid "Open in Help"
-#~ msgstr "Open in Help"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Game Camera Overschrijven\n"
-#~ "Geen spelinstantie actief."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Sleep: Roteer"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Druk 'v' om het draaipunt aan te passen, 'Shift+v' om het draaipunt te "
-#~ "slepen (tijdens het bewegen)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt + RMB: Diepte lijst selectie"
-
-#~ msgid "Clone Down"
-#~ msgstr "Kloon Omlaag"
-
-#~ msgid "Yaw"
-#~ msgstr "Yaw"
-
-#~ msgid "Size"
-#~ msgstr "Grootte"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Slepen: Roteren\n"
-#~ "Atl+Slepen: Verplaatsen\n"
-#~ "Alt+RMB: Diepte selectie"
-
-#~ msgid "Sep.:"
-#~ msgstr "Scheiding:"
-
-#~ msgid "Add All"
-#~ msgstr "Allen Toevoegen"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Thema Bewerkingsmenu."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Creëer Leeg Sjabloon"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Creëer Lege Sjabloon Editor"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Creëer Derivatie Huidig Editor Thema"
-
-#~ msgid "Data Type:"
-#~ msgstr "Data Type:"
-
-#~ msgid "Theme File"
-#~ msgstr "Theme Bestand"
-
-#~ msgid "Compiled"
-#~ msgstr "Gecompileerd"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "%d projecten uit de lijst verwijderen?\n"
-#~ "De inhoud van de projectmappen wordt niet gewijzigd."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Project uit de lijst verwijderen?\n"
-#~ "De inhoud van de projectmap wordt niet gewijzigd."
-
-#~ msgid "Templates"
-#~ msgstr "Sjablonen"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Bronpadomleiding toevoegen"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Kan deze operatie niet uitvoeren met de wortelknoop."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Kon de opstartafbeelding niet lezen:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Gebruik de standaard opstartafbeelding."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Een animatiespeler kan zichzelf niet animeren, alleen andere spelers."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Klembord is leeg"
-
-#~ msgid "No"
-#~ msgstr "Nee"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Deze scene is nooit opgeslagen. Sla op voor het uitvoeren?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "ADB niet ingesteld in Editor Settings."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK niet ingesteld in Editor Settings."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Eigen build vereist een geldige Android SDK pad in de Editorinstellingen."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Tijd resterend: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Plotten Meshes: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Light Meshes: "
-
-#~ msgid "Search complete"
-#~ msgstr "Zoek Compleet"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Geen commitbericht was gegeven"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Voeg een vastleggingsbericht toe"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Er is al een bestand of map met dezelfde naam op dit pad."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Fout bij het opslaan van indeling!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Standaardeditorindeling overschreven."
-
-#~ msgid "Move pivot"
-#~ msgstr "Draaipunt verplaatsen"
-
-#~ msgid "Move anchor"
-#~ msgstr "Anker verplaatsen"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Formaat van CanvasItem wijzigen"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Polygon→UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV→Polygon"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Voer initiële export toe..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Voeg vorige patches toe..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Verwijder patch '%s' van lijst?"
-
-#~ msgid "Patches"
-#~ msgstr "Patches"
-
-#~ msgid "Make Patch"
-#~ msgstr "Maak Patch"
-
-#~ msgid "Pack File"
-#~ msgstr "Pakket Bestand"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Geen build APK gegeneerd op: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Bestandssysteem- en Importtablad"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Na het exporteren of opstarten van het programma zal het proberen "
-#~ "verbinding maken met het IP-adres van deze computer zodat het gedebugd "
-#~ "kan worden."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "De huidige scène is nooit opgeslagen, sla het op voor het uitvoeren."
-
-#~ msgid "Revert"
-#~ msgstr "Herstellen"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr ""
-#~ "Deze actie kan niet ongedaan gemaakt worden. WIlt u desondanks "
-#~ "terugzetten?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Scène terugzetten"
-
-#~ msgid "Clear Script"
-#~ msgstr "Script wissen"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Issue Tracker"
-
-#~ msgid "Request Docs"
-#~ msgstr "Verzoek documentatie"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Help de Godot-documentatie te verbeteren door feedback te geven."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "%d voorgekomen waarde(s) vervangen."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Creëer een statisch convex lichaam"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Shapes maken mislukt!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Er is momenteel geen handleiding voor deze methode. Help ons alsjeblieft "
-#~ "door [color=$color][url=$url]een toe te voegen[/url][/color] of [color="
-#~ "$color][url=$url2]een aan te vragen[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#~ msgid "Brief Description"
-#~ msgstr "Korte Omschrijving"
-
-#~ msgid "Class Description"
-#~ msgstr "Klassebeschrijving"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Project exporteren faalt door foutcode %d."
-
-#~ msgid "Password:"
-#~ msgstr "Wachtwoord:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Pauzeer de scene"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "Uitlijnen op raster"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Voeg invoer toe"
-
-#~ msgid "Language"
-#~ msgstr "Taal"
-
-#~ msgid "Inherits"
-#~ msgstr "Erft"
-
-#~ msgid "Base Type:"
-#~ msgstr "Basis Type:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Beschikbare Nodes:"
-
-#~ msgid "Input"
-#~ msgstr "Invoer"
-
-#~ msgid "Methods:"
-#~ msgstr "Methodes:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Thema Eigenschappen:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Enumeraties:"
-
-#~ msgid "Constants:"
-#~ msgstr "Constanten:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Klassebeschrijving:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Eigenschap Beschrijving:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Methode Beschrijving:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "Opvragen..."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Verwijder knooppunt(en)?"
-
-#~ msgid "No Matches"
-#~ msgstr "Geen Overeenkomsten"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Kan niet schrijven in file_type_cache.cch, de bestandstype cache wordt "
-#~ "niet bewaard!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "Kan niet naar '%s' navigeren omdat het niet in het bestandssysteem "
-#~ "gevonden is!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Error bij het laden van afbeelding:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Geen pixels met transparantie > 128 in afbeelding..."
-
-#, fuzzy
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Ouder heeft geen vaste vlakken om te bevolken."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Kon het gebied niet mappen."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Vlakken bevatten geen gebied!"
-
-#~ msgid "No faces!"
-#~ msgstr "Geen vlakken!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "Map kon niet gemaakt worden."
-
-#, fuzzy
-#~ msgid "Error could not load file."
-#~ msgstr "Map kon niet gemaakt worden."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Inschakelen Doppler"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Selectiestand (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Beweegstand (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Rotatiestand (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Schaalstand (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Lokale Coördinaten"
-
-#, fuzzy
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Op hulplijnen uitlijnen"
-
-#~ msgid "Tool Select"
-#~ msgstr "Gereedschappen"
-
-#~ msgid "Tool Move"
-#~ msgstr "Beweeg Gereedschap"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Roteer Gereedschap"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Verschalen Gereedschap"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Project uit de lijst verwijderen? (Inhoud van map wordt niet gewijzigd)"
-
-#~ msgid "Project List"
-#~ msgstr "Projectlijst"
-
-#~ msgid "Exit"
-#~ msgstr "Sluiten"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "Kan PVRTC tool niet uitvoeren:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "Kan geconverteerd beeld niet laden met de PVRTC tool:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Error bij het initialiseren van FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Onbekende lettertype formaat."
-
-#~ msgid "Error loading font."
-#~ msgstr "Fout bij het laden van lettertype."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Ongeldige lettertype grootte."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Vorige Folder"
-
-#~ msgid "Next Folder"
-#~ msgstr "Volgende Folder"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Open de volgende Editor"
-
-#~ msgid "Reverse"
-#~ msgstr "Omkeren"
-
-#~ msgid "Mirror X"
-#~ msgstr "Spiegel X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Spiegel Y"
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "Mislukt om resource te laden."
-
-#, fuzzy
-#~ msgid "Failed to save solution."
-#~ msgstr "Mislukt om resource te laden."
-
-#, fuzzy
-#~ msgid "Failed to create C# project."
-#~ msgstr "Mislukt om resource te laden."
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "Subscriptie Maken"
-
-#, fuzzy
-#~ msgid "Build Project"
-#~ msgstr "Project"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "Bekijk Bestanden"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Zoek Klasses"
-
-#~ msgid "Update Always"
-#~ msgstr "Altijd Updaten"
-
-#~ msgid "Raw Mode"
-#~ msgstr "Raw-modus"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Pad naar Node:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Verwijder geselecteerde bestanden?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Er is geen 'res://default_bus_layout.tres' bestand."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Ga naar bovenliggende folder"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Scene(s) Openen"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Vorige Map"
-
-#~ msgid "Next Directory"
-#~ msgstr "Volgende Map"
-
-#~ msgid "Ease in"
-#~ msgstr "Rustig Aanzetten"
-
-#~ msgid "Ease out"
-#~ msgstr "Rustig Afzetten"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Creëer Convex Statisch Lichaam"
-
-#, fuzzy
-#~ msgid "Create folder"
-#~ msgstr "Map Maken"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "Knip Nodes"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Ongeldig Path"
-
-#, fuzzy
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "Dupliceer Selectie"
-
-#, fuzzy
-#~ msgid "Create Area"
-#~ msgstr "Nieuwe Maken"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Signaal Argumenten Bewerken:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Variabele Bewerken:"
-
-#, fuzzy
-#~ msgid "Snap (s): "
-#~ msgstr "Stap(pen):"
-
-#, fuzzy
-#~ msgid "Insert keys."
-#~ msgstr "Voer Sleutels In"
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr ""
-#~ "Maak een nieuwe kopie van de geselecteerde scene(s) als kind van de "
-#~ "geselecteerde knoop."
-
-#~ msgid "Font Size:"
-#~ msgstr "Lettertypegrootte:"
-
-#~ msgid "Line:"
-#~ msgstr "Regel:"
-
-#~ msgid "Col:"
-#~ msgstr "Kolom:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "PathFollow2D werkt alleen wanneer het een kind van een Path2D node is."
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Punt toevoegen"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "Ongeldig Pad."
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Punt verwijderen"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Bewerk Poly"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "Splits Pad"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "Node Toevoegen"
-
-#~ msgid "Create from scene?"
-#~ msgstr "Creëer vanuit scene?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Creëer Poly"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Begin een nieuwe polygoon"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Uitzoomen"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Inzoomen"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Maak Poly3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Geen OccluderPolygon2D resource op deze node.\n"
-#~ "Creëer en wijs één toe?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "LMB: Verplaats Punt."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+LMB: Splits Segment."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "RMB: Verwijder Punt."
-
-#, fuzzy
-#~ msgid "New TextFile"
-#~ msgstr "Bekijk Bestanden"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Thema Opslaan Als"
-
-#~ msgid "<None>"
-#~ msgstr "<Geen>"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Inzoomen"
-
-#~ msgid "Class List:"
-#~ msgstr "Klasse Lijst:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Publieke Methodes"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Publieke Methodes:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "GUI Thema Items:"
-
-#, fuzzy
-#~ msgid "Property: "
-#~ msgstr "Eigenschappen:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Schakel folder status als Favoriet"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Selecteer zojuist bewerkte sub-tegel."
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Hele Woorden"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Hoofdlettergevoelig"
-
-#~ msgid "Ok"
-#~ msgstr "Oké"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Zoek in de klasse hiërarchie."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Zoek Klasses"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Ingebouwde scripts kunnen alleen ge-edit worden wanneer de bijbehorende "
-#~ "scène geladen is"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Converteer Naar Hoofdletters"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Converteer Naar Kleine Letters"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "0 Graden Roteren"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "90 Graden Roteren"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "180 Graden Roteren"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "270 Graden Roteren"
-
-#~ msgid "Bake!"
-#~ msgstr "Bakken!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Bak de navigatie mesh."
-
-#~ msgid "Get"
-#~ msgstr "Krijg"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Verander RGB Constante"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Verander Vec Scalar Operator"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Verander RGB Operator"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Aan/Uit Alleen Rot"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Verander Vec Functie"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Verander RGB Uniform"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Verander Standaardwaarde"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Verander XForm Uniform"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Verander Cubemap Uniform"
-
-#~ msgid "Change Comment"
-#~ msgstr "Verander Commentaar"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Voeg Toe/Verwijder van Kleur Helling"
-
-#, fuzzy
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Wijzig Kleuren Helling"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Voeg Toe/Verwijder van Curve Map"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Wijzig Curve Map"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Verbind Graaf Knooppunten"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Verwijder Shader Graaf Knooppunten"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Verplaats Shader Graaf Knooppunten"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Fout: Cyclische Connectie Link"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Fout: Ontbrekende Input Connecties"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Voeg Shader Graaf Knooppunt Toe"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Verplaats Anim Track Omhoog"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Verplaats Anim Track Omlaag"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Zet Overgangen Naar:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Anim Track Wijzig Interpolatie"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Anim Track Wijzig Waarde Modus"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Anim Track Wijzig Wikkel Modus"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Wijzig Node Curve"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Wijzig Selectie Curve"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Anim Key Toevoegen"
-
-#~ msgid "In"
-#~ msgstr "In"
-
-#~ msgid "Out"
-#~ msgstr "Uit"
-
-#~ msgid "In-Out"
-#~ msgstr "In-Uit"
-
-#~ msgid "Out-In"
-#~ msgstr "Uit-In"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Wijzig Anim Lus"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Anim Getypeerd Waarde Key Aanmaken"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Anim Aanroep Track Toevoegen"
-
-#~ msgid "Length (s):"
-#~ msgstr "Lengte(s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Cursor stap snap (in seconden)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "In- en uitschakelen van loopen in animatie."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Nieuwe tracks toevoegen."
-
-#~ msgid "Move current track up."
-#~ msgstr "Verplaats huidige track naar boven."
-
-#~ msgid "Move current track down."
-#~ msgstr "Verplaats huidige track naar beneden."
-
-#~ msgid "Track tools"
-#~ msgstr "Spoorgereedschappen"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr ""
-#~ "Schakel het individueel aanpassen van keys in door op ze te klikken."
-
-#~ msgid "Key"
-#~ msgstr "Sleutel"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Roep Functies Aan in Welke Node?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Bedankt!"
-
-#~ msgid "I see..."
-#~ msgstr "Ik snap het..."
-
-#~ msgid "Ugh"
-#~ msgstr "Oeps"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Stop Profilering"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Start Profilering"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Standaard (Dezelfde als Editor)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Maak een nieuwe animatie in speler."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Laad animatie vanuit schijf."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Laad een animatie vanuit schijf."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Sla de huidige animatie op"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Bewerk Doel Mengtijden"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Kopieer Animatie"
-
-#~ msgid "Fetching:"
-#~ msgstr "Ophalen:"
-
-#~ msgid "prev"
-#~ msgstr "vorige"
-
-#~ msgid "next"
-#~ msgstr "volgende"
-
-#~ msgid "last"
-#~ msgstr "laatste"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Bewerk IK Ketting"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Versleep draaipunt vanaf muispositie"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Plaats pivot bij muispositie"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Voeg Toe/Verwijder Kleur Hellingspunt"
-
-#~ msgid "OK :("
-#~ msgstr "OK :("
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Textuur Regio Editor"
-
-#~ msgid "Erase selection"
-#~ msgstr "Verwijder Selectie"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Item naam of identificatiecode:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "Exportsjablonen voor dit platform zijn vermist/corrupt: "
-
-#~ msgid "Condition"
-#~ msgstr "Conditie"
-
-#~ msgid "Sequence"
-#~ msgstr "Sequentie"
-
-#~ msgid "Iterator"
-#~ msgstr "Iterator"
-
-#~ msgid "While"
-#~ msgstr "Terwijl"
-
-#~ msgid "Return"
-#~ msgstr "Teruggave"
-
-#~ msgid "Call"
-#~ msgstr "Aanroep"
-
-#, fuzzy
-#~ msgid "Edit Signal"
-#~ msgstr "Signaal Bewerken:"
-
-#, fuzzy
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Kan niet verbinden met host:"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Ongeldig version.txt formaat in sjablonen. Revisie is geen geldig "
-#~ "identificatienummer."
-
-#~ msgid "Can't write file."
-#~ msgstr "Kan niet naar bestand schrijven."
-
-#~ msgid "Replace By"
-#~ msgstr "Vervangen Door"
-
-#~ msgid "Backwards"
-#~ msgstr "Achterwaarts"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Vragen Bij Vervangen"
-
-#~ msgid "Skip"
-#~ msgstr "Overslaan"
-
-#, fuzzy
-#~ msgid "preview"
-#~ msgstr "Preview:"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Verplaats Key Toevoegen"
-
-#~ msgid "List:"
-#~ msgstr "Lijst:"
-
-#, fuzzy
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Ga naar Regel"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "Aan Het Opzetten..."
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Alleen Selectie"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "Alleen Selectie"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Path eigenschap moet verwijzen naar een geldige Viewport node om te "
-#~ "werken. Zo een Viewport moet in 'render target' modus gezet worden."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "De Viewport gegeven in de pad eigenschap moet als 'render target' "
-#~ "ingesteld zijn om deze sprite te laten werken."
-
-#~ msgid "' parsing of config failed."
-#~ msgstr "' te activeren. Het configuratiebestand kon niet gelezen worden."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Methodelijst voor '%s':"
-
-#~ msgid "Return:"
-#~ msgstr "Teruggave:"
-
-#~ msgid "Added:"
-#~ msgstr "Toegevoegd:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "Kon atlas subtexture niet opslaan:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Aan Het Opzetten..."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Aan Het Herimporteren"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "Bestand:"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "just pressed"
-#~ msgstr "reeds ingedrukt"
-
-#, fuzzy
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "Kon het certificaat bestand niet lezen. Zijn het pad en wachtwoord beide "
-#~ "correct?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "Error bij het maken van het pakket signatuur."
-
-#~ msgid "Node From Scene"
-#~ msgstr "Node Uit Scene"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Path eigenschap moet verwijzen naar een geldige Particles2D node om te "
-#~ "werken."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Een SampleLibrary resource moet gemaakt of gegeven worden in de 'samples' "
-#~ "eigenschap om SamplePlayer geluid af te laten spelen."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Een SampleLibrary resource moet gemaakt of gegeven worden in de 'samples' "
-#~ "eigenschap om SpatialSamplePlayer geluid te laten afspelen."
-
-#, fuzzy
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "%d Voorgekomen Waarde(s) Vervangen."
diff --git a/editor/translations/pl.po b/editor/translations/pl.po
index 248bc3effd..3d6a9cc22f 100644
--- a/editor/translations/pl.po
+++ b/editor/translations/pl.po
@@ -14627,1942 +14627,3 @@ msgstr "Przypisanie do uniformu."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Stałe nie mogą być modyfikowane."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Utwórz pozę spoczynkową (z kości)"
-
-#~ msgid "Bottom"
-#~ msgstr "Dół"
-
-#~ msgid "Left"
-#~ msgstr "Lewa"
-
-#~ msgid "Right"
-#~ msgstr "Prawa"
-
-#~ msgid "Front"
-#~ msgstr "Przód"
-
-#~ msgid "Rear"
-#~ msgstr "Tył"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Uchwyt bez nazwy"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Degrees Of Freedom\" jest poprawne tylko gdy \"Xr Mode\" jest \"Oculus "
-#~ "Mobile VR\"."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" jest poprawne tylko gdy \"Xr Mode\" jest \"Oculus "
-#~ "Mobile VR\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Zawartość paczki:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Usunąć profil \"%s\"? (nieodwracalne)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Włączone właściwości:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Włączone funkcjonalności:"
-
-#~ msgid "Unset"
-#~ msgstr "Wymaż"
-
-#~ msgid "Class Options"
-#~ msgstr "Opcje klasy"
-
-#~ msgid "Set"
-#~ msgstr "Ustaw"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Zapisano %s zmodyfikowanych zasobów."
-
-#~ msgid "Q&A"
-#~ msgstr "Pytania i odpowiedzi"
-
-#~ msgid "Status:"
-#~ msgstr "Status:"
-
-#~ msgid "Edit:"
-#~ msgstr "Edytuj:"
-
-#~ msgid "Redownload"
-#~ msgstr "Pobierz ponownie"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Zainstalowano)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Nie znaleziono)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Żądanie nie powiodło się."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Pętla przekierowań."
-
-#~ msgid "Download Complete."
-#~ msgstr "Pobieranie zakończone."
-
-#~ msgid "Remove Template"
-#~ msgstr "Usuń szablon"
-
-#~ msgid "Download Templates"
-#~ msgstr "Pobierz szablony eksportu"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Wybierz serwer z listy: (Shift+Klik: Otwórz w przeglądarce)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Przenieś do kosza"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Rozwiń wszystkie właściwości"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Zwiń wszystkie właściwości"
-
-#~ msgid "Copy Params"
-#~ msgstr "Kopiuj parametry"
-
-#~ msgid "Open in Help"
-#~ msgstr "Otwórz w Pomocy"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Przejmij kamerę gry\n"
-#~ "Brak uruchomionej instancji gry."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Przeciągnij: Obróć"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Wciśnij \"V\" by zmienić punkt zaczepienia (pivot), \"Shift+V\" by "
-#~ "przesunąć punkt zaczepienia (podczas poruszania)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+PPM: Wybór listy głębi"
-
-#~ msgid "Clone Down"
-#~ msgstr "Duplikuj linię"
-
-#~ msgid "Yaw"
-#~ msgstr "Odchylenie"
-
-#~ msgid "Size"
-#~ msgstr "Rozmiar"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Pociągnięcie: Obrót\n"
-#~ "Alt+Pociągnięcie: Poruszenie\n"
-#~ "Alt+PPM: Lista wyboru głębi"
-
-#~ msgid "Sep.:"
-#~ msgstr "Sep.:"
-
-#~ msgid "Add All"
-#~ msgstr "Dodaj wszystko"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Menu edycji motywu."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Utwórz pusty szablon"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Utwórz pusty szablon edytora"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Utwórz z aktualnego motywu edytora"
-
-#~ msgid "Data Type:"
-#~ msgstr "Typ danych:"
-
-#~ msgid "Theme File"
-#~ msgstr "Plik motywu"
-
-#~ msgid "Compiled"
-#~ msgstr "Skompilowany"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Usunąć %d projektów z listy?\n"
-#~ "Zawartość folderów projektów nie zostanie zmodyfikowana."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Usunąć projekt z listy?\n"
-#~ "Zawartość folderu projektu nie zostanie zmodyfikowana."
-
-#~ msgid "Templates"
-#~ msgstr "Szablony"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Dodaj zmapowaną ścieżkę"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Nie można tego wykonać z głównym węzłem."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Nie można odczytać pliku obrazu splash:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Używam domyślnego obrazka powitalnego."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "AnimationPlayer nie może animować sam siebie, tylko inne węzły tego typu."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Schowek jest pusty"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr ""
-#~ "Węzeł InterpolatedCamera jest przestarzały i będzie usunięty w Godocie "
-#~ "4.0."
-
-#~ msgid "No"
-#~ msgstr "Nie"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Ta scena nie została zapisana. Zapisać przed uruchomieniem?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "Plik wykonywalny ADB nie skonfigurowany w Ustawieniach Edytora."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "Jarsigner OpenJDK nie skonfigurowany w Ustawieniach Edytora."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Własny build wymaga poprawnej ścieżki do SDK Androida w Ustawieniach "
-#~ "Edytora."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Pozostały czas: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Kreślenie siatek: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Oświetlanie siatek: "
-
-#~ msgid "Search complete"
-#~ msgstr "Wyszukiwanie zakończone"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Nie podano wiadomości commitu"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Dodaj wiadomość comittu"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "W tej lokalizacji istnieje już plik lub folder o podanej nazwie."
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "Nie udało się ukończyć uzgadniania APK."
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "Nie udało się usunąć nieuzgodnionego APK."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Błąd podczas zapisu układu!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Domyślny układ edytora został nadpisany."
-
-#~ msgid "Move pivot"
-#~ msgstr "Przesuń oś"
-
-#~ msgid "Move anchor"
-#~ msgstr "Przesuń zakotwiczenie"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Zmień rozmiar CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Wielokąt->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Wielokąt"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Dodaj wstępny eksport..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Dodaj poprzednie łatki..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Usunąć ścieżkę \"%s\" z listy?"
-
-#~ msgid "Patches"
-#~ msgstr "Łatki"
-
-#~ msgid "Make Patch"
-#~ msgstr "Utwórz ścieżkę"
-
-#~ msgid "Pack File"
-#~ msgstr "Plik paczki"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Nie wygenerowano budowanego apk w: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Doki systemu plików i importowania"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Podczas eksportu lub uruchomienia, aplikacja wynikowa spróbuje połączyć "
-#~ "się z adresem IP tego komputera w celu debugowania."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Aktualna scena nie została zapisana, proszę zapisać scenę przed "
-#~ "uruchomieniem."
-
-#~ msgid "Revert"
-#~ msgstr "Przywróć"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Tego nie można cofnąć. Przywrócić mimo to?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Przywróć scenę"
-
-#~ msgid "Clear Script"
-#~ msgstr "Usuń skrypt"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Lista problemów"
-
-#~ msgid "Request Docs"
-#~ msgstr "Poproś o dokumentację"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Pomóż polepszyć dokumentację Godota przesyłając opinię."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Zastąpiono %d wystąpień."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Stwórz statycznych ciało wypukłe"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Tworzenie kształtów nieudane!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Obecnie nie ma żadnych samouczków dla tej klasy, możesz [color=$color]"
-#~ "[url=$url]dodać jeden[/url][/color] lub [color=$color][url=$url2]poprosić "
-#~ "o jakiś[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#~ msgid "Brief Description"
-#~ msgstr "Krótki opis"
-
-#~ msgid "Class Description"
-#~ msgstr "Opis klasy"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Eksport projektu nie powiódł się, kod błędu to %d."
-
-#~ msgid "Password:"
-#~ msgstr "Hasło:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "Segmenty identyfikatora muszą mieć niezerową długość."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr "Cyfra nie może być pierwszym znakiem w segmencie identyfikatora."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Znak \"%s\" nie może być pierwszym znakiem w segmencie identyfikatora."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "Identyfikator musi mieć co najmniej jedną kropkę jako separator."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Zapauzuj scenę"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Przyciągaj do siatki"
-
-#~ msgid "Add input +"
-#~ msgstr "Dodaj wejście+"
-
-#~ msgid "Language"
-#~ msgstr "Język"
-
-#~ msgid "Inherits"
-#~ msgstr "Dziedziczy"
-
-#~ msgid "Base Type:"
-#~ msgstr "Typ bazowy:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Dostępne węzły:"
-
-#~ msgid "Input"
-#~ msgstr "Wejście"
-
-#~ msgid "Methods:"
-#~ msgstr "Metody:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Właściwości motywu:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Wyliczenia:"
-
-#~ msgid "Constants:"
-#~ msgstr "Stałe:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Opis klasy:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Opisy właściwości:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Opisy metod:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "To zainstaluje projekt Androida dla dostosowanych wydań.\n"
-#~ "W celu użycia go, musi zostać dołączony do każdego profilu eksportu."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Odwróć sortowanie."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Usuń węzeł(y)?"
-
-#~ msgid "No Matches"
-#~ msgstr "Nie znaleziono"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Nie udało się otworzyć pliku file_type_cache.cch do zapisu, pamięć "
-#~ "podręczna typu plików nie będzie zapisana!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "Nie można przejść do \"%s\" - nie znaleziono w tym systemie plików!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Błąd wczytywania obrazu:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Brak pikseli z przeźroczystością > 128 w obrazie..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Rodzic nie ma stałych powierzchni do zapełnienia."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Nie można zmapować obszaru."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Ściana nie ma powierzchni!"
-
-#~ msgid "No faces!"
-#~ msgstr "Brak ścian!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Błąd: nie udało się wczytać pliku."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Błąd nie udało się wczytać pliku."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Efekt Dopplera"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Tryb zaznaczenia (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Tryb Przesuwania (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Tryb Rotacji (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Tryb skalowania (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Lokalne koordynaty"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Tryb przyciągania (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Narzędzie wyboru"
-
-#~ msgid "Tool Move"
-#~ msgstr "Narzędzie poruszania"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Narzędzie obracania"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Narzędzie skalowania"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Usunąć wszystkie brakujące projekty z listy? (Zawartość folderów nie "
-#~ "zostanie zmodyfikowana)"
-
-#~ msgid "Project List"
-#~ msgstr "Lista projektów"
-
-#~ msgid "Exit"
-#~ msgstr "Wyjdź"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "Nie można wykonać narzędzia PVRTC:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr ""
-#~ "Nie można załadować przekonwertowanego obrazka używając narzędzia PVRTC:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Błąd przy inicjalizacji FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Nieznany format czcionki."
-
-#~ msgid "Error loading font."
-#~ msgstr "Błąd ładowania fonta."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Niepoprawny rozmiar fonta."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Poprzedni folder"
-
-#~ msgid "Next Folder"
-#~ msgstr "Następny folder"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Automatycznie otwórz zrzuty ekranu"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "Otwórz w zewnętrznym edytorze obrazów."
-
-#~ msgid "Reverse"
-#~ msgstr "Odwróć"
-
-#~ msgid "Mirror X"
-#~ msgstr "Odbij X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Odbij Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Generowanie solucji..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "Generowanie projektu C#..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Nie udało się stworzyć solucji."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Nie udało się zapisać solucji."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "Nie udało się utworzyć projektu języka C#."
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "O wsparciu języka C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Utwórz solucję C#"
-
-#~ msgid "Builds"
-#~ msgstr "Wydania"
-
-#~ msgid "Build Project"
-#~ msgstr "Zbuduj projekt"
-
-#~ msgid "View log"
-#~ msgstr "Pokaż logi"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment wymaga zasobu Environment."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Włączone klasy"
-
-#~ msgid "Update Always"
-#~ msgstr "Zawsze Odświeżaj"
-
-#~ msgid "'camera' input parameter for all shader modes."
-#~ msgstr "Parametr wejściowy \"camera\" dla wszystkich trybów shadera."
-
-#~ msgid "'inv_camera' input parameter for all shader modes."
-#~ msgstr "Parametr wejściowy \"inv_camera\" dla wszystkich trybów shadera."
-
-#~ msgid "'inv_projection' input parameter for all shader modes."
-#~ msgstr ""
-#~ "Parametr wejściowy \"inv_projection\" dla wszystkich trybów shadera."
-
-#~ msgid "'normal' input parameter for all shader modes."
-#~ msgstr "Parametr wejściowy \"normal\" dla wszystkich trybów shadera."
-
-#~ msgid "'projection' input parameter for all shader modes."
-#~ msgstr "Parametr wejściowy \"projection\" dla wszystkich trybów shadera."
-
-#~ msgid "'time' input parameter for all shader modes."
-#~ msgstr "Parametr wejściowy \"time\" dla wszystkich trybów shadera."
-
-#~ msgid "'viewport_size' input parameter for all shader modes."
-#~ msgstr "Parametr wejściowy \"viewport_size\" dla wszystkich trybów shadera."
-
-#~ msgid "'world' input parameter for all shader modes."
-#~ msgstr "Parametr wejściowy \"world\" dla wszystkich trybów shadera."
-
-#~ msgid "'alpha' input parameter for all shader modes."
-#~ msgstr "Parametr wejściowy \"alpha\" dla wszystkich trybów shadera."
-
-#~ msgid "'color' input parameter for all shader modes."
-#~ msgstr "Parametr wejściowy \"color\" dla wszystkich trybów shadera."
-
-#~ msgid "'texture_pixel_size' input parameter for all shader modes."
-#~ msgstr ""
-#~ "Parametr wejściowy \"texture_pixel_size\" dla wszystkich trybów shadera."
-
-#~ msgid "Raw Mode"
-#~ msgstr "Trybie RAW"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Ścieżka do węzła:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Usunąć zaznaczone pliki?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Plik 'res://default_bus_layout.tres' nie istnieje."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Przejdź folder wyżej"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Otwórz scenę/y"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Poprzedni katalog"
-
-#~ msgid "Next Directory"
-#~ msgstr "Następny folder"
-
-#~ msgid "Ease in"
-#~ msgstr "Łagodne wejście"
-
-#~ msgid "Ease out"
-#~ msgstr "Łagodne wyjście"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Utwórz statyczne ciało wypukłe"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "CheckBox Radio1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "CheckBox Radio2"
-
-#~ msgid "Create folder"
-#~ msgstr "Utwórz katalog"
-
-#~ msgid "Custom Node"
-#~ msgstr "Inny węzeł"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Nieprawidłowa ścieżka"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "GridMap duplikuj zaznaczenie"
-
-#~ msgid "Create Area"
-#~ msgstr "Utwórz obszar"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Utwórz łącznik zewnętrzny"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Edytuj argumenty sygnału:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Edytuj zmienną:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Przyciąganie (s): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Wstaw klucze."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "Utwórz instancję wybranej sceny/scen jako dziecko wybranego węzła."
-
-#~ msgid "Font Size:"
-#~ msgstr "Rozmiar czcionki:"
-
-#~ msgid "Line:"
-#~ msgstr "Linia:"
-
-#~ msgid "Col:"
-#~ msgstr "Kolumna:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr "OrientedPathFollow działa tylko, gdy jest węzłem podrzędnym Path."
-
-#~ msgid "Split point with itself."
-#~ msgstr "Podziel punkt ze sobą."
-
-#~ msgid "Split can't form an existing edge."
-#~ msgstr "Podział nie może uformować istniejącej krawędzi."
-
-#~ msgid "Add Split"
-#~ msgstr "Dodaj podział"
-
-#~ msgid "Invalid Split: "
-#~ msgstr "Niepoprawny podział: "
-
-#~ msgid "Remove Split"
-#~ msgstr "Usuń podział"
-
-#~ msgid "Poly"
-#~ msgstr "Wielokąt"
-
-#~ msgid "Splits"
-#~ msgstr "Podziały"
-
-#, fuzzy
-#~ msgid "Connect two points to make a split."
-#~ msgstr "Połącz dwa punkty, by utworzyć podział."
-
-#~ msgid "Add Node.."
-#~ msgstr "Dodaj węzeł..."
-
-#~ msgid "Create from scene?"
-#~ msgstr "Utwórz ze sceny?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Utwórz Polygon"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Utwórz nowy wielokąt od zera"
-
-#~ msgid "Zoom out"
-#~ msgstr "Pomniejsz"
-
-#~ msgid "Zoom in"
-#~ msgstr "Powiększ"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Stwórz Poly3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Brak zasobu OccluderPolygon2D w tym węźle.\n"
-#~ "Stworzyć i przypisać nowy?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "LMB: Przesuń Punkt."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl + LPM: Podziału segmentu."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "RMB: Wymaż Punkt."
-
-#~ msgid "New TextFile"
-#~ msgstr "Nowy plik tekstowy"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Zapisz motyw jako"
-
-#~ msgid "<None>"
-#~ msgstr "<żaden>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Wybierz pod-kafelek do użycia jako ikona. Zostanie on użyty również do "
-#~ "niewłaściwych ustawień autokafelków."
-
-#~ msgid "Zoom:"
-#~ msgstr "Powiększenie:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "Na pewno chcesz usunąć wszystkie połączenia z \""
-
-#~ msgid "Class List:"
-#~ msgstr "Lista klas:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Metody publiczne"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Metody publiczne:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Elementy motywu GUI:"
-
-#~ msgid "Property: "
-#~ msgstr "Właściwość: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Ustaw status folderu jako Ulubiony."
-
-#~ msgid "Show current scene file."
-#~ msgstr "Pokaż plik aktualnej sceny."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "Wejdź w widok drzewa."
-
-#~ msgid "Whole words"
-#~ msgstr "Całe wyrazy"
-
-#~ msgid "Match case"
-#~ msgstr "Uwzględnij wielkość liter"
-
-#~ msgid "Ok"
-#~ msgstr "Ok"
-
-#~ msgid "Show In File System"
-#~ msgstr "Pokaż w systemie plików"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Szukaj w hierarchii klas."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Przeszukaj klasy"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Wbudowane skrypty mogą być edytowane tylko po załadowaniu sceny, do "
-#~ "której należą"
-
-#, fuzzy
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Wielkie litery"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Małe litery"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Obróć o 0 stopni"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Obróć o 90 stopni"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Obróć o 180 stopni"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Obróć o 270 stopni"
-
-#~ msgid "Errors:"
-#~ msgstr "Błędy:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Śledzenie stosu (jeśli dotyczy):"
-
-#, fuzzy
-#~ msgid "Bake!"
-#~ msgstr "Nanieś!"
-
-#, fuzzy
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Nanieś siatkę nawigacji.\n"
-
-#, fuzzy
-#~ msgid "Get"
-#~ msgstr "Pobierz"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Zmień stałą RGB"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Zmień operator Vec Scalar"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Zmień operator RGB"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Przełącz tylko rotacje"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Zmień funkcję wektorową"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Zmień Wartość Domyślną"
-
-#~ msgid "Change Comment"
-#~ msgstr "Zmień komentarz"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Modyfikuj Color Ramp"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Dodaj/Usuń do mapy krzywej"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Edytuj mape krzywej"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Połącz węzły grafu"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Usuń węzeł Shader Graph"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Duplikuj węzły grafu"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Błąd: Brakujące połączenia wejścia"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Przesuń ścieżkę animacji w górę"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Przesuń ścieżkę animacji w dół"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Ustaw przejścia na:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Zmień funkcję interpolacji animacji"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Zmień tryb wartości animacji"
-
-#, fuzzy
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Ścieżka Animacji - Zmień Tryb Zawijania"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Edytuj krzywe"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Edytuj krzywą selekcji"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Dodaj klucz animacji"
-
-#~ msgid "In"
-#~ msgstr "We."
-
-#~ msgid "Out"
-#~ msgstr "Wy."
-
-#~ msgid "In-Out"
-#~ msgstr "We-Wy"
-
-#~ msgid "Out-In"
-#~ msgstr "Wy-We"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Zmień długość animacji"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Zmień pętlę animacji"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Utwórz klucz dla wpisanej wartości"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Dodaj ścieżkę wywołania funkcji"
-
-#~ msgid "Length (s):"
-#~ msgstr "Długość:"
-
-#~ msgid "Step (s):"
-#~ msgstr "Krok:"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Krok kursora (w sekundach)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Włącz/Wyłącz zapętlenie animacji."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Dodaj nowe ścieżki."
-
-#~ msgid "Move current track up."
-#~ msgstr "Przesuń wybraną ścieżkę do góry."
-
-#~ msgid "Move current track down."
-#~ msgstr "Przesuń wybraną ścieżkę w dół."
-
-#~ msgid "Track tools"
-#~ msgstr "Narzędzia ścieżki"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Włączenie edycji pojedynczych kluczy poprzez kliknięcie na nie."
-
-#~ msgid "Key"
-#~ msgstr "Klucz"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Z którego węzła wywołać funkcję?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Dzięki!"
-
-#~ msgid "I see..."
-#~ msgstr "Widzę..."
-
-#~ msgid "Ugh"
-#~ msgstr "Błąd"
-
-#~ msgid "Run Script"
-#~ msgstr "Uruchom skrypt"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Zatrzymaj profilowanie"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Rozpocznij profilowanie"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Damyślny(Same as Editor)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Stwórz nową animację."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Wczytaj animację z dysku."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Wczytaj animacje z dysku."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Zapisz wybraną animacje"
-
-#, fuzzy
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Edytuj Czas Trwania Przejścia Celu"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Skopiuj animacje"
-
-#~ msgid "Fetching:"
-#~ msgstr "Pobieranie:"
-
-#~ msgid "prev"
-#~ msgstr "poprzedni"
-
-#~ msgid "next"
-#~ msgstr "następny"
-
-#~ msgid "last"
-#~ msgstr "ostatni"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Edytuj łańcuch IK"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Przeciągnij oś z pozycji myszy"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Ustaw pivot w pozycji myszy"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Dodaj/Usuń punkty w Color Ramp"
-
-#~ msgid "OK :("
-#~ msgstr "OK :("
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "Podgląd StyleBox:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Edytor regionu tekstury"
-
-#~ msgid "Erase selection"
-#~ msgstr "Usuń zaznaczenie"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Nazwa elementu lub ID:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "Brakuje/Uszkodzone szablony eksportu dla tej platformy: "
-
-#~ msgid "Button 8"
-#~ msgstr "Przycisk 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Przycisk 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Odrzuć instancjonowanie"
-
-#~ msgid "Clear!"
-#~ msgstr "Czysto!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Przełącz widoczność Spatial"
-
-#~ msgid "Condition"
-#~ msgstr "Warunek"
-
-#~ msgid "Sequence"
-#~ msgstr "Sekwencja"
-
-#~ msgid "Switch"
-#~ msgstr "Przełącznik"
-
-#~ msgid "Iterator"
-#~ msgstr "Iterator"
-
-#~ msgid "While"
-#~ msgstr "While"
-
-#~ msgid "Return"
-#~ msgstr "Zwraca"
-
-#~ msgid "Call"
-#~ msgstr "Wywołanie"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Edytuj zmienną"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Edytuj sygnał"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "Nieprawidłowa akcja (wszystko oprócz '/' lub ':')."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Nie może zawierać '/ 'lub':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "nieprawidłowy format pliku version.txt wewnątrz szablonów. Zmiana nie "
-#~ "jest prawidłowym identyfikatorem."
-
-#~ msgid "Can't write file."
-#~ msgstr "Nie można zapisać pliku."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "Nie można było utworzyć engine.cfg w ścieżce projektu."
-
-#~ msgid "Replace By"
-#~ msgstr "Zastąp przez"
-
-#~ msgid "Backwards"
-#~ msgstr "Wstecz"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Zaptytaj przy zastąpieniu"
-
-#~ msgid "Skip"
-#~ msgstr "Pomiń"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "Twój projekt zostanie utworzony w niepustym folderze (możesz chcieć "
-#~ "stworzyć nowy folder)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "BINGO!"
-
-#, fuzzy
-#~ msgid "preview"
-#~ msgstr "Podgląd"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Przemieszczono/Dodano klucz"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Utwórz subskrypcję"
-
-#~ msgid "List:"
-#~ msgstr "Lista:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Ustaw maskę emisji"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Wyczyść Emiter"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "Kategorie:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "Nie można przejść do '"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr "Źródło:"
-
-#, fuzzy
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Usuń punkt ścieżki"
-
-#, fuzzy
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Idź do lini"
-
-#, fuzzy
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Przesuń Punkt"
-
-#, fuzzy
-#~ msgid "Split Segment (in line)"
-#~ msgstr "Podziel Segment (na krzywej)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "Ustawienia"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "Zdalny inspektor"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "Właściwości zdalnego obiektu: "
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Tylko zaznaczenie"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "Tylko zaznaczenie"
-
-#, fuzzy
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Aby zadziałało, pole Path musi wskazywać na obiekt Viewport, który ma "
-#~ "zaznaczoną opcję trybu Render Target."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "Pole trybu Render Target musi być ustawione w Viewport wskazywanym przez "
-#~ "pole Path, aby ten Sprite mógł zadziałać."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Lista metod '%s':"
-
-#~ msgid "Return:"
-#~ msgstr "Zwraca:"
-
-#~ msgid "Added:"
-#~ msgstr "Dodane:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "Nie udało się zapisać tekstury atlasu:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Konfigurowanie ..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "Błąd ładowania sceny."
-
-#~ msgid "Re-Import"
-#~ msgstr "Importuj ponownie"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "Proszę poczekać na zakończenie skanowania."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "Bieżąca scena musi być zapisana aby ponownie zaimportować."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Prze-Importowanie"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "Zaimportuj ponownie zmienione zasoby"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr "Zapisz i importuj ponownie"
-
-#, fuzzy
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "Pliki źródłowe i docelowe są te same, nie podjęto żadnej akcji."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr ""
-#~ "Ścieżki źródłowa i docelowa są takie same, żadna akcja nie została "
-#~ "wykonana."
-
-#, fuzzy
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "Nie możesz przenieść danego katalogu do jego wnętrza."
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Wybierz nową nazwę i lokację dla:"
-
-#~ msgid "Info"
-#~ msgstr "Informacje"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "Brak mask bitowych do zaimportowania!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "Docelowa ścieżka jest pusta."
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "Ścieżka docelowa musi być bezwzględna."
-
-#~ msgid "Target path must exist."
-#~ msgstr "Docelowa ścieżka musi istnieć."
-
-#~ msgid "Import BitMasks"
-#~ msgstr "Importuj BitMasks"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "Źródło tekstury:"
-
-#~ msgid "Target Path:"
-#~ msgstr "Ścieżka docelowa:"
-
-#~ msgid "Accept"
-#~ msgstr "Akceptuj"
-
-#~ msgid "Bit Mask"
-#~ msgstr "BitMask"
-
-#~ msgid "No source font file!"
-#~ msgstr "Brak pliku źródłowego fontu!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "Brak docelowego zasobu fontu!"
-
-#, fuzzy
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "Błędne rozszerzenie pliku.\n"
-#~ "Proszę użyć .fnt."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "Nie udało się zapisać fontu."
-
-#~ msgid "Source Font:"
-#~ msgstr "Źródło fontu:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "Zasób docelowy:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr "ŻżŹźĆćŃńĄąŁłĘęÓó."
-
-#~ msgid "Test:"
-#~ msgstr "Test:"
-
-#~ msgid "Options:"
-#~ msgstr "Opcje:"
-
-#~ msgid "Font Import"
-#~ msgstr "Import fontu"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "Ten plik jest już plikiem fontu Godot, proszę podać plik typu BMFont."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "Nie powiodło się, otwarcie pliku jako BMFont."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "Nie rozpoznano typu fontu."
-
-#~ msgid "No meshes to import!"
-#~ msgstr "Brak siatek do zaimportowania!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "Importuj Mesh"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "Źródło Mesh:"
-
-#~ msgid "Surface %d"
-#~ msgstr "Powierzchnia %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "Brak sampli do importu!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "Importuj pliki dźwiękowe"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "Źródło dźwięku:"
-
-#~ msgid "Audio Sample"
-#~ msgstr "Dźwięk"
-
-#~ msgid "New Clip"
-#~ msgstr "Nowy klip"
-
-#~ msgid "Flags"
-#~ msgstr "Flagi"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "Wypal FPS:"
-
-#~ msgid "Optimizer"
-#~ msgstr "Optymalizator"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "Maksymalny błąd liniowy"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "Maksymalny błąd kątowy"
-
-#~ msgid "Max Angle"
-#~ msgstr "Maksymalny Kąt"
-
-#~ msgid "Start(s)"
-#~ msgstr "Start"
-
-#~ msgid "Source path is empty."
-#~ msgstr "Ścieżka źródłowa jest pusta."
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "Nie udało się wczytać skryptu po imporcie."
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "Niepoprawny/uszkodzony skrypt post-importu."
-
-#~ msgid "Error importing scene."
-#~ msgstr "Błąd podczas wczytywania sceny."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "Zaimportuj Scene 3D"
-
-#~ msgid "Source Scene:"
-#~ msgstr "Scena źródłowa:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "Taki sam jak scena docelowa"
-
-#~ msgid "Shared"
-#~ msgstr "Współdzielone"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "Docelowy folder tekstur:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "Niestandardowy typ węzła głównego:"
-
-#~ msgid "Auto"
-#~ msgstr "Automatyczny"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "Brakuje następujących plików:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Zaimportuj Pomimo"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr ""
-#~ "Edytowana sceny nie została zapisana. Otworzyć importowaną scenę mimo "
-#~ "tego?"
-
-#~ msgid "Import Image:"
-#~ msgstr "Zaimportuj Obraz:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "Nie można zlokalizować ścieżki: %s (już jest lokalna)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "Scena animacji 3D"
-
-#~ msgid "Uncompressed"
-#~ msgstr "Nieskompresowany"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "Bezstratna Kompresja (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "Kompresja Stratna (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "Skompresuj (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "Format Tekstury"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "Jakość Kompresji Textury (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "Proszę podać kilka plików !"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Co najmniej jeden plik potrzebny do \"Atlas'u\"."
-
-#~ msgid "Error importing:"
-#~ msgstr "Błąd importowania:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "Maksymalny rozmiar tekstury:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "Zaimportuj Tekstury z \"Atlas'u\" (2D)"
-
-#~ msgid "Large Texture"
-#~ msgstr "Duża Tekstura"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "Zaimportuj Duże Tekstury (2D)"
-
-#~ msgid "Source Texture"
-#~ msgstr "Źródłowa Tekstura"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "Bazowa tekstura \"Atlas'u\""
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "Tekstura(y) źródłowe"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "Importuj tekstury dla 2D"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "Importuj tekstury dla 3D"
-
-#~ msgid "Import Textures"
-#~ msgstr "Zaimportuj Tekstury"
-
-#~ msgid "3D Texture"
-#~ msgstr "Tekstura 3D"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "Tekstura \"Atlas'u\""
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "UWAGA: Importowanie tekstur 2D nie jest wymagane. Po prostu skopiuj pliki "
-#~ "png/jpg do folderu projektu."
-
-#~ msgid "Crop empty space."
-#~ msgstr "Przytnij pusty obszar."
-
-#~ msgid "Texture"
-#~ msgstr "Tekstura"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "Importuj dużą teksturę"
-
-#~ msgid "Load Source Image"
-#~ msgstr "Wczytaj obrazek źródłowy"
-
-#~ msgid "Slicing"
-#~ msgstr "Przycinanie"
-
-#~ msgid "Saving"
-#~ msgstr "Zapisywanie"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "Nie udało się zapisać dużej tekstury:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "Zbuduj Atlas dla:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "Ładowanie obrazu:"
-
-#~ msgid "Converting Images"
-#~ msgstr "Konwersja obrazków"
-
-#~ msgid "Cropping Images"
-#~ msgstr "Przycinanie obrazków"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "Nie można zapisać obrazu atlasu:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "Nieprawidłowe źródło tłumaczenia!"
-
-#~ msgid "Column"
-#~ msgstr "Kolumna"
-
-#~ msgid "No items to import!"
-#~ msgstr "Brak elementów do importu!"
-
-#~ msgid "No target path!"
-#~ msgstr "Brak ścieżki docelowej!"
-
-#~ msgid "Import Translations"
-#~ msgstr "Importuj tłumaczenia"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "Nie można zaimportować!"
-
-#~ msgid "Import Translation"
-#~ msgstr "Importuj tłumaczenie"
-
-#~ msgid "Source CSV:"
-#~ msgstr "Źródłowy CSV:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "Ignoruj pierwszy wiersz"
-
-#~ msgid "Compress"
-#~ msgstr "Skompresuj"
-
-#, fuzzy
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "Dodaj do projektu (engine.cfg)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "Zaimportuj Język:"
-
-#~ msgid "Translation"
-#~ msgstr "Tłumaczenie"
-
-#~ msgid "Making BVH"
-#~ msgstr "Tworzenie BVH"
-
-#~ msgid "Zoom Set..."
-#~ msgstr "Ustaw przybliżenie..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "Parsuj BBCode"
-
-#~ msgid "Length:"
-#~ msgstr "Długość:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "Otwórz plik(i) sampli"
-
-#~ msgid "Add Sample"
-#~ msgstr "Dodaj sampel"
-
-#~ msgid "Rename Sample"
-#~ msgstr "Zmień nazwę sampla"
-
-#~ msgid "Delete Sample"
-#~ msgstr "Usuń sampel"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 Bits"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 Bits"
-
-#~ msgid "Stereo"
-#~ msgstr "Stereo"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "Skalowanie do %s%%."
-
-#~ msgid "Bucket"
-#~ msgstr "Wiadro"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "Niepoprawna ścieżka projektu, ścieżka musi istnieć!"
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "Niepoprawna ścieżka projektu, engine.cfg nie może istnieć."
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "Niepoprawna ścieżka projektu, engine.cfg musi istnieć."
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "Ścieżka projektu (musi istnieć):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "Utwórz nowy zasób"
-
-#~ msgid "Open Resource"
-#~ msgstr "Otwórz zasób"
-
-#~ msgid "Save Resource"
-#~ msgstr "Zapisz zasób"
-
-#~ msgid "Resource Tools"
-#~ msgstr "Narzędzia zasobów"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "Plik"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "Zamknąć scenę? (Niezapisane zmiany zostaną utracone)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "Otworzyć Menedżer Projektów?\n"
-#~ "(Niezapisane zmiany zostaną utracone)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "Zamknij i przejdź do poprzedniej sceny"
-
-#~ msgid "Del"
-#~ msgstr "Usuń"
-
-#, fuzzy
-#~ msgid "RAW Mode"
-#~ msgstr "Tryb uruchamiania:"
-
-#~ msgid "Node From Scene"
-#~ msgstr "Węzeł ze Sceny"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Importuj zasoby do projektu."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Eksportuj projekt na inne platformy."
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "Powiadomienie o zmianie stanu zasobu zewnętrznego."
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "Otwórz https://godotengine.org na sekcji poradników."
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "Nie wybrano sceny do instancjonowania!"
-
-#, fuzzy
-#~ msgid "Instance at Cursor"
-#~ msgstr "Instancja w miejscu kursora"
-
-#~ msgid "Use Default Light"
-#~ msgstr "Użyj domyślnego światła"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "Kolor światła otoczenia:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "Nieprawidłowa nazwa klasy bazowej"
-
-#~ msgid "Valid chars:"
-#~ msgstr "Poprawne znaki:"
-
-#~ msgid "Valid name"
-#~ msgstr "Poprawna nazwa"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "Nazwa klasy jest niepoprawna!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "Nazwa klasy nadrzędnej jest niepoprawna!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Żeby zadziałało, pole Path musi wskazywać na istniejący węzeł Particles2D."
-
-#~ msgid "Surface"
-#~ msgstr "Powierzchnia"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Zasób typu SampleLibrary musi być dodany jako pole Samples, aby "
-#~ "SamplePlayer mógł odtwarzać dźwięk."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Zasób SampleLibrary musi być ustawiony jako wartość właściwości 'samples' "
-#~ "żeby SpatialSamplePlayer odtwarzał dźwięk."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "Zastąpiono %d wystąpień."
-
-#~ msgid "Error exporting project!"
-#~ msgstr "Błąd przy eksporcie projektu!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "Brak jeszcze eksportu dla platformy '%s'."
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "Utwórz nowy zasób"
-
-#, fuzzy
-#~ msgid "Organization"
-#~ msgstr "Przejście"
-
-#, fuzzy
-#~ msgid "Password"
-#~ msgstr "Hasło:"
-
-#, fuzzy
-#~ msgid "at least 6 characters"
-#~ msgstr "Dopuszczalne znaki:"
-
-#, fuzzy
-#~ msgid "File name"
-#~ msgstr "Nowa nazwa:"
-
-#~ msgid "Include"
-#~ msgstr "Zawiera"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "Nazwa grupy nie może być pusta!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "Nieprawidłowy znak w nazwie grupy!"
-
-#~ msgid "Add Image Group"
-#~ msgstr "Dodaj grupę obrazków"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "Opcje eksportu projektu"
-
-#~ msgid "Export to Platform"
-#~ msgstr "Eksportuj na platformę"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "Eksportuj wszystkie pliki w katalogu projektu."
-
-#~ msgid "Images"
-#~ msgstr "Obrazki"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "Konwertuj obrazki (*.png):"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "Zmniejsz wszystkie obrazki:"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "Format kompresji:"
-
-#~ msgid "Groups:"
-#~ msgstr "Grupy:"
-
-#~ msgid "Compress RAM"
-#~ msgstr "Kompresja RAM"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "Tryb kompresji:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "Zmniejsz o:"
-
-#~ msgid "Images:"
-#~ msgstr "Obrazki:"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "Kompresja (RAM - IMA-ADPCM)"
-
-#~ msgid "Trim"
-#~ msgstr "Przytnij"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "Eksport projektu PCK"
-
-#~ msgid "Project Export"
-#~ msgstr "Eksport projektu"
-
-#~ msgid "Global"
-#~ msgstr "Globalne"
-
-#~ msgid ""
-#~ "This item cannot be made visible because the parent is hidden. Unhide the "
-#~ "parent first."
-#~ msgstr ""
-#~ "Ten obiekt nie może być widoczny ponieważ jego rodzic jest ukryty. Odkryj "
-#~ "najpierw rodzica."
-
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "Ścieżki nie mogą zaczynać się od '/', ścieżki absolutne muszą zaczynać "
-#~ "się od 'res://', 'user://', lub 'local://'"
-
-#~ msgid "File exists"
-#~ msgstr "Plik Istnieje"
-
-#~ msgid "Valid path"
-#~ msgstr "Poprawna ścieżka"
-
-#~ msgid "Cannot go into subdir:"
-#~ msgstr "Nie można iść do podkatalogu:"
diff --git a/editor/translations/pr.po b/editor/translations/pr.po
index 2c439e7241..7b4329c771 100644
--- a/editor/translations/pr.po
+++ b/editor/translations/pr.po
@@ -14343,152 +14343,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Set"
-#~ msgstr "Set"
-
-#, fuzzy
-#~ msgid "Edit:"
-#~ msgstr "Edit"
-
-#, fuzzy
-#~ msgid "Remove Template"
-#~ msgstr "Discharge ye' Variable"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Forge yer Node!"
-
-#, fuzzy
-#~ msgid "Expand All Properties"
-#~ msgstr "Add yer Getter Property"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "Paste yer Node"
-
-#, fuzzy
-#~ msgid "Templates"
-#~ msgstr "Discharge ye' Variable"
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "Discharge ye' Signal"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Add Signal"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Yar, Blow th' Selected Down!"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "yer Nodes doing nothin':"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "Paste yer Node"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Yar, Blow th' Selected Down!"
-
-#, fuzzy
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Slit th' Node"
-
-#, fuzzy
-#~ msgid "Tool Select"
-#~ msgstr "Yar, Blow th' Selected Down!"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Cant Load the FreeType Captain."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Unknown Calligraphy format."
-
-#~ msgid "Error loading font."
-#~ msgstr "Error loading yer Calligraphy Pen."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Yer Calligraphy be wrongly sized."
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "Slit th' Node"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Edit ye Signal Arguments:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Edit yer Variable:"
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Add Signal"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr ": Evil arguments: "
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Discharge ye' Signal"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "Add Node"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Slit th' Node"
-
-#~ msgid "Get"
-#~ msgstr "Get"
-
-#, fuzzy
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Discharge ye' Signal"
-
-#~ msgid "Condition"
-#~ msgstr "Condition"
-
-#~ msgid "Sequence"
-#~ msgstr "Sequence"
-
-#~ msgid "Iterator"
-#~ msgstr "Iterator"
-
-#~ msgid "While"
-#~ msgstr "While"
-
-#~ msgid "Return"
-#~ msgstr "Return"
-
-#~ msgid "Call"
-#~ msgstr "Call"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Move yer Add Key"
-
-#~ msgid "just pressed"
-#~ msgstr "just smashed"
-
-#, fuzzy
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "Blimey! I can't read th' certificate file! Are yer path n' password "
-#~ "trusty?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "Blimey! I can't create th' package signature."
-
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "Avast! Ye cannot steer yer ship with a '/'! Yer need t' start wit' "
-#~ "'res://', 'user://', or 'local://' ye knave!"
diff --git a/editor/translations/pt.po b/editor/translations/pt.po
index e2593d6810..f6aefb33cb 100644
--- a/editor/translations/pt.po
+++ b/editor/translations/pt.po
@@ -14592,1393 +14592,3 @@ msgstr "Atribuição a uniforme."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Constantes não podem ser modificadas."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Criar Pose de Descanso (a partir de Ossos)"
-
-#~ msgid "Bottom"
-#~ msgstr "Fundo"
-
-#~ msgid "Left"
-#~ msgstr "Esquerda"
-
-#~ msgid "Right"
-#~ msgstr "Direita"
-
-#~ msgid "Front"
-#~ msgstr "Frente"
-
-#~ msgid "Rear"
-#~ msgstr "Trás"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Bugiganga sem Nome"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Graus de Liberdade\" só é válido quando \"Modo Xr\" é \"Oculus Mobile VR"
-#~ "\"."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Consciência do Foco\" só é válido quando \"Modo Xr\" é \"Oculus Mobile "
-#~ "VR\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Conteúdo do Pacote:"
-
-#~ msgid "Singleton"
-#~ msgstr "Instância única"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Substituir perfil '%s'? (não há desfazer)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Ativar Propriedades:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Ativar Características:"
-
-#~ msgid "Unset"
-#~ msgstr "Desativar"
-
-#~ msgid "Class Options"
-#~ msgstr "Opções da Classe"
-
-#~ msgid "Set"
-#~ msgstr "Definir"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Guardado(s) %s recurso(s) modificado(s)."
-
-#~ msgid "Q&A"
-#~ msgstr "Perguntas & Respostas"
-
-#~ msgid "Status:"
-#~ msgstr "Estado:"
-
-#~ msgid "Edit:"
-#~ msgstr "Editar:"
-
-#~ msgid "Redownload"
-#~ msgstr "Retransferir"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Instalado)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Em Falta)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Pedido falhado."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Redirecionar ciclo."
-
-#~ msgid "Download Complete."
-#~ msgstr "Descarrega completa."
-
-#~ msgid "Remove Template"
-#~ msgstr "Remover Modelo"
-
-#~ msgid "Download Templates"
-#~ msgstr "Transferir Modelos"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Selecionar servidor da lista: (Shift+Click: Abrir no Navegador)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Mover para Reciclagem"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Expandir Todas as Propriedades"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Colapsar Todas as Propriedades"
-
-#~ msgid "Copy Params"
-#~ msgstr "Copiar Parâmetros"
-
-#~ msgid "Open in Help"
-#~ msgstr "Abrir em Ajuda"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Sobreposição de Câmara de Jogo\n"
-#~ "Nenhuma instância de jogo em execução."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Arrastar: Rotação"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Tecla 'v' para mudar Eixo, 'Shift+v' para arrastar Eixo (durante "
-#~ "movimento)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+RMB: seleção da lista de profundidade"
-
-#~ msgid "Clone Down"
-#~ msgstr "Clonar Abaixo"
-
-#~ msgid "Yaw"
-#~ msgstr "Direção"
-
-#~ msgid "Size"
-#~ msgstr "Tamanho"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Arrastar: Rodar\n"
-#~ "Alt+Arrastar: Mover\n"
-#~ "Alt+RMB: Seleção lista de profundidade"
-
-#~ msgid "Sep.:"
-#~ msgstr "Sep.:"
-
-#~ msgid "Add All"
-#~ msgstr "Adicionar tudo"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Menu edição de tema."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Criar Modelo vazio"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Criar Modelo Editor vazio"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Criar a partir de tema Editor atual"
-
-#~ msgid "Data Type:"
-#~ msgstr "Tipo de dados:"
-
-#~ msgid "Theme File"
-#~ msgstr "Ficheiro Tema"
-
-#~ msgid "Compiled"
-#~ msgstr "Compilado"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Remover %d projetos da lista?\n"
-#~ "O conteúdo das pastas não será modificado."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Remover este projeto da lista?\n"
-#~ "O conteúdo da pasta não será modificado."
-
-#~ msgid "Templates"
-#~ msgstr "Modelos"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Adicionar Caminho Remapeado"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Não consigo executar com o nó raiz."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Não consigo ler ficheiro de imagem do ecrã de inicialização:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "A usar imagem de inicialização predefinida."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Um reprodutor de animação não se pode animar a ele próprio, apenas a "
-#~ "outros reprodutores."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Área de Transferência está vazia"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr "InterpolatedCamerda foi descontinuada e será removida no Godot 4.0."
-
-#~ msgid "No"
-#~ msgstr "Não"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Esta cena nunca foi guardada. Guardar antes de executar?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "O executável ADB não está configurado nas Configurações do Editor."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr ""
-#~ "O jarsigner do OpenJDK não está configurado nas Definições do Editor."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Compilação personalizada necessita de um caminho válido para Android SDK "
-#~ "no Editor de Configurações."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Tempo restante: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "A traçar Meshes: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "A iluminar Meshes: "
-
-#~ msgid "Search complete"
-#~ msgstr "Pesquisa completa"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Nenhuma mensagem de gravação foi fornecida"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Adicionar mensagem de gravação"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Já existe um ficheiro ou pasta com o mesmo nome nesta localização."
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "Incapaz de completar o alinhamento APK."
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "Incapaz de apagar o APK não-alinhado."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Erro ao tentar guardar o Modelo!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "O modelo do editor predefinido foi substituído."
-
-#~ msgid "Move pivot"
-#~ msgstr "Mover pivô"
-
-#~ msgid "Move anchor"
-#~ msgstr "Mover âncora"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Redimensionar CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Polígono->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Polígono"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Adicionar exportação inicial..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Aplicar correções anteriores..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Apagar correção '%s' da lista?"
-
-#~ msgid "Patches"
-#~ msgstr "Correções"
-
-#~ msgid "Make Patch"
-#~ msgstr "Fazer Correção"
-
-#~ msgid "Pack File"
-#~ msgstr "Ficheiro Pacote"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Nenhum apk gerado em: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Sistema de Ficheiros e Docas de Importação"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Ao exportar ou distribuir, o executável vai tentar ligar-se ao IP deste "
-#~ "computador para depuração."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "A cena atual nunca foi guardada, por favor guarde-a antes de executar."
-
-#~ msgid "Revert"
-#~ msgstr "Reverter"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Esta acção não pode ser desfeita. Reverter na mesma?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Reverter Cena"
-
-#~ msgid "Clear Script"
-#~ msgstr "Limpar Script"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Rastreador de Problemas"
-
-#~ msgid "Request Docs"
-#~ msgstr "Requisitar Docs"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Dê a sua opinião para ajudar a melhorar a documentação Godot."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Substituído %d ocorrência(s)."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Criar corpo estático convexo"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Falha na criação de formas!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Atualmente não existem tutoriais para esta classe, pode [color=$color]"
-#~ "[url=$url]contribuir com um[/url][/color] ou [color=$color][url="
-#~ "$url2]solicitar um[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#~ msgid "Brief Description"
-#~ msgstr "Breve Descrição"
-
-#~ msgid "Class Description"
-#~ msgstr "Descrição da Classe"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Exportação do projeto falhou com código de erro %d."
-
-#~ msgid "Password:"
-#~ msgstr "Senha:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr ""
-#~ "Identificador de segmentos devem ser de comprimento diferente de zero."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Um dígito não pode ser o primeiro caráter num segmento de Identificador."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "O caráter \"%s\" não pode ser o primeiro caráter num segmento de "
-#~ "Identificador."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "O identificador deve ter pelo menos um separador \".\"."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Pausa a cena"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Ajustar à Grelha"
-
-#~ msgid "Add input +"
-#~ msgstr "Adicionar entrada +"
-
-#~ msgid "Language"
-#~ msgstr "Linguagem"
-
-#~ msgid "Inherits"
-#~ msgstr "Herdar"
-
-#~ msgid "Base Type:"
-#~ msgstr "Tipo de Base:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Nós Disponíveis:"
-
-#~ msgid "Input"
-#~ msgstr "Entrada"
-
-#~ msgid "Methods:"
-#~ msgstr "Métodos:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Propriedades do Tema:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Enumerações:"
-
-#~ msgid "Constants:"
-#~ msgstr "Constantes:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Descrição da Classe:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Descrições da Propriedade:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Descrições do Método:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "O projeto Android para compilações personalizadas será instalado.\n"
-#~ "Para o utilizar, terá de ser ativado nas predefinições de exportação."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Inverter ordenação."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Apagar Nó(s)?"
-
-#~ msgid "No Matches"
-#~ msgstr "Sem combinações"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "file_type_cache.cch não for guardada, por não se conseguir abrir para "
-#~ "leitura!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "'%s' não foi encontrado no Sistema de Ficheiros!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Erro ao carregar imagem:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Sem pixeis com transparência > 128 na imagem..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "O parente não tem faces sólidas para povoar."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Área não pode ser mapeada."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "As faces não contêm Área!"
-
-#~ msgid "No faces!"
-#~ msgstr "Sem faces!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Erro ao carregar ficheiro."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Erro ao carregar ficheiro."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Doppler Ativo"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Modo seleção (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Modo mover (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Modo rodar (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Modo escalar (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Coordenadas Locais"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Modo Ajuste (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Seleção de ferramenta"
-
-#~ msgid "Tool Move"
-#~ msgstr "Ferramenta Mover"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Ferramenta Rodar"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Ferramenta escalar"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Remover da lista todos os projeto em falta? (O conteúdo da pasta não será "
-#~ "modificado)"
-
-#~ msgid "Project List"
-#~ msgstr "Lista de Projetos"
-
-#~ msgid "Exit"
-#~ msgstr "Sair"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "Impossível executar ferramenta PVRTC:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "Impossível carregar imagem convertida com a ferramenta PVRTC:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Erro ao inicializar FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Formato de letra inválido."
-
-#~ msgid "Error loading font."
-#~ msgstr "Erro ao carregar letra."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Tamanho de letra inválido."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Pasta Anterior"
-
-#~ msgid "Next Folder"
-#~ msgstr "Próxima Pasta"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Abrir Capturas do ecrã automaticamente"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "Abrir num editor de imagem externo."
-
-#~ msgid "Reverse"
-#~ msgstr "Inverter"
-
-#~ msgid "Mirror X"
-#~ msgstr "Espelho X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Espelho Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "A gerar soluções..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "A gerar projeto C#..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Falha ao criar solução."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Falha ao guardar solução."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "Falha ao criar projeto C#."
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "Sobre o suporte C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Criar solução C#"
-
-#~ msgid "Builds"
-#~ msgstr "Builds"
-
-#~ msgid "Build Project"
-#~ msgstr "Construir Projeto"
-
-#~ msgid "View log"
-#~ msgstr "Ver log"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment precisa de um recurso Environment."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Ativar Classes"
-
-#~ msgid "Update Always"
-#~ msgstr "Atualizar Sempre"
-
-#~ msgid "'camera' input parameter for all shader modes."
-#~ msgstr "parâmetro de entrada 'camera' para todos os modos shader."
-
-#~ msgid "'inv_camera' input parameter for all shader modes."
-#~ msgstr "parâmetro de entrada 'inv_camera' para todos os modos shader."
-
-#~ msgid "'inv_projection' input parameter for all shader modes."
-#~ msgstr "parâmetro de entrada 'inv_projection' para todos os modos shader."
-
-#~ msgid "'normal' input parameter for all shader modes."
-#~ msgstr "parâmetro de entrada 'normal' para todos os modos shader."
-
-#~ msgid "'projection' input parameter for all shader modes."
-#~ msgstr "parâmetro de entrada 'projection' para todos os modos shader."
-
-#~ msgid "'time' input parameter for all shader modes."
-#~ msgstr "parâmetro de entrada 'time' para todos os modos shader."
-
-#~ msgid "'viewport_size' input parameter for all shader modes."
-#~ msgstr "parâmetro de entrada 'viewport_size' para todos os modos shader."
-
-#~ msgid "'world' input parameter for all shader modes."
-#~ msgstr "parâmetro de entrada 'world' para todos os modos shader."
-
-#~ msgid "'alpha' input parameter for all shader modes."
-#~ msgstr "parâmetro de entrada 'alpha' para todos os modos shader."
-
-#~ msgid "'color' input parameter for all shader modes."
-#~ msgstr "parâmetro de entrada 'color' para todos os modos shader."
-
-#~ msgid "'texture_pixel_size' input parameter for all shader modes."
-#~ msgstr ""
-#~ "parâmetro de entrada 'texture_pixel_size' para todos os modos shader."
-
-#~ msgid "'alpha' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "parâmetro de entrada 'alpha' para os modos shader vertex e fragment."
-
-#~ msgid "'binormal' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "parâmetro de entrada 'binormal' para os modos shader vertex e fragment."
-
-#~ msgid "'color' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "parâmetro de entrada 'color' para os modos shader vertex e fragment."
-
-#~ msgid "'fragcoord' input parameter for fragment and light shader modes."
-#~ msgstr ""
-#~ "parâmetro de entrada 'fragcoord' para os modos shader fragment e light."
-
-#~ msgid "'point_coord' input parameter for fragment shader mode."
-#~ msgstr "parâmetro de entrada 'point_coord' para o modo shader fragment."
-
-#~ msgid "'screen_uv' input parameter for fragment shader mode."
-#~ msgstr "parâmetro de entrada 'screen_uv' para o modo shader fragment."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "parâmetro de entrada 'tangent' para os modos shader vertex e fragment."
-
-#~ msgid "'uv2' input parameter for vertex and fragment shader modes."
-#~ msgstr "parâmetro de entrada 'uv2' para os modos shader vertex e fragment."
-
-#~ msgid "'vertex' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "parâmetro de entrada 'vertex' para os modos shader vertex e fragment."
-
-#~ msgid "'albedo' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'albedo' para o modo shader light."
-
-#~ msgid "'attenuation' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'attenuation' para o modo shader light."
-
-#~ msgid "'light' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'light' para o modo shader light."
-
-#~ msgid "'light_color' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'light_color' para o modo shader light."
-
-#~ msgid "'roughness' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'roughness' para o modo shader light."
-
-#~ msgid "'specular' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'specular' para o modo shader light."
-
-#~ msgid "'transmission' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'transmission' para o modo shader light."
-
-#~ msgid "'modelview' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'modelview' para o modo shader vertex."
-
-#~ msgid "'point_size' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'point_size' para o modo shader vertex."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader mode."
-#~ msgstr ""
-#~ "parâmetro de entrada 'tangent' para os modos shader vertex e fragment."
-
-#~ msgid "'light_pass' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "parâmetro de entrada 'light_pass' para os modos shader vertex e fragment."
-
-#~ msgid "'point_coord' input parameter for fragment and light shader modes."
-#~ msgstr ""
-#~ "parâmetro de entrada 'point_coord' para os modos shader fragment e light."
-
-#~ msgid "'screen_pixel_size' input parameter for fragment shader mode."
-#~ msgstr ""
-#~ "parâmetro de entrada 'screen_pixel_size' para o modo shader fragment."
-
-#~ msgid "'screen_uv' input parameter for fragment and light shader modes."
-#~ msgstr ""
-#~ "parâmetro de entrada 'screen_uv' para modos shader fragment e light."
-
-#~ msgid "'light_alpha' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'light_alpha' para modo shader light."
-
-#~ msgid "'light_height' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'light_height' para modo shader light."
-
-#~ msgid "'light_uv' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'light_uv' para modo shader light."
-
-#~ msgid "'light_vec' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'light_vec' para modo shader light."
-
-#~ msgid "'normal' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'normal' para modo shader light."
-
-#~ msgid "'shadow_color' input parameter for light shader mode."
-#~ msgstr "parâmetro de entrada 'shadow_color' para modo shader light."
-
-#~ msgid "'extra' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'extra' para modo shader vertex."
-
-#~ msgid "'projection' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'projection' para modo shader vertex."
-
-#~ msgid "'vertex' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'vertex' para modo shader vertex."
-
-#~ msgid "'world' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'world' para modo shader vertex."
-
-#~ msgid "'active' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'active' para modo shader vertex."
-
-#~ msgid "'alpha' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'alpha' para modo shader vertex."
-
-#~ msgid "'color' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'color' para modo shader vertex."
-
-#~ msgid "'custom_alpha' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'custom_alpha' para modo shader vertex."
-
-#~ msgid "'delta' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'delta' para modo shader vertex."
-
-#~ msgid "'emission_transform' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'emission_transform' para modo shader vertex."
-
-#~ msgid "'index' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'index' para modo shader vertex."
-
-#~ msgid "'lifetime' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'lifetime' para modo shader vertex."
-
-#~ msgid "'restart' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'restart' para modo shader vertex."
-
-#~ msgid "'time' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'time' para modo shader vertex."
-
-#~ msgid "'transform' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'transform' para modo shader vertex."
-
-#~ msgid "'velocity' input parameter for vertex shader mode."
-#~ msgstr "parâmetro de entrada 'velocity' para modo shader vertex."
-
-#~ msgid "Raw Mode"
-#~ msgstr "Modo Raw"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Caminho para Nó:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Apagar arquivos selecionados?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "O Ficheiro 'res://default_bus_layout.tres' não existe."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Ir para a pasta acima"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Abrir Cena(s)"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Diretoria anterior"
-
-#~ msgid "Next Directory"
-#~ msgstr "Diretoria seguinte"
-
-#~ msgid "Ease in"
-#~ msgstr "Ease in"
-
-#~ msgid "Ease out"
-#~ msgstr "Ease out"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Criar corpo estático convexo"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "Caixa de seleção Radio1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "Caixa de seleção Radio2"
-
-#~ msgid "Create folder"
-#~ msgstr "Criar pasta"
-
-#~ msgid "Custom Node"
-#~ msgstr "Nó Personalizado"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Caminho inválido"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "Seleção duplicada de GridMap"
-
-#~ msgid "Create Area"
-#~ msgstr "Criar Área"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Criar Conector exterior"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Editar Argumentos do Sinal:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Editar Variável:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Ajuste (s): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Inserir chaves."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr ""
-#~ "Instancie a(s) Cena(s) selecionada(s) como filha(s) do Nó selecionado."
-
-#~ msgid "Font Size:"
-#~ msgstr "Tamanho do tipo de letra:"
-
-#~ msgid "Line:"
-#~ msgstr "Linha:"
-
-#~ msgid "Col:"
-#~ msgstr "Coluna:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "OrientedPathFollow apenas funciona quando definido como filho de um Nó "
-#~ "Path."
-
-#~ msgid "Split point with itself."
-#~ msgstr "Separar ponto consigo próprio."
-
-#~ msgid "Split can't form an existing edge."
-#~ msgstr "Separação não forma uma aresta existente."
-
-#~ msgid "Add Split"
-#~ msgstr "Adicionar Separação"
-
-#~ msgid "Remove Split"
-#~ msgstr "Remover Separação"
-
-#~ msgid "Poly"
-#~ msgstr "Poli"
-
-#~ msgid "Splits"
-#~ msgstr "Separações"
-
-#~ msgid "Connect two points to make a split."
-#~ msgstr "Conectar dois pontos para fazer uma divisão."
-
-#~ msgid "Add Node.."
-#~ msgstr "Adicionar Nó.."
-
-#~ msgid "Create from scene?"
-#~ msgstr "Criar a partir da Cena?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Criar Polígono"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Criar um novo Polígono de raíz"
-
-#~ msgid "Zoom out"
-#~ msgstr "Diminuir zoom"
-
-#~ msgid "Zoom in"
-#~ msgstr "Aumentar zoom"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Criar Poly3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Não há recurso OccluderPolygon2D neste Nó.\n"
-#~ "Criar um e associar?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "LMB: Mover Ponto."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+LMB: Separar segmento."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "RMB: Apagar Ponto."
-
-#~ msgid "New TextFile"
-#~ msgstr "Novo TextFile"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Guardar tema como"
-
-#~ msgid "<None>"
-#~ msgstr "<Nenhum>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Selecionar sub-tile para usar como ícone, também será usado em ligações "
-#~ "autotile inválidas."
-
-#~ msgid "Zoom:"
-#~ msgstr "Zoom:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "Está seguro que quer remover todas as conexões de \""
-
-#~ msgid "Class List:"
-#~ msgstr "Lista de Classes:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Métodos Públicos"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Métodos Públicos:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Itens do tema GUI:"
-
-#~ msgid "Property: "
-#~ msgstr "Propriedade: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Alternar a pasta de situação como Favorita."
-
-#~ msgid "Show current scene file."
-#~ msgstr "Mostrar o ficheiro da cena atual."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "Ir para Vista de árvore."
-
-#~ msgid "Whole words"
-#~ msgstr "Palavras completas"
-
-#~ msgid "Match case"
-#~ msgstr "Sensível a maiúsculas/minúsculas"
-
-#~ msgid "Ok"
-#~ msgstr "Ok"
-
-#~ msgid "Show In File System"
-#~ msgstr "Mostrar no Sistema de Ficheiros"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Procurar na hierarquia de classe."
-
-#~ msgid "Search in files"
-#~ msgstr "Procurar em ficheiros"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Scripts incorporados só podem ser editados quando a Cena a que pertencem "
-#~ "é carregada"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Converter em maiúsculas"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Converter em minúsculas"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Rodar 0 graus"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Rodar 90 graus"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Rodar 180 graus"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Rodar 270 graus"
-
-#~ msgid "Errors:"
-#~ msgstr "Erros:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Stack Trace (se aplicável):"
-
-#~ msgid "Bake!"
-#~ msgstr "Cozinhar!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Cozinhar a Malha de navegação."
-
-#~ msgid "Get"
-#~ msgstr "Obter"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Mudar constante RGB"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Mudar operador escalar/vetorial"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Mudar operador RGB"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Alternar só rotação"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Mudar Função vetorial"
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "Mudar uniforme vetorial"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Mudar uniforme RGB"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Mudar valor padrão"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Mudar uniforme XForm"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Mudar uniforme Cubemap"
-
-#~ msgid "Change Comment"
-#~ msgstr "Mudar comentário"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Adicionar/remover da rampa de cores"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Modificar rampa de cores"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Adicionar/remover do mapa de curva"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Modificar mapa de curva"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Conectar Nós do gráfico"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Remover Nó Gráfico Shader"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Mover Nó Gráfico Shader"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Duplicar Nó(s)"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Erro: conexão cíclica"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Erro: Faltam conexões de entrada"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Adicionar Nó Gráfico Shader"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Subir Pista de Animação"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Descer Pista de Animação"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Definir transições para:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Pista Anim Mudar Interpolação"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Pista Anim Mudar Modo do Valor"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Pista Anim Mudar Modo de Embrulho"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Editar curva do Nó"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Editar Curva da Seleção"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Anim Adicionar Chave"
-
-#~ msgid "In"
-#~ msgstr "Dentro"
-
-#~ msgid "Out"
-#~ msgstr "Fora"
-
-#~ msgid "In-Out"
-#~ msgstr "Dentro-Fora"
-
-#~ msgid "Out-In"
-#~ msgstr "Fora-Dentro"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Mudar Duração da Animação"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Mudar Ciclo da Animação"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Anim Criar Chave de Valor Digitado"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Anim Adicionar Pista de chamada"
-
-#~ msgid "Length (s):"
-#~ msgstr "Duração (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Ajuste do Cursor (em segundos)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Ativar/Desativar repetição na Animação."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Adicionar novas Pistas."
-
-#~ msgid "Move current track up."
-#~ msgstr "Mover Pista atual para cima."
-
-#~ msgid "Move current track down."
-#~ msgstr "Mover Pista atual para baixo."
-
-#~ msgid "Track tools"
-#~ msgstr "Ferramentas da Pista"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Ativar edição de Chaves individuais ao clicar nelas."
-
-#~ msgid "Key"
-#~ msgstr "Chave"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Chamar funções em que Nó?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Obrigado!"
-
-#~ msgid "I see..."
-#~ msgstr "Eu vejo..."
-
-#~ msgid "Ugh"
-#~ msgstr "Ugh"
-
-#~ msgid "Run Script"
-#~ msgstr "Executar Script"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Parar análise"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Começar análise"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Padrão (mesmo que o Editor)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Criar uma nova Animação no reprodutor."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Abrir Animação do disco."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Carregar uma Animação do disco."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Guardar a Animação atual"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Editar tempos de mistura do alvo"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Copiar Animação"
-
-#~ msgid "Fetching:"
-#~ msgstr "Em busca:"
-
-#~ msgid "prev"
-#~ msgstr "anterior"
-
-#~ msgid "next"
-#~ msgstr "seguinte"
-
-#~ msgid "last"
-#~ msgstr "último"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Editar corrente IK"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Arrastar Eixo da posição do rato"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Definir Eixo na posição do rato"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Adicionar/remover Ponto da rampa de cores"
-
-#~ msgid "OK :("
-#~ msgstr "OK :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "Visibilidade do Skeleton Gizmo"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "Pré-visualização StyleBox:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Editor da região de textura"
-
-#~ msgid "Erase selection"
-#~ msgstr "Apagar seleção"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Nome ou ID do item:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr ""
-#~ "Modelos de exportação para esta plataforma estão ausentes/corrompidos: "
-
-#~ msgid "Button 8"
-#~ msgstr "Botão 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Botão 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Descartar instância"
-
-#~ msgid "Clear!"
-#~ msgstr "Limpo!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Alternar visibilidade espacial"
-
-#~ msgid "Condition"
-#~ msgstr "Condição"
-
-#~ msgid "Sequence"
-#~ msgstr "Sequência"
-
-#~ msgid "Iterator"
-#~ msgstr "Iterador"
-
-#~ msgid "While"
-#~ msgstr "Enquanto"
-
-#~ msgid "Return"
-#~ msgstr "Voltar"
-
-#~ msgid "Call"
-#~ msgstr "Chamar"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Editar variável"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Editar sinal"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "Ação inválida (tudo menos '/' ou ':')."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Não pode conter '/' ou ':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Formato de version.txt inválido, dentro dos Modelos. Revisão não é um "
-#~ "identificador válido."
-
-#~ msgid "Can't write file."
-#~ msgstr "Impossível escrever o Ficheiro."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "Impossível encontrar project.godot no Caminho do Projeto."
-
-#~ msgid "Replace By"
-#~ msgstr "Substituir por"
-
-#~ msgid "Backwards"
-#~ msgstr "Para trás"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Perguntar ao substituir"
-
-#~ msgid "Skip"
-#~ msgstr "Ignorar"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "O Projeto será criado numa pasta não vazia (poderá preferir criar uma "
-#~ "nova pasta)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "É um BINGO!"
-
-#~ msgid "preview"
-#~ msgstr "Pré-visualização"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Mover Adicionar Chave"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Criar subscrição"
-
-#~ msgid "List:"
-#~ msgstr "Lista:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Definir máscara de emissão"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Limpar emissor"
-
-#~ msgid "Fold Line"
-#~ msgstr "Dobrar linha"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "Secções:"
diff --git a/editor/translations/pt_BR.po b/editor/translations/pt_BR.po
index 4ad694bfb4..2045a1140c 100644
--- a/editor/translations/pt_BR.po
+++ b/editor/translations/pt_BR.po
@@ -14741,2122 +14741,3 @@ msgstr "Atribuição à uniforme."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Constantes não podem serem modificadas."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Faça Resto Pose (De Ossos)"
-
-#~ msgid "Bottom"
-#~ msgstr "Baixo"
-
-#~ msgid "Left"
-#~ msgstr "Esquerda"
-
-#~ msgid "Right"
-#~ msgstr "Direita"
-
-#~ msgid "Front"
-#~ msgstr "Frente"
-
-#~ msgid "Rear"
-#~ msgstr "Traseira"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Coisa sem nome"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Degrees Of Freedom\" só é válido quando o \"Xr Mode\" é \"Oculus Mobile "
-#~ "VR\"."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" só é válido quando o \"Oculus Mobile VR\" está no "
-#~ "\"Xr Mode\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Conteúdo:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Apagar perfil '%s'? (sem desfazer)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Propriedades Ativadas:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Funcionalidades Ativadas:"
-
-#~ msgid "Unset"
-#~ msgstr "Desmontardo"
-
-#~ msgid "Class Options"
-#~ msgstr "Opções da Classe"
-
-#~ msgid "Set"
-#~ msgstr "Set"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Foram salvos %s recurso(s) modificado(s)."
-
-#~ msgid "Q&A"
-#~ msgstr "Perguntas & Respostas"
-
-#~ msgid "Status:"
-#~ msgstr "Status:"
-
-#~ msgid "Edit:"
-#~ msgstr "Editar:"
-
-#~ msgid "Redownload"
-#~ msgstr "Baixar Novamente"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Instalado)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Faltando)"
-
-#~ msgid "Request Failed."
-#~ msgstr "A Solicitação Falhou."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Loop de Redirecionamento."
-
-#~ msgid "Download Complete."
-#~ msgstr "Download completo."
-
-#~ msgid "Remove Template"
-#~ msgstr "Remover Modelo"
-
-#~ msgid "Download Templates"
-#~ msgstr "Baixar Modelos"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Selecione um espelho da lista: (Shift+Click: Abrir no Navegador)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Mover para o Lixo"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Expandir Todas as Propriedades"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Recolher Todas as Propriedades"
-
-#~ msgid "Copy Params"
-#~ msgstr "Copiar Parâmetros"
-
-#~ msgid "Open in Help"
-#~ msgstr "Abrir na Ajuda"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Sobrepor Câmera de Jogo\n"
-#~ "Sem instância de jogo em execução."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Arrastar: Rotacionar"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Aperte \"v\" para Alterar Pivô, \"Shift+v\" para Arrastar Pivô (enquanto "
-#~ "o move)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt + botão direito do mouse: Lista de seleção de profundidade"
-
-#~ msgid "Clone Down"
-#~ msgstr "Clonar Abaixo"
-
-#~ msgid "Yaw"
-#~ msgstr "Guinada"
-
-#~ msgid "Size"
-#~ msgstr "Tamanho"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Arrastar: Rotacionar\n"
-#~ "Alt + Arrastar: Mover\n"
-#~ "Alt + botão direito do mouse: Lista de Profundidade"
-
-#~ msgid "Sep.:"
-#~ msgstr "Set .:"
-
-#~ msgid "Add All"
-#~ msgstr "Adicionar Todos"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Menu de edição de tema."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Criar Modelo Vazio"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Criar Modelo de Editor Vazio"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Criar a Partir do Tema Atual do Editor"
-
-#~ msgid "Data Type:"
-#~ msgstr "Tipo de Dados:"
-
-#~ msgid "Theme File"
-#~ msgstr "Arquivo de Tema"
-
-#~ msgid "Compiled"
-#~ msgstr "Compilado"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Remover %d projetos da lista?\n"
-#~ "O conteúdo das pastas do projeto não será modificado."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Remover este projeto da lista?\n"
-#~ "O conteúdo da pasta do projeto não será modificado."
-
-#~ msgid "Templates"
-#~ msgstr "Modelos"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Adicionar Caminho Remapeado"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Não é possível trabalhar com o nó raiz."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Não foi possível ler o arquivo de imagem boot splash:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Usando imagem boot splash padrão."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Um tocador de animação não pode animar a si mesmo, apenas outros "
-#~ "tocadores."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Área de transferência vazia"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr "IntepolatedCamera foi depreciada e será removida no Godot 4.0."
-
-#~ msgid "No"
-#~ msgstr "Não"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Esta cena nunca foi salva. Salvar antes de rodar?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "Executável ADB não configurado nas opções do Editor."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarsigner não configurado nas opções do Editor."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Build personalizada precisa de um caminho Android SDK válido em "
-#~ "Configurações do Editor."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Tempo Restante: %d:%02d s)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Planejando Malhas: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Iluminando Malhas: "
-
-#~ msgid "Search complete"
-#~ msgstr "Pesquisa concluída"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Nenhuma mensagem de confirmação foi fornecida"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Adicione uma mensagem ao commit"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Já há uma pasta ou arquivo neste caminho com o nome especificado."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Erro ao salvar o layout!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Layout padrão do editor sobrescrito."
-
-#~ msgid "Move pivot"
-#~ msgstr "Mover Pivô"
-
-#~ msgid "Move anchor"
-#~ msgstr "Mova a âncora"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Redimensionar o CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Polígono->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Polígono"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Adicionar exportação inicial..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Adicionar patches anteriores..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Excluir alteração '%s' da lista?"
-
-#~ msgid "Patches"
-#~ msgstr "Alterações"
-
-#~ msgid "Make Patch"
-#~ msgstr "Criar Alteração"
-
-#~ msgid "Pack File"
-#~ msgstr "Empacotar Arquivo"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Nenhuma construção apk gerada em: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Sistema de Arquivos e Importar Docks"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Quando exportando ou instalando, o programa resultante tentará conectar "
-#~ "ao IP deste computador para poder ser depurado."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "A cena atual nunca foi salva. Por favor salve antes de rodá-la."
-
-#~ msgid "Revert"
-#~ msgstr "Reverter"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Esta ação não pode ser desfeita. Reverter mesmo assim?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Reverter Cena"
-
-#~ msgid "Clear Script"
-#~ msgstr "Remover Script"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Rastreador de Problemas"
-
-#~ msgid "Request Docs"
-#~ msgstr "Solicitar documentos"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Ajude a melhorar a documentação do Godot dando seu feedback."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "%d ocorrência(s) substituída(s)."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Criar Corpo Convexo Estático"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Falha ao criar formas!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Atualmente não há tutoriais para essa classe. Você pode [color=$color]"
-#~ "[url=$url]contribuir criando um[/url][/color] ou [color=$color][url="
-#~ "$url2]solicitar[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#~ msgid "Brief Description"
-#~ msgstr "Breve Descrição"
-
-#~ msgid "Class Description"
-#~ msgstr "Descrição da Classe"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Falha na exportação do projeto com código de erro %d."
-
-#~ msgid "Password:"
-#~ msgstr "Senha:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "Segmentos identificadores devem ter comprimento diferente de zero."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Um digito não pode ser o primeiro caractere de um segmento identificador."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "O caractere '%s' não pode ser o primeiro caractere de um segmento "
-#~ "identificador."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "O identificador deve ter pelo menos um separador '.'."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Pausar a cena"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Encaixar na grade"
-
-#~ msgid "Add input +"
-#~ msgstr "Adicionar Entrada +"
-
-#~ msgid "Language"
-#~ msgstr "Linguagem"
-
-#~ msgid "Inherits"
-#~ msgstr "Herda de"
-
-#~ msgid "Base Type:"
-#~ msgstr "Tipo de Base:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Nodes Disponíveis:"
-
-#~ msgid "Input"
-#~ msgstr "Entrada"
-
-#~ msgid "Methods:"
-#~ msgstr "Métodos:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Propriedades do Tema:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Enumerações:"
-
-#~ msgid "Constants:"
-#~ msgstr "Constantes:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Descrição da Classe:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Descrições da Propriedade:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Descrições do Método:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "Isso instalará o projeto Android para compilações personalizadas.\n"
-#~ "Note que, para usá-lo, ele precisa estar habilitado por predefinição de "
-#~ "exportação."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Inverter ordenação."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Excluir Nó(s)?"
-
-#~ msgid "No Matches"
-#~ msgstr "Sem Correspondências"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Falha ao abrir file_type_cache.cch para escrita, cache de tipos de "
-#~ "arquivo não salvo!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "Impossível navegar até '%s' pois não existe no sistema de arquivos!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Erro ao carregar imagem:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Nenhum pixel com transparência > 128 na imagem."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Pai não tem faces sólidas para popular."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Não foi possível mapear área."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "As faces não têm área!"
-
-#~ msgid "No faces!"
-#~ msgstr "Nenhuma face!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Erro: Não foi possível carregar o arquivo."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Erro: não pôde carregar o arquivo."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Habilitar Doppler"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Modo de Seleção (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Modo Mover (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Modo Rotacionar"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Modo Escala (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Local Coords"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Modo Encaixe (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Ferramenta Selecionar"
-
-#~ msgid "Tool Move"
-#~ msgstr "Ferramenta Mover"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Ferramenta Rotacionar"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Ferramenta Escalar"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr "Remover projeto da lista? (O conteúdo da pasta não será modificado)"
-
-#~ msgid "Project List"
-#~ msgstr "Lista de Projetos"
-
-#~ msgid "Exit"
-#~ msgstr "Sair"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "Não se pôde executar a ferramenta PVRTC:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "Não se pôde carregar de volta imagem convertida por PVRTC:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Erro ao inicializar FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Formato de fonte desconhecido."
-
-#~ msgid "Error loading font."
-#~ msgstr "Erro ao carregar fonte."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Tamanho de fonte inválido."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Pasta Anterior"
-
-#~ msgid "Next Folder"
-#~ msgstr "Próxima Pasta"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Abrir Capturas de Tela Automaticamente"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "Abrir em um editor de imagens externo."
-
-#~ msgid "Reverse"
-#~ msgstr "Reverso"
-
-#~ msgid "Mirror X"
-#~ msgstr "Espelhar X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Espelhar Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Gerando solução..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "Gerando projeto C#..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Falha ao criar solução."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Falha ao salvar solução."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "Falha ao criar projeto C#."
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "Sobre o suporte ao C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Criar solução C#"
-
-#~ msgid "Builds"
-#~ msgstr "Compilações"
-
-#~ msgid "Build Project"
-#~ msgstr "Compilar Projeto"
-
-#~ msgid "View log"
-#~ msgstr "Ver registro"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment precisa de um recurso Environment."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Classes Ativadas"
-
-#~ msgid "Update Always"
-#~ msgstr "Atualizar Sempre"
-
-#~ msgid "Raw Mode"
-#~ msgstr "Modo Bruto"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Caminho para o Nó:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Excluir arquivos selecionados?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Não há nenhum arquivo 'res://default_bus_layout.tres'."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Ir para pasta pai"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Abrir Cena(s)"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Diretório Anterior"
-
-#~ msgid "Next Directory"
-#~ msgstr "Próximo Diretório"
-
-#~ msgid "Ease in"
-#~ msgstr "Suavizar início"
-
-#~ msgid "Ease out"
-#~ msgstr "Suavizar final"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Criar um Corpo Estático Convexo"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "CheckBox Rádio1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "CheckBox Rádio2"
-
-#~ msgid "Create folder"
-#~ msgstr "Criar Pasta"
-
-#~ msgid "Custom Node"
-#~ msgstr "Nó personalizado"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Caminho Inválido"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "Duplicar Seleção do GridMap"
-
-#~ msgid "Create Area"
-#~ msgstr "Criar Área"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Criar Conector de Exterior"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Editar Argumentos do Sinal:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Editar Variável:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Snap (s): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Inserir chaves."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "Instanciar a(s) cena(s) selecionada como filho do nó selecionado."
-
-#~ msgid "Font Size:"
-#~ msgstr "Tamanho da Fonte:"
-
-#~ msgid "Line:"
-#~ msgstr "Linha:"
-
-#~ msgid "Col:"
-#~ msgstr "Coluna:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "OrientedPathFollow só funciona quando definido como filho de um nó Path."
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Adicionar ponto"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "Caminho inválido!"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Remover ponto"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Editar Polígono"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "Dividir Caminho"
-
-#~ msgid "Add Node.."
-#~ msgstr "Adicionar Nó.."
-
-#~ msgid "Create from scene?"
-#~ msgstr "Criar a partir de cena?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Criar Polígono"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Criar um novo polígono do zero"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Ampliar Menos"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Ampliar Mais"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Criar Polígono 3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Nenhum recurso OccluderPolygon2D neste nó.\n"
-#~ "Criar e atribuir um?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "LMB: Mover Ponto."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+LMB: Dividir Segmento."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "RMB: Apagar Ponto."
-
-#, fuzzy
-#~ msgid "New TextFile"
-#~ msgstr "Ver Arquivos"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Salvar Tema Como"
-
-#~ msgid "<None>"
-#~ msgstr "<Nenhum>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Selecione o sub-tile para usar como ícone, isso também vai ser usado em "
-#~ "vinculamentos de autotiles inválidos."
-
-#~ msgid "Zoom:"
-#~ msgstr "Ampliação:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "Tem certeza que quer remover todas conexões do \""
-
-#~ msgid "Class List:"
-#~ msgstr "Lista de Classes:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Métodos Públicos"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Métodos Públicos:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Itens do Tema de GUI:"
-
-#~ msgid "Property: "
-#~ msgstr "Propriedade: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Alternar status Favorito da pasta."
-
-#~ msgid "Show current scene file."
-#~ msgstr "Mostrar o arquivo da cena atual."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "Entrar em visualização em árvore."
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Palavras inteiras"
-
-#~ msgid "Match case"
-#~ msgstr "Corresponder Caso"
-
-#~ msgid "Ok"
-#~ msgstr "Ok"
-
-#~ msgid "Show In File System"
-#~ msgstr "Mostrar no Sistema de Arquivos"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Pesquise na hierarquia da classe."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Pesquisar Classes"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Scripts embutidos só podem ser editados quando a cena a qual pertencem "
-#~ "está carregada"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Converter para Maíusculo"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Converter Para Minúsculo"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Rotacionar 0 degraus"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Rotacionar 90 degraus"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Rotacionar 180 degraus"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Rotacionar 270 degraus"
-
-#~ msgid "Errors:"
-#~ msgstr "Erros:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Pilha de Rastreamento (se aplicável):"
-
-#~ msgid "Bake!"
-#~ msgstr "Precalcular!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Preparar a malha de navegação."
-
-#~ msgid "Get"
-#~ msgstr "Obter"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Alterar Constante RGB"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Alterar Operador Vet Escalar"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Alterar Operador RGB"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Alternar Rotação Somente"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Alterar Função Vet"
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "Alterar Uniforme Vet"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Alterar Uniforme RGB"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Alterar Valor Padrão"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Alterar Uniforme XForm"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Alterar Uniforme do Cubemap"
-
-#~ msgid "Change Comment"
-#~ msgstr "Alterar Comentário"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Adicionar/Remover para Curva de Cores"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Modificar Curva de Cores"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Adicionar/Remover para Curve Map"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Modificar Curve Map"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Conectar Nodes de Grafos"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Remover Nó de Shader Graph"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Mover Nó de Shader Graph"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Duplicar Nó(s) de Grafo(s)"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Erro: Vínculo de Conexão Cíclico"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Erro: Faltando as Conexões da Entrada"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Adicionar Nó de Shader Graph"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Mover Trilha para cima"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Mover Trilha para Baixo"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Definir Transições para:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Alterar Interpolação da Trilha"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Alterar Modo de Valor da Trilha"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Alterar Modo de Loop da Trilha de Animação"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Editar Curva do Nó"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Editar Curva da Seleção"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Adicionar Chave na Anim"
-
-#~ msgid "In"
-#~ msgstr "Em"
-
-#~ msgid "Out"
-#~ msgstr "Out"
-
-#~ msgid "In-Out"
-#~ msgstr "In-Out"
-
-#~ msgid "Out-In"
-#~ msgstr "Out-In"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Alterar Comprimento da Animação"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Alterar Loop da Animação"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Criar Chave com Valor Definido"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Adicionar Trilha de Chamada"
-
-#~ msgid "Length (s):"
-#~ msgstr "Duração (s):"
-
-#~ msgid "Step (s):"
-#~ msgstr "Passo (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Passo de snap do cursor (em segundos)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Habilitar/Desabilitar loop de animação."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Adicionar novas trilhas."
-
-#~ msgid "Move current track up."
-#~ msgstr "Mover a trilha atual para cima."
-
-#~ msgid "Move current track down."
-#~ msgstr "Mover a trilha atual para baixo."
-
-#~ msgid "Track tools"
-#~ msgstr "Ferramentas de trilha"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Habilitar edição de chaves individuais clicando nelas."
-
-#~ msgid "Key"
-#~ msgstr "Chave"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Chamar Funções em Qual Nó?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Obrigado!"
-
-#~ msgid "I see..."
-#~ msgstr "Entendo..."
-
-#~ msgid "Ugh"
-#~ msgstr "Ugh"
-
-#~ msgid "Run Script"
-#~ msgstr "Rodar Script"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Parar Profiling"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Iniciar Profiling"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Padrão (Mesma do Editor)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Criar nova animação no player."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Carregar uma animação do disco."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Carregar uma animação do disco."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Salvar a animação atual"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Editar alvos dos tempos de mistura"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Copiar Animação"
-
-#~ msgid "Fetching:"
-#~ msgstr "Procurando:"
-
-#~ msgid "prev"
-#~ msgstr "ant"
-
-#~ msgid "next"
-#~ msgstr "prox"
-
-#~ msgid "last"
-#~ msgstr "ult"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Editar Cadeia de IK"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Arrastar o pivô para a posição do mouse"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Colocar o pivô na posição do mouse"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Adicionar/Remover Ponto na Curva de Cor"
-
-#~ msgid "OK :("
-#~ msgstr "OK :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "Visibilidade do Gizmo de Esqueleto"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "Pré-Visualização do StyleBox:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Editor de Região da Textura"
-
-#~ msgid "Erase selection"
-#~ msgstr "Apagar Seleção"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Nome ou ID do item:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr ""
-#~ "Modelos de exportação para esta plataforma não foram encontrados/estão "
-#~ "corrompidos: "
-
-#~ msgid "Button 8"
-#~ msgstr "Botão 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Botão 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Descartar Instanciação"
-
-#~ msgid "Makes Sense!"
-#~ msgstr "Faz Sentido!"
-
-#~ msgid "Clear!"
-#~ msgstr "Limpar!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Alternar Spatial Visível"
-
-#~ msgid "Condition"
-#~ msgstr "Condição"
-
-#~ msgid "Sequence"
-#~ msgstr "Sequence"
-
-#~ msgid "Switch"
-#~ msgstr "Switch"
-
-#~ msgid "Iterator"
-#~ msgstr "Iterator"
-
-#~ msgid "While"
-#~ msgstr "While"
-
-#~ msgid "Return"
-#~ msgstr "Return"
-
-#~ msgid "Call"
-#~ msgstr "Call"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Editar Variável"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Editar Sinal"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "Ação Inválida (qualquer coisa serve, exceto '/' ou ':')."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Não pode conter '/' ou ':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Formato do version.txt dentro dos modelos é inválido. A revisão não é um "
-#~ "identificador válido."
-
-#~ msgid "Can't write file."
-#~ msgstr "Não foi possível escrever o arquivo."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "Não foi possível encontrar project.godot no caminho do projeto."
-
-#~ msgid "Replace By"
-#~ msgstr "Substituir Por"
-
-#~ msgid "Backwards"
-#~ msgstr "Para trás"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Perguntar ao Substituir"
-
-#~ msgid "Skip"
-#~ msgstr "Pular"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "Seu projeto será criado em uma pasta não vazia (você pode querer criar "
-#~ "uma nova pasta)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "É um BINGO!"
-
-#~ msgid "preview"
-#~ msgstr "previsualizar"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Mover Adicionar Chave"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Criar Conexão"
-
-#~ msgid "List:"
-#~ msgstr "Lista:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Definir Máscara de Emissão"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Limpar Emissor"
-
-#~ msgid "Fold Line"
-#~ msgstr "Esconder Linha"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "Seções:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "Não é possível navegar para '"
-
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr ""
-#~ "\n"
-#~ "Origem: "
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Remover Ponto de Line2D"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Adicionar Ponto ao Line2D"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Mover Ponto em Line2D"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "Dividir Segmento (em linha)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#~ msgid "Setting '"
-#~ msgstr "Configuração '"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "Inspetor Remoto"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "Árvore de Cena ao vivo:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "Propriedades do Objeto Remoto: "
-
-#~ msgid "Prev Level (%sDown Wheel)"
-#~ msgstr "Nível anterior ("
-
-#~ msgid "Next Level (%sUp Wheel)"
-#~ msgstr "Nível seguinte ("
-
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Seleção -> Duplicar"
-
-#~ msgid "Selection -> Clear"
-#~ msgstr "Seleção -> Limpar"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "A propriedade \"Caminho\" deve apontar a um nó Viewport para funcionar. "
-#~ "Tal Viewport deve estar no modo \"Destino de Render\"."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "O nó Viewport definido na propriedade \"Caminho\" deve ser marcado como "
-#~ "\"destino de render\" para que este sprite funcione."
-
-#~ msgid "' parsing of config failed."
-#~ msgstr "' falha no processamento de configurações."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Lista de Métodos para \"%s\":"
-
-#~ msgid "Arguments:"
-#~ msgstr "Argumentos:"
-
-#~ msgid "Return:"
-#~ msgstr "Retornar:"
-
-#~ msgid "Added:"
-#~ msgstr "Adicionado:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "Não foi possível salvar Subtextura do Atlas:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Ajustando..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "Erro ao carregar cena."
-
-#~ msgid "Re-Import"
-#~ msgstr "Reimportar"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "Por favor aguarde a verificação completar."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "Cena Atual só deve ser salva para re-importação."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Re-Importando"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "Re-Importar Recursos Alterados"
-
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr ""
-#~ "\n"
-#~ "Status: Necessita Re-Importação"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "Mesmos arquivos de destino e origem, nada a fazer."
-
-#~ msgid "Target file exists, can't overwrite. Delete first."
-#~ msgstr ""
-#~ "Arquivo alvo existe, não é possível sobrescrever. Delete-o primeiro."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "Mesmo caminhos de destino e origem, nada a fazer."
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "Não é possível mover diretórios para dentro de si mesmos."
-
-#~ msgid "Can't rename deps for:\n"
-#~ msgstr "Não foi possível renomear dependências para:\n"
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Escolha Novo Nome e Localização Para:"
-
-#~ msgid "Info"
-#~ msgstr "Informação"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "Sem máscaras de bits para importar!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "Caminho destino está vazio."
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "Caminho destino deve ser um caminho completo a um recurso."
-
-#~ msgid "Target path must exist."
-#~ msgstr "Caminho destino deve existir."
-
-#~ msgid "Import BitMasks"
-#~ msgstr "Importar Máscara de Bits"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "Textura(s) de Origem:"
-
-#~ msgid "Target Path:"
-#~ msgstr "Caminho Destino:"
-
-#~ msgid "Accept"
-#~ msgstr "Aceitar"
-
-#~ msgid "Bit Mask"
-#~ msgstr "Máscara de Bits"
-
-#~ msgid "No source font file!"
-#~ msgstr "Falta arquivo de fonte origem!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "Falta recurso de fonte destino!"
-
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "Extensão de arquivo inválida.\n"
-#~ "Por favor use .font."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "Não se pôde salvar fonte."
-
-#~ msgid "Source Font:"
-#~ msgstr "Fonte Origem:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "Recurso Destino:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr ""
-#~ "À noite, vovô Kowalsky vê o ímã cair no pé do pinguim queixoso e vovó põe "
-#~ "açúcar no chá de tâmaras do jabuti feliz."
-
-#~ msgid "Test:"
-#~ msgstr "Teste:"
-
-#~ msgid "Options:"
-#~ msgstr "Opções:"
-
-#~ msgid "Font Import"
-#~ msgstr "Importar Fonte"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "Este arquivo já é um arquivo de fonte Godot, por favor forneça um arquivo "
-#~ "BMFont."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "Falha ao abrir como arquivo BMFont."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "Origem personalizada da fonte inválida."
-
-#~ msgid "No meshes to import!"
-#~ msgstr "Sem meshes para importar!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "Importar Única Mesh"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "Origem de Mesh(es):"
-
-#~ msgid "Surface %d"
-#~ msgstr "Superfície %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "Sem amostras para importar!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "Importar Amostras de Áudio"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "Amostra(s) de Origem:"
-
-#~ msgid "Audio Sample"
-#~ msgstr "Amostra de Áudio"
-
-#~ msgid "New Clip"
-#~ msgstr "Novo Clipe"
-
-#~ msgid "Flags"
-#~ msgstr "Flags"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "Precalcular FPS:"
-
-#~ msgid "Optimizer"
-#~ msgstr "Otimizador"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "Erro Linear Máximo"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "Erro Angular Máximo"
-
-#~ msgid "Max Angle"
-#~ msgstr "Ângulo Máximo"
-
-#~ msgid "Start(s)"
-#~ msgstr "Início(s)"
-
-#~ msgid "Source path is empty."
-#~ msgstr "Caminho de origem está vazio."
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "Não se pôde carregar script pós-importação."
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "Script pós-importação inválido/quebrado."
-
-#~ msgid "Error importing scene."
-#~ msgstr "Erro ao importar cena."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "Importar Cena 3D"
-
-#~ msgid "Source Scene:"
-#~ msgstr "Cena de Origem:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "Mesma da Cena Destino"
-
-#~ msgid "Shared"
-#~ msgstr "Compartilhado"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "Pasta Destino para Textura:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "Tipo Personalizado de Nó Raiz:"
-
-#~ msgid "Auto"
-#~ msgstr "Auto"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "Os Seguintes Arquivos estão Faltando:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Importar Mesmo Assim"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr "A cena editada não foi salva, abrir cena importada ainda assim?"
-
-#~ msgid "Import Image:"
-#~ msgstr "Importar Imagem:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "Caminho não pôde ser localizado: %s (já é local)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "Animação Cena 3D"
-
-#~ msgid "Uncompressed"
-#~ msgstr "Não comprimido"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "Comprimido Sem Perdas (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "Comprido Com Perdas (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "Comprimido (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "Formato da Textura"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "Qualidade da Compressão da Textura (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "Por favor especifique alguns arquivos!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Pelo menos um arquivo é preciso para o Atlas."
-
-#~ msgid "Error importing:"
-#~ msgstr "Erro ao importar:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "Tamanho Máximo de Textura:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "Importar Texturas para Atlas (2D)"
-
-#~ msgid "Large Texture"
-#~ msgstr "Textura Grande"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "Importar Texturas Grandes (2D)"
-
-#~ msgid "Source Texture"
-#~ msgstr "Textura Origem"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "Textura Base do Atlas"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "Textura(s) Origem(ns)"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "Importar Texturas para 2D"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "Importar Texturas para 3D"
-
-#~ msgid "Import Textures"
-#~ msgstr "Importar Textura"
-
-#~ msgid "2D Texture"
-#~ msgstr "Textura 2D"
-
-#~ msgid "3D Texture"
-#~ msgstr "Textura 3D"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "Textura Atlas"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "AVISO: Importar texturas 2D não é obrigatório. Apenas copie arquivos png/"
-#~ "jpg para o projeto."
-
-#~ msgid "Crop empty space."
-#~ msgstr "Aparar espaço vazio."
-
-#~ msgid "Texture"
-#~ msgstr "Textura"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "Importar Textura Grande"
-
-#~ msgid "Load Source Image"
-#~ msgstr "Carregar Imagem Origem"
-
-#~ msgid "Slicing"
-#~ msgstr "Fatiando"
-
-#~ msgid "Saving"
-#~ msgstr "Salvando"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "Não se pôde salvar textura grande:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "Montar Atlas Para:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "Carregando Imagem:"
-
-#~ msgid "Converting Images"
-#~ msgstr "Convertendo Imagens"
-
-#~ msgid "Cropping Images"
-#~ msgstr "Aparando Imagens"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "Não se pôde salva imagem de atlas:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "Origem de tradução inválida!"
-
-#~ msgid "Column"
-#~ msgstr "Coluna"
-
-#~ msgid "No items to import!"
-#~ msgstr "Nenhum item a importar!"
-
-#~ msgid "No target path!"
-#~ msgstr "Nenhum caminho destino!"
-
-#~ msgid "Import Translations"
-#~ msgstr "Importar Traduções"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "Não foi possível importar!"
-
-#~ msgid "Import Translation"
-#~ msgstr "Importar Tradução"
-
-#~ msgid "Source CSV:"
-#~ msgstr "Arquivo CSV Origem:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "Ignorar Primeira Linha"
-
-#~ msgid "Compress"
-#~ msgstr "Comprimir"
-
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "Adicionar ao Projeto (project.godot)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "Importar Idiomas:"
-
-#~ msgid "Translation"
-#~ msgstr "Tradução"
-
-#~ msgid "Triangle #"
-#~ msgstr "Triângulo nº"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "Configurar Baker de Luz:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "Consertando Luzes"
-
-#~ msgid "Making BVH"
-#~ msgstr "Fazendo BVH"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "Alocando Textura nº"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "Precalculando Triângulo nº"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "Pós-Processando Textura nº"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr "Redefinir o processo \"octree baking\" do lightmap (recomeçar)."
-
-#~ msgid "Zoom Set..."
-#~ msgstr "Definir Ampliação..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "Analisar BBCode"
-
-#~ msgid "Length:"
-#~ msgstr "Duração:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "Abrir Arquivo(s) de Amostra"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "ERRO: Não é possível carregar a amostra!"
-
-#~ msgid "Add Sample"
-#~ msgstr "Adicionar Amostra"
-
-#~ msgid "Rename Sample"
-#~ msgstr "Renomear Amostra"
-
-#~ msgid "Delete Sample"
-#~ msgstr "Excluir Amostra"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 bits"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 Bits"
-
-#~ msgid "Stereo"
-#~ msgstr "Estéreo"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "Escalonando para %s%%."
-
-#~ msgid "Bucket"
-#~ msgstr "Balde"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "Caminho de projeto inválido, o caminho deve existir!"
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "Caminho de projeto inválido, engine.cfg não deve existir."
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "Caminho de projeto inválido, engine.cfg deve existir."
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "Caminho do Projeto (Deve Existir):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "Criar Novo Recurso"
-
-#~ msgid "Open Resource"
-#~ msgstr "Abrir Recurso"
-
-#~ msgid "Save Resource"
-#~ msgstr "Salvar Recurso"
-
-#~ msgid "Resource Tools"
-#~ msgstr "Ferramentas de Recurso"
-
-#~ msgid "Edit Groups"
-#~ msgstr "Editar Grupos"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr " Arquivos"
-
-#~ msgid "Areas"
-#~ msgstr "Áreas"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Down Wheel)"
-#~ msgstr "Rodar para Baixo)"
-
-#, fuzzy
-#~ msgid "Up Wheel)"
-#~ msgstr "Rodar para Cima"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "Fechar cena? (Mudanças não salvas serão perdidas)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "Abrir Gerenciador de Projetos?\n"
-#~ "(Mudanças não salvas serão perdidas)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "Ir a Cena Fechada Anterior"
-
-#~ msgid "Del"
-#~ msgstr "Del"
-
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "Não foi possível ler o arquivo de certificado. Ambos o caminho e senha "
-#~ "estão corretos?"
-
-#, fuzzy
-#~ msgid "RAW Mode"
-#~ msgstr "Modo RAW"
-
-#~ msgid "Node From Scene"
-#~ msgstr "Nó a Partir de Cena"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Importar assets ao projeto."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Exportar o projeto para diversas plataformas."
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "Alerta quando um recurso externo foi alterado."
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "Abre https://godotengine.org na seção tutoriais."
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "Nenhuma cena selecionada para instanciar!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "Instanciar no Cursor"
-
-#~ msgid "Use Default Light"
-#~ msgstr "Usar Luz Padrão"
-
-#~ msgid "Default Light Normal:"
-#~ msgstr "Luz Normal Padrão:"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "Cor de Luz Ambiente:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "Nome de classe pai inválido"
-
-#~ msgid "Valid chars:"
-#~ msgstr "Caracteres válidos:"
-
-#~ msgid "Valid name"
-#~ msgstr "Nome Válido"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "O nome da classe é inválido!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "O nome da classe pai é inválido!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "A propriedade Caminho deve apontar a um nó Particles2D para funcionar."
-
-#~ msgid "Surface"
-#~ msgstr "Superfície"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Um recurso do tipo SampleLibrary deve ser criado ou definido na "
-#~ "propriedade 'amostras' para que o SamplePlayer possa tocar algum som."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Um recurso do tipo SampleLibrary deve ser criado ou definido na "
-#~ "propriedade 'amostras' para que o SpatialSamplePlayer possa tocar algum "
-#~ "som."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "Substituída(s) %d Ocorrência(s)."
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "Salvar Strings Traduzíveis"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "Editar Opções de Script"
-
-#~ msgid "Error exporting project!"
-#~ msgstr "Erro ao exportar o projeto!"
-
-#~ msgid "Error writing the project PCK!"
-#~ msgstr "Erro ao escrever o PCK do projeto!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "Ainda não há exportador para a plataforma \"%s\"."
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "Criar Novo Recurso"
-
-#, fuzzy
-#~ msgid "Organization"
-#~ msgstr "Transição"
-
-#, fuzzy
-#~ msgid "Password"
-#~ msgstr "Senha:"
-
-#, fuzzy
-#~ msgid "at least 6 characters"
-#~ msgstr "Caracteres válidos:"
-
-#, fuzzy
-#~ msgid "File name"
-#~ msgstr "Novo nome:"
-
-#~ msgid "Include"
-#~ msgstr "Incluir"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "O nome do grupo não pode estar vazio!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "Caractere inválido no nome do grupo!"
-
-#~ msgid "Add Image Group"
-#~ msgstr "Adicionar Grupo de Imagens"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "Configurações de Exportação de Projeto"
-
-#~ msgid "Export to Platform"
-#~ msgstr "Exportar para Plataforma"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "Exportar todos os arquivos no diretório do projeto."
-
-#~ msgid "Convert text scenes to binary on export."
-#~ msgstr "Converter cenas em formato texto para binário ao exportar."
-
-#~ msgid "Images"
-#~ msgstr "Imagens"
-
-#~ msgid "Keep Original"
-#~ msgstr "Manter Original"
-
-#~ msgid "Compress for Disk (Lossy, WebP)"
-#~ msgstr "Comprimir para Disco (Com perdas, WebP)"
-
-#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
-#~ msgstr "Comprimir para RAM (BC/PVRTC/ETC)"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "Converter Imagens (*.png):"
-
-#~ msgid "Compress for Disk (Lossy) Quality:"
-#~ msgstr "Qualidade da Compressão para Disco (com perdas):"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "Encolher Todas as Imagens:"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "Formatos de Compressão:"
-
-#~ msgid "Groups:"
-#~ msgstr "Grupos:"
-
-#~ msgid "Compress Disk"
-#~ msgstr "Comprimir para Disco"
-
-#~ msgid "Compress RAM"
-#~ msgstr "Comprimir para RAM"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "Modo de Compressão:"
-
-#~ msgid "Lossy Quality:"
-#~ msgstr "Qualidade com Perdas:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "Encolher por:"
-
-#~ msgid "Images:"
-#~ msgstr "Imagens:"
-
-#~ msgid "Sample Conversion Mode: (.wav files):"
-#~ msgstr "Modo de Conversão de Amostras (arquivos .wav):"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "Comprimir (RAM - IMA-ADPCM)"
-
-#~ msgid "Sampling Rate Limit (Hz):"
-#~ msgstr "Limite da Taxa de Amostragem (Hz):"
-
-#~ msgid "Trim"
-#~ msgstr "Cortar"
-
-#~ msgid "Trailing Silence:"
-#~ msgstr "Silêncio no Fim:"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "Exportar PCK do Projeto"
-
-#~ msgid "Project Export"
-#~ msgstr "Exportação de Projeto"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance não contém um recurso BakedLight ."
-
-#~ msgid "Lighting"
-#~ msgstr "Iluminação"
-
-#~ msgid "Global"
-#~ msgstr "Global"
-
-#~ msgid ""
-#~ "This item cannot be made visible because the parent is hidden. Unhide the "
-#~ "parent first."
-#~ msgstr ""
-#~ "Este item não pode se tornar visível porque o pai está escondido. Reexiba "
-#~ "o pai primeiro."
-
-#~ msgid "File exists"
-#~ msgstr "O arquivo existe"
-
-#~ msgid "Valid path"
-#~ msgstr "Caminho válido"
-
-#~ msgid "Cannot go into subdir:"
-#~ msgstr "Não é possível ir ao subdiretório:"
-
-#~ msgid "Top (Num7)"
-#~ msgstr "Cima (Num7)"
-
-#~ msgid "Bottom (Shift+Num7)"
-#~ msgstr "Baixo (Shift+Num7)"
-
-#~ msgid "Left (Num3)"
-#~ msgstr "Esquerda (Num3)"
-
-#~ msgid "Right (Shift+Num3)"
-#~ msgstr "Direita (Shift+Num3)"
-
-#~ msgid "Front (Num1)"
-#~ msgstr "Frente (Num1)"
-
-#~ msgid "Rear (Shift+Num1)"
-#~ msgstr "Traseira (Shift+Num1)"
-
-#~ msgid "Perspective (Num5)"
-#~ msgstr "Perspectiva (Num5)"
-
-#~ msgid "Orthogonal (Num5)"
-#~ msgstr "Ortogonal (Num5)"
-
-#~ msgid "Selection (F)"
-#~ msgstr "Seleção (F)"
-
-#~ msgid "Align with view (Ctrl+Shift+F)"
-#~ msgstr "Alinhar com Visão (Ctrl+Shift+F)"
-
-#~ msgid "Enable/Disable interpolation when looping animation."
-#~ msgstr "Habilitar/Desabilitar interpolação quando repetindo a animação."
-
-#~ msgid "Load Layout"
-#~ msgstr "Carregar Layout"
-
-#~ msgid "Scale Region Editor"
-#~ msgstr "Editor de Região de Escala"
-
-#~ msgid "Inherit Scene"
-#~ msgstr "Herdar Cena"
-
-#~ msgid "Binds (Extra Params):"
-#~ msgstr "Ligações (Parâmetros Extra):"
-
-#~ msgid "Method In Node:"
-#~ msgstr "Método no Nó:"
-
-#~ msgid "Reload Tool Script (Soft)"
-#~ msgstr "Recarregar Tool Script (suave)"
-
-#~ msgid "Set Params"
-#~ msgstr "Definir Parâmetros"
-
-#~ msgid "Live Editing"
-#~ msgstr "Edição ao vivo"
-
-#~ msgid "File Server"
-#~ msgstr "Servidor de Arquivos"
-
-#~ msgid "Deploy File Server Clients"
-#~ msgstr "Instalar Clientes do Servidor de Arquivos"
-
-#~ msgid "Overwrite Existing, Keep Materials"
-#~ msgstr "Sobrescrever Existente, Manter Materiais"
-
-#~ msgid "Keep Existing, Merge with New"
-#~ msgstr "Manter Existente, Fundir com Novo"
-
-#~ msgid "Keep Existing, Ignore New"
-#~ msgstr "Manter Existente, Ignorar Novo"
-
-#~ msgid "This Time:"
-#~ msgstr "This Time:"
-
-#~ msgid "Next Time:"
-#~ msgstr "Next Time:"
-
-#~ msgid "%d frames"
-#~ msgstr "%d quadros"
-
-#~ msgid ""
-#~ "NOTICE: You are not forced to import textures for 2D projects. Just copy "
-#~ "your .jpg or .png files to your project, and change export options later. "
-#~ "Atlases can be generated on export too."
-#~ msgstr ""
-#~ "AVISO: Você não é forçado a importar texturas para projetos 2D. Apenas "
-#~ "copie seus arquivos .jpg ou .png para o projeto e mude as opções de "
-#~ "exportação mais tarde. Também é possível gerar Atlases ao exportar."
-
-#~ msgid "Source Texture:"
-#~ msgstr "Textura de Origem:"
-
-#~ msgid "Merging..."
-#~ msgstr "Fundindo..."
diff --git a/editor/translations/ro.po b/editor/translations/ro.po
index 5fbd8e662a..0542f771a5 100644
--- a/editor/translations/ro.po
+++ b/editor/translations/ro.po
@@ -14580,589 +14580,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Package Contents:"
-#~ msgstr "Conținutul pachetului:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton (Unicat)"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Ștergeți profilul '%s'?(ireversibil)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Proprietăți Activate:"
-
-#~ msgid "Unset"
-#~ msgstr "Nesetat(ă)"
-
-#~ msgid "Class Options"
-#~ msgstr "Opțiuni Clase"
-
-#~ msgid "Set"
-#~ msgstr "Stabilește"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Resurse modificate %s salvate."
-
-#~ msgid "Q&A"
-#~ msgstr "Întrebări și Răspunsuri"
-
-#~ msgid "Status:"
-#~ msgstr "Stare:"
-
-#~ msgid "Edit:"
-#~ msgstr "Editare:"
-
-#~ msgid "Redownload"
-#~ msgstr "Descarcă din nou"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Instalat)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Lipsește)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Cerere Eșuată."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Buclă de Redirecționare."
-
-#~ msgid "Download Complete."
-#~ msgstr "Descărcare Completă."
-
-#~ msgid "Remove Template"
-#~ msgstr "Elimină Șablon"
-
-#~ msgid "Download Templates"
-#~ msgstr "Descarcă Șabloane"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Selectează oglinda din listă: (Shift+Click: Deschide in Browser)"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Mutați Autoload"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Extindeți toate proprietățile"
-
-#~ msgid "Copy Params"
-#~ msgstr "Copie Parametrii"
-
-#~ msgid "Open in Help"
-#~ msgstr "Deschideți în Ajutor"
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Trage: Rotire"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Apasă 'v' pentru a Schimba Pivotul, 'Shift+v' pentru a Trage Pivotul (în "
-#~ "timpul mișcării)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+RMB: Selecție adâncime listă"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "Deschideți un Fișier"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Un player de animatie nu se poate anima insusi, doar alti playeri de "
-#~ "animatie."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Clip-board de resurse gol"
-
-#~ msgid "No"
-#~ msgstr "Nu"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr ""
-#~ "Această scenă nu a fost salvată niciodata. Salvați înainte de rulare?"
-
-#~ msgid "Search complete"
-#~ msgstr "Căutare completă"
-
-#, fuzzy
-#~ msgid "No commit message was provided"
-#~ msgstr "Niciun nume furnizat"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr ""
-#~ "Există deja un fișier sau un dosar cu același nume în această locație."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Eroare la încercarea de a salva schema!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Schemă implicită de editor suprascrisă."
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "Mută Pivot"
-
-#, fuzzy
-#~ msgid "Move anchor"
-#~ msgstr "Acțiune de Mutare"
-
-#, fuzzy
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Editează ObiectulPânză"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Poligon->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Poligon"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Adăugare export inițial..."
-
-#~ msgid "Pack File"
-#~ msgstr "Împachetează Fișierul"
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Sistemul De Fișiere și încărcare Bare"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Când exporți sau lansezi, executabilul rezultat va încerca să se "
-#~ "conecteze la IP-ul acestui computer pentru a putea fi depanat."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Scena curentă nu a fost salvată niciodată, salvați-o înainte de rulare."
-
-#~ msgid "Revert"
-#~ msgstr "Întoarcere"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Această acțiune nu poate fi recuperată. Te reîntorci oricum?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Restabilește Scena"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Agent de Monitorizare al Problemelor"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Înlocuit %d potriviri."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Creează un Corp Static Convex"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Nu există în prezent nici un tutorial pentru această clasă, puteţi "
-#~ "[culoare = $color] [url = $url] contribui unul [/ URL] [/ color] sau "
-#~ "[culoare = $color] [url = $url2] cerere unul[/ URL] [/ color]."
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Descriere Scurtă:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Descriere"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Exportul de proiect nu a reuşit cu un cod de eroare %d."
-
-#~ msgid "Password:"
-#~ msgstr "Parola:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Întrerupe scena"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "Snap pe grilă"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Adaugă Intrare(Input)"
-
-#, fuzzy
-#~ msgid "Input"
-#~ msgstr "Adaugă Intrare(Input)"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "Metode"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "Proprietăți"
-
-#~ msgid "Constants:"
-#~ msgstr "Constante:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Descriere:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Descriere Proprietate:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Descrierea metodei:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "Se Solicită..."
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Nu se poate deschide file_type_cache.cch pentru scriere, nu se salvează "
-#~ "fișierul tip cache!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "Nu se poate naviga către '%s' pentru că nu a fost găsit în sistemul de "
-#~ "fișiere!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Eroare la încărcarea imaginii:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Nici un pixel cu transparența > 128 în imagine..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Părintele nu are fețe solide pentru a fi populate."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Nu s-a putut mapa zona."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Unele fețe nu conțin zonă!"
-
-#~ msgid "No faces!"
-#~ msgstr "Nici o zonă!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "Directorul nu a putut fi creat."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Activare mod Doppler"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Mod Redimensionare (R)"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Unealtă Dimensiune"
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "Fila anterioară"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "Creați Director"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Deschide Editorul următor"
-
-#~ msgid "Reverse"
-#~ msgstr "Revers"
-
-#~ msgid "View log"
-#~ msgstr "Vizualizează fișiere log"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Căutare Clase"
-
-#~ msgid "Update Always"
-#~ msgstr "Actualizează Întotdeauna"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Drum la Nod:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Ştergeți fişierele selectate?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Nu există nici un fişier 'res://default_bus_layout.tres'."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Accesați Directorul Părinte"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Deschide Scena(ele)"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Directorul Anterior"
-
-#~ msgid "Next Directory"
-#~ msgstr "Directorul Urmator"
-
-#~ msgid "Ease in"
-#~ msgstr "Facilitare în"
-
-#~ msgid "Ease out"
-#~ msgstr "Facilitare din"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Creează un Corp Static Convex"
-
-#, fuzzy
-#~ msgid "Snap (s): "
-#~ msgstr "Pas (s):"
-
-#, fuzzy
-#~ msgid "Insert keys."
-#~ msgstr "Inserează Note"
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "Instanțiază scena(ele) selectată ca un copil al nodului selectat."
-
-#~ msgid "Line:"
-#~ msgstr "Linie:"
-
-#~ msgid "Col:"
-#~ msgstr "Col:"
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Adaugă punct"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Elimină punct"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Editează Poligon"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "Divizare cale"
-
-#~ msgid "Create Poly"
-#~ msgstr "Crează Poligon"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Crează un nou poligon de la zero"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Zoom-ați Afară"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Zoom-ați În"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Creează Poligon3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Nicio resursă OccluderPolygon2D în acest nod.\n"
-#~ "Vrei să creezi și să atribui una?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "LMB: Mișcă Punctul."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+LMB: Despică Segmentul."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "RMB: Șterge Punctul."
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Zoom-ați În"
-
-#~ msgid "Class List:"
-#~ msgstr "Listă de Clase:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Metode Publice"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Metode Publice:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Obiecte Tema Interfața Grafică:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Marchează statutul directorului ca Favorit"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Cuvinte Complete"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Potrivește Caz-ul"
-
-#~ msgid "Ok"
-#~ msgstr "Bine"
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Căutare Clase"
-
-#~ msgid "Bake!"
-#~ msgstr "Coacere!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Procesează mesh-ul de navigare."
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Modifică Rampa de Culori"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Mută Pista Anim Sus"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Mută Pista Anim Jos"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Anim Schimbați Interpolarea Pistei"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Anim Schimbați Modul Valorii Pistei"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Anim Schimbați Modul Învelirii Pistei"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Editați Curba Nodului"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Editați Curba Selecției"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Anim Adaugați Cheie"
-
-#~ msgid "In"
-#~ msgstr "În"
-
-#~ msgid "Out"
-#~ msgstr "Afară"
-
-#~ msgid "In-Out"
-#~ msgstr "Înăuntru-Afară"
-
-#~ msgid "Out-In"
-#~ msgstr "Afară-Înăuntru"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Anim Creați Cheie Valoare Typed"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Anim Adăugați Pistă Chemare"
-
-#~ msgid "Length (s):"
-#~ msgstr "Lungime (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Pas de Cursor Snap (în secunde)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Activați / Dezactivați Repetiția în Animație."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Adăugați piste noi."
-
-#~ msgid "Move current track up."
-#~ msgstr "Mișcați pista curentă sus."
-
-#~ msgid "Move current track down."
-#~ msgstr "Mișcați pista curentă jos."
-
-#~ msgid "Track tools"
-#~ msgstr "Unelte Pistă"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Activați editarea de chei individuale prin clic."
-
-#~ msgid "Key"
-#~ msgstr "Cheie"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Chemați Funcții în Care Nod?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Mulţumiri!"
-
-#~ msgid "I see..."
-#~ msgstr "Am înțeles..."
-
-#~ msgid "Ugh"
-#~ msgstr "Uh"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Oprește Profilarea"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Pornește Profilarea"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Implicit (Asemănător ca Editor)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Creează o nouă animație în player."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Încarcă animație de pe disc."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Încarcă o animație de pe disc."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Salvează actuala animație"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Editează Timpul de Amestecare al Țintei"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Copiză Animație"
-
-#~ msgid "Fetching:"
-#~ msgstr "Se Preia(u):"
-
-#~ msgid "prev"
-#~ msgstr "anterior"
-
-#~ msgid "next"
-#~ msgstr "următorul"
-
-#~ msgid "last"
-#~ msgstr "ultimul"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Editează Lanț IK"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Trage pivotul de la poziția mouse-ului"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Setează pivotul la poziția mouse-ului"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Adaugă/Elimină Punctul Rampei de Culori"
-
-#~ msgid "Clear!"
-#~ msgstr "Curăță!"
diff --git a/editor/translations/ru.po b/editor/translations/ru.po
index a87c6bc6fe..fbd4604d10 100644
--- a/editor/translations/ru.po
+++ b/editor/translations/ru.po
@@ -14691,2142 +14691,3 @@ msgstr "Назначить форму."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Константы не могут быть изменены."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Сделать позу покоя (из костей)"
-
-#~ msgid "Bottom"
-#~ msgstr "Низ"
-
-#~ msgid "Left"
-#~ msgstr "Лево"
-
-#~ msgid "Right"
-#~ msgstr "Право"
-
-#~ msgid "Front"
-#~ msgstr "Перед"
-
-#~ msgid "Rear"
-#~ msgstr "Зад"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Безымянный гизмо"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "«Степени свободы» действительны только тогда, когда «Xr Mode» - это "
-#~ "«Oculus Mobile VR»."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "«Осведомленность о фокусе» действительна только в том случае, если «Режим "
-#~ "Xr» - это «Oculus Mobile VR»."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Содержимое пакета:"
-
-#~ msgid "Singleton"
-#~ msgstr "Синглтон"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Стереть профиль «%s»? (нельзя отменить)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Доступные свойства:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Доступные функции:"
-
-#~ msgid "Unset"
-#~ msgstr "Сбросить"
-
-#~ msgid "Class Options"
-#~ msgstr "Параметры класса"
-
-#~ msgid "Set"
-#~ msgstr "Задать"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "%s измененных ресурсов сохранено."
-
-#~ msgid "Q&A"
-#~ msgstr "Вопросы и ответы"
-
-#~ msgid "Status:"
-#~ msgstr "Статус:"
-
-#~ msgid "Edit:"
-#~ msgstr "Редактировать:"
-
-#~ msgid "Redownload"
-#~ msgstr "Перезагрузить"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Установлено)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Отсутствует)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Не удалось выполнить запрос."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Циклическое перенаправление."
-
-#~ msgid "Download Complete."
-#~ msgstr "Загрузка завершена."
-
-#~ msgid "Remove Template"
-#~ msgstr "Удалить шаблон"
-
-#~ msgid "Download Templates"
-#~ msgstr "Загрузить шаблоны"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Выберите зеркало из списка: (Shift+Click: Открыть в браузере)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Удалить в корзину"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Развернуть все свойства"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Свернуть все свойства"
-
-#~ msgid "Copy Params"
-#~ msgstr "Копировать параметры"
-
-#~ msgid "Open in Help"
-#~ msgstr "Открыть в справке"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Переопределение игровой камеры\n"
-#~ "Нет запущенного экземпляра игры."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Тащить: Поворот"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Нажмите «V» чтобы изменить точку вращения, «Shift+V» чтобы перемещать "
-#~ "точку вращения."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+ПКМ: Список выбора глубины"
-
-#~ msgid "Clone Down"
-#~ msgstr "Продублировать вниз"
-
-#~ msgid "Yaw"
-#~ msgstr "Рыскание"
-
-#~ msgid "Size"
-#~ msgstr "Размер"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Тянуть: Вращение\n"
-#~ "Alt+Тянуть: Перемещение\n"
-#~ "Alt+ПКМ: Выбор по списку"
-
-#~ msgid "Sep.:"
-#~ msgstr "Разделитель:"
-
-#~ msgid "Add All"
-#~ msgstr "Добавить все"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Меню редактирования тем."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Создать пустой шаблон"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Создать пустой шаблон редактора"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Создать из текущей темы редактора"
-
-#~ msgid "Data Type:"
-#~ msgstr "Тип информации:"
-
-#~ msgid "Theme File"
-#~ msgstr "Файл темы"
-
-#~ msgid "Compiled"
-#~ msgstr "Компилированный"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Удалить %d проектов из списка?\n"
-#~ "Содержимое папок проектов не будет изменено."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Удалить данный проект из списка?\n"
-#~ "Содержимое папки проекта не будет изменено."
-
-#~ msgid "Templates"
-#~ msgstr "Шаблоны"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Добавить путь перенаправления"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Невозможно выполнить с корнем."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Не удалось прочитать файл изображения заставки:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Использовать изображения заставки по умолчанию."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Проигрыватель анимации не может анимировать сам себя, только других."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Буфер обмена пуст"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr "InterpolatedCamera устарела и будет удалена в Godot 4.0."
-
-#~ msgid "No"
-#~ msgstr "Нет"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Эта сцена никогда не была сохранена. Сохранить перед запуском?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "Исполняемый файл ADB не сконфигурирован в настройках редактора."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarsigner не настроен в Настройках Редактора."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Пользовательская сборка требует наличия правильного пути к Android SDK в "
-#~ "настройках редактора."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Осталось: %d:%02d сек)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Построение полисетки: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Освещение полисетки: "
-
-#~ msgid "Search complete"
-#~ msgstr "Поиск завершен"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Не указано сообщение коммита"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Добавьте сообщение коммита"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "По этому пути уже существует файл или папка с указанным именем."
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "Невозможно завершить выравнивание APK."
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "Не удалось удалить невыровненный APK."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Ошибка при попытке сохранить макет!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Переопределить макет по умолчанию."
-
-#~ msgid "Move pivot"
-#~ msgstr "Переместить опорную точку"
-
-#~ msgid "Move anchor"
-#~ msgstr "Переместить якорь"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Изменить размер CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Полигон -> UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV -> Полигон"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Добавить начальный экспорт..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Добавить предыдущие патчи..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Удалить патч «%s» из списка?"
-
-#~ msgid "Patches"
-#~ msgstr "Патчи"
-
-#~ msgid "Make Patch"
-#~ msgstr "Создать патч"
-
-#~ msgid "Pack File"
-#~ msgstr "Файл пакета"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Нет сборки apk в: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Панели «Файловая система» и «Импорт»"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "При экспорте или развёртывании, полученный исполняемый файл будет "
-#~ "пытаться подключиться к IP этого компьютера с целью отладки."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Текущая сцена никогда не была сохранена, сохраните её перед запуском."
-
-#~ msgid "Revert"
-#~ msgstr "Восстановить"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Это действие нельзя отменить. Восстановить в любом случае?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Восстановить сцену"
-
-#~ msgid "Clear Script"
-#~ msgstr "Убрать скрипт"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Система отслеживания ошибок"
-
-#~ msgid "Request Docs"
-#~ msgstr "Проблема"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Помогите улучшить документацию Godot, оставьте сообщение об ошибке."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Заменено %d совпадений."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Создать выпуклое статичное тело"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Не удалось создать форму!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "В настоящее время отсутствуют учебники для этого класса, вы можете его "
-#~ "[color=$color][url=$url]добавить[/url][/color] или [color=$color][url="
-#~ "$url2]запросить[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "перечисление "
-
-#~ msgid "Brief Description"
-#~ msgstr "Краткое описание"
-
-#~ msgid "Class Description"
-#~ msgstr "Описание класса"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Экспорт проекта не удался, код %d."
-
-#~ msgid "Password:"
-#~ msgstr "Пароль:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "Идентифицированные сегменты не должны быть пустыми."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr "Цифра не может быть первым символом идентификатора сегмента."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr "Символ '%s' не может быть первым символом идентификатора сегмента."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "Идентификатор должен иметь хотя бы один '.' разделитель."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Приостановить сцену"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Привязка к сетке"
-
-#~ msgid "Add input +"
-#~ msgstr "Добавить вход +"
-
-#~ msgid "Language"
-#~ msgstr "Язык"
-
-#~ msgid "Inherits"
-#~ msgstr "Наследует"
-
-#~ msgid "Base Type:"
-#~ msgstr "Базовый тип:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Доступные узлы:"
-
-#~ msgid "Input"
-#~ msgstr "Вход"
-
-#~ msgid "Methods:"
-#~ msgstr "Методы:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Свойства темы:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Перечисления:"
-
-#~ msgid "Constants:"
-#~ msgstr "Константы:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Описание класса:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Описание свойств:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Описание методов:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "Данный процесс установит Android проект для пользовательских сборок.\n"
-#~ "Обратите внимание, что для его работы, необходимо включить его в каждом "
-#~ "пресете экспорта."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Обратная сортировка."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Удалить узел(узлы)?"
-
-#~ msgid "No Matches"
-#~ msgstr "Нет совпадений"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Невозможно открыть file_type_cache.cch для записи. Не будет сохранён кэш "
-#~ "типов файлов!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "Не удается перейти к '%s', так как он не был найден в файловой системе!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Ошибка при загрузке изображения:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Никаких пикселей с прозрачностью > 128 в изображении..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Родитель не имеет твёрдых граней для заполнения."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Не удалось отобразить область."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Грани не содержат зоны!"
-
-#~ msgid "No faces!"
-#~ msgstr "Нет граней!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Ошибка: Не удалось загрузить файл."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Не удалось загрузить файл."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Доплеровский режим"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Режим выделения (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Режим перемещения (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Режим поворота (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Режим масштабирования (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Локальные координаты"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Режим привязки (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Инструмент выбора"
-
-#~ msgid "Tool Move"
-#~ msgstr "Инструмент перемещения"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Инструмент поворот"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Инструмент масштаб"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr "Удалить проект из списка? (Содержимое папки не будет изменено)"
-
-#~ msgid "Project List"
-#~ msgstr "Список проектов"
-
-#~ msgid "Exit"
-#~ msgstr "Выход"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "Невозможно запустить PVRTC инструмент:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr ""
-#~ "Не возможно загрузить обратно конвертированное изображение используя "
-#~ "PVRTC инструмент:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Ошибка инициализации FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Неизвестный формат шрифта."
-
-#~ msgid "Error loading font."
-#~ msgstr "Ошибка загрузки шрифта."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Недопустимый размер шрифта."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Предыдущая папка"
-
-#~ msgid "Next Folder"
-#~ msgstr "Следующая папка"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Автоматически открывать скриншоты"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Открыть следующий редактор"
-
-#~ msgid "Reverse"
-#~ msgstr "Обратно"
-
-#~ msgid "Mirror X"
-#~ msgstr "Зеркально по X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Зеркально по Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Генерация решения..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "Создание C# проекта..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Не удалось создать решение."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Не удалось сохранить решение."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "Не удалось создать C# проект."
-
-#~ msgid "Mono"
-#~ msgstr "Моно"
-
-#~ msgid "About C# support"
-#~ msgstr "О C# поддержке"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Создать C# решение"
-
-#~ msgid "Builds"
-#~ msgstr "Билды"
-
-#~ msgid "Build Project"
-#~ msgstr "Собрать проект"
-
-#~ msgid "View log"
-#~ msgstr "Просмотр журнала"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment необходим Environment ресурс."
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Поиск классов"
-
-#~ msgid "Update Always"
-#~ msgstr "Обновлять всегда"
-
-#~ msgid "Raw Mode"
-#~ msgstr "RAW режим"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Путь к Узлу:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Удалить выбранные файлы?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Отсутствует файл «res://default_bus_layout.tres»."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Перейти к родительской папке"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Открыть сцену(ны)"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Предыдущий каталог"
-
-#~ msgid "Next Directory"
-#~ msgstr "Следующий каталог"
-
-#~ msgid "Ease in"
-#~ msgstr "Переход В"
-
-#~ msgid "Ease out"
-#~ msgstr "Переход ИЗ"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Создать выпуклое статичное тело"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "Чекбокс 1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "Чекбокс 2"
-
-#~ msgid "Create folder"
-#~ msgstr "Создать папку"
-
-#~ msgid "Custom Node"
-#~ msgstr "Пользовательский узел"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Неверный путь"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "Дублировать выделенную сетку"
-
-#~ msgid "Create Area"
-#~ msgstr "Создать область"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Создать внешний коннектор"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Редактирование аргументов сигнала:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Редактировать переменную:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Привязка (сек): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Вставить ключи."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "Добавить выбранную сцену(ы), в качестве потомка выбранного узла."
-
-#~ msgid "Font Size:"
-#~ msgstr "Размер шрифта:"
-
-#~ msgid "Line:"
-#~ msgstr "Строка:"
-
-#~ msgid "Col:"
-#~ msgstr "Стлб:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr "OrientedPathFollow работает только если она дочь узла Path."
-
-#~ msgid "Split point with itself."
-#~ msgstr "Точка разделения."
-
-#~ msgid "Split can't form an existing edge."
-#~ msgstr "Нельзя отделить от существующего края."
-
-#~ msgid "Add Split"
-#~ msgstr "Добавить разрез"
-
-#~ msgid "Invalid Split: "
-#~ msgstr "Недопустимое Разбиение: "
-
-#~ msgid "Remove Split"
-#~ msgstr "Удалить разрез"
-
-#~ msgid "Poly"
-#~ msgstr "Полигон"
-
-#~ msgid "Splits"
-#~ msgstr "Разделение"
-
-#~ msgid "Connect two points to make a split."
-#~ msgstr "Соединить две точки, чтобы создать разделение."
-
-#~ msgid "Add Node.."
-#~ msgstr "Добавить Узел.."
-
-#~ msgid "Create from scene?"
-#~ msgstr "Создать из сцены?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Создан полигон"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Создать новый полигон с нуля"
-
-#~ msgid "Zoom out"
-#~ msgstr "Уменьшить"
-
-#~ msgid "Zoom in"
-#~ msgstr "Увеличить"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Создан Poly3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Нет OccluderPolygon2D ресурса у этого узла.\n"
-#~ "Создать и назначить?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "ЛКМ: Передвинуть точку."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+ЛКМ: Разделить сегмент."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "ПКМ: Удалить точку."
-
-#~ msgid "New TextFile"
-#~ msgstr "Новый текстовый файл"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Сохранить тему как"
-
-#~ msgid "<None>"
-#~ msgstr "<Нет>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Выберите плитку для использования в качестве значка, она также будет "
-#~ "использоваться при неверных привязках автотайлов."
-
-#~ msgid "Zoom:"
-#~ msgstr "Приближение:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "Вы уверены, что хотите удалить все подключения от \""
-
-#~ msgid "Class List:"
-#~ msgstr "Список классов:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Публичные методы"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Список методов:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Тема элементов GUI:"
-
-#~ msgid "Property: "
-#~ msgstr "Параметр: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Добавить папку в Избранное."
-
-#~ msgid "Show current scene file."
-#~ msgstr "Показать текущий файл сцены."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "Войти в древовидное представление."
-
-#~ msgid "Whole words"
-#~ msgstr "Слова целиком"
-
-#~ msgid "Match case"
-#~ msgstr "Учитывать регистр"
-
-#~ msgid "Ok"
-#~ msgstr "Ок"
-
-#~ msgid "Show In File System"
-#~ msgstr "Показать в файловой системе"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Поиск в классовой иерархии."
-
-#~ msgid "Search in files"
-#~ msgstr "Искать в файлах"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Встроенные скрипты могут быть изменены только, когда сцена, которой они "
-#~ "принадлежат, загружена"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Конвертировать в ВЕРХНИЙ РЕГИСТР"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Конвертировать в нижний регистр"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Поворот на 0 градусов"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Поворот на 90 градусов"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Поворот на 180 градусов"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Поворот на 270 градусов"
-
-#~ msgid "Errors:"
-#~ msgstr "Ошибки:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Трассировка стека (если применимо):"
-
-#~ msgid "Bake!"
-#~ msgstr "Запечь!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Создать полисетку навигации."
-
-#~ msgid "Get"
-#~ msgstr "Получить"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Изменить RGB константу"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Изменить векторно-числовой оператор"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Изменить RGB оператор"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Переключить - только поворот"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Изменить векторную функцию"
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "Изменить векторную единицу"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Изменить RGB единицу"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Изменить значение по умолчанию"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Изменить XForm единицу"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Изменить единицу кубической карты"
-
-#~ msgid "Change Comment"
-#~ msgstr "Изменить комментарий"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Добавить/Удалить в Color Ramp"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Редактировать Color Ramp"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Добавить/Удалить в Curve Map"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Редактировать карту кривой"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Соединить узлы графа"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Удалить узел графа шейдера"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Передвинуть узел графа шейдера"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Дублировать узел(ы) графа"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Ошибка: Циклическое подключение"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Ошибка: Отсутствует входное подключение"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Добавить узел графа шейдера"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Передвинуть дорожку вверх"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Передвинуть дорожку вниз"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Установить переход на:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Изменить интерполяцию"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Изменить режим значений"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Изменить режим цикла"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Редактировать кривую узла"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Редактировать выбранную кривую"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Добавить ключ"
-
-#~ msgid "In"
-#~ msgstr "Вход"
-
-#~ msgid "Out"
-#~ msgstr "Выход"
-
-#~ msgid "In-Out"
-#~ msgstr "В-Из"
-
-#~ msgid "Out-In"
-#~ msgstr "Из-В"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Изменить длину анимации"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Изменить зацикливание анимации"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Создать ключ с вводимым значением"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Добавить дорожку вызова"
-
-#~ msgid "Length (s):"
-#~ msgstr "Длина (сек.):"
-
-#~ msgid "Step (s):"
-#~ msgstr "Шаг (сек.):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Шаг привязки курсора (в секундах)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Включить/отключить зацикливание в анимации."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Добавить новые дорожки."
-
-#~ msgid "Move current track up."
-#~ msgstr "Передвинуть текущую дорожку вверх."
-
-#~ msgid "Move current track down."
-#~ msgstr "Передвинуть текущую дорожку вниз."
-
-#~ msgid "Track tools"
-#~ msgstr "Инструменты дорожек"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Включить редактирование ключей, кликая по ним."
-
-#~ msgid "Key"
-#~ msgstr "Ключ"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Из какого узла вызвать функцию?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Спасибо!"
-
-#~ msgid "I see..."
-#~ msgstr "Ясно..."
-
-#~ msgid "Ugh"
-#~ msgstr "Ясно"
-
-#~ msgid "Run Script"
-#~ msgstr "Запустить скрипт"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Остановить профилирование"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Запустить профилирование"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "По умолчанию (как редактор)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Создать новую анимацию."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Загрузить анимацию с диска."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Загрузить эту анимацию с диска."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Сохранить текущую анимацию"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Редактировать время \"смешивания\""
-
-#~ msgid "Copy Animation"
-#~ msgstr "Копировать анимацию"
-
-#~ msgid "Fetching:"
-#~ msgstr "Извлечение:"
-
-#~ msgid "prev"
-#~ msgstr "предыдущий"
-
-#~ msgid "next"
-#~ msgstr "далее"
-
-#~ msgid "last"
-#~ msgstr "последний"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Редактировать цепь ИК"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Перетащить точку вращения из положения мыши"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Установить точку вращения на месте указателя мыши"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Добавить/Удалить точку Color Ramp"
-
-#~ msgid "OK :("
-#~ msgstr "Ок :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "Видимость гизмо скелета"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "Предпросмотр StyleBox:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Редактор области текстуры"
-
-#~ msgid "Erase selection"
-#~ msgstr "Очистить выделенное"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "ID или имя элемента:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "Шаблоны экспорта для этой платформы отсутствуют/повреждены: "
-
-#~ msgid "Button 8"
-#~ msgstr "Кнопка 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Кнопка 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Отбросить инстансинг"
-
-#~ msgid "Makes Sense!"
-#~ msgstr "Имеет смысл!"
-
-#~ msgid "Clear!"
-#~ msgstr "Очистить!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Переключить видимость Spatial"
-
-#~ msgid "Condition"
-#~ msgstr "Условие"
-
-#~ msgid "Sequence"
-#~ msgstr "Последовательность"
-
-#~ msgid "Switch"
-#~ msgstr "Переключатель"
-
-#~ msgid "Iterator"
-#~ msgstr "Итератор"
-
-#~ msgid "While"
-#~ msgstr "Пока"
-
-#~ msgid "Return"
-#~ msgstr "Возвращение"
-
-#~ msgid "Call"
-#~ msgstr "Вызов"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Редактировать переменную"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Редактировать сигнал"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "Недопустимое название действия (подойдёт всё кроме '/' или ':')."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Не может содержать '/' или ':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Неверный формат version.txt файла внутри шаблонов. Идентификатор ревизии "
-#~ "не верен."
-
-#~ msgid "Can't write file."
-#~ msgstr "Не удалось записать файл."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "Отсутствует project.godot в папке проекта."
-
-#~ msgid "Replace By"
-#~ msgstr "Заменить на"
-
-#~ msgid "Backwards"
-#~ msgstr "В обратном направлении"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Подтверждение замены"
-
-#~ msgid "Skip"
-#~ msgstr "Пропустить"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "Ваш проект будет создан не в пустой папке (лучше создать новую папку)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "Бинго!"
-
-#~ msgid "preview"
-#~ msgstr "предпросмотр"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Подвинуть ключ"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Создать подписку"
-
-#~ msgid "List:"
-#~ msgstr "Список:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Установлена маска выброса"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Очистить излучатель"
-
-#~ msgid "Fold Line"
-#~ msgstr "Свернуть строку"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "Разделы:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "Не удалось перейти к '"
-
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr ""
-#~ "\n"
-#~ "Источник: "
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Удалить точку с кривой"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Добавить точку к кривой"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Двигать точку в кривой"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "Разделить сегмент (в кривой)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#~ msgid "Setting '"
-#~ msgstr "Настройки '"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "Удалённый отладчик"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "Дерево сцены в реальном времени:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "Параметры объекта: "
-
-#~ msgid "Prev Level (%sDown Wheel)"
-#~ msgstr "Пред уровень (%sКолесико вниз)"
-
-#~ msgid "Next Level (%sUp Wheel)"
-#~ msgstr "Следующий уровень (%sКолесико вверх)"
-
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Выбор -> Дублировать"
-
-#~ msgid "Selection -> Clear"
-#~ msgstr "Выбор -> Очистить"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Для корректной работы свойство Path должно указывать на действующий узел "
-#~ "Viewport. Такой Viewport должен быть установлен в режим 'цель рендеринга'."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "Области просмотра установленная в свойстве path должна быть назначена "
-#~ "\"целью визуализации\" для того, чтобы этот спрайт работал."
-
-#~ msgid "' parsing of config failed."
-#~ msgstr "' анализ конфигурации не удался."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "Список методов для '%s':"
-
-#~ msgid "Arguments:"
-#~ msgstr "Аргументы:"
-
-#~ msgid "Return:"
-#~ msgstr "Возвращение:"
-
-#~ msgid "Added:"
-#~ msgstr "Добавлено:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "Невозможно сохранить текстуру атласа:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Настройка..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "Ошибка загрузки сцены."
-
-#~ msgid "Re-Import"
-#~ msgstr "Переимпортировать"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "Пожалуйста дождитесь окончания сканирования."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "Текущая сцена должна быть сохранена для повторного импорта."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Переимпортировать"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "Переимпортировать изменённые ресурсы"
-
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr ""
-#~ "\n"
-#~ "Статус: требуется ре-импорт"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "Файл назначения и исходный файлы совпадают, нечего делать."
-
-#~ msgid "Target file exists, can't overwrite. Delete first."
-#~ msgstr "Конечный файл существует, нельзя перезаписать. Сначала удалите."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "Путь назначения и исходный пути совпадают, нечего делать."
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "Невозможно переместить каталоги внутрь себя."
-
-#~ msgid "Can't rename deps for:\n"
-#~ msgstr "Не могу переименовать зависимости для:\n"
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Выберете новое имя и расположение для:"
-
-#~ msgid "Info"
-#~ msgstr "Информация"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "Нет битовой маски для импорта!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "Конечный путь пуст."
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "Конечный путь должен быть полным путём к ресурсу."
-
-#~ msgid "Target path must exist."
-#~ msgstr "Конечный путь должен существовать."
-
-#~ msgid "Import BitMasks"
-#~ msgstr "Импорт битовой маски"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "Исходные текстура(ы):"
-
-#~ msgid "Target Path:"
-#~ msgstr "Целевой путь:"
-
-#~ msgid "Accept"
-#~ msgstr "Принять"
-
-#~ msgid "Bit Mask"
-#~ msgstr "Битовая маска"
-
-#~ msgid "No source font file!"
-#~ msgstr "Нет исходного файл шрифта!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "Нет целевого ресурса шрифта!"
-
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "Недопустимое расширение файла.\n"
-#~ "Пожалуйста, используйте .font."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "Невозможно сохранить шрифт."
-
-#~ msgid "Source Font:"
-#~ msgstr "Исходный шрифт:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "Ресурс назначения:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr ""
-#~ "Съешь ещё этих мягких французских булок да выпей чаю. \n"
-#~ "The quick brown fox jumps over the lazy dog.\n"
-#~ "0123456789`!@#$%^&*()_+-=\\/."
-
-#~ msgid "Test:"
-#~ msgstr "Проверка:"
-
-#~ msgid "Options:"
-#~ msgstr "Опции:"
-
-#~ msgid "Font Import"
-#~ msgstr "Импортирование шрифта"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "Это итак файл шрифта Godot, пожалуйста используйте BitMapFont вместо него."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "Ошибка открытия BitMapFont файла."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "Неверный пользовательский источник для шрифта."
-
-#~ msgid "No meshes to import!"
-#~ msgstr "Нет полисетки для импортирования!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "Импорт одиночной полисетки"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "Исходная полисетка(и):"
-
-#~ msgid "Surface %d"
-#~ msgstr "Поверхностей %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "Нет сэмплов для импорта!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "Импорт аудио сэмплов"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "Исходный сэмпл(ы):"
-
-#~ msgid "Audio Sample"
-#~ msgstr "Аудио сэмпл"
-
-#~ msgid "New Clip"
-#~ msgstr "Новая дорожка"
-
-#~ msgid "Flags"
-#~ msgstr "Флаги"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "FPS:"
-
-#~ msgid "Optimizer"
-#~ msgstr "Оптимизатор"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "Макс. линейная погрешность"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "Макс. угловая погрешность"
-
-#~ msgid "Max Angle"
-#~ msgstr "Макс. угол"
-
-#~ msgid "Start(s)"
-#~ msgstr "Нач(с.)"
-
-#~ msgid "Source path is empty."
-#~ msgstr "Путь к источнику пуст."
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "Не могу загрузить скрипт пост-процесса."
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "Некорректный/поврежденный сценарий для пост-импорта."
-
-#~ msgid "Error importing scene."
-#~ msgstr "Ошибка импортирования сцены."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "Импорт 3D сцены"
-
-#~ msgid "Source Scene:"
-#~ msgstr "Исходная сцена:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "Та же, что и у целевой сцены"
-
-#~ msgid "Shared"
-#~ msgstr "Общий"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "Целевая папка текстуры:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "Пользовательский тип корневого узла:"
-
-#~ msgid "Auto"
-#~ msgstr "Авто"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "Отсутствуют следующие файлы:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Импортировать в любом случае"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr ""
-#~ "Редактируемая сцена не была сохранена, открыть импортированную сцену в "
-#~ "любом случае?"
-
-#~ msgid "Import Image:"
-#~ msgstr "Импорт изображения:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "Невозможно локализовать путь: %s (уже локальный)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "Анимация 3D сцены"
-
-#~ msgid "Uncompressed"
-#~ msgstr "Несжатый"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "Сжатие без потери качества (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "Сжатие с потерями (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "Сжатие (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "Формат текстуры"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "Качество сжатия текстур (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "Пожалуйста, укажите некоторые файлы!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Для атласа нужен хотя бы 1 файл."
-
-#~ msgid "Error importing:"
-#~ msgstr "Ошибка импортирования:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "Максимальный размер текстуры:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "Импортировать текстуры для атласа (2D)"
-
-#~ msgid "Large Texture"
-#~ msgstr "Большая текстура"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "Импорт больших текстур (2D)"
-
-#~ msgid "Source Texture"
-#~ msgstr "Исходная текстура"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "Базовая текстура атласа"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "Исходная текстура(ы)"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "Импорт текстур для 2D"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "Импорт текстур для 3D"
-
-#~ msgid "Import Textures"
-#~ msgstr "Импорт текстур"
-
-#~ msgid "2D Texture"
-#~ msgstr "2D текстура"
-
-#~ msgid "3D Texture"
-#~ msgstr "3D текстура"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "Текстура атласа"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "ВНИМАНИЕ: Импортирование 2D текстур не обязательно. Просто скопируйте png/"
-#~ "jpg файлы в папку проекта."
-
-#~ msgid "Crop empty space."
-#~ msgstr "Обрезать пустое пространство."
-
-#~ msgid "Texture"
-#~ msgstr "Текстура"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "Импорт большой текстуры"
-
-#~ msgid "Load Source Image"
-#~ msgstr "Загрузка исходного изображения"
-
-#~ msgid "Slicing"
-#~ msgstr "Нарезка"
-
-#~ msgid "Saving"
-#~ msgstr "Сохранение"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "Невозможно сохранить большую текстуру:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "Построение атласа для:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "Загрузка изображения:"
-
-#~ msgid "Converting Images"
-#~ msgstr "Преобразование изображений"
-
-#~ msgid "Cropping Images"
-#~ msgstr "Обрезка изображений"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "Невозможно сохранить изображение атласа:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "Неверный источник перевода!"
-
-#~ msgid "Column"
-#~ msgstr "Колонка"
-
-#~ msgid "No items to import!"
-#~ msgstr "Нет элементов для импорта!"
-
-#~ msgid "No target path!"
-#~ msgstr "Нет конечного пути!"
-
-#~ msgid "Import Translations"
-#~ msgstr "Импорт переводов"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "Не удалось импортировать!"
-
-#~ msgid "Import Translation"
-#~ msgstr "Импортирование перевода"
-
-#~ msgid "Source CSV:"
-#~ msgstr "Исходный CSV:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "Игнорировать первую строку"
-
-#~ msgid "Compress"
-#~ msgstr "Сжимать"
-
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "Добавить к проекту (project.godot)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "Импортировать языки:"
-
-#~ msgid "Translation"
-#~ msgstr "Перевод"
-
-#~ msgid "Triangle #"
-#~ msgstr "Треугольник #"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "Параметры запекания света:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "Исправление света"
-
-#~ msgid "Making BVH"
-#~ msgstr "Создание BVH"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "Выделение текстуры #"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "Запекание треугольников #"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "Пост-обработка текстуры #"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr "Сброс запекания света (начать сначала)."
-
-#~ msgid "Zoom Set..."
-#~ msgstr "Установить масштаб..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "Парсить BB Код"
-
-#~ msgid "Length:"
-#~ msgstr "Длинна:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "Открыть сэмпл(ы)"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "ОШИБКА: Не удалось загрузить сэмпл!"
-
-#~ msgid "Add Sample"
-#~ msgstr "Добавить сэмпл"
-
-#~ msgid "Rename Sample"
-#~ msgstr "Переименовать сэмпл"
-
-#~ msgid "Delete Sample"
-#~ msgstr "Удалить сэмпл"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 Бит"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 Бит"
-
-#~ msgid "Stereo"
-#~ msgstr "Стерео"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "Масштабирование до %s%%."
-
-#~ msgid "Bucket"
-#~ msgstr "Заливка"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "Неверный путь к проекту, путь должен существовать!"
-
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "Недопустимый путь, project.godot не должен присутствовать."
-
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "Недопустимый путь, project.godot должен присутствовать."
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "Путь к проекту (должен существовать):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "Создать новый ресурс"
-
-#~ msgid "Open Resource"
-#~ msgstr "Открыть ресурс"
-
-#~ msgid "Save Resource"
-#~ msgstr "Сохранить ресурс"
-
-#~ msgid "Resource Tools"
-#~ msgstr "Инструменты ресурсов"
-
-#~ msgid "Edit Groups"
-#~ msgstr "Редактировать группы"
-
-#~ msgid "Tiles"
-#~ msgstr "Тайлы"
-
-#~ msgid "Areas"
-#~ msgstr "Области"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Down Wheel)"
-#~ msgstr "Колесо мыши вниз"
-
-#~ msgid "Up Wheel)"
-#~ msgstr "Колесо мыши вверх"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "Закрыть сцену? (Несохранённые изменения будут потеряны.)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "Открыть менеджер проектов? \n"
-#~ "(Несохранённые изменения будут потеряны.)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "Закрыть и перейти к предыдущей сцене"
-
-#~ msgid "Del"
-#~ msgstr "Удалить"
-
-#~ msgid "just pressed"
-#~ msgstr "просто нажата"
-
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "Не могу прочитать файл сертификата. Уверены, что путь и пароль верны?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "Ошибка при создании подписи пакета."
-
-#~ msgid "RAW Mode"
-#~ msgstr "Грубый режим"
-
-#~ msgid "Node From Scene"
-#~ msgstr "Узел со сцены"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Импортировать ассеты в проект."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Экспортировать проект на многие платформы."
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "Оповещения, когда внешний ресурс был изменён."
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "Открыть https://godotengine.org с разделом уроков."
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "Не выбрана сцена!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "Экземпляр на курсор"
-
-#~ msgid "Use Default Light"
-#~ msgstr "Использовать стандартный свет"
-
-#~ msgid "Default Light Normal:"
-#~ msgstr "Образец стандартного освещения:"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "Цвет окружающего света:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "Недопустимое имя вышестоящего класса"
-
-#~ msgid "Valid chars:"
-#~ msgstr "Допустимые символы:"
-
-#~ msgid "Valid name"
-#~ msgstr "Допустимое имя"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "Имя класса является недействительным!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "Имя вышестоящего класса является недействительным!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Для корректной работы свойство Path должно указывать на действующий узел "
-#~ "Particles2D."
-
-#~ msgid "Surface"
-#~ msgstr "Поверхность"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "Чтобы SamplePlayer воспроизводил звук, нужно создать или установить "
-#~ "ресурс SampleLibrary в параметре 'samples'."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "Чтобы SpatialSamplePlayer воспроизводил звук, нужно создать или "
-#~ "установить ресурс SampleLibrary в параметре 'samples'."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "Заменено %d совпадений."
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "Сохранить переводимые строки"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "Редактировать параметры скрипта"
-
-#~ msgid "Error exporting project!"
-#~ msgstr "Ошибка экспортирования проекта!"
-
-#~ msgid "Error writing the project PCK!"
-#~ msgstr "Ошибка записи PCK файла!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "Платформа '%s' пока не поддерживается."
-
-#~ msgid "Create Android keystore"
-#~ msgstr "Создать keystore для Android"
-
-#~ msgid "Organizational unit"
-#~ msgstr "Подразделение"
-
-#~ msgid "Organization"
-#~ msgstr "Организация"
-
-#~ msgid "City"
-#~ msgstr "Город"
-
-#~ msgid "2 letter country code"
-#~ msgstr "Двух буквенный код страны"
-
-#~ msgid "User alias"
-#~ msgstr "Псевдоним пользователя"
-
-#~ msgid "Password"
-#~ msgstr "Пароль"
-
-#~ msgid "at least 6 characters"
-#~ msgstr "минимум 6 символов"
-
-#~ msgid "File name"
-#~ msgstr "Имя файла"
-
-#~ msgid "Path : (better to save outside of project)"
-#~ msgstr "Путь: (лучше сохранить за пределами проекта)"
-
-#~ msgid ""
-#~ "Release keystore is not set.\n"
-#~ "Do you want to create one?"
-#~ msgstr ""
-#~ "Релизный keystore не задан.\n"
-#~ "Хотите создать новый?"
-
-#~ msgid "Fill Keystore/Release User and Release Password"
-#~ msgstr "Заполните раздел Keystore"
-
-#~ msgid "Include"
-#~ msgstr "Включить"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "Название группы не может быть пустым!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "Недопустимый символ в названии группы!"
-
-#~ msgid "Add Image Group"
-#~ msgstr "Добавлено изображение группы"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "Параметры экспорта проекта"
-
-#~ msgid "Export to Platform"
-#~ msgstr "Платформа для экспорта"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "Экспортировать все файлы в папке проекта."
-
-#~ msgid "Convert text scenes to binary on export."
-#~ msgstr "Преобразовать текстовые сцены в двоичные при экспорте."
-
-#~ msgid "Images"
-#~ msgstr "Изображения"
-
-#~ msgid "Keep Original"
-#~ msgstr "Оставить исходными"
-
-#~ msgid "Compress for Disk (Lossy, WebP)"
-#~ msgstr "Сжать для диска (с потерями, WebP)"
-
-#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
-#~ msgstr "Сжать для RAM (BC/PVRTC/ETC)"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "Преобразовать изображения (*.png):"
-
-#~ msgid "Compress for Disk (Lossy) Quality:"
-#~ msgstr "Качество сжатия для диска (с потерями):"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "Уменьшить все изображения (1 - оригинал, 2 - сжать в два раза...):"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "Формат для сжатия:"
-
-#~ msgid "Groups:"
-#~ msgstr "Группы:"
-
-#~ msgid "Compress Disk"
-#~ msgstr "Сжать для Диска"
-
-#~ msgid "Compress RAM"
-#~ msgstr "Сжать для RAM"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "Режим сжатия:"
-
-#~ msgid "Lossy Quality:"
-#~ msgstr "Потеря качества:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "Степень сжатия:"
-
-#~ msgid "Images:"
-#~ msgstr "Изображения:"
-
-#~ msgid "Sample Conversion Mode: (.wav files):"
-#~ msgstr "Режим преобразования сэмплов (.wav файлы):"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "Сжать (RAM - IMA-ADPCM)"
-
-#~ msgid "Sampling Rate Limit (Hz):"
-#~ msgstr "Ограничение частоты сэмплов (Гц):"
-
-#~ msgid "Trim"
-#~ msgstr "Обрезать"
-
-#~ msgid "Trailing Silence:"
-#~ msgstr "Удаление тишины:"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "Экспортировать PCK проекта"
-
-#~ msgid "Project Export"
-#~ msgstr "Экспортирование проекта"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance не содержит BakedLight ресурс."
-
-#~ msgid "Lighting"
-#~ msgstr "Освещение"
-
-#~ msgid "Global"
-#~ msgstr "Глобальные"
-
-#~ msgid ""
-#~ "This item cannot be made visible because the parent is hidden. Unhide the "
-#~ "parent first."
-#~ msgstr ""
-#~ "Этот объект не может быть отображён, потому что его родитель скрыт. "
-#~ "Отобразите сначала родительский узел."
-
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "Путь не может начинаться с '/', абсолютные пути должны начинаться с "
-#~ "'res://', 'user://' или 'local://'"
-
-#~ msgid "File exists"
-#~ msgstr "Файл существует"
-
-#~ msgid "Valid path"
-#~ msgstr "Допустимый путь"
-
-#~ msgid ""
-#~ "Custom node has no _get_output_port_unsequenced(idx,wmem), but "
-#~ "unsequenced ports were specified."
-#~ msgstr ""
-#~ "Пользовательский узел не имеет _get_output_port_unsequenced(idx,wmem), но "
-#~ "неупорядоченные порты были указаны."
-
-#~ msgid "Cannot go into subdir:"
-#~ msgstr "Невозможно перейти в подпапку:"
-
-#~ msgid "Top (Num7)"
-#~ msgstr "Вид сверху (Num 7)"
-
-#~ msgid "Bottom (Shift+Num7)"
-#~ msgstr "Вид снизу (Shift+Num7)"
-
-#~ msgid "Left (Num3)"
-#~ msgstr "Вид слева (Num3)"
-
-#~ msgid "Right (Shift+Num3)"
-#~ msgstr "Вид справа (Shift+)"
-
-#~ msgid "Front (Num1)"
-#~ msgstr "Вид спереди (Num1)"
-
-#~ msgid "Rear (Shift+Num1)"
-#~ msgstr "Вид сзади (Shift+Num1)"
-
-#~ msgid "Perspective (Num5)"
-#~ msgstr "Перспектива (Num5)"
-
-#~ msgid "Orthogonal (Num5)"
-#~ msgstr "Ортогонально (Num5)"
-
-#~ msgid "Selection (F)"
-#~ msgstr "Показать выбранный узел (F)"
-
-#~ msgid "Align with view (Ctrl+Shift+F)"
-#~ msgstr "Совместите с видом (Ctrl+Shift+F)"
-
-#~ msgid "Enable/Disable interpolation when looping animation."
-#~ msgstr "Включить/отключить интерполяцию при зацикливании анимации."
-
-#~ msgid "Load Layout"
-#~ msgstr "Загрузить макет"
-
-#~ msgid "Scale Region Editor"
-#~ msgstr "Редактор масштабируемой области текстуры"
-
-#~ msgid "Inherit Scene"
-#~ msgstr "Унаследовать сцену"
-
-#~ msgid "Binds (Extra Params):"
-#~ msgstr "Связи (необязательные параметры):"
-
-#~ msgid "Method In Node:"
-#~ msgstr "Название метода:"
-
-#~ msgid "Reload Tool Script (Soft)"
-#~ msgstr "Перезагрузить инструм. скрипт (мягко)"
-
-#~ msgid "Set Params"
-#~ msgstr "Назначить параметры"
-
-#~ msgid "Live Editing"
-#~ msgstr "Редактирование в реальном времени"
-
-#~ msgid "File Server"
-#~ msgstr "Файловый сервер"
-
-#~ msgid "Deploy File Server Clients"
-#~ msgstr "Развернуть файловый сервер для клиентов"
-
-#~ msgid "Overwrite Existing, Keep Materials"
-#~ msgstr "Перезаписать существующую сцену с сохранением материалов"
-
-#~ msgid "Keep Existing, Merge with New"
-#~ msgstr "Сохранить существующую сцену и объединить с новой"
-
-#~ msgid "Keep Existing, Ignore New"
-#~ msgstr "Сохранить существующую и игнорировать новую"
-
-#~ msgid "This Time:"
-#~ msgstr "В этот раз:"
-
-#~ msgid "Next Time:"
-#~ msgstr "В следующий раз:"
diff --git a/editor/translations/sk.po b/editor/translations/sk.po
index 20d5179fd0..330fb36807 100644
--- a/editor/translations/sk.po
+++ b/editor/translations/sk.po
@@ -14504,289 +14504,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Vymazať profil '%s'? (Nedá sa vrátiť späť)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Povolené Vlastnosti:"
-
-#~ msgid "Unset"
-#~ msgstr "Unset"
-
-#~ msgid "Class Options"
-#~ msgstr "Možnosti pre Class"
-
-#~ msgid "Set"
-#~ msgstr "Nastaviť"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Uložené %s upravené zdroje."
-
-#~ msgid "Q&A"
-#~ msgstr "Q&A"
-
-#~ msgid "Status:"
-#~ msgstr "Status:"
-
-#~ msgid "Edit:"
-#~ msgstr "Edit:"
-
-#~ msgid "Redownload"
-#~ msgstr "Preinštalovať"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Nainštalované)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Chýba)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Žiadosť Zlihala."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Presmerovanie \"Loop-u\"."
-
-#~ msgid "Download Complete."
-#~ msgstr "Inštalácia je Dokončená."
-
-#~ msgid "Remove Template"
-#~ msgstr "Vymazať Šablónu"
-
-#~ msgid "Download Templates"
-#~ msgstr "Stiahnuť Šablónu"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Vybrať zrkadlo z listu: (Shift+Click: Open in Browser)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Presunúť do odpadkov"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Expandovať Všetky Vlastnosti"
-
-#~ msgid "Copy Params"
-#~ msgstr "Skopírovať Parametre"
-
-#~ msgid "Open in Help"
-#~ msgstr "Otvoriť v Pomoci"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Prepísanie Hernej Kamery\n"
-#~ "Nieje spustená žiadna herná inštancia."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Potiahnutím: Otáčenie"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Stačte 'v' pre Zmenu Pivot-a, 'Shift+v' pre hýbanie s Pivot-om (keď sa "
-#~ "hýbe)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+RMB: Výber hĺbkového zoznamu"
-
-#, fuzzy
-#~ msgid "Size"
-#~ msgstr "Veľkosť: "
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "Otvoriť súbor"
-
-#, fuzzy
-#~ msgid "Templates"
-#~ msgstr "Všetky vybrané"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "Animation player sa nemôže naanimovať sám, iba ostatné player-y."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Schránka je prázdna"
-
-#~ msgid "No"
-#~ msgstr "Nie"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr ""
-#~ "Táto scéna ešte nikdy nebola uložená. Chcete ju uložiť predtým ako ju "
-#~ "zapnete?"
-
-#~ msgid "Search complete"
-#~ msgstr "Vyhľadávanie bolo dokončené"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Už tu je súbor alebo priečinok pomenovaný rovnako."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Error pri ukladaní layout-i!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Predvolený editor layout je prepísaný."
-
-#~ msgid "Move pivot"
-#~ msgstr "Presunúť pivot"
-
-#~ msgid "Move anchor"
-#~ msgstr "Presunúť kovadlinu"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Zmeniť Veľkosť CanvasItem-u"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Signály:"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr "Súbor:"
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Systém súborov a Import Dock-y"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Pri exportovaní alebo deploy-ovaní, súbor resulting executable sa pokúsi "
-#~ "o pripojenie do IP vášho počítača aby mohol byť debugg-ovaný."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "Aktuálna scéna sa nikdy neuložila, prosím uložte ju pred spustením."
-
-#~ msgid "Revert"
-#~ msgstr "Revert"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Túto akciu nie je možné vrátiť späť. Chcete Revertovatť aj tak?"
-
-#, fuzzy
-#~ msgid "Clear Script"
-#~ msgstr "Popis:"
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Popis:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Popis:"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "Filter:"
-
-#, fuzzy
-#~ msgid "Enumerations:"
-#~ msgstr "Popis:"
-
-#~ msgid "Constants:"
-#~ msgstr "Konštanty:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Popis:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Popis:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Popis:"
-
-#, fuzzy
-#~ msgid "Tool Select"
-#~ msgstr "Všetky vybrané"
-
-#~ msgid "Invalid font size."
-#~ msgstr "Nesprávna veľkosť písma."
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "Vytvoriť adresár"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "Vytvoriť adresár"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "Súbor:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Odstrániť vybraté súbory?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Neexistuje žiadny súbor \"res://default_bus_layout.tres\"."
-
-#, fuzzy
-#~ msgid "Ease in"
-#~ msgstr "Všetky vybrané"
-
-#, fuzzy
-#~ msgid "Create folder"
-#~ msgstr "Vytvoriť adresár"
-
-#, fuzzy
-#~ msgid "Create Area"
-#~ msgstr "Vytvoriť adresár"
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Signály:"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Všetky vybrané"
-
-#~ msgid "Class List:"
-#~ msgstr "Zoznam tried:"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Vytvoriť adresár"
-
-#~ msgid "In"
-#~ msgstr "V"
-
-#~ msgid "Out"
-#~ msgstr "Von"
-
-#, fuzzy
-#~ msgid "In-Out"
-#~ msgstr "V-Von"
-
-#, fuzzy
-#~ msgid "Out-In"
-#~ msgstr "Von-V"
-
-#, fuzzy
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Všetky vybrané"
-
-#, fuzzy
-#~ msgid "Can't write file."
-#~ msgstr "Popis:"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "Vytvoriť adresár"
diff --git a/editor/translations/sl.po b/editor/translations/sl.po
index 1b66614f33..402c9008e2 100644
--- a/editor/translations/sl.po
+++ b/editor/translations/sl.po
@@ -14881,562 +14881,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Konstante ni možno spreminjati."
-
-#, fuzzy
-#~ msgid "Package Contents:"
-#~ msgstr "Vsebina:"
-
-#~ msgid "Singleton"
-#~ msgstr "Posameznik"
-
-#, fuzzy
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Zamenjaj Vse"
-
-#, fuzzy
-#~ msgid "Enabled Properties:"
-#~ msgstr "Lastnosti"
-
-#, fuzzy
-#~ msgid "Class Options"
-#~ msgstr "Opis"
-
-#, fuzzy
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Napaka pri nalaganju vira."
-
-#~ msgid "Q&A"
-#~ msgstr "V&O"
-
-#~ msgid "Status:"
-#~ msgstr "Stanje:"
-
-#, fuzzy
-#~ msgid "Edit:"
-#~ msgstr "Uredi"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "Ponovno Prenesi"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Nameščeno)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Manjkajoče)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Zahteva Ni Uspela."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Preusmeritev Zanke."
-
-#~ msgid "Download Complete."
-#~ msgstr "Prenos je Dokončan."
-
-#~ msgid "Remove Template"
-#~ msgstr "Odstrani Predlogo"
-
-#~ msgid "Download Templates"
-#~ msgstr "Prenesi Predloge"
-
-#, fuzzy
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Izberi vire s seznama: "
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Premakni SamodejnoNalaganje"
-
-#, fuzzy
-#~ msgid "Expand All Properties"
-#~ msgstr "Razširi vse lastnosti"
-
-#~ msgid "Copy Params"
-#~ msgstr "Kopiraj Parametre"
-
-#~ msgid "Open in Help"
-#~ msgstr "Odpri v Pomoči"
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Povleci: Vrtenje"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Pritisni 'v' za Spremembo Točke in 'Shift+v' za Vleko Točke (med "
-#~ "premikanjem)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+RMB: Izbira globine"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Povlecite: Zavrtite\n"
-#~ "Alt+Drag: Premaknite\n"
-#~ "Alt+RMB: Izbira globine"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "Odpri v Datoteki"
-
-#~ msgid "Templates"
-#~ msgstr "Predloge"
-
-#~ msgid "No"
-#~ msgstr "Ne"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Ta scena ni bila nikoli shranjena. Shranim pred zagonom?"
-
-#, fuzzy
-#~ msgid "Search complete"
-#~ msgstr "Išči Besedilo"
-
-#, fuzzy
-#~ msgid "No commit message was provided"
-#~ msgstr "Ime ni na voljo"
-
-#, fuzzy
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Datoteka ali mapa s tem imenom že obstaja."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Napaka pri shranjevanju postavitev!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Privzeti urejevalnik postavitev je bil prepisan."
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "Premakni Točko"
-
-#, fuzzy
-#~ msgid "Move anchor"
-#~ msgstr "Premakni Dejanje"
-
-#, fuzzy
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Uredi Platno Stvari"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Dodaj Vnos"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr " Datoteke"
-
-#, fuzzy
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "DatotečniSistem"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Pri izvažanju ali uvajanju se bo končna izvršljiva datoteka "
-#~ "razhroščevala, tako da se bo skušala povezati z IP-jem tega računalnika."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "Trenutna scena ni bila shranjena, shranite jo pred zagonom."
-
-#~ msgid "Revert"
-#~ msgstr "Povrni"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Tega dejanja ni mogoče razveljaviti. Vseeno povrni?"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Sledilnik Napak"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Zamenjana %d ponovitev/e."
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Trenutno ni vaj za ta razred, lahko ga [color=$color][url="
-#~ "$url]prispevate[/url][/color] ali [color=$color][url=$url2]zahtevate "
-#~ "enega[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "oštevil "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Kratek Opis:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Opis"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Izvoz projekta ni uspelo s kodno napako %d."
-
-#~ msgid "Password:"
-#~ msgstr "Geslo:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Zaustavi prizor"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "Pripni na mrežo"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Dodaj Vnos"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Na voljo Nodes:"
-
-#, fuzzy
-#~ msgid "Input"
-#~ msgstr "Dodaj Vnos"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "Metode"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "Lastnosti"
-
-#~ msgid "Constants:"
-#~ msgstr "Konstante:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Opis:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Opis lastnosti:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Opis Metode:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "Zahtevam..."
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Za pisanje ni mogoče odpreti file_type_cache.cch, ne da bi shranili "
-#~ "predpomnilnik tipa datoteke!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "Ne morem se postaviti na mesto '%s', ker ni bilo najdeno v datotečnem "
-#~ "sistemu!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "Mape ni mogoče ustvariti."
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Izberite Način (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Način Premika (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Način Vrtenja (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Način Obsega (R)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Izbira Orodja"
-
-#~ msgid "Project List"
-#~ msgstr "Seznam Projektov"
-
-#~ msgid "Exit"
-#~ msgstr "Izhod"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Napaka pri inicializaciji FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Neznani format pisave."
-
-#~ msgid "Error loading font."
-#~ msgstr "Napaka nalaganja pisave."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Neveljavna velikost pisave."
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "Prejšnji zavihek"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "Ustvarite Mapo"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Odpri naslednji Urejevalnik"
-
-#~ msgid "Reverse"
-#~ msgstr "Obrni"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "Ogled datotek"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Išči Razrede"
-
-#~ msgid "Update Always"
-#~ msgstr "Posodobi Vedno"
-
-#~ msgid "Raw Mode"
-#~ msgstr "Neobdelan način"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Pot do Gradnika:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Izbrišem izbrane datoteke?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Datoteka 'res://default_bus_layout.tres' ne obstaja."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Pojdi v nadrejeno mapo"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Odpri Prizor(e)"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Prejšna Mapa"
-
-#~ msgid "Next Directory"
-#~ msgstr "Naslednja Mapa"
-
-#~ msgid "Create folder"
-#~ msgstr "Ustvarite mapo"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Neveljavna Pot"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Uredi Argumente Signala:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Uredi Spremenljivko:"
-
-#~ msgid "Line:"
-#~ msgstr "Vrstica:"
-
-#~ msgid "Col:"
-#~ msgstr "Stolpec:"
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Dodaj točko"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Odstrani točko"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Uredi Poligon"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "Dodaj vozlišče"
-
-#~ msgid "Create Poly"
-#~ msgstr "Ustvarite Poligon"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Ustvari nov poligon od začetka"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Oddalji"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Približaj"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Približaj"
-
-#~ msgid "Class List:"
-#~ msgstr "Seznam Razredov:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Javne Metode"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Javne Metode:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Elementi GUI Teme:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Nastavi mapo status kot Priljubljeno"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Izberi trenutno pod-ploščo v urejanju."
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Cele Besede"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Ujemanje Velikih Črk"
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Išči Razrede"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Premakni animacijsko sled gor"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Premakni animacijsko sled dol"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Nastavi prehode na:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Animacija Spremeni interpolacijo sledi"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Animacija Spremeni način vrednosti sledi"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Animacija Spremeni način ovijanja sledi"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Uredi Krivulje izbora"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Animacija Dodaj ključ"
-
-#~ msgid "In"
-#~ msgstr "V"
-
-#~ msgid "Out"
-#~ msgstr "Ven"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "V Animaciji Ustvari Vneseno Vrednost Ključa"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Dodaj Klicajočo Sled v Animacijo"
-
-#~ msgid "Length (s):"
-#~ msgstr "Dolžina (s):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Korak postavitve kazalca (v sekundah)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Omogoči/Onemogoči zankanje v animaciji."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Dodaj Novo Sled."
-
-#~ msgid "Move current track up."
-#~ msgstr "Trenutno sled premakni gor."
-
-#~ msgid "Move current track down."
-#~ msgstr "Trenutno sled premakni dol."
-
-#~ msgid "Track tools"
-#~ msgstr "Orodja sledi"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "S klikom na posamezne ključe omogočite njihovo urejanje."
-
-#~ msgid "Key"
-#~ msgstr "Črka"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Klic funkcije v katerem gradniku?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Hvala!"
-
-#~ msgid "I see..."
-#~ msgstr "Vidim..."
-
-#~ msgid "Ugh"
-#~ msgstr "Uh"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Ustavi Modeliranje"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Začni Modeliranje"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Privzeto (Enako kot Urejevalnik)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Ustvari novo animacijo v predvajalniku."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Naloži animacijo z diska."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Naloži animacijo z diska."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Shrani trenutno animacijo"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Uredi čas mešanice cilja"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Kopiraj Animacijo"
-
-#~ msgid "Fetching:"
-#~ msgstr "Pridobivanje:"
-
-#~ msgid "prev"
-#~ msgstr "prejšnji"
-
-#~ msgid "next"
-#~ msgstr "naslednji"
-
-#~ msgid "last"
-#~ msgstr "zadnji"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Uredi Verigo IK"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Nastavite točko na položaj miške"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Uredi Signal"
-
-#~ msgid "Replace By"
-#~ msgstr "Zamenjaj Z"
-
-#~ msgid ""
-#~ "Custom node has no _get_output_port_unsequenced(idx,wmem), but "
-#~ "unsequenced ports were specified."
-#~ msgstr ""
-#~ "Custom node nima _get_output_port_unsequenced(idx,wmem), vendar "
-#~ "nezaporedni porti so bili določeni."
diff --git a/editor/translations/sq.po b/editor/translations/sq.po
index c3ddb64424..8fcc01ee4c 100644
--- a/editor/translations/sq.po
+++ b/editor/translations/sq.po
@@ -14409,213 +14409,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Singleton"
-#~ msgstr "Vetmitar"
-
-#, fuzzy
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Zëvendëso të gjitha (pa kthim pas)"
-
-#, fuzzy
-#~ msgid "Enabled Properties:"
-#~ msgstr "Vetitë:"
-
-#~ msgid "Set"
-#~ msgstr "Vendos"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "U ruajtën resurset e modifikuara të %s."
-
-#~ msgid "Q&A"
-#~ msgstr "Pyetje&Përgjigje"
-
-#~ msgid "Status:"
-#~ msgstr "Statusi:"
-
-#~ msgid "Edit:"
-#~ msgstr "Modifiko:"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "Ri-Shkarko"
-
-#~ msgid "(Installed)"
-#~ msgstr "(E Instaluar)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Mungon)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Kërkimi Dështoi."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Ridrejto Ciklin."
-
-#~ msgid "Download Complete."
-#~ msgstr "Shkarkimi u Plotësua."
-
-#~ msgid "Remove Template"
-#~ msgstr "Hiq Shabllonin"
-
-#~ msgid "Download Templates"
-#~ msgstr "Shkarko Shabllonet"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Zgjidh pasqyrën nga lista: (Shift+Kliko: Për ta hapur në shfletues)"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Lëviz Autoload-in"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Zgjero Të Gjitha Vetitë"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Zvogëlo Të Gjitha Vetitë"
-
-#~ msgid "Copy Params"
-#~ msgstr "Kopjo Parametrat"
-
-#~ msgid "Open in Help"
-#~ msgstr "Hap në Ndihmë"
-
-#, fuzzy
-#~ msgid "Size"
-#~ msgstr "Madhësia: "
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Clipboard-i është bosh"
-
-#~ msgid "No"
-#~ msgstr "Jo"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Kjo skenë nuk është ruajtur më parë. Ruaje para se të fillosh?"
-
-#~ msgid "Search complete"
-#~ msgstr "Kërkimi u kompletua"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr ""
-#~ "Ekziston që më parë një skedar ose folder me të njëjtin emër në këtë "
-#~ "vendndodhje."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Gabim duke provuar të ruaj faqosjen!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Faqosja e parazgjedhur e editorit u mbishkel."
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Shto te të preferuarat"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr " Skedarët"
-
-#, fuzzy
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "FileSystem"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Kur eksporton ose dorëzon, rezultati i ekzekutueshëm do të tentoj të "
-#~ "lidhet me IP-në e këtij kompjuteri në mënyrë që të rregullohet."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Skena aktuale nuk është ruajtur më parë, ju lutem ruajeni para se të "
-#~ "filloni."
-
-#~ msgid "Revert"
-#~ msgstr "Rikthe"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Ky veprim nuk mund të çbëhet. Rikthe gjithsesi?"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Gjurmuesi i Problemeve"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Nuk ka për momentin tutoriale për këtë klas, ti mund të [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] ose [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Përshkrim i Shkurtër:"
-
-#~ msgid "Class Description"
-#~ msgstr "Përshkrimi i Klasës"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Eksportimi i projektit dështoi me kodin e gabimit %d."
-
-#~ msgid "Password:"
-#~ msgstr "Fjalëkalimi:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Pusho skenën"
-
-#~ msgid "Methods:"
-#~ msgstr "Metodat:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Vetitë e Temës:"
-
-#~ msgid "Constants:"
-#~ msgstr "Konstantet:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Përshkrimi i Klasës:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Përshkrimi i Vetive:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Përshkrimi i Metodes:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "Duke bër kërkesën..."
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Nuk mund të hapi file_type_catche.cch për të shkruajtur, skedari nuk do "
-#~ "të ruhet!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "Nuk mund të navigoj te '%s' sepse nuk është gjetur në sistemin e "
-#~ "skedarëve!"
-
-#~ msgid "Previous Folder"
-#~ msgstr "Folderi i Mëparshëm"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Hap Editorin tjetër"
-
-#~ msgid "Update Always"
-#~ msgstr "Përditëso Gjithmonë"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Fshi skedarët e zgjedhur?"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Hap Skenat"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Direktoria e Mëparshme"
-
-#~ msgid "Next Directory"
-#~ msgstr "Direktoria Tjetër"
diff --git a/editor/translations/sr_Cyrl.po b/editor/translations/sr_Cyrl.po
index 390251855b..afd2bbdd52 100644
--- a/editor/translations/sr_Cyrl.po
+++ b/editor/translations/sr_Cyrl.po
@@ -16308,1005 +16308,3 @@ msgstr "Додељивање унформи."
#, fuzzy
msgid "Constants cannot be modified."
msgstr "Константе није могуће мењати."
-
-#, fuzzy
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Направи Одмор Позу(од Костију)"
-
-#~ msgid "Bottom"
-#~ msgstr "Доле"
-
-#~ msgid "Left"
-#~ msgstr "Лево"
-
-#~ msgid "Right"
-#~ msgstr "десно"
-
-#~ msgid "Front"
-#~ msgstr "Испред"
-
-#~ msgid "Rear"
-#~ msgstr "Бок"
-
-#, fuzzy
-#~ msgid "Nameless gizmo"
-#~ msgstr "Безимена ручка"
-
-#, fuzzy
-#~ msgid "Package Contents:"
-#~ msgstr "Садржај:"
-
-#~ msgid "Singleton"
-#~ msgstr "Синглетон"
-
-#, fuzzy
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Замени све"
-
-#, fuzzy
-#~ msgid "Enabled Properties:"
-#~ msgstr "Особине"
-
-#, fuzzy
-#~ msgid "Enabled Features:"
-#~ msgstr "Карактеристике"
-
-#, fuzzy
-#~ msgid "Unset"
-#~ msgstr "Поништи"
-
-#, fuzzy
-#~ msgid "Class Options"
-#~ msgstr "Опис"
-
-#, fuzzy
-#~ msgid "Set"
-#~ msgstr "Постави"
-
-#, fuzzy
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Грешка при учитавању ресурса."
-
-#~ msgid "Q&A"
-#~ msgstr "Питања и одговори"
-
-#~ msgid "Status:"
-#~ msgstr "Статус:"
-
-#, fuzzy
-#~ msgid "Edit:"
-#~ msgstr "Уреди"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "Поновно преузимање"
-
-#~ msgid "(Installed)"
-#~ msgstr "(инсталирано)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Недостаје)"
-
-#, fuzzy
-#~ msgid "Request Failed."
-#~ msgstr "Захтев није успешан."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Петља преусмерења."
-
-#~ msgid "Download Complete."
-#~ msgstr "Преузимање успешно."
-
-#~ msgid "Remove Template"
-#~ msgstr "Обриши шаблон"
-
-#~ msgid "Download Templates"
-#~ msgstr "Преузми шаблоне"
-
-#, fuzzy
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Одабери одредиште са листе: "
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Помери аутоматско учитавање"
-
-#, fuzzy
-#~ msgid "Expand All Properties"
-#~ msgstr "Прошири све"
-
-#~ msgid "Copy Params"
-#~ msgstr "Копирај параметре"
-
-#~ msgid "Open in Help"
-#~ msgstr "Отвори у прозору за помоћ"
-
-#, fuzzy
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Препиши Играчку Камеру\n"
-#~ "Инстанца игре није покренута."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Вучење: ротација"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Притисни „v“ за измену пивота, „Shift+v“ за вучење пивота (без померања)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+Десни тастер миша: селекција листе дубине"
-
-#~ msgid "Clone Down"
-#~ msgstr "Клонирај доле"
-
-#, fuzzy
-#~ msgid "Yaw"
-#~ msgstr "Горе-Доле"
-
-#, fuzzy
-#~ msgid "Size"
-#~ msgstr "Величина:"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Превуците мишем: ротација\n"
-#~ "Alt+превуците мишем: померај\n"
-#~ "Alt+десни тастер миша: селекција листе дубине"
-
-#, fuzzy
-#~ msgid "Sep.:"
-#~ msgstr "Сеп.:"
-
-#~ msgid "Add All"
-#~ msgstr "Додај све"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Мени уређивања теме."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Направи празан шаблон"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Направи празан шаблон за уредник"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Направи од тренутне теме уредника"
-
-#~ msgid "Data Type:"
-#~ msgstr "Тип податка:"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "Сачувај тему"
-
-#, fuzzy
-#~ msgid "Compiled"
-#~ msgstr "Састављено"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Уклони %d пројекте са листе?\n"
-#~ "Садржај фолдера пројекта неће бити измењен."
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Уклони овај пројекат са листе?\n"
-#~ "Садржај фолдера пројекта неће бити измењен."
-
-#, fuzzy
-#~ msgid "Templates"
-#~ msgstr "Образси"
-
-#, fuzzy
-#~ msgid "Add Remapped Path"
-#~ msgstr "Додај Преправљену Путању"
-
-#, fuzzy
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Немогуће извршити са кореним чвором."
-
-#, fuzzy
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Неуспешно читаље фајла уводне слике:"
-
-#, fuzzy
-#~ msgid "Using default boot splash image."
-#~ msgstr "Коришћење уобичајне уводне слике."
-
-#, fuzzy
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "Анимациони плејер не може анимирати самог себе, само друге плејере."
-
-#, fuzzy
-#~ msgid "Clipboard is empty"
-#~ msgstr "Нема ресурса за копирање!"
-
-#~ msgid "No"
-#~ msgstr "Не"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Ова сцена није сачувана. Сачувај пре покретања?"
-
-#, fuzzy
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "ADB извршна датотека није подешена у Подешавањима Уредника."
-
-#, fuzzy
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jar потписник није подешен у Подешавањима Уредника."
-
-#, fuzzy
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Произвољна изградња захтева важећу путању до Android SDK у Подешавањима "
-#~ "Уредника."
-
-#, fuzzy
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#, fuzzy
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Време преостало: %d:%02d с)"
-
-#, fuzzy
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Сковане Мреже:"
-
-#, fuzzy
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Светлосне Мреже:"
-
-#, fuzzy
-#~ msgid "Search complete"
-#~ msgstr "Потражи текст"
-
-#, fuzzy
-#~ msgid "No commit message was provided"
-#~ msgstr "Име није дато"
-
-#, fuzzy
-#~ msgid "Add a commit message"
-#~ msgstr "Додај предајну поруку"
-
-#, fuzzy
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Датотека или директоријум са овим именом већ постоји."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Грешка при чувању распореда!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Уобичајен распоред је преуређен."
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "Помери пивот"
-
-#, fuzzy
-#~ msgid "Move anchor"
-#~ msgstr "Помери акцију"
-
-#, fuzzy
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Уреди CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Полигон->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Полигон"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Додај почетни извоз..."
-
-#, fuzzy
-#~ msgid "Add previous patches..."
-#~ msgstr "Додај претходне закрпе..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Обриши закрпу „%s“ са листе?"
-
-#~ msgid "Patches"
-#~ msgstr "Закрпе"
-
-#, fuzzy
-#~ msgid "Make Patch"
-#~ msgstr "Направи закрп"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr " Датотеке"
-
-#, fuzzy
-#~ msgid "No build apk generated at: "
-#~ msgstr "Нема градње apk произведеног код:"
-
-#, fuzzy
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Датотечни систем"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "При извозу или извршавању, крајља датотека ће покушати да се повеже са "
-#~ "адресом овог рачунара како би се могла дебаговати."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "Тренутна сцена није сачувана, молим сачувајте је пре покретања."
-
-#~ msgid "Revert"
-#~ msgstr "Врати"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Ова акција се не може опозвати. Настави?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Поврати сцену"
-
-#, fuzzy
-#~ msgid "Clear Script"
-#~ msgstr "Испразни Скрипту"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Пратилац грешака"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Замени %d појаве/а."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Направи конвексно статичко тело"
-
-#, fuzzy
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Тренутно нема описа ове методе. Молимо помозите нама тако што ћете [color="
-#~ "$color][url=$url]написати једну[/url][/color]!"
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Кратак опис:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Опис"
-
-#~ msgid "Password:"
-#~ msgstr "Лозинка:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Паузирај сцену"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "Залепи за мрежу"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Додај улаз"
-
-#, fuzzy
-#~ msgid "Input"
-#~ msgstr "Додај улаз"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "Методе"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "Особине"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Енумерације:"
-
-#~ msgid "Constants:"
-#~ msgstr "Константе:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Опис:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Опис особине:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Опис методе:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "Захтевање..."
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Не могу отворити „file_type_cache.cch“ за писање! Не чувам датотеке "
-#~ "кеш(cache) типа!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "Неуспех навигације у „%s“ пошто није пронађен у датотечном систему!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Грешка при учитавању слике:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "У слици нема пиксела са транспарентношћу већом од 128..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Родитељ нема страна за попуњавање."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Неуспех при мапирању области."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Стране не садрже област!"
-
-#~ msgid "No faces!"
-#~ msgstr "Нема страна!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "Неуспех при тражењу плочице:"
-
-#~ msgid "Doppler Enable"
-#~ msgstr "„Doppler“ режим"
-
-#, fuzzy
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Режим селекције (Q)\n"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Режим помераја (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Режим ротације (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Режим скалирања (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Локалне координате"
-
-#~ msgid "Tool Select"
-#~ msgstr "Избор алатки"
-
-#~ msgid "Tool Move"
-#~ msgstr "Алат помераја"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Алат ротације"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Алат скалирања"
-
-#~ msgid "Invalid font size."
-#~ msgstr "Неважећа величина фонта."
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "Претодни спрат"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "Направи директоријум"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Отвори следећи уредник"
-
-#~ msgid "Reverse"
-#~ msgstr "Обрнут"
-
-#~ msgid "Mirror X"
-#~ msgstr "Огледало X осе"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Огледало Y осе"
-
-#, fuzzy
-#~ msgid "Generating solution..."
-#~ msgstr "Прављење контура..."
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "Неуспех при прављењу ивица!"
-
-#, fuzzy
-#~ msgid "Failed to save solution."
-#~ msgstr "Грешка при учитавању ресурса."
-
-#, fuzzy
-#~ msgid "Failed to create C# project."
-#~ msgstr "Грешка при учитавању ресурса."
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "Направи ивице"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "Погледај датотеке"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Потражи класе"
-
-#~ msgid "Update Always"
-#~ msgstr "Увек ажурирај"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Пут ка чвору:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Обриши одабране датотеке?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Датотека „res://default_bus_layout.tres“ не постоји."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Иди у родитељски директоријум"
-
-#, fuzzy
-#~ msgid "Open Scene(s)"
-#~ msgstr "Отвори сцену"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Претодни директоријум"
-
-#~ msgid "Next Directory"
-#~ msgstr "Следећи директоријум"
-
-#~ msgid "Ease in"
-#~ msgstr "Улазна транзиција"
-
-#~ msgid "Ease out"
-#~ msgstr "Излазна транзиција"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Направи конвексно статично тело"
-
-#, fuzzy
-#~ msgid "CheckBox Radio1"
-#~ msgstr "CheckBox Radio1"
-
-#, fuzzy
-#~ msgid "CheckBox Radio2"
-#~ msgstr "CheckBox Radio2"
-
-#, fuzzy
-#~ msgid "Snap (s): "
-#~ msgstr "Један корак (сек.):"
-
-#, fuzzy
-#~ msgid "Insert keys."
-#~ msgstr "Убаци кључеве"
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "Направи следећу сцену/е као дете одабраног чвора."
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "Поглед испред"
-
-#~ msgid "Line:"
-#~ msgstr "Линија:"
-
-#~ msgid "Col:"
-#~ msgstr "Колона:"
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Додај тачку"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Обриши тачку"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Измени полигон"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "Раздели пут"
-
-#~ msgid "Create from scene?"
-#~ msgstr "Направи од сцене?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Направи полигон"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Направи нови полигон од почетка"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Умањи"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Увеличај"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Направи Poly3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "OccluderPolygon2D не постоји на овом чвору.\n"
-#~ "Направи и додели један?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "Леви тастер миша: помери тачку."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+леви тастер миша: одсеци дуж."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "Десни тастер миша: обриши тачку."
-
-#, fuzzy
-#~ msgid "New TextFile"
-#~ msgstr "Погледај датотеке"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Сачувај тему као"
-
-#~ msgid "<None>"
-#~ msgstr "<Ниједан>"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Увеличај"
-
-#~ msgid "Class List:"
-#~ msgstr "Листа класа:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Јавне методе"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Јавне методе:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Ставке теме графичког интерфејса:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Директоријум као омиљени"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Сачувај тренутно измењени ресурс."
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Целе речи"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Подударање великих и малих слова"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Претражи хијерархију класа."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Потражи класе"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Уграђене скриптице се могу само уређивати када је учитана сцена којој "
-#~ "припадају"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Претвори у велика слова"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Претвори у мала слова"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Ротирај 0 степени"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Ротирај 90 степени"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Ротирај 180 степени"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Ротирај 270 степени"
-
-#~ msgid "Bake!"
-#~ msgstr "Испеци!"
-
-#, fuzzy
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Испеци навигациону мрежу.\n"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Промени RGB константу"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Промени векторско-скаларни оператор"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Промени RGB оператор"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Само ротација"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Промени RGB униформу (uniform)"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Промени уобичајену вредност"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Промени XForm униформу (uniform)"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Промени Cubemap униформу (uniform)"
-
-#~ msgid "Change Comment"
-#~ msgstr "Промени коментар"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Додај/обириши из рампе боје"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Измени рампу боје"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Додај/обриши из мапе криве"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Модификуј мапу криве"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Повежи чворове графа"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Обриши чвор графа шејдера"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Помери чвор графа шејдера"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Грешка: пронађена циклична веза"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Грешка: недостаје улазна конекција"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Додај чвор графа шејдера"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Помери траку горе"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Помери траку доле"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Измени интерполацију"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Измени режим вредности"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Измени режим цикла"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Измени криву чвора"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Измени одабрану криву"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Уметни кључ"
-
-#~ msgid "In"
-#~ msgstr "Улаз"
-
-#~ msgid "Out"
-#~ msgstr "Из"
-
-#~ msgid "In-Out"
-#~ msgstr "У-Из"
-
-#~ msgid "Out-In"
-#~ msgstr "Из-У"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Измени лупинг анимације"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Направи кључ са почетном вредношћу"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Додај позивну траку"
-
-#~ msgid "Length (s):"
-#~ msgstr "Дужина (сек.):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Поравнавање корака курсора (у секундама)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Укључи/искључи понављање анимације."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Додај нове траке."
-
-#~ msgid "Move current track up."
-#~ msgstr "Помери траку горе."
-
-#~ msgid "Move current track down."
-#~ msgstr "Помери траку доле."
-
-#~ msgid "Track tools"
-#~ msgstr "Алатке за траке"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Омогућите уређивање индивидуалних кључева кликом на њих."
-
-#~ msgid "Key"
-#~ msgstr "Кључ"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Позови функције у којем чвору?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Хвала!"
-
-#~ msgid "I see..."
-#~ msgstr "Разумем..."
-
-#~ msgid "Ugh"
-#~ msgstr "Уф"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Заустави профилирање"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Покрени профилирање"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Уобичајено (као и уредник)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Направи нову анимацију у плејеру."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Учитај анимацију са диска."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Учитај анимацију са диска."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Сачувај тренутну анимацију"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Уреди времена циљаног мешања"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Копирај анимацију"
-
-#~ msgid "Fetching:"
-#~ msgstr "Преузимање:"
-
-#~ msgid "prev"
-#~ msgstr "претходни"
-
-#~ msgid "next"
-#~ msgstr "следећи"
-
-#~ msgid "last"
-#~ msgstr "задњи"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Измени IK ланац"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Превуци пивот са позицијом миша"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Постави пивот на позицију миша"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Додај/обриши тачку бојне рампе"
-
-#~ msgid "OK :("
-#~ msgstr "ОК :("
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "StyleBox преглед:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Уредник региона текстуре"
-
-#~ msgid "Erase selection"
-#~ msgstr "Обриши одабрано"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Име ставке или идентификатор (ID):"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "Извозни шаблони за ову платформу су или искварени или непостојећи: "
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Неважећи формат датотеке „version.txt“ унутар шаблона. „Revision“ није "
-#~ "важећи идентификатор."
-
-#~ msgid "Can't write file."
-#~ msgstr "Неуспех при записивању датотеке."
-
-#~ msgid "Replace By"
-#~ msgstr "Заменити са"
-
-#~ msgid "Backwards"
-#~ msgstr "Натраг"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Питај за замену"
-
-#~ msgid "Skip"
-#~ msgstr "Прескочи"
-
-#~ msgid "preview"
-#~ msgstr "преглед"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Помери кључ"
-
-#~ msgid "List:"
-#~ msgstr "Листа:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Постави маску емисије"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Очисти емитер"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "Не могу прећи у '"
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Обриши тачку са Line2D"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Уметни тачку Line2D"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Помери тачку Line2D"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "Подели сегмент (у линији)"
diff --git a/editor/translations/sr_Latn.po b/editor/translations/sr_Latn.po
index b18c7e644b..1a2f45aec3 100644
--- a/editor/translations/sr_Latn.po
+++ b/editor/translations/sr_Latn.po
@@ -14043,36 +14043,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Pomjeri Kanal Animacije Gore"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Pomjeri Kanal Animacije Dole"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Animacija Promjeni Interpolaciju Kanala"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Animacija Promjeni Vrijednosni Režim Kanala"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Animacija Promjeni Režim Omotavanja Kanala"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Animacija Dodaj Ključ"
-
-#~ msgid "In"
-#~ msgstr "U"
-
-#~ msgid "Out"
-#~ msgstr "Izvan"
-
-#~ msgid "In-Out"
-#~ msgstr "U-Izvan"
-
-#~ msgid "Out-In"
-#~ msgstr "Izvan-U"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Animacija Napravit Tip Vrijednosni Ključ"
diff --git a/editor/translations/sv.po b/editor/translations/sv.po
index 3ad7811fac..f52919ed0b 100644
--- a/editor/translations/sv.po
+++ b/editor/translations/sv.po
@@ -14602,620 +14602,3 @@ msgstr ""
#, fuzzy
msgid "Constants cannot be modified."
msgstr "Konstanter kan inte ändras."
-
-#~ msgid "Bottom"
-#~ msgstr "Botten"
-
-#~ msgid "Left"
-#~ msgstr "Vänster"
-
-#~ msgid "Right"
-#~ msgstr "Höger"
-
-#~ msgid "Front"
-#~ msgstr "Framsida"
-
-#~ msgid "Rear"
-#~ msgstr "Baksida"
-
-#~ msgid "Package Contents:"
-#~ msgstr "Paketets Innehåll:"
-
-#~ msgid "Singleton"
-#~ msgstr "Singleton"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Rensa profil ‘%s’? (Du kan inte ångra den här åtgärden )"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Egenskaper:"
-
-#, fuzzy
-#~ msgid "Class Options"
-#~ msgstr "Beskrivning"
-
-#~ msgid "Set"
-#~ msgstr "Sätt"
-
-#, fuzzy
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Misslyckades att ladda resurs."
-
-#~ msgid "Q&A"
-#~ msgstr "Frågor och svar"
-
-#~ msgid "Status:"
-#~ msgstr "Status:"
-
-#~ msgid "Edit:"
-#~ msgstr "Redigera:"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "Ladda ner"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Installerad)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Saknas)"
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Omdirigera Loop."
-
-#~ msgid "Download Complete."
-#~ msgstr "Nedladdning Klar."
-
-#~ msgid "Remove Template"
-#~ msgstr "Ta Bort Mall"
-
-#~ msgid "Download Templates"
-#~ msgstr "Ladda Ner Mallar"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "Flytta Autoload"
-
-#, fuzzy
-#~ msgid "Expand All Properties"
-#~ msgstr "Expandera alla"
-
-#~ msgid "Copy Params"
-#~ msgstr "Kopiera Params"
-
-#~ msgid "Open in Help"
-#~ msgstr "Öppna i Hjälp"
-
-#~ msgid "Add All"
-#~ msgstr "Lägg till Alla"
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Skapa tom mall"
-
-#~ msgid "Data Type:"
-#~ msgstr "Datatyp:"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "Tema"
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Vill du ta bort projektet från listan?\n"
-#~ "Projektetmappens innehåll kommer inte ändras."
-
-#~ msgid "Templates"
-#~ msgstr "Mallar"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "En animationsspelare kan inte animera sig själv, utan bara andra spelare."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Urklipp är tomt"
-
-#~ msgid "No"
-#~ msgstr "Nej"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Denna scenen har aldrig sparats. Spara innan körning?"
-
-#, fuzzy
-#~ msgid "Search complete"
-#~ msgstr "Söktext"
-
-#, fuzzy
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "En fil eller mapp med detta namn finns redan."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Fel vid försök att spara layout!"
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "Flytta Upp"
-
-#, fuzzy
-#~ msgid "Move anchor"
-#~ msgstr "Flytta Ner"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Favoriter:"
-
-#~ msgid "Patches"
-#~ msgstr "Patchar"
-
-#~ msgid "Make Patch"
-#~ msgstr "Gör Patch"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr "Packar"
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Nuvarande scen har aldrig sparats, vänligen spara den innan körning."
-
-#~ msgid "Revert"
-#~ msgstr "Återställ"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Åtgärden kan inte ångras. Återställ ändå?"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Ersatte %d förekomst(er)."
-
-#, fuzzy
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Det finns för närvarande ingen beskrivning för denna metod. Snälla hjälp "
-#~ "oss genom att [color=$color][url=$url]bidra med en[/url][/color]!"
-
-#~ msgid "enum "
-#~ msgstr "enum "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Kort Beskrivning:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "Beskrivning"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Projekt exporten misslyckades med följande felmeddelande %d."
-
-#~ msgid "Password:"
-#~ msgstr "Lösenord:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Pausa scenen"
-
-#~ msgid "Shift+"
-#~ msgstr "Skift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Lägg till Signal"
-
-#~ msgid "Language"
-#~ msgstr "Språk"
-
-#~ msgid "Inherits"
-#~ msgstr "Ärver"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Tillgängliga Noder:"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "Metoder"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "Egenskaper"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Enumerations:"
-
-#~ msgid "Constants:"
-#~ msgstr "Konstanter:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Beskrivning:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Egenskapsbeskrivning:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Metodbeskrivning:"
-
-#, fuzzy
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Ta bort Nod(er)?"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "Fel - Kunde inte skapa Skript i filsystemet."
-
-#, fuzzy
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Välj Node"
-
-#, fuzzy
-#~ msgid "Project List"
-#~ msgstr "Projektlista"
-
-#, fuzzy
-#~ msgid "Exit"
-#~ msgstr "Avsluta"
-
-#, fuzzy
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Fel vid initiering av FreeType."
-
-#, fuzzy
-#~ msgid "Unknown font format."
-#~ msgstr "Okänt fontformat."
-
-#, fuzzy
-#~ msgid "Error loading font."
-#~ msgstr "Fel vid laddning av font."
-
-#, fuzzy
-#~ msgid "Invalid font size."
-#~ msgstr "Ogiltig teckenstorlek."
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "Föregående flik"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "Skapa Mapp"
-
-#, fuzzy
-#~ msgid "Mirror X"
-#~ msgstr "Spegla X"
-
-#, fuzzy
-#~ msgid "Mirror Y"
-#~ msgstr "Spegla Y"
-
-#, fuzzy
-#~ msgid "Generating solution..."
-#~ msgstr "Skapar konturer..."
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "Misslyckades att ladda resurs."
-
-#, fuzzy
-#~ msgid "Failed to save solution."
-#~ msgstr "Misslyckades att ladda resurs."
-
-#, fuzzy
-#~ msgid "Failed to create C# project."
-#~ msgstr "Misslyckades att ladda resurs."
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "Skapa Prenumeration"
-
-#, fuzzy
-#~ msgid "Build Project"
-#~ msgstr "Projekt"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "Visa Filer"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Sök Klasser"
-
-#, fuzzy
-#~ msgid "Update Always"
-#~ msgstr "Uppdatera Alltid"
-
-#, fuzzy
-#~ msgid "Path to Node:"
-#~ msgstr "Sökväg till Node:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Ta bort valda filer?"
-
-#, fuzzy
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Det finns ingen 'res://default_bus_layout.tres' fil."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Gå till överordnad mapp"
-
-#, fuzzy
-#~ msgid "Open Scene(s)"
-#~ msgstr "Öppna Scen"
-
-#~ msgid "Create folder"
-#~ msgstr "Skapa mapp"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "Klipp ut Noder"
-
-#, fuzzy
-#~ msgid "Invalid Path"
-#~ msgstr "Ogiltig Sökväg"
-
-#, fuzzy
-#~ msgid "Edit Variable:"
-#~ msgstr "Redigera Variabel:"
-
-#, fuzzy
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "Instansiera valda scen(er) som barn till vald Node."
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "Vy framifrån"
-
-#~ msgid "Line:"
-#~ msgstr "Rad:"
-
-#~ msgid "Col:"
-#~ msgstr "Kolumn:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "PathFollow2D fungerar bara när den är satt som ett barn till en Path2D-"
-#~ "Node."
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Ta Bort Mall"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Redigera Polygon"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "Lägg Till Node"
-
-#~ msgid "Create from scene?"
-#~ msgstr "Skapa från scen?"
-
-#, fuzzy
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Skapa ny polygon från grunden"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Zooma Ut"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Zooma In"
-
-#, fuzzy
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Ingen OccluderPolygon2D resurs på denna Node.\n"
-#~ "Skapa och tilldela en?"
-
-#, fuzzy
-#~ msgid "Save Theme As"
-#~ msgstr "Spara Tema Som"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Zooma In"
-
-#, fuzzy
-#~ msgid "Class List:"
-#~ msgstr "Klasslista:"
-
-#, fuzzy
-#~ msgid "Public Methods"
-#~ msgstr "Publika Metoder"
-
-#, fuzzy
-#~ msgid "Public Methods:"
-#~ msgstr "Publika Metoder:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Växla Favorit"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Skapa Mapp"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Hela Ord"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Matcha gemener/versaler"
-
-#~ msgid "Ok"
-#~ msgstr "Ok"
-
-#, fuzzy
-#~ msgid "Show In File System"
-#~ msgstr "Visa i Filsystemet"
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Sök Klasser"
-
-#, fuzzy
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Konvertera till Versaler"
-
-#, fuzzy
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Konvertera till Gemener"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Rotera 90 grader"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Rotera 180 grader"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Rotera 270 grader"
-
-#, fuzzy
-#~ msgid "Errors:"
-#~ msgstr "Fel:"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Flytta Anim Spåra Uppåt"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Flytta Anim Spår Neråt"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Anim Ändra Spårets Interpolation"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Ändra Anim Spårets Värde Läge"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Anim Spåra Ändra Linda om Läge"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Redigera Urvalsurva"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Anim Lägg Till Nyckel"
-
-#, fuzzy
-#~ msgid "In"
-#~ msgstr "In"
-
-#~ msgid "Out"
-#~ msgstr "Ut"
-
-#~ msgid "In-Out"
-#~ msgstr "In-Ut"
-
-#~ msgid "Out-In"
-#~ msgstr "Ut-In"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Ändra Anim Längd"
-
-#~ msgid "Length (s):"
-#~ msgstr "Längd (s):"
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Aktivera/Inaktivera looping i animation."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Lägg till nya spår."
-
-#~ msgid "Move current track up."
-#~ msgstr "Flytta nuvarande spår upp."
-
-#~ msgid "Move current track down."
-#~ msgstr "Flytta nuvarande spår ner."
-
-#, fuzzy
-#~ msgid "Track tools"
-#~ msgstr "Spårverktyg"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Aktivera editering av individuella nycklar genom att klicka på dem."
-
-#~ msgid "Key"
-#~ msgstr "Nyckel"
-
-#, fuzzy
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Anropa funktioner i vilken Node?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Tack!"
-
-#~ msgid "I see..."
-#~ msgstr "Jag förstår..."
-
-#, fuzzy
-#~ msgid "Ugh"
-#~ msgstr "Ugh"
-
-#, fuzzy
-#~ msgid "Run Script"
-#~ msgstr "Kör Skript"
-
-#, fuzzy
-#~ msgid "Copy Animation"
-#~ msgstr "Kopiera Animation"
-
-#, fuzzy
-#~ msgid "prev"
-#~ msgstr "förhandsgranska"
-
-#~ msgid "OK :("
-#~ msgstr "OK :("
-
-#, fuzzy
-#~ msgid "Condition"
-#~ msgstr "Villkor"
-
-#, fuzzy
-#~ msgid "Sequence"
-#~ msgstr "Sekvens"
-
-#, fuzzy
-#~ msgid "Iterator"
-#~ msgstr "Iterator"
-
-#~ msgid "Replace By"
-#~ msgstr "Ersätt Med"
-
-#, fuzzy
-#~ msgid "Backwards"
-#~ msgstr "Baklänges"
-
-#, fuzzy
-#~ msgid "Prompt On Replace"
-#~ msgstr "Fråga vid Ersättning"
-
-#~ msgid "Skip"
-#~ msgstr "Hoppa över"
-
-#, fuzzy
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "Ditt projekt kommer att skapas i en icke-tom mapp (du kanske vill skapa "
-#~ "en ny mapp)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "Det är en BINGO!"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Flytta Lägg Till Nyckel"
-
-#~ msgid "List:"
-#~ msgstr "Lista:"
diff --git a/editor/translations/ta.po b/editor/translations/ta.po
index 1a906b6491..5bd7dfcbf0 100644
--- a/editor/translations/ta.po
+++ b/editor/translations/ta.po
@@ -13933,15 +13933,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "அசைவூட்டு பாதையை மேலே நகர்த்து"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "அசைவூட்டு பாதையை கீழே நகர்த்து"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "அசைவூட்டு பாதை மதிப்பு[value] விதம் மாற்று"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "அசைவூட்டு பாதை மறை[wrap] விதம் மாற்று"
diff --git a/editor/translations/th.po b/editor/translations/th.po
index bcd2d029ac..e1c5f6053d 100644
--- a/editor/translations/th.po
+++ b/editor/translations/th.po
@@ -14470,1922 +14470,3 @@ msgstr "การกำหนดให้กับยูนิฟอร์ม"
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "ค่าคงที่ไม่สามารถแก้ไขได้"
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "สร้างท่าโพส (จากโครง)"
-
-#~ msgid "Bottom"
-#~ msgstr "ล่าง"
-
-#~ msgid "Left"
-#~ msgstr "ซ้าย"
-
-#~ msgid "Right"
-#~ msgstr "ขวา"
-
-#~ msgid "Front"
-#~ msgstr "หน้า"
-
-#~ msgid "Rear"
-#~ msgstr "หลัง"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "กิสโมไม่มีชื่อ"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Degrees Of Freedom\" จะใช้ได้เฉพาะเมื่อ \"Xr Mode\" เป็น \"Oculus Mobile VR\""
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Focus Awareness\" จะสามารถใช้ได้เมื่อ \"Xr Mode\" เป็น \"Oculus Mobile VR\""
-
-#~ msgid "Package Contents:"
-#~ msgstr "เนื้อหาแพคเกจ:"
-
-#~ msgid "Singleton"
-#~ msgstr "ซิงเกิลตัน"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "ลบโปรไฟล์ '%s' หรือไม่? (ทำกลับไม่ได้)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "เปิดการทำงานคุณสมบัติ:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "เปิดการทำงานฟีเจอร์:"
-
-#~ msgid "Unset"
-#~ msgstr "ยกเลิกการตั้งค่า"
-
-#~ msgid "Class Options"
-#~ msgstr "ตั้งค่าคลาส"
-
-#~ msgid "Set"
-#~ msgstr "กำหนด"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "บันทึกทรัพยากร %s ที่ถูกแก้ไขสำเร็จ"
-
-#~ msgid "Q&A"
-#~ msgstr "ถาม/ตอบ"
-
-#~ msgid "Status:"
-#~ msgstr "สถานะ:"
-
-#~ msgid "Edit:"
-#~ msgstr "แก้ไข:"
-
-#~ msgid "Redownload"
-#~ msgstr "ดาวน์โหลดอีกครั้ง"
-
-#~ msgid "(Installed)"
-#~ msgstr "(ติดตั้งแล้ว)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(ไม่พบ)"
-
-#~ msgid "Request Failed."
-#~ msgstr "ร้องขอผิดพลาด"
-
-#~ msgid "Redirect Loop."
-#~ msgstr "เปลี่ยนทางมากเกินไป"
-
-#~ msgid "Download Complete."
-#~ msgstr "ดาวน์โหลดเสร็จสิ้น"
-
-#~ msgid "Remove Template"
-#~ msgstr "ลบเทมเพลต"
-
-#~ msgid "Download Templates"
-#~ msgstr "ดาวน์โหลดเทมเพลต"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "เลือก mirror จากรายชื่อ: (Shift+คลิก: เปิดในเบราเซอร์)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "ย้ายไปถังขยะ"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "ขยายคุณสมบัติทั้งหมด"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "ยุบคุณสมบัติทั้งหมด"
-
-#~ msgid "Copy Params"
-#~ msgstr "คัดลอกพารามิเตอร์"
-
-#~ msgid "Open in Help"
-#~ msgstr "เปิดในคู่มือ"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "เขียนทับกล้องของเกมส์\n"
-#~ "ไม่มีอินสแตนซ์ของเกมส์ทำงานอยู่"
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "ลาก: หมุน"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr "กด 'v' เพื่อเปลี่ยนจุดหมุน 'Shift+v' เพื่อลากจุดหมุน"
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+คลิกขวา: เลือกที่ซ้อนกัน"
-
-#~ msgid "Clone Down"
-#~ msgstr "คัดลอกบรรทัดลงมา"
-
-#~ msgid "Yaw"
-#~ msgstr "Yaw"
-
-#~ msgid "Size"
-#~ msgstr "ขนาด"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "ลาก: หมุน\n"
-#~ "Alt+ลาก: ย้าย\n"
-#~ "Alt+คลิกขวา: เลือกที่ซ้อนกัน"
-
-#~ msgid "Sep.:"
-#~ msgstr "หมวดหมู่:"
-
-#~ msgid "Add All"
-#~ msgstr "เพิ่มทั้งหมด"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "เมนูแก้ไขธีม"
-
-#~ msgid "Create Empty Template"
-#~ msgstr "สร้างเทมเพลตเปล่า"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "สร้างแม่แบบเปล่าสำหรับตัวแก้ไข"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "สร้างจากธีมปัจจุบัน"
-
-#~ msgid "Data Type:"
-#~ msgstr "ชนิดข้อมูล:"
-
-#~ msgid "Theme File"
-#~ msgstr "ไฟล์ธีม"
-
-#~ msgid "Compiled"
-#~ msgstr "คอมไพล์แล้ว"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "ลบโปรเจกต์ออกจากรายชื่อ? \n"
-#~ "โฟลเดอร์จะไม่ถูกแก้ไข"
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "ลบโปรเจกต์ออกจากรายชื่อ?\n"
-#~ "โฟลเดอร์จะไม่ถูกแก้ไข"
-
-#~ msgid "Templates"
-#~ msgstr "เทมเพลต"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "เพิ่มตำแหน่งแทนที่"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "ไม่สามารถกระทำกับโหนดแม่ได้"
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "ไม่สามารถอ่านไฟล์ภาพขณะเริ่มเกม:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "ใช้ภาพขณะเริ่มเกมปริยาย"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "แทร็กอนิเมชั่นไม่สามารถเล่นตัวมันเองได้ แต่สามารถเล่นตัวเล่นอื่นได้"
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "คลิปบอร์ดว่างเปล่า"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr "InterpolatedCamera เลิกใช้งานแล้วและจะถูกลบออกใน Godot 4.0"
-
-#~ msgid "No"
-#~ msgstr "ไม่"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "ฉากนี้ยังไม่ได้บันทึก บันทึกก่อนเริ่ม?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "ADB executable ยังไม่ได้กำหนดค่าในตั้งค่าเอดิเตอร์"
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarsigner ยังไม่ได้กำหนดค่าในตั้งค่าเอดิเตอร์"
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr "การสร้างแบบกำหนดเองต้องมีที่อยู่ Android SDK ในการตั้งค่าเอดิเตอร์"
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(เหลืออีก: %d:%02d วิ)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "วางแนว meshes: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "ส่องแสงบนพื้นผิว: "
-
-#~ msgid "Search complete"
-#~ msgstr "ค้นหาสำเร็จ"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "ไม่ได้ระบุข้อความ commit"
-
-#~ msgid "Add a commit message"
-#~ msgstr "เพิ่มข้อความ commit"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "มีไฟล์หรือโฟลเดอร์ชื่อเดียวกันอยู่แล้ว"
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "ไม่สามารถจัดเรียง APK ได้สำเร็จ"
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "ไม่สามารถลบ APK ที่ยังไม่จัดเรียง"
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "ผิดพลาดขณะบันทึกเลย์เอาต์!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "แทนที่เลย์เอาต์เริ่มต้น"
-
-#~ msgid "Move pivot"
-#~ msgstr "ย้ายจุดหมุน"
-
-#~ msgid "Move anchor"
-#~ msgstr "ย้ายจุดยึด (anchor)"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "แก้ขนาด CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "รูปหลายเหลี่ยม->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->รูปหลายเหลี่ยม"
-
-#~ msgid "Add initial export..."
-#~ msgstr "เพิ่มการส่งออกเริ่มต้น..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "เพิ่มแพทช์ก่อนหน้า..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "ลบแพตช์ '%s' จากรายชื่อ?"
-
-#~ msgid "Patches"
-#~ msgstr "แพตช์"
-
-#~ msgid "Make Patch"
-#~ msgstr "สร้างแพตช์"
-
-#~ msgid "Pack File"
-#~ msgstr "ไฟล์"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "ไม่มีการสร้าง apk ที่: "
-
-#, fuzzy
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "ระบบไฟล์ และ นำเข้า"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "เมื่อส่งออก โปรแกรมจะพยายามเชื่อมต่อมายังคอมพิวเตอร์เครื่องนี้เพื่อทำการแก้ไขจุดบกพร่อง"
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "ฉากปัจจุบันยังไม่ได้บันทึก กรุณาบันทึกก่อนเริ่มโปรแกรม"
-
-#~ msgid "Revert"
-#~ msgstr "คืนกลับ"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "การคืนกลับไม่สามารถยกเลิกได้ คืนกลับ?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "คืนกลับฉาก"
-
-#~ msgid "Clear Script"
-#~ msgstr "ลบสคริปต์"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "ติดตามปัญหา"
-
-#~ msgid "Request Docs"
-#~ msgstr "ร้องขอคู่มือ"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "ช่วยพัฒนาคู่มือโดยการให้ข้อเสนอแนะ"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "แทนที่แล้ว %d ครั้ง"
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "สร้าง StaticBody ทรงตัน"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "คลาสนี้ยังไม่มีการสอนการใช้งาน ท่านสามารถ[color=$color][url=$url]ช่วยเขียน[/url][/"
-#~ "color] หรือ [color=$color][url=$url2]ขอให้จัดทำ[/url][/color]"
-
-#~ msgid "enum "
-#~ msgstr "กลุ่มค่าคงที่ "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "รายละเอียด:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "รายละเอียด"
-
-#~ msgid "Password:"
-#~ msgstr "รหัสผ่าน:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "หยุดชั่วคราว"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Control+"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "จำกัดด้วยเส้นตาราง"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "เพิ่มอินพุต"
-
-#~ msgid "Language"
-#~ msgstr "ภาษา"
-
-#~ msgid "Inherits"
-#~ msgstr "สืบทอดจาก"
-
-#~ msgid "Base Type:"
-#~ msgstr "ชนิด:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "โหนดที่มีให้ใช้:"
-
-#, fuzzy
-#~ msgid "Input"
-#~ msgstr "เพิ่มอินพุต"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "รายชื่อเมท็อด"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "คุณสมบัติ:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "ค่าคงที่:"
-
-#~ msgid "Constants:"
-#~ msgstr "ค่าคงที่:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "รายละเอียด:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "รายละเอียดตัวแปร:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "รายละเอียดเมท็อด:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "กำลังร้องขอ..."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "ลบโหนด?"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr "เปิดไฟล์ file_type_cache.cch เพื่อเขียนไม่ได้ จะไม่บันทึกแคชของชนิดไฟล์!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "ไม่สามารถไปยัง '%s' เนื่องจากไม่พบในระบบ!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "ผิดพลาดขณะโหลดรูป:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "รูปไม่มีพิกเซลใดที่ความโปร่งแสง > 128 ..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "โหนดแม่ไม่มีพื้นผิวเพื่อสร้าง"
-
-#~ msgid "Couldn't map area."
-#~ msgstr "ไม่สามารถวางพื้นที่"
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "หน้าไม่มีพื้นที่!"
-
-#~ msgid "No faces!"
-#~ msgstr "ไม่มีหน้า!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "โหลดภาพไม่ได้"
-
-#, fuzzy
-#~ msgid "Error could not load file."
-#~ msgstr "โหลดภาพไม่ได้"
-
-#~ msgid "Doppler Enable"
-#~ msgstr "เปิดดอปเพลอร์"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "โหมดเลือก (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "โหมดเคลื่อนย้าย (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "โหมดหมุน (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "โหมดปรับขนาด (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "พิกัดภายใน"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "โหมดการจำกัด (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "เครื่องมือเลือก"
-
-#~ msgid "Tool Move"
-#~ msgstr "เครื่องมือย้าย"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "เครื่องมือหมุน"
-
-#~ msgid "Tool Scale"
-#~ msgstr "เครื่องมือปรับขนาด"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr "ลบโปรเจกต์ออกจากรายชื่อ? (โฟลเดอร์จะไม่ถูกลบ)"
-
-#~ msgid "Project List"
-#~ msgstr "รายชื่อโปรเจกต์"
-
-#~ msgid "Exit"
-#~ msgstr "ออก"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "ใช้เครื่องมือ PVRTC ไม่ได้:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "โหลดรูปที่แปลงแล้วด้วยเครื่องมือ PVRTC ไม่ได้:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "ผิดพลาดขณะเริ่มต้น FreeType"
-
-#~ msgid "Unknown font format."
-#~ msgstr "ไม่ทราบประเภทของฟอนต์"
-
-#~ msgid "Error loading font."
-#~ msgstr "ผิดพลาดขณะโหลดฟอนต์"
-
-#~ msgid "Invalid font size."
-#~ msgstr "ขนาดฟอนต์ผิดพลาด"
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "ไปชั้นล่าง"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "ไปชั้นบน"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "เปิดตัวแก้ไขถัดไป"
-
-#~ msgid "Reverse"
-#~ msgstr "ย้อนกลับ"
-
-#~ msgid "Mirror X"
-#~ msgstr "สะท้อนซ้ายขวา"
-
-#~ msgid "Mirror Y"
-#~ msgstr "สะท้อนบนล่าง"
-
-#~ msgid "Generating solution..."
-#~ msgstr "กำลังสร้าง solution..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "กำลังสร้างโปรเจกต์ C#..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "ผิดพลาดในการสร้าง solution"
-
-#~ msgid "Failed to save solution."
-#~ msgstr "ผิดพลาดในการบันทึก solution"
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "ผิดพลาดในการสร้างโปรเจกต์ C#"
-
-#~ msgid "Mono"
-#~ msgstr "โมโน"
-
-#~ msgid "About C# support"
-#~ msgstr "เกี่ยวกับการสนับสนุน C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "สร้าง C# solution"
-
-#~ msgid "Builds"
-#~ msgstr "สร้าง"
-
-#~ msgid "Build Project"
-#~ msgstr "Build โปรเจกต์"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "ดูไฟล์"
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "ค้นหาคลาส"
-
-#~ msgid "Update Always"
-#~ msgstr "อัพเดทตลอดเวลา"
-
-#~ msgid "Raw Mode"
-#~ msgstr "โหมด Raw"
-
-#~ msgid "Path to Node:"
-#~ msgstr "ตำแหน่งที่อยู่โหนด:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "ลบไฟล์ที่เลือก?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "ไม่พบไฟล์ 'res://default_bus_layout.tres'"
-
-#~ msgid "Go to parent folder"
-#~ msgstr "ไปยังโฟลเดอร์หลัก"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "เปิดไฟล์ฉาก"
-
-#~ msgid "Previous Directory"
-#~ msgstr "โฟลเดอร์ก่อนหน้า"
-
-#~ msgid "Next Directory"
-#~ msgstr "โฟลเดอร์ถัดไป"
-
-#~ msgid "Ease in"
-#~ msgstr "เข้านุ่มนวล"
-
-#~ msgid "Ease out"
-#~ msgstr "ออกนุ่มนวล"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "สร้าง StaticBody ทรงตัน"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "ปุ่มเรดิโอ 1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "ปุ่มเรดิโอ 2"
-
-#~ msgid "Create folder"
-#~ msgstr "สร้างโฟลเดอร์"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "ตัดโหนด"
-
-#~ msgid "Invalid Path"
-#~ msgstr "ตำแหน่งผิดพลาด"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "ทำซ้ำใน GridMap"
-
-#~ msgid "Create Area"
-#~ msgstr "สร้างพื้นที่ใหม่"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "สร้างจุดเชื่อมต่อภายนอก"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "แก้ไขตัวแปรสัญญาณ:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "แก้ไขตัวแปร:"
-
-#, fuzzy
-#~ msgid "Snap (s): "
-#~ msgstr "Snap (พิกเซล):"
-
-#, fuzzy
-#~ msgid "Insert keys."
-#~ msgstr "เพิ่มคีย์"
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "อินสแตนซ์ฉากที่เลือกให้เป็นโหนดลูกของโหนดที่เลือก"
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "ขนาดฟอนต์ต้นฉบับ:"
-
-#~ msgid "Line:"
-#~ msgstr "บรรทัด:"
-
-#~ msgid "Col:"
-#~ msgstr "คอลัมน์:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr "PathFollow2D จะทำงานได้ต้องเป็นโหนดลูกของโหนด Path2D"
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "เพิ่มจุด"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "ตำแหน่งที่อยู่ไม่ถูกต้อง!"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "ลบจุด"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "แก้ไขรูปหลายเหลี่ยม"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "ตัดเส้น"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "เพิ่มโหนด"
-
-#~ msgid "Create from scene?"
-#~ msgstr "สร้างจากฉาก?"
-
-#~ msgid "Create Poly"
-#~ msgstr "สร้างรูปหลายเหลี่ยม"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "สร้างรูปหลายเหลี่ยมใหม่ตั้งแต่ต้น"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "ย่อ"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "ขยาย"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "แก้ไขรูปหลายเหลี่ยม 3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "ไม่มี OccluderPolygon2D ในโหนดนี้\n"
-#~ "สร้างและกำหนด?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "คลิกซ้าย: ย้ายจุด"
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+คลิกซ้าย: แยกส่วน"
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "คลิกขวา: ลบจุด"
-
-#, fuzzy
-#~ msgid "New TextFile"
-#~ msgstr "ดูไฟล์"
-
-#~ msgid "Save Theme As"
-#~ msgstr "บันทึกธีมเป็น"
-
-#~ msgid "<None>"
-#~ msgstr "<ไม่มี>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr "เลือกรูปภาพย่อยเพื่อทำเป็นไอคอน ภาพนี้จะใช้แสดงเมื่อการ"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "ซูม (%):"
-
-#~ msgid "Class List:"
-#~ msgstr "รายชื่อคลาส:"
-
-#~ msgid "Public Methods"
-#~ msgstr "เมท็อด"
-
-#~ msgid "Public Methods:"
-#~ msgstr "เมท็อด:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "ตัวแปรธีม:"
-
-#, fuzzy
-#~ msgid "Property: "
-#~ msgstr "คุณสมบัติ:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "สลับการเป็นโฟลเดอร์ที่ชื่นชอบ"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "เลือกไทล์ย่อยที่กำลังปรับแต่ง"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "ทั้งคำ"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "ตรงตามอักษรพิมพ์เล็ก-ใหญ่"
-
-#~ msgid "Ok"
-#~ msgstr "ตกลง"
-
-#~ msgid "Show In File System"
-#~ msgstr "เปิดในตัวจัดการไฟล์"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "ค้นหาคลาส"
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "ค้นหาคลาส"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr "สคริปต์ฝังจะแก้ไขได้ต่อเมื่อฉากที่ฝังสคริปต์นั้นถูกเปิดอยู่"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "แปลงเป็นตัวพิมพ์ใหญ่"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "แปลงเป็นตัวพิมพ์เล็ก"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "หมุน 0 องศา"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "หมุน 90 องศา"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "หมุน 180 องศา"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "หมุน 270 องศา"
-
-#~ msgid "Errors:"
-#~ msgstr "ข้อผิดพลาด:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "สแตค (ถ้ามี):"
-
-#~ msgid "Bake!"
-#~ msgstr "สร้าง!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "สร้าง Mesh นำทาง"
-
-#~ msgid "Get"
-#~ msgstr "รับ"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "แก้ไขค่าคงที่สี"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "แก้ไขเครื่องหมายเวกเตอร์สเกลาร์"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "แก้ไขเครื่องหมาย RGB"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "สลับเฉพาะการหมุน"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "แก้ไขฟังก์ชันเวกเตอร์"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "แก้ไข RGB Uniform"
-
-#~ msgid "Change Default Value"
-#~ msgstr "แก้ไขค่าปริยาย"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "แก้ไข XForm Uniform"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "แก้ไข Cubemap Uniform"
-
-#~ msgid "Change Comment"
-#~ msgstr "เปลี่ยนข้อคิดเห็น"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "เพิ่ม/ลบในการไล่สี"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "แก้ไขการไล่สี"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "เพิ่ม/ลบในเส้นโค้ง"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "แก้ไขเส้นโค้ง"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "เชื่อมต่อโหนด"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "ลบโหนด"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "ย้ายโหนด"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "ทำซ้ำโหนด"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "ผิดพลาด: เชื่อมต่อเป็นวง"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "ผิดพลาด: ไม่มีขาเข้า"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "เพิ่มโหนด"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "เลื่อนแทร็กแอนิเมชันขึ้น"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "เลื่อนแทร็กแอนิเมชันลง"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "กำหนดทรานสิชันเป็น:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "แก้ไขการเชื่อมแทร็กแอนิเมชัน"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "เปลี่ยนโหมดแทร็กแอนิเมชัน"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "เปลี่ยนโหมดวนซ้ำแทร็กแอนิเมชัน"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "แก้ไขเส้นโค้งโหนด"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "แก้ไขเส้นโค้งการเลือก"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "เพิ่มคีย์แอนิเมชัน"
-
-#~ msgid "In"
-#~ msgstr "เข้า"
-
-#~ msgid "Out"
-#~ msgstr "ออก"
-
-#~ msgid "In-Out"
-#~ msgstr "เข้า-ออก"
-
-#~ msgid "Out-In"
-#~ msgstr "ออก-เข้า"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "ปรับความยาวแอนิเมชัน"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "ปรับการวนซ้ำแอนิเมชัน"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "สร้างคีย์ระบุประเภทแอนิเมชัน"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "เพิ่มแทร็กฟังก์ชัน"
-
-#~ msgid "Length (s):"
-#~ msgstr "ความยาว (วิ):"
-
-#~ msgid "Step (s):"
-#~ msgstr "ช่วง (วิ):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "เลื่อนเคอร์เซอร์ในช่วง (วินาที)"
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "เปิด/ปิดการวนซ้ำของแอนิเมชัน"
-
-#~ msgid "Add new tracks."
-#~ msgstr "เพิ่มแทร็กใหม่"
-
-#~ msgid "Move current track up."
-#~ msgstr "เลื่อนแทร็กขึ้น"
-
-#~ msgid "Move current track down."
-#~ msgstr "เลื่อนแทร็กลง"
-
-#~ msgid "Track tools"
-#~ msgstr "เครื่องมือแทร็ก"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "เปิดการแก้ไขคีย์โดยการคลิก"
-
-#~ msgid "Key"
-#~ msgstr "คีย์"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "เรียกฟังก์ชันของโหนดใด?"
-
-#~ msgid "Thanks!"
-#~ msgstr "ขอบคุณ!"
-
-#~ msgid "I see..."
-#~ msgstr "ตกลง..."
-
-#~ msgid "Ugh"
-#~ msgstr "เออะ"
-
-#~ msgid "Run Script"
-#~ msgstr "รันสคริปต์"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "หยุดบันทึก"
-
-#~ msgid "Start Profiling"
-#~ msgstr "เริ่มบันทึก"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "ค่าเริ่มต้น (เหมือนกับโปรแกรมสร้างเกม)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "สร้างแอนิเมชันใหม่ในตัวเล่น"
-
-#~ msgid "Load animation from disk."
-#~ msgstr "โหลดแอนิเมชันจากดิสก์"
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "โหลดแอนิเมชันจากดิสก์"
-
-#~ msgid "Save the current animation"
-#~ msgstr "บันทึกแอนิเมชัน"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "แก้ไขระยะเวลาการผสานไปยังเป้าหมาย"
-
-#~ msgid "Copy Animation"
-#~ msgstr "คัดลอกแอนิเมชัน"
-
-#~ msgid "Fetching:"
-#~ msgstr "กำลังรับข้อมูล:"
-
-#~ msgid "prev"
-#~ msgstr "ก่อนหน้า"
-
-#~ msgid "next"
-#~ msgstr "ถัดไป"
-
-#~ msgid "last"
-#~ msgstr "ท้ายสุด"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "แก้ไข IK Chain"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "เลื่อนจุดหมุนจากตำแหน่งเมาส์"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "กำหนดจุดหมุนที่ตำแหน่งเมาส์"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "เพิ่ม/ลบตำแหน่งสี"
-
-#~ msgid "OK :("
-#~ msgstr "ตกลง :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "แสดงโครงกระดูก"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "ตัวอย่าง StyleBox:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "แก้ไขการแบ่งส่วน Texture"
-
-#~ msgid "Erase selection"
-#~ msgstr "ลบที่เลือก"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "ชื่อหรือ ID ไอเทม:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "แม่แบบส่งออกสำหรับแพลตฟอร์มนี้สูญหาย/เสียหาย: "
-
-#~ msgid "Button 8"
-#~ msgstr "ปุ่ม 8"
-
-#~ msgid "Button 9"
-#~ msgstr "ปุ่ม 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "ยกเลิกการอินสแตนซ์"
-
-#~ msgid "Clear!"
-#~ msgstr "ลบ!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "ซ่อน/แสดงโหนด Spatial"
-
-#~ msgid "Condition"
-#~ msgstr "เงื่อนไข"
-
-#~ msgid "Sequence"
-#~ msgstr "ลำดับ"
-
-#~ msgid "Switch"
-#~ msgstr "ทางเลือก"
-
-#~ msgid "Iterator"
-#~ msgstr "ตัววนซ้ำ"
-
-#~ msgid "While"
-#~ msgstr "ทำซ้ำถ้าเงื่อนไขเป็นจริง"
-
-#~ msgid "Return"
-#~ msgstr "คืนค่า"
-
-#~ msgid "Call"
-#~ msgstr "เรียก"
-
-#~ msgid "Edit Variable"
-#~ msgstr "แก้ไขตัวแปร"
-
-#~ msgid "Edit Signal"
-#~ msgstr "แก้ไขสัญญาณ"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "ใช้ชื่อนี้ไม่ได้ (มี '/' หรือ ':')"
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "ต้องไม่มี '/' หรือ ':'"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr "รูปแบบของ version.txt ในแม่แบบไม่ถูกต้อง หมายเลขรุ่น revision ต้องใช้ระบุได้"
-
-#~ msgid "Can't write file."
-#~ msgstr "เขียนไฟล์ไม่ได้"
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "ไม่พบไฟล์ project.godot"
-
-#~ msgid "Replace By"
-#~ msgstr "แทนที่ด้วย"
-
-#~ msgid "Backwards"
-#~ msgstr "ย้อนกลับ"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "เตือนก่อนแทนที่"
-
-#~ msgid "Skip"
-#~ msgstr "ข้าม"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr "จะสร้างโปรเจกต์ในโฟลเดอร์ที่มีไฟล์อยู่แล้ว (ท่านอาจต้องการสร้างโฟลเดอร์ใหม่)"
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "บิงโก!"
-
-#~ msgid "preview"
-#~ msgstr "ตัวอย่าง"
-
-#~ msgid "Move Add Key"
-#~ msgstr "เลื่อนหรือเพิ่มคีย์แอนิเมชัน"
-
-#~ msgid "Create Subscription"
-#~ msgstr "สร้างการเชื่อมโยง"
-
-#~ msgid "List:"
-#~ msgstr "รายชื่อ:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "กำหนด Mask การปะทุ"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "ลบตัวปะทุ"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "หัวข้อ:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "ไม่สามารถไปยัง '"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr ""
-#~ "\n"
-#~ "ต้นฉบับ: "
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "ลบจุดจากเส้น"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "เพิ่มจุดในเส้น"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "ย้ายจุดในเส้น"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "แยกส่วน (ในเส้น)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#~ msgid "Setting '"
-#~ msgstr "ตัวเลือก '"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "คุณสมบัติ"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "ผังฉากปัจจุบัน:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "คุณสมบัติ: "
-
-#~ msgid "Prev Level (%sDown Wheel)"
-#~ msgstr "ชั้นก่อนหน้า (%sล้อเมาส์ลง)"
-
-#~ msgid "Next Level (%sUp Wheel)"
-#~ msgstr "ชั้นถัดไป (%sล้อเมาส์ขึ้น)"
-
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "ทำซ้ำที่เลือก"
-
-#~ msgid "Selection -> Clear"
-#~ msgstr "ลบที่เลือก"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "ต้องแก้ไข Path ให้ชี้ไปยังโหนด Viewport จึงจะทำงานได้ และ Viewport "
-#~ "นั้นต้องปรับโหมดเป็น 'render target'"
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr "Viewport ใน path จะต้องปรับโหมดเป็น 'render target' จึงจะทำงานได้"
-
-#~ msgid "' parsing of config failed."
-#~ msgstr "' ผิดพลาดขณะอ่านไฟล์"
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "รายชื่อเมท็อดของ '%s':"
-
-#~ msgid "Return:"
-#~ msgstr "คืนค่า:"
-
-#~ msgid "Added:"
-#~ msgstr "เพิ่ม:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "บันทึก texture ย่อยของ atlas ไม่ได้:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "กำลังตั้งค่า..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "ผิดพลาดขณะโหลดฉาก"
-
-#~ msgid "Re-Import"
-#~ msgstr "นำเข้าอีกครั้ง"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "กรุณารอให้การสแกนเสร็จ"
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "ฉากปัจจุบันต้องบันทึกก่อนนำเข้าอีกครั้ง"
-
-#~ msgid "Re-Importing"
-#~ msgstr "นำเข้าอีกครั้ง"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "นำเข้ารีซอร์สที่แก้ไขอีกครั้ง"
-
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr ""
-#~ "\n"
-#~ "สถานะ: ต้องนำเข้าใหม่"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "ไฟล์ต้นทางและปลายทางเหมือนกัน ไม่ทำอะไร"
-
-#~ msgid "Target file exists, can't overwrite. Delete first."
-#~ msgstr "ไฟล์ปลายทางมีอยู่ เขียนทับไม่ได้ กรุณาลบก่อน"
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "ไฟล์ต้นทางและปลายทางอยู่ที่เดียวกัน ไม่ทำอะไร"
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "ย้ายโฟลเดอร์เข้ามาในตัวเองไม่ได้"
-
-#~ msgid "Can't rename deps for:\n"
-#~ msgstr "ไม่สามารถแก้ไขชื่อสำหรับ:\n"
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "เลือกชื่อและตำแหน่งที่อยู่ใหม่ให้กับ:"
-
-#~ msgid "Info"
-#~ msgstr "ข้อมูล"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "ไม่มีบิตแมสก์ให้นำเข้า!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "ตำแหน่งที่อยู่ว่างเปล่า"
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "ต้องเป็นตำแหน่งที่อยู่แบบเต็ม"
-
-#~ msgid "Target path must exist."
-#~ msgstr "ต้องมีตำแหน่งที่อยู่"
-
-#~ msgid "Import BitMasks"
-#~ msgstr "นำเข้า BitMasks"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "Texture ต้นฉบับ:"
-
-#~ msgid "Accept"
-#~ msgstr "ยอมรับ"
-
-#~ msgid "Bit Mask"
-#~ msgstr "บิตแมสก์"
-
-#~ msgid "No source font file!"
-#~ msgstr "ไม่ได้เลือกไฟล์ฟอนต์ต้นฉบับ!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "ไม่ได้เลือกว่าจะนำเข้ามาเป็นไฟล์ฟอนต์ชื่ออะไร!"
-
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "นามสกุลไม่ถูกต้อง\n"
-#~ "กรุณาใช้ .font"
-
-#~ msgid "Couldn't save font."
-#~ msgstr "บันทึกฟอนต์ไม่ได้"
-
-#~ msgid "Source Font:"
-#~ msgstr "ฟอนต์ต้นฉบับ:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "นำเข้ามาเป็นรีซอร์ส:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr "The quick brown fox jumps over the lazy dog."
-
-#~ msgid "Test:"
-#~ msgstr "ทดสอบ:"
-
-#~ msgid "Options:"
-#~ msgstr "ตัวเลือก:"
-
-#~ msgid "Font Import"
-#~ msgstr "นำเข้าฟอนต์"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr "ไฟล์นี้เป็นฟอนต์ของ Godot อยู่แล้ว กรุณาเลือกฟอนต์ที่มาจาก BMFont"
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "ผิดพลาดขณะเปิดไฟล์เป็น BMFont"
-
-#, fuzzy
-#~ msgid "Invalid font custom source."
-#~ msgstr "ต้นฉบับฟอนต์ที่กำหนดเองไม่ถูกต้อง"
-
-#~ msgid "No meshes to import!"
-#~ msgstr "ไม่มี mesh ให้นำเข้า!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "นำเข้า Mesh เดี่ยว"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "Mesh ต้นฉบับ:"
-
-#~ msgid "Surface %d"
-#~ msgstr "%d พื้นผิว"
-
-#~ msgid "No samples to import!"
-#~ msgstr "ไม่มีไฟล์เสียงให้นำเข้า!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "นำเข้าไฟล์เสียง"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "ไฟล์เสียงต้นฉบับ:"
-
-#~ msgid "Audio Sample"
-#~ msgstr "ไฟล์เสียง"
-
-#~ msgid "New Clip"
-#~ msgstr "คลิปใหม่"
-
-#~ msgid "Flags"
-#~ msgstr "ตัวเลือก"
-
-#~ msgid "Optimizer"
-#~ msgstr "ตัวเพิ่มประสิทธิภาพ"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "ผิดพลาดเชิงเส้นมากที่สุด"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "ผิดพลาดเชิงมุมมากที่สุด"
-
-#~ msgid "Max Angle"
-#~ msgstr "มุมมากสุด"
-
-#~ msgid "Start(s)"
-#~ msgstr "เริ่ม"
-
-#~ msgid "Source path is empty."
-#~ msgstr "ที่อยู่ไฟล์ต้นฉบับว่างเปล่า"
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "โหลดสคริปต์หลังนำเข้าไม่ได้"
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "สคริปต์หลังนำเข้ามีข้อผิดพลาด"
-
-#~ msgid "Error importing scene."
-#~ msgstr "ผิดพลาดขณะนำเข้าฉาก"
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "นำเข้าฉาก 3D"
-
-#~ msgid "Source Scene:"
-#~ msgstr "ฉากต้นฉบับ:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "เหมือนกันกับฉากปลายทาง"
-
-#~ msgid "Shared"
-#~ msgstr "ใช้ร่วมกัน"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "โฟลเดอร์ Texture ปลายทาง:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "ประเภทโหนดรากกำหนดเอง:"
-
-#~ msgid "Auto"
-#~ msgstr "อัตโนมัติ"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "ไฟล์ต่อไปนี้หายไป:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "ยืนยันนำเข้า"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr "ฉากปัจจุบันยังไม่ได้บันทึก ยืนยันเปิดไฟล์ฉากที่นำเข้า?"
-
-#~ msgid "Import Image:"
-#~ msgstr "นำเข้าไฟล์รูป:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "ทำที่อยู่ไฟล์ให้เป็นภายในไม่ได้: %s (เป็นภายในอยู่แล้ว)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "แอนิเมชันฉาก 3D"
-
-#~ msgid "Uncompressed"
-#~ msgstr "ไม่บีบอัด"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "บีบอัดแบบไม่เสียคุณภาพ (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "บีบอัดแบบเสียคุณภาพ (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "บีบอัด (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "รูปแบบ Texture"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "คุณภาพการบีบอัด Texture (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "กรุณาเลือกสักไฟล์!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Atlas ต้องการไฟล์อย่างน้อย 1 ไฟล์"
-
-#~ msgid "Error importing:"
-#~ msgstr "ผิดพลาดขณะนำเข้า:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "ขนาด Texture ที่ใหญ่ที่สุด:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "นำเข้า Texture สำหรับ Atlas (2D)"
-
-#~ msgid "Large Texture"
-#~ msgstr "Texture ขนาดใหญ่"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "นำเข้า Texture ขนาดใหญ่ (2D)"
-
-#~ msgid "Source Texture"
-#~ msgstr "Texture ต้นฉบับ"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "Texture ต้นฉบับ"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "นำเข้า Texture สำหรับ 2D"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "นำเข้า Texture สำหรับ 3D"
-
-#~ msgid "Import Textures"
-#~ msgstr "นำเข้า Texture"
-
-#~ msgid "2D Texture"
-#~ msgstr "Texture 2D"
-
-#~ msgid "3D Texture"
-#~ msgstr "Texture 3D"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr "โปรดทราบ: ไม่จำเป็นต้องนำเข้า Texture 2D แค่คัดลอกไฟล์ png/jpg เข้าสู่โปรเจกต์"
-
-#~ msgid "Crop empty space."
-#~ msgstr "ครอบตัดพื้นที่ว่าง"
-
-#~ msgid "Texture"
-#~ msgstr "Texture"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "นำเข้า Texture ขนาดใหญ่"
-
-#~ msgid "Load Source Image"
-#~ msgstr "โหลดรูปต้นฉบับ"
-
-#~ msgid "Slicing"
-#~ msgstr "ตัด"
-
-#~ msgid "Saving"
-#~ msgstr "บันทึก"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "บันทึก Texture ขนาดใหญ่ไม่ได้:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "สร้าง Atlas สำหรับ:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "โหลดรูป:"
-
-#~ msgid "Converting Images"
-#~ msgstr "กำลังแปลงรูป"
-
-#~ msgid "Cropping Images"
-#~ msgstr "ครอบตัดรูป"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "บันทึก Atlas ไม่ได้:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "ต้นฉบับการแปลไม่ถูกต้อง!"
-
-#~ msgid "Column"
-#~ msgstr "คอลัมน์"
-
-#~ msgid "No items to import!"
-#~ msgstr "ไม่มีอะไรให้นำเข้า!"
-
-#~ msgid "No target path!"
-#~ msgstr "ไม่มีที่อยู่ปลายทาง!"
-
-#~ msgid "Import Translations"
-#~ msgstr "นำเข้าการแปล"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "นำเข้าไม่ได้!"
-
-#~ msgid "Import Translation"
-#~ msgstr "นำเข้าการแปล"
-
-#~ msgid "Source CSV:"
-#~ msgstr "CSV ต้นฉบับ:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "ไม่สนใจแถวแรก"
-
-#~ msgid "Compress"
-#~ msgstr "บีบอัด"
-
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "เพิ่มเข้าโปรเจกต์ (project.godot)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "นำเข้าภาษา:"
-
-#~ msgid "Translation"
-#~ msgstr "การแปล"
-
-#~ msgid "Triangle #"
-#~ msgstr "สามเหลี่ยม #"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "ตั้งค่า Light Baker:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "ซ่อมแซมแสง"
-
-#~ msgid "Making BVH"
-#~ msgstr "กำลังสร้าง BVH"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "จัดสรร Texture #"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "กำลัง Bake สามเหลี่ยม #"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "ประมวลผล Texture #"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr "รีเซ็ตขั้นตอนการ bake lightmap octree (เริ่มใหม่)"
-
-#~ msgid "Zoom Set..."
-#~ msgstr "ตั้งค่าการซูม..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "ประมวลผล BBCode"
-
-#~ msgid "Length:"
-#~ msgstr "ความยาว:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "เปิดไฟล์เสียง"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "ผิดพลาด: โหลดไฟล์เสียงไม่ได้!"
-
-#~ msgid "Add Sample"
-#~ msgstr "เพิ่มไฟล์เสียง"
-
-#~ msgid "Rename Sample"
-#~ msgstr "เปลี่ยนชื่อไฟล์เสียง"
-
-#~ msgid "Delete Sample"
-#~ msgstr "ลบไฟล์เสียง"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 บิต"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 บิต"
-
-#~ msgid "Stereo"
-#~ msgstr "สเตอริโอ"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "ปรับขนาดเป็น %s%%"
-
-#~ msgid "Bucket"
-#~ msgstr "ถัง"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "ที่อยู่โปรเจกต์ผิดพลาด ต้องมีอยู่จริง!"
-
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "ที่อยู่โปรเจกต์ผิดพลาด ต้องไม่มี project.godot"
-
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "ที่อยู่โปรเจกต์ผิดพลาด ต้องมี project.godot"
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "ที่อยู่โปรเจกต์ (ต้องมีอยู่จริง):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "สร้างรีซอร์สใหม่"
-
-#~ msgid "Open Resource"
-#~ msgstr "เปิดรีซอร์ส"
-
-#~ msgid "Save Resource"
-#~ msgstr "บันทึกรีซอร์ส"
-
-#~ msgid "Resource Tools"
-#~ msgstr "เครื่องมือรีซอร์ส"
-
-#~ msgid "Areas"
-#~ msgstr "พื้นที่"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Down Wheel)"
-#~ msgstr "ล้อเมาส์ลง)"
-
-#~ msgid "Up Wheel)"
-#~ msgstr "ล้อเมาส์ขึ้น)"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "ปิดไฟล์ฉาก? (การแก้ไขที่ไม่ได้บันทึกจะสูญหาย)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "เปิดตัวจัดการโปรเจกต์?\n"
-#~ "(การแก้ไขที่ไม่ได้บันทึกจะสูญหาย)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "ปิดไปยังฉากก่อนหน้า"
-
-#~ msgid "Del"
-#~ msgstr "ลบ"
-
-#~ msgid "just pressed"
-#~ msgstr "เพิ่งกด"
-
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr "ไม่สามารถอ่านไฟล์ใบรับรองได้ ตำแหน่งไฟล์และรหัสผ่านถูกต้องหรือไม่?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "ผิดพลาดขณะสร้าง signature ของแพคเกจ"
-
-#~ msgid "RAW Mode"
-#~ msgstr "โหมด Raw"
-
-#~ msgid "Node From Scene"
-#~ msgstr "โหนดจากฉาก"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "นำเข้าไฟล์มายังโปรเจกต์"
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "ส่งออกโปรเจกต์ไปยังแพลตฟอร์มต่าง ๆ"
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "เตือนเมื่อมีการแก้ไขรีซอร์สภายนอก"
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "เปิดคู่มือจาก https://godotengine.org"
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "ไม่ได้เลือกฉากที่จะอินสแตนซ์!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "อินสแตนซ์ที่เคอร์เซอร์"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "สีของแสงโดยรอบ:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "ชื่อคลาสแม่ไม่ถูกต้อง"
-
-#~ msgid "Valid chars:"
-#~ msgstr "อักขระที่ใช้ได้:"
-
-#~ msgid "Valid name"
-#~ msgstr "ชื่อที่ใช้ได้"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "ชื่อคลาสไม่ถูกต้อง!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "ชื่อคลาสแม่ไม่ถูกต้อง!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr "ต้องแก้ไข Path ให้ชี้ไปยังโหนด Particles2D จึงจะทำงานได้"
-
-#~ msgid "Surface"
-#~ msgstr "พื้นผิว"
-
-#, fuzzy
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr "ต้องมี SampleLibrary ใน 'samples' เพื่อให้ SamplePlayer เล่นเสียงได้"
-
-#, fuzzy
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr "ต้องมี SampleLibrary ใน 'samples' เพื่อให้ SpatialSamplePlayer เล่นเสียงได้"
-
-#, fuzzy
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "แทนที่แล้ว %d ครั้ง"
-
-#, fuzzy
-#~ msgid "Save Translatable Strings"
-#~ msgstr "บันทึกสตริงหลายภาษา"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "แก้ไขตัวเลือกสคริปต์"
-
-#~ msgid "Error exporting project!"
-#~ msgstr "ผิดพลาดขณะส่งออกโปรเจกต์!"
-
-#~ msgid "Error writing the project PCK!"
-#~ msgstr "ผิดพลาดขณะเขียนไฟล์ PCK!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "ยังไม่มีตัวส่งออกสำหรับแพลตฟอร์ม '%s'"
-
-#~ msgid "Create Android keystore"
-#~ msgstr "สร้าง Android keystore"
-
-#~ msgid "Organization"
-#~ msgstr "องค์กร"
-
-#~ msgid "City"
-#~ msgstr "เมือง"
-
-#~ msgid "2 letter country code"
-#~ msgstr "รหัสประเทศ 2 ตัวอักษร"
-
-#~ msgid "Password"
-#~ msgstr "รหัสผ่าน"
-
-#~ msgid "at least 6 characters"
-#~ msgstr "อย่างน้อย 6 ตัวอักษร"
-
-#~ msgid "File name"
-#~ msgstr "ชื่อไฟล์"
-
-#~ msgid "Path : (better to save outside of project)"
-#~ msgstr "ตำแหน่งไฟล์ : (ควรบันทึกนอกโปรเจกต์)"
-
-#~ msgid ""
-#~ "Release keystore is not set.\n"
-#~ "Do you want to create one?"
-#~ msgstr ""
-#~ "ยังไม่มี keystore สำหรับส่งออก\n"
-#~ "สร้างใหม่?"
-
-#~ msgid "Fill Keystore/Release User and Release Password"
-#~ msgstr "ใส่ Keystore/ชื่อผู้ใช้และรหัสผ่านสำหรับส่งออก"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "ชื่อกลุ่มเว้นว่างไม่ได้!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "ใช้อักษรบางตัวในชื่อกลุ่มไม่ได้!"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "ตั้งค่าส่งออกโปรเจกต์"
-
-#~ msgid "Export to Platform"
-#~ msgstr "ส่งออกไปยังแพลตฟอร์ม"
-
-#~ msgid "Convert text scenes to binary on export."
-#~ msgstr "แปลงไฟล์ฉากแบบตัวอักษรให้เป็นไบนารีสำหรับส่งออก"
-
-#~ msgid "Images"
-#~ msgstr "รูป"
-
-#~ msgid "Keep Original"
-#~ msgstr "เก็บต้นฉบับ"
-
-#~ msgid "Compress for Disk (Lossy, WebP)"
-#~ msgstr "บีบอัดสำหรับดิสก์ (Lossy, WebP)"
-
-#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
-#~ msgstr "บีบอัดสำหรับแรม (BC/PVRTC/ETC)"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "แปลงรูป (*.png):"
-
-#~ msgid "Compress for Disk (Lossy) Quality:"
-#~ msgstr "บีบอัดสำหรับดิสก์ (Lossy) คุณภาพ:"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "ลดขนาดทุกรูป:"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "การบีบอัด:"
-
-#~ msgid "Compress Disk"
-#~ msgstr "บีบอัดดิสก์"
-
-#~ msgid "Compress RAM"
-#~ msgstr "บีบอัดแรม"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "โหมดบีบอัด:"
-
-#~ msgid "Lossy Quality:"
-#~ msgstr "เสียคุณภาพ:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "ลดไป:"
-
-#~ msgid "Sample Conversion Mode: (.wav files):"
-#~ msgstr "การแปลงไฟล์เสียง: (ไฟล์ .wav):"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "บีบอัด (RAM - IMA-ADPCM)"
-
-#~ msgid "Sampling Rate Limit (Hz):"
-#~ msgstr "จำกัดความถี่ (Hz):"
-
-#~ msgid "Trim"
-#~ msgstr "ตัดปลาย"
-
-#~ msgid "Trailing Silence:"
-#~ msgstr "ส่วนที่เงียบตรงปลาย:"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "ส่งออก PCK โปรเจกต์"
-
-#~ msgid "Project Export"
-#~ msgstr "ส่งออกโปรเจกต์"
diff --git a/editor/translations/tr.po b/editor/translations/tr.po
index 89e75183dc..71856baa70 100644
--- a/editor/translations/tr.po
+++ b/editor/translations/tr.po
@@ -14630,2022 +14630,3 @@ msgstr "uniform için atama."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Sabit değerler değiştirilemez."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Dinlenme duruşu oluştur (kemiklerden)"
-
-#~ msgid "Bottom"
-#~ msgstr "Alt"
-
-#~ msgid "Left"
-#~ msgstr "Sol"
-
-#~ msgid "Right"
-#~ msgstr "Sağ"
-
-#~ msgid "Front"
-#~ msgstr "Ön"
-
-#~ msgid "Rear"
-#~ msgstr "Arka"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "İsimsiz Gizmo"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Özgürlük Derecesi (Degrees Of Freedom)\" sadece \"Xr Modu\" \"Oculus "
-#~ "Mobile VR\" olduğunda geçerlidir."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "\"Odak Farkındalığı(Focus Awareness)\" yalnızca \"Xr Modu\" \"Oculus "
-#~ "Mobil VR\" olduğunda geçerlidir."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Paket İçerikleri:"
-
-#~ msgid "Singleton"
-#~ msgstr "Tekil nesne"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "'%s' profilini sil? (geri alınamaz)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Etkin Özellikler:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Aktif Özellikler:"
-
-#~ msgid "Unset"
-#~ msgstr "Ayarı kaldır"
-
-#~ msgid "Class Options"
-#~ msgstr "Sınıf Seçenekleri"
-
-#~ msgid "Set"
-#~ msgstr "Ayarla"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "'%s' değiştirilmiş kaynak kaydedildi."
-
-#~ msgid "Q&A"
-#~ msgstr "S&C"
-
-#~ msgid "Status:"
-#~ msgstr "Durum:"
-
-#~ msgid "Edit:"
-#~ msgstr "Düzenle:"
-
-#~ msgid "Redownload"
-#~ msgstr "Yeniden İndir"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Kurulu)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Mevcut Değil)"
-
-#~ msgid "Request Failed."
-#~ msgstr "İstek Başarısız Oldu."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Yönlendirme Döngüsü."
-
-#~ msgid "Download Complete."
-#~ msgstr "İndirme Tamamlandı."
-
-#~ msgid "Remove Template"
-#~ msgstr "Şablonu Kaldır"
-
-#~ msgid "Download Templates"
-#~ msgstr "Şablonları İndir"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Listeden ayna seç: (Shift+Tıkla: Tarayıcıda Aç)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Çöpe At"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Tüm Özellikleri Genişlet"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Tüm Özellikleri Daralt"
-
-#~ msgid "Copy Params"
-#~ msgstr "Değişkenleri Tıpkıla"
-
-#~ msgid "Open in Help"
-#~ msgstr "Yardımda Aç"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Oyun Kamera Değiştir\n"
-#~ "Çalışan oyun örneği yok."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Sürükle: Döndürür"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Ekseni Değiştirmek için 'v' dokunacına basın, Ekseni Sürüklemek için "
-#~ "(sürüklerken) 'Shift + v' dokunaçlarına basın."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt + RMB: Derin liste seçimi"
-
-#~ msgid "Clone Down"
-#~ msgstr "Aşağıya Eşle"
-
-#~ msgid "Yaw"
-#~ msgstr "Yalpala"
-
-#~ msgid "Size"
-#~ msgstr "Boyut"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Sürükle: Döndür\n"
-#~ "Alt+Sürükle: Taşı\n"
-#~ "Alt+RMB: Derin liste seçimi"
-
-#~ msgid "Sep.:"
-#~ msgstr "Ayraç:"
-
-#~ msgid "Add All"
-#~ msgstr "Tümünü Ekle"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Tema düzenleme menüsü."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Boş Şablon Oluştur"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Boş Düzenleyici Kalıbı Oluştur"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Mevcut Düzenleyici Temasından Oluştur"
-
-#~ msgid "Data Type:"
-#~ msgstr "Veri Türü:"
-
-#~ msgid "Theme File"
-#~ msgstr "Tema Dosyası"
-
-#~ msgid "Compiled"
-#~ msgstr "Derlenmiş"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "%d projeleri listeden kalksın mı?\n"
-#~ "Proje klasörü'nün içeriği değiştirilmeyecek."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Bu projeyi listeden kaldır?\n"
-#~ "Proje klasörünün içeriği değiştirilmeyecek."
-
-#~ msgid "Templates"
-#~ msgstr "Şablonlar"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Yeniden Eşlenmiş Yol Ekle"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Kök düğüm ile gerçekleştirilemez."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Açılış ekranı resim dosyası okunamadı:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Açılış ekranı resim dosyası okunamadı."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Bir animasyon oynatıcı kendisini oynamataz, sadece diğer oynatıcılar "
-#~ "yapaibilir."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Pano boş"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr ""
-#~ "InterpolatedCamera kullanımdan kaldırılmıştır ve Godot 4.0'da "
-#~ "kaldırılacaktır."
-
-#~ msgid "No"
-#~ msgstr "Hayır"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Sahne hiç kaydedilmedi. Çalıştırmadan önce kaydedilsin mi?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "Editör Ayarlarında ADB uygulaması tayin edilmemiş."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "OpenJDK jarimzalayıcı Editör Ayarlarında yapılandırılmamış."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Özel derleme için Editör Ayarları'nda geçerli bir Android SDK yolu "
-#~ "gerekir."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Kalan Zaman:%d:%02d sn)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Örüntüler Haritalanıyor: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Örüntüler Haritalanıyor: "
-
-#~ msgid "Search complete"
-#~ msgstr "Arama tamamlandı"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Hiçbir işleme mesajı sağlanmadı"
-
-#~ msgid "Add a commit message"
-#~ msgstr "İşleme Mesajı Ekle"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Bu konumda zaten aynı ada sahip bir dosya veya klasör var."
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "APK hizalaması tamamlanamıyor."
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "Hizalanmamış APK silinemiyor."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Yerleşim Düzeni kaydedilmeye çalışılırken hata!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Varsayılan düzenleyici yerleşim düzeni geçersiz kılındı."
-
-#~ msgid "Move pivot"
-#~ msgstr "Merkezi Taşı"
-
-#~ msgid "Move anchor"
-#~ msgstr "Çapayı Taşı"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "CanvasItem Yeniden Boyutlandır"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Çokgen->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->Çokgen"
-
-#~ msgid "Add initial export..."
-#~ msgstr "İlk dışa aktarmayı ekle ..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Önceki yamaları ekle..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "'%s' yaması listeden silinsin mi?"
-
-#~ msgid "Patches"
-#~ msgstr "Yamalar"
-
-#~ msgid "Make Patch"
-#~ msgstr "Yama Yap"
-
-#~ msgid "Pack File"
-#~ msgstr "Paket Dosyası"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Şurada derleme apk oluşturulmadı: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "DosyaSistemi ve İçe Aktarım"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Verilen yürütülebilir dosya, dışa aktarılırken veya dağıtıldığında, hata "
-#~ "ayıklanacak şekilde bu bilgisayarın IP'sine bağlanmaya çalışacaktır."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Şimdiki sahne hiç kaydedilmedi, lütfen çalıştırmadan önce kaydediniz."
-
-#~ msgid "Revert"
-#~ msgstr "Geri dön"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Bu eylem geri alınamaz. Yine de geri dönsün mü?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Sahneyi Eski Durumuna Çevir"
-
-#~ msgid "Clear Script"
-#~ msgstr "Betiği Temizle"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Sorun İzleyici"
-
-#~ msgid "Request Docs"
-#~ msgstr "Belgeleri İste"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Dönüt vererek Godot belgelerini iyileştirmeye yardımcı olun."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "%d değişiklik gerçekleştirildi."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Durağan Dışbükey Gövde Oluştur"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Şekil oluşturma başarısız!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Bu metot için henüz bir rehber yok. Siz de\n"
-#~ "[color=$color][url=$url]hazırlayabilir[/url][/color] ya da \n"
-#~ "[color=$color][url=$url2]öneride bulunabilirsiniz[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "enum… "
-
-#~ msgid "Brief Description"
-#~ msgstr "Kısa Açıklama"
-
-#~ msgid "Class Description"
-#~ msgstr "Sınıf Açıklaması"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Proje dışa aktarımı %d hata koduyla başarısız."
-
-#~ msgid "Password:"
-#~ msgstr "Gizyazı:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Sahneyi duraklat"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Denetim+"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "Izgaraya yapış"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Giriş Ekle"
-
-#~ msgid "Language"
-#~ msgstr "Dil"
-
-#~ msgid "Inherits"
-#~ msgstr "Miras Alınmışlar"
-
-#~ msgid "Base Type:"
-#~ msgstr "Taban Türü:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Kullanılabilir Düğümler:"
-
-#~ msgid "Input"
-#~ msgstr "Giriş"
-
-#~ msgid "Methods:"
-#~ msgstr "Metotlar:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Tema Özellikleri:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Numaralandırmalar:"
-
-#~ msgid "Constants:"
-#~ msgstr "Sabitler:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Sınıf Açıklaması:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Özellik Açıklamaları:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Metot Açıklamaları:"
-
-#, fuzzy
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "Bu, özel yapımlar için Android projesini yükleyecektir.\n"
-#~ "Bunu kullanmak için, içe aktarım ön ayarı başına etkinleştirilmesi "
-#~ "gerektiğine dikkat edin."
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "İsteniyor..."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Düğüm(ler) Silinsin mi?"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "file_type_cache.cch yazma için açılamıyor! dosya türü önbelleğe "
-#~ "kaydedilmiyor!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "Gidilemiyor. '%s' bu dosya sisteminde bulunamadı!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Resim yüklenirken hata:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "Saydamlığı olan nokta yok > 128 bedizde..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Atanın doldurmak için eksiksiz yüzleri yok."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Alan eşleştirilemedi."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Yüzler alan içermez!"
-
-#~ msgid "No faces!"
-#~ msgstr "Yüzler yok!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "Bediz yüklenemedi"
-
-#, fuzzy
-#~ msgid "Error could not load file."
-#~ msgstr "Bediz yüklenemedi"
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Çoğaltıcı Aktif"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Seçim Kipi (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Taşıma Biçimi (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Döndürme Biçimi (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Ölçek Biçimi (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Yerel Kordinatlar"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Yapışma Kipi (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Seçim Aracı"
-
-#~ msgid "Tool Move"
-#~ msgstr "Taşıma Aracı"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Döndürme Aracı"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Ölçek Aracı"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Proje listeden kaldırılsın mı? (Klasör içerikleri değiştirilmeyecek)"
-
-#~ msgid "Project List"
-#~ msgstr "Proje Listesi"
-
-#~ msgid "Exit"
-#~ msgstr "Çık"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "PVRTC aracı çalıştırılamadı:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "PVRTC aracını kullanarak dönüştürülen bedizi geri yükleyemiyor:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "FreeType başlatılırken hata."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Bilinmeyen yazıtipi formatı."
-
-#~ msgid "Error loading font."
-#~ msgstr "Yazıtipi yükleme hatası."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Geçersiz yazıtipi boyutu."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Önceki Klasör"
-
-#~ msgid "Next Folder"
-#~ msgstr "Sonraki Klasör"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "Sonraki Düzenleyiciyi aç"
-
-#~ msgid "Reverse"
-#~ msgstr "Tersi"
-
-#~ msgid "Mirror X"
-#~ msgstr "X'e Aynala"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Y'ye Aynala"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Çözüm oluşturuluyor..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "C# projesi üretiliyor..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Çözüm oluşturma başarısız."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Çözüm kaydetme başarısız."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "C# projesi oluşturma başarısız."
-
-#~ msgid "Mono"
-#~ msgstr "Tekli"
-
-#~ msgid "About C# support"
-#~ msgstr "C# desteği hakkında"
-
-#~ msgid "Create C# solution"
-#~ msgstr "C# Çözümü oluştur"
-
-#~ msgid "Builds"
-#~ msgstr "İnşalar"
-
-#~ msgid "Build Project"
-#~ msgstr "Projeyi İnşa et"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "Dosyaları Görüntüle"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment bir Environment kaynağı gerektirir."
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "Sınıfları Ara"
-
-#~ msgid "Update Always"
-#~ msgstr "Sürekli Güncelle"
-
-#~ msgid "Raw Mode"
-#~ msgstr "Ham Kip"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Düğüm Yolu:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Seçili dosyalar silinsin mi?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "'res://default_bus_layout.tres' dosyası bulunamadı."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Üst klasöre git"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Sahne(ler) Aç"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Önceki Dizin"
-
-#~ msgid "Next Directory"
-#~ msgstr "Sıradaki Dizin"
-
-#~ msgid "Ease in"
-#~ msgstr "Açılma"
-
-#~ msgid "Ease out"
-#~ msgstr "Kararma"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Dışbükey Durağan Gövde Oluştur"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "OnayKutusu Radyo1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "OnayKutusu Radyo2"
-
-#~ msgid "Create folder"
-#~ msgstr "Klasör Oluştur"
-
-#, fuzzy
-#~ msgid "Custom Node"
-#~ msgstr "Düğümleri Kes"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Geçersiz Yol"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "IzgaraHaritası Seçimi Çoğalt"
-
-#~ msgid "Create Area"
-#~ msgstr "Alan Oluştur"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Dış Bağlayıcı Oluştur"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Sinyal Değiştirgenlerini Düzenle:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Değişkeni Düzenle:"
-
-#, fuzzy
-#~ msgid "Snap (s): "
-#~ msgstr "Yapış (Noktalara):"
-
-#, fuzzy
-#~ msgid "Insert keys."
-#~ msgstr "Anahtarları Gir"
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "Seçilen sahneyi/sahneleri seçilen düğüme çocuk olarak örneklendir."
-
-#, fuzzy
-#~ msgid "Font Size:"
-#~ msgstr "Kaynak Yazı Türü Boyutu:"
-
-#~ msgid "Line:"
-#~ msgstr "Satır:"
-
-#~ msgid "Col:"
-#~ msgstr "Sütun:"
-
-#, fuzzy
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "PathFollow2D yalnızca Path2D düğümünün çocuğu olarak ayarlanınca çalışır."
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "Nokta Ekle"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "Geçersiz yol!"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Noktayı kaldır"
-
-#, fuzzy
-#~ msgid "Poly"
-#~ msgstr "Çokluyu Düzenleyin"
-
-#, fuzzy
-#~ msgid "Splits"
-#~ msgstr "Yolu Ayır"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "Düğüm Ekle"
-
-#~ msgid "Create from scene?"
-#~ msgstr "Sahneden mi oluşturulsun?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Çoklu Oluşturun"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Sıfırdan yeni bir çokgen oluşturun"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Uzaklaştır"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Yaklaştır"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Çoklu3B Oluştur"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Bu düğümde OccluderPolygon2D kaynağı yok.\n"
-#~ "Oluştur ve bir tane ata?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "LMB: Taşıma Noktası."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl + LMB: Parçayı Böl."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "RMB: Noktayı Sil."
-
-#, fuzzy
-#~ msgid "New TextFile"
-#~ msgstr "Dosyaları Görüntüle"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Temayı Farklı Kaydet"
-
-#~ msgid "<None>"
-#~ msgstr "<Yok>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Simge olarak kullanmak işin alt-karo seç, bu aynı zamanda geçersiz oto-"
-#~ "karo bağlantılarında kullanılacaktır."
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Yaklaş (%):"
-
-#~ msgid "Class List:"
-#~ msgstr "Sınıf Listesi:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Açık Metodlar"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Açık Metotlar:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Grafik Arayüzü Tema Öğeleri:"
-
-#, fuzzy
-#~ msgid "Property: "
-#~ msgstr "Özellik:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Klasör durumunu Beğenilen olarak değiştir"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "Şuanki düzenlenmiş alt-döşemeyi seç."
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Tam Kelimeler"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Büyük/Küçük Harf Eşleştir"
-
-#~ msgid "Ok"
-#~ msgstr "Tamam"
-
-#~ msgid "Show In File System"
-#~ msgstr "Dosya Sisteminde Göster"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Sınıf hiyerarşisi ara."
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Sınıfları Ara"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Gömülü betik dosyaları yalnızca ait oldukları sahne yüklendiğinde "
-#~ "düzenlenebilirler"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Büyük Harfe Dönüştür"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Küçük Harfe Dönüştür"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "0 Düzeyde Döndür"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "90 Düzeyde Döndür"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "180 Düzeyde Döndür"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "270 Düzeyde Döndür"
-
-#~ msgid "Errors:"
-#~ msgstr "Hatalar:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "İzi Yığ (uygulanabilirse):"
-
-#~ msgid "Bake!"
-#~ msgstr "Pişir!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Yönlendirici örüntüsünü pişir."
-
-#~ msgid "Get"
-#~ msgstr "Al"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "RGB Sabitini Değiştir"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Vec Basamaklı İşletmeni Değiştir"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "RGB İşletmenini Değiştir"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Yalnız Döndürmeye Geçiş Yap"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Vec İşlevini Değiştir"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "RGB Tekdüzenini Değiştir"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Varsayılan Değeri Değiştir"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "XForm Tekdüzenini Değiştir"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Küp Eşleşme Tekdüzenini Değiştir"
-
-#~ msgid "Change Comment"
-#~ msgstr "Yorumu Değiştir"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Renk Yokuşuna Ekle / Kaldır"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Renk Yokuşunu Değiştir"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Eğri Haritası Ekle / Kaldır"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Eğri Haritasını Değiştir"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "Çizge Düğümlerini Bağla"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Gölgelendirici Çizge Düğümünü Kaldır"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Gölgelendirici Çizge Düğümünü Taşı"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Grafik Düğüm(lerini) Çoğalt"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Hata: Döngüsel Bağlantı Bağlantısı"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Hata: Girdi Bağlantıları Eksik"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Gölgelendirici Çizge Düğümü Ekle"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Animasyon İzini Yukarı Taşı"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Animasyon İzini Aşağı Taşı"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Geçişleri Şuna Ayarla:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Anim İzi Değişikliği İnterpolasyonu"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Animasyon İzi Değişikliği Kipi"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Animasyon İzi Değişikliği Sarmalama Kipi"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Düğüm Eğrisini Düzenle"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Seçim Eğrisini Düzenle"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Animasyon Anahtar Ekle"
-
-#~ msgid "In"
-#~ msgstr "Giriş"
-
-#~ msgid "Out"
-#~ msgstr "Çıkış"
-
-#~ msgid "In-Out"
-#~ msgstr "Giriş-Çıkış"
-
-#~ msgid "Out-In"
-#~ msgstr "Çıkış-Giriş"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Animasyon Uzunluğunu Değiştir"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Animasyon Döngüsünü Değiştir"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Animasyon Yazılı Değer Anahtarı Oluştur"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Animasyon Çağrı İzi Ekle"
-
-#~ msgid "Length (s):"
-#~ msgstr "Uzunluk (sn):"
-
-#~ msgid "Step (s):"
-#~ msgstr "Adım (sn):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "İmleç basamak yapışması (saniye)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Animasyon yinelemesini Aç/Kapat."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Yeni izler ekle."
-
-#~ msgid "Move current track up."
-#~ msgstr "Mevcut izi yukarı taşı."
-
-#~ msgid "Move current track down."
-#~ msgstr "Mevcut izi aşağı taşı."
-
-#~ msgid "Track tools"
-#~ msgstr "İz araçları"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Anahtarlara tıklayarak tek tek düzenlemeyi etkinleştir."
-
-#~ msgid "Key"
-#~ msgstr "Anahtar"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Hangi Düğümdeki İşlevler Çağrılsın?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Teşekkürler!"
-
-#~ msgid "I see..."
-#~ msgstr "Anlıyorum..."
-
-#~ msgid "Ugh"
-#~ msgstr "Öff"
-
-#~ msgid "Run Script"
-#~ msgstr "Betiği Çalıştır"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Kesitlemeyi Durdur"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Kesitlemeyi Başlat"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Varsayılan (Düzenleyici İle Aynı)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Oynatıcıda yeni animasyon oluşturun."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Animasyonu diskten yükle."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Bir animasyonu diskten yükle."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Geçerli animasyonu kaydet"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Amaçlanan Karışma Zamanlarını Düzenle"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Animasyonu Tıpkıla"
-
-#~ msgid "Fetching:"
-#~ msgstr "Alınıyor:"
-
-#~ msgid "prev"
-#~ msgstr "önceki"
-
-#~ msgid "next"
-#~ msgstr "sonraki"
-
-#~ msgid "last"
-#~ msgstr "son"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "IK Zincirini Düzenle"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Pivotu Fare pozisyonundan sürükle"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Pivotu fare pozisyonunda ayarla"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Renk Yokuşu Noktası Ekle / Kaldır"
-
-#~ msgid "OK :("
-#~ msgstr "Tamam :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "İskelet Gizmo görünürlüğü"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "StyleBox Önizleme:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Doku Bölgesi Düzenleyicisi"
-
-#~ msgid "Erase selection"
-#~ msgstr "Seçimi Sil"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Öğe adı yada kimliği:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "Bu platform için dışa aktarma şablonları eksik/bozulmuş: "
-
-#~ msgid "Button 8"
-#~ msgstr "Düğme 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Düğme 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Örneği Boşalt"
-
-#~ msgid "Clear!"
-#~ msgstr "Temiz!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Uzaysal Görünürlüğü Aç / Kapat"
-
-#~ msgid "Condition"
-#~ msgstr "Koşul"
-
-#~ msgid "Sequence"
-#~ msgstr "Dizi"
-
-#~ msgid "Switch"
-#~ msgstr "Anahtar"
-
-#~ msgid "Iterator"
-#~ msgstr "Yineleyici"
-
-#~ msgid "While"
-#~ msgstr "İken"
-
-#~ msgid "Return"
-#~ msgstr "Döndür"
-
-#~ msgid "Call"
-#~ msgstr "Çağır"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Değişkeni Düzenle"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Sinyal Düzenle"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "Geçersiz işlem (her şey ancak şu '/' ya da şuna ':' gider)."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "'/' veya ':' içeremez"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Şablonların içinde geçersiz version.txt formatı. Revizyon geçerli bir "
-#~ "tanımlayıcı değil."
-
-#~ msgid "Can't write file."
-#~ msgstr "Dosyaya yazılamıyor."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "Proje yolunda proje.godot alınamadı."
-
-#~ msgid "Replace By"
-#~ msgstr "Şununla Değiştir"
-
-#~ msgid "Backwards"
-#~ msgstr "Tersten"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Değişimi Sor"
-
-#~ msgid "Skip"
-#~ msgstr "Geç"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr ""
-#~ "Projen boş olmayan bir klasörde oluşturulacak (yeni bir klasör oluşturmak "
-#~ "isteyebilirsin)."
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "Yaşa BE!"
-
-#~ msgid "preview"
-#~ msgstr "önizleme"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Hareket Anahtar Ekle"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Üyelik Oluştur"
-
-#~ msgid "List:"
-#~ msgstr "Liste:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "Yayma Maskesini Ayarla"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "Yayıcıyı Temizle"
-
-#~ msgid " "
-#~ msgstr " "
-
-#~ msgid "Sections:"
-#~ msgstr "Bölümler:"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr "Kaynak:"
-
-#, fuzzy
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "Noktayı Eğriden Kaldır"
-
-#, fuzzy
-#~ msgid "Add Point to Line2D"
-#~ msgstr "Noktayı Eğriye Ekle"
-
-#, fuzzy
-#~ msgid "Move Point in Line2D"
-#~ msgstr "Noktayı Eğriye Taşı"
-
-#, fuzzy
-#~ msgid "Split Segment (in line)"
-#~ msgstr "Parçayı Ayır (eğriye göre)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "Ayarlar"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "Dolaylı Denetçi"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "Canlı Sahne Ağacı:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "Dolaylı Nesne Özellikleri: "
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "Yalnızca Seçim"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "Yalnızca Seçim"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Yol niteliği çalışması için geçerli bir Viewport düğümüne işaret "
-#~ "etmelidir. Bu tür Viewport 'işleyici amacı' biçimine ayarlanmalıdır."
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "Bu sprite'ın çalışması için yol niteliğinde ayarlanan Viewport durumu "
-#~ "'işleyici amacı' olarak ayarlanmalıdır."
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "'%s' İçin Yöntem Dizelgesi:"
-
-#~ msgid "Arguments:"
-#~ msgstr "Değiştirgenler:"
-
-#~ msgid "Return:"
-#~ msgstr "Döndür:"
-
-#~ msgid "Added:"
-#~ msgstr "Eklenen:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "Atlas alt dokusu kaydedilemedi:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "Kurulum..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "Sahne yüklenirken sorun oluştu."
-
-#~ msgid "Re-Import"
-#~ msgstr "Yeniden İçe Aktar"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "Tarama için bitmesini bekleyin."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "Yeniden içe aktarmak için şu anki sahneyi kaydet."
-
-#~ msgid "Re-Importing"
-#~ msgstr "Yeniden-İçe Aktarım"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "Değiştirilmiş Kaynakları Yeniden İçe Aktar"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr "Kaydet & Yeniden İçe Aktar"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "Özdeş kaynak ve varış dizeçleri, hiçbir şey yapılmıyor."
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "Özdeş kaynak ve varış yolları, hiçbir şey yapılmıyor."
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "Dizinleri kendi içlerine taşıyamazsınız."
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "Şunun için yeni ad ile konum seçin:"
-
-#~ msgid "Info"
-#~ msgstr "Bilgi"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "Alınacak hiç bit örteci yok!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "Amaçlanan dizeç yolu boş."
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "Amaçlanan yol, tam bir kaynak yolu olmalıdır."
-
-#~ msgid "Target path must exist."
-#~ msgstr "Amaçlanan dizeç yolu var olmalı."
-
-#~ msgid "Import BitMasks"
-#~ msgstr "BitMasks İçe Aktar"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "Kaynak Doku(lar):"
-
-#~ msgid "Target Path:"
-#~ msgstr "Amaçlanan Dizeç Yolu :"
-
-#~ msgid "Accept"
-#~ msgstr "Kabul"
-
-#~ msgid "Bit Mask"
-#~ msgstr "Bit Örteci"
-
-#~ msgid "No source font file!"
-#~ msgstr "Kaynak yazı türü dizeci yok!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "Amaçlanan yazı türü kaynağı yok!"
-
-#, fuzzy
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "Geçersiz dizeç uzantısı.\n"
-#~ "Lütfen .fnt uzantısını kullanın."
-
-#~ msgid "Couldn't save font."
-#~ msgstr "Yazı türü kaydedilemedi."
-
-#~ msgid "Source Font:"
-#~ msgstr "Yazı Türü Kaynağı:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "Varış Kaynağı:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr "Hızlı kahverengi tilki üşengeç köpeğin üstünden atlar."
-
-#~ msgid "Test:"
-#~ msgstr "Deneme:"
-
-#~ msgid "Options:"
-#~ msgstr "Seçenekler:"
-
-#~ msgid "Font Import"
-#~ msgstr "Yazı Türü İçe Aktar"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr ""
-#~ "Bu dizeç zaten bir Godot yazı türü dizecidir , lütfen bunun yerine bir "
-#~ "BMFont türü dizeci sağlayın."
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "BMFont dizeci olarak açma başarısız oldu."
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "Geçersiz yazı türü özel kaynağı."
-
-#~ msgid "No meshes to import!"
-#~ msgstr "İçe aktarılacak örüntü yok!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "Tekil Örüntü İçe Aktar"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "Kaynak Örüntü(leri):"
-
-#~ msgid "Surface %d"
-#~ msgstr "Yüzey %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "Alınacak örnek yok!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "Ses Örneklerini İçe Aktar"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "Kaynak Örnek(leri):"
-
-#~ msgid "Audio Sample"
-#~ msgstr "Ses Örneği"
-
-#~ msgid "New Clip"
-#~ msgstr "Yeni Parça"
-
-#~ msgid "Flags"
-#~ msgstr "Bayraklar"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "FPS'i Pişir:"
-
-#~ msgid "Optimizer"
-#~ msgstr "İyileştirici"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "En üst Doğrusal Sorun"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "En üst Açısal Sorun"
-
-#~ msgid "Max Angle"
-#~ msgstr "En üst Açı"
-
-#~ msgid "Start(s)"
-#~ msgstr "Başlangıç(lar)"
-
-#~ msgid "Source path is empty."
-#~ msgstr "Kaynak yol boş."
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "İçe aktarma sonrası betik dizeci yüklenemedi."
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "İçe aktarma sonrası için geçersiz/bozuk betik dizeci."
-
-#~ msgid "Error importing scene."
-#~ msgstr "İçe aktarırken sorun oluştu."
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "3B Sahneyi İçe Aktar"
-
-#~ msgid "Source Scene:"
-#~ msgstr "Kaynak Sahne:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "Hedef Sahne ile Aynı"
-
-#~ msgid "Shared"
-#~ msgstr "Paylaşılan"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "Amaçlanan Doku Dizini:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "Özel Kök Düğüm Türü:"
-
-#~ msgid "Auto"
-#~ msgstr "Kendiliğinden"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "Aşağıdaki Dizeçler Eksik:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "Yine de İçe Aktar"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr ""
-#~ "Düzenlenen sahne kaydedilmedi, yine de içe aktarılan sahne açılsın mı?"
-
-#~ msgid "Import Image:"
-#~ msgstr "Bedizi İçe Aktar:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "Yol yerelleştirilemedi: %s (zaten yerel)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "3B Sahne Canlandırması"
-
-#~ msgid "Uncompressed"
-#~ msgstr "Sıkıştırılmamış"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "Kayıpsız Sıkıştırma (PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "Kayıplı Sıkıştırma (WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "Sıkıştır (VRAM)"
-
-#~ msgid "Texture Format"
-#~ msgstr "Doku Biçemi"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "Doku Sıkıştırma Niteliği (WebP):"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "Lütfen bazı dizeçleri belirtin!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "Atlas için en az bir dizeç gerekli."
-
-#~ msgid "Error importing:"
-#~ msgstr "İçe aktarırken sorun:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "En üst Doku Boyutu:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "Dokuları Atlas(2B) için içe aktar"
-
-#~ msgid "Large Texture"
-#~ msgstr "Geniş Doku"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "Büyük Boyutlu(2D) Dokuları İçe Aktar"
-
-#~ msgid "Source Texture"
-#~ msgstr "Kaynak Doku"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "Temel Atlas Doku"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "Kaynak Doku(lar)"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "2B için Dokuları İçe Aktar"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "3B için Dokuları İçe Aktar"
-
-#~ msgid "Import Textures"
-#~ msgstr "Dokuları İçe Aktar"
-
-#~ msgid "2D Texture"
-#~ msgstr "2B Doku"
-
-#~ msgid "3D Texture"
-#~ msgstr "3B Doku"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "Atlas Doku"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "UYARI: 2B dokuların içe aktarılması zorunlu değildir. Png / jpg "
-#~ "dizeçlerini tasarıya tıpkılamanız yeterlidir."
-
-#~ msgid "Crop empty space."
-#~ msgstr "Boş alanı kırp."
-
-#~ msgid "Texture"
-#~ msgstr "Doku"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "Büyük Dokuyu İçe Aktar"
-
-#~ msgid "Load Source Image"
-#~ msgstr "Kaynak Bedizi Yükle"
-
-#~ msgid "Slicing"
-#~ msgstr "Dilimleme"
-
-#~ msgid "Saving"
-#~ msgstr "Kaydediyor"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "Büyük doku kaydedilemedi:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "Atlası Şunun için Oluştur:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "Bediz Yükleniyor:"
-
-#~ msgid "Converting Images"
-#~ msgstr "Bedizleri Dönüştürüyor"
-
-#~ msgid "Cropping Images"
-#~ msgstr "Bedizleri Kırpıyor"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "Atlas bedizi kaydedilemedi:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "Geçersiz çeviri kaynağı!"
-
-#~ msgid "Column"
-#~ msgstr "Dikeç"
-
-#~ msgid "No items to import!"
-#~ msgstr "Alınacak öğe yok!"
-
-#~ msgid "No target path!"
-#~ msgstr "Amaçlanan yol yok!"
-
-#~ msgid "Import Translations"
-#~ msgstr "Çevirileri İçe Aktar"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "Alınamadı!"
-
-#~ msgid "Import Translation"
-#~ msgstr "Çeviriyi İçe Aktar"
-
-#~ msgid "Source CSV:"
-#~ msgstr "Kaynak CSV:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "İlk Sırayı Yoksay"
-
-#~ msgid "Compress"
-#~ msgstr "Sıkıştır"
-
-#, fuzzy
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "Tasarıya Ekle (engine.cfg)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "Dilleri İçe Aktar:"
-
-#~ msgid "Translation"
-#~ msgstr "Çeviri"
-
-#~ msgid "Triangle #"
-#~ msgstr "Üçgen #"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "Işık Pişirici Kurulumu:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "Işıkları Sabitliyor"
-
-#~ msgid "Making BVH"
-#~ msgstr "BVH Yapıyor"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "Doku Paylaşımı #"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "Pişirme Üçgeni #"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "İşleme-Sonrası Dokusu #"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr ""
-#~ "Işık haritası sekağacı pişirme işlemini sıfırlayın (baştan başlayın)."
-
-#~ msgid "Zoom Set..."
-#~ msgstr "Yakınlaşmayı Ayarla..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "BBCode'u Ayrıştır"
-
-#~ msgid "Length:"
-#~ msgstr "Uzunluk:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "Örnek Dizeçleri Aç"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "SORUN: Örnek yüklenemedi!"
-
-#~ msgid "Add Sample"
-#~ msgstr "Örnek Ekle"
-
-#~ msgid "Rename Sample"
-#~ msgstr "Örneği Yeniden Addlandır"
-
-#~ msgid "Delete Sample"
-#~ msgstr "Örneği Sil"
-
-#~ msgid "16 Bits"
-#~ msgstr "16 bit"
-
-#~ msgid "8 Bits"
-#~ msgstr "8 Bit"
-
-#~ msgid "Stereo"
-#~ msgstr "Çiftli"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "Şuna %s%% Ölçeklendiriliyor."
-
-#~ msgid "Bucket"
-#~ msgstr "Kova"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "Geçersiz tasarı yolu, yolun var olması gerekir!"
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "Geçersiz tasarı yolu, engine.cfg var olmaması gerekir."
-
-#, fuzzy
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "Geçersiz tasarı yolu, engine.cfg var olması gerekir."
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "Tasarı Yolu (Var Olması Gerekir):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "Yeni Kaynak Oluştur"
-
-#~ msgid "Open Resource"
-#~ msgstr "Kaynak Aç"
-
-#~ msgid "Save Resource"
-#~ msgstr "Kaynağı Kaydet"
-
-#~ msgid "Resource Tools"
-#~ msgstr "Kaynak Araçları"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "Dizeç"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "Sahneyi kapatsın mı? (Kaydedilmemiş değişiklikler yok olacak)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "Tasarı Yöneticisini Aç\n"
-#~ "(Kaydedilmemiş değişiklikler kaybolacak!)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "Önc. Sahneye Git sekmesini Kapat"
-
-#~ msgid "Del"
-#~ msgstr "Sil"
-
-#~ msgid "just pressed"
-#~ msgstr "yeni basıldı"
-
-#, fuzzy
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr ""
-#~ "Onay belgesi dizeci okunamadı. Yol ve gizyazının her ikisi de doğru mu?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "Çıkın imzasını oluşturmada sorun."
-
-#, fuzzy
-#~ msgid "RAW Mode"
-#~ msgstr "Çalışma Biçimi:"
-
-#~ msgid "Node From Scene"
-#~ msgstr "Sahneden Düğüm(node)"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "Varlıkları tasarının içine aktar."
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "Tasarıyı pek çok ortama aktarın."
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "Dış kaynaklar değişince uyarır."
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "https://godotengine.org bağlantısını öğreticiler bölümünde aç."
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "Örnek vermek için hiçbir sahne seçilmedi!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "Göstergede Örnekle"
-
-#~ msgid "Use Default Light"
-#~ msgstr "Önyüklü Işık Kullan"
-
-#~ msgid "Default Light Normal:"
-#~ msgstr "Önyüklü Işığın Olağanı:"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "Ortam Işığı Rengi:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "Geçersiz ata bölüt adı"
-
-#~ msgid "Valid chars:"
-#~ msgstr "Geçerli damgalar:"
-
-#~ msgid "Valid name"
-#~ msgstr "Uygun ad"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "Bölüt adı geçersiz!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "Ata bölüt adı geçersiz!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr ""
-#~ "Yol niteliği çalışması için geçerli bir Particles2D düğümünü işaret "
-#~ "etmelidir."
-
-#~ msgid "Surface"
-#~ msgstr "Yüzey"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "SamplePlayer ın ses çalması için bir SampleLibrary kaynağı oluşturulmalı "
-#~ "veya 'örnekler' niteliğinde ayarlanmalıdır."
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "SpatialSamplePlayer 'ın ses çalması için bir SampleLibrary kaynağı "
-#~ "oluşturulmalı veya 'örnekler' niteliğinde ayarlanmalıdır."
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "%d Olgusu(ları) ile Değiştirildi."
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "Çevirilebilir Metinleri Kaydet"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "Betik Seçeneklerini Düzenle"
-
-#~ msgid "Error exporting project!"
-#~ msgstr "Tasarı gönderilirken sorun oluştu!"
-
-#~ msgid "Error writing the project PCK!"
-#~ msgstr "Tasarının PCK'ini yazarken sorun oluştu!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "Şu anda '%s' ortamı için dışa aktarıcı yok."
-
-#~ msgid "Create Android keystore"
-#~ msgstr "Android Dokunaç Yığımı Oluştur"
-
-#~ msgid "Organizational unit"
-#~ msgstr "Kuruluşsal birim"
-
-#~ msgid "Organization"
-#~ msgstr "Kuruluş"
-
-#~ msgid "City"
-#~ msgstr "Şehir"
-
-#~ msgid "2 letter country code"
-#~ msgstr "2 damgalı ülke imi"
-
-#~ msgid "User alias"
-#~ msgstr "Kullanıcı takma adı"
-
-#~ msgid "Password"
-#~ msgstr "Gizyazı"
-
-#~ msgid "at least 6 characters"
-#~ msgstr "en az 6 geçerli damga"
-
-#~ msgid "File name"
-#~ msgstr "Dizeç adı"
-
-#~ msgid "Path : (better to save outside of project)"
-#~ msgstr "Yol: (tasarının dışında kaydetmek daha iyi)"
-
-#~ msgid ""
-#~ "Release keystore is not set.\n"
-#~ "Do you want to create one?"
-#~ msgstr ""
-#~ "Serbest bırakma dokunaç yığımı ayarlanmadı.Bir tane oluşturmak mı ister "
-#~ "misin?"
-
-#~ msgid "Fill Keystore/Release User and Release Password"
-#~ msgstr "Dokunaç Yığımını Doldur/Kullanıcıyı Bırak ve Gizyazıyı Bırak"
-
-#~ msgid "Include"
-#~ msgstr "Katıştır"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "Öbek adı boş olamaz!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "Öbek adında geçersiz damga!"
-
-#~ msgid "Add Image Group"
-#~ msgstr "Bediz Öbeği Ekle"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "Tasarıyı Dışa Aktarma Ayarları"
-
-#~ msgid "Export to Platform"
-#~ msgstr "Ortama Aktar"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "Tasarı dizinindeki tüm dizeçleri dışa aktarın."
-
-#~ msgid "Convert text scenes to binary on export."
-#~ msgstr "Dışa aktarmada yazı sahnelerini ikili hale getirin."
-
-#~ msgid "Images"
-#~ msgstr "Bedizler"
-
-#~ msgid "Keep Original"
-#~ msgstr "Özgün Tut"
-
-#~ msgid "Compress for Disk (Lossy, WebP)"
-#~ msgstr "Saklak İçin Sıkıştır (Kayıplı, WebP)"
-
-#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
-#~ msgstr "RAM için Sıkıştır (BC / PVRTC / ETC)"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "Bedizleri Dönüştür (*.png):"
-
-#~ msgid "Compress for Disk (Lossy) Quality:"
-#~ msgstr "Saklak İçin Sıkıştır (Kayıplı) Nitelik:"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "Tüm Bedizleri Küçült:"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "Sıkıştırma Biçemleri:"
-
-#~ msgid "Groups:"
-#~ msgstr "Öbekler:"
-
-#~ msgid "Compress Disk"
-#~ msgstr "Saklağı Sıkıştır"
-
-#~ msgid "Compress RAM"
-#~ msgstr "RAM'i Sıkıştır"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "Sıkıştırma Biçimi:"
-
-#~ msgid "Lossy Quality:"
-#~ msgstr "Kayıplı Nitelik:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "Küçült:"
-
-#~ msgid "Images:"
-#~ msgstr "Bedizler:"
-
-#~ msgid "Sample Conversion Mode: (.wav files):"
-#~ msgstr "Örnek Dönüşüm Biçimi: (.wav dizeçleri):"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "Sıkıştır (RAM - IMA-ADPCM)"
-
-#~ msgid "Sampling Rate Limit (Hz):"
-#~ msgstr "Örnekleme Oranının Sınırı (Hz):"
-
-#~ msgid "Trim"
-#~ msgstr "Buda"
-
-#~ msgid "Trailing Silence:"
-#~ msgstr "Sessizliği İzliyor:"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "Tasarı PCK Dışa Aktar"
-
-#~ msgid "Project Export"
-#~ msgstr "Tasarı Dışa Aktar"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance, bir BakedLight kaynağı içermez."
-
-#~ msgid "Lighting"
-#~ msgstr "Aydınlatma"
-
-#~ msgid "Global"
-#~ msgstr "Bütünsel"
-
-#~ msgid ""
-#~ "This item cannot be made visible because the parent is hidden. Unhide the "
-#~ "parent first."
-#~ msgstr ""
-#~ "Ata gizli olduğu için bu öğe görünür hale getirilemiyor. Önce atayı "
-#~ "göster."
-
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "Yollar '/' ile başlayamaz, mutlak yollar 'res://', 'user://' veya "
-#~ "'local://' ile başlamalıdır"
-
-#~ msgid "File exists"
-#~ msgstr "Dosya mevcut"
-
-#~ msgid "Valid path"
-#~ msgstr "Geçerli yol"
diff --git a/editor/translations/uk.po b/editor/translations/uk.po
index 69a744609d..8e5ea1ff2e 100644
--- a/editor/translations/uk.po
+++ b/editor/translations/uk.po
@@ -14676,1372 +14676,3 @@ msgstr "Призначення однорідного."
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Сталі не можна змінювати."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Створити вільну позу (з кісток)"
-
-#~ msgid "Bottom"
-#~ msgstr "Знизу"
-
-#~ msgid "Left"
-#~ msgstr "Зліва"
-
-#~ msgid "Right"
-#~ msgstr "Справа"
-
-#~ msgid "Front"
-#~ msgstr "Спереду"
-
-#~ msgid "Rear"
-#~ msgstr "Ззаду"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "Штука без назви"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "«.Степені свободи» працюють, лише якщо «Режим Xr» має значення «Oculus "
-#~ "Mobile VR»."
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "«Врахуванням фокуса» можна скористатися, лише якщо «Режим Xr» дорівнює "
-#~ "«Oculus Mobile VR»."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Вміст пакунка:"
-
-#~ msgid "Singleton"
-#~ msgstr "Одинак (шаблон проєктування)"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Витерти профіль «%s»? (не можна скасувати)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Увімкнені властивості:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Увімкнені можливості:"
-
-#~ msgid "Unset"
-#~ msgstr "Не встановлено"
-
-#~ msgid "Class Options"
-#~ msgstr "Параметри класу"
-
-#~ msgid "Set"
-#~ msgstr "Множина"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Збережено змінених ресурсів: %s."
-
-#~ msgid "Q&A"
-#~ msgstr "Запитання та відповіді"
-
-#~ msgid "Status:"
-#~ msgstr "Статус:"
-
-#~ msgid "Edit:"
-#~ msgstr "Редагувати:"
-
-#~ msgid "Redownload"
-#~ msgstr "Отримати повторно"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Встановлено)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Відсутній)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Запит не вдався."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Циклічне переспрямування."
-
-#~ msgid "Download Complete."
-#~ msgstr "Завантаження закінчено."
-
-#~ msgid "Remove Template"
-#~ msgstr "Вилучити шаблон"
-
-#~ msgid "Download Templates"
-#~ msgstr "Завантажити шаблони"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "Виберіть дзеркало зі списку: (Shift+клацання: відкрити у браузері)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Пересунути до смітника"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Розгорнути всі властивості"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Згорнути всі властивості"
-
-#~ msgid "Copy Params"
-#~ msgstr "Копіювати параметри"
-
-#~ msgid "Open in Help"
-#~ msgstr "Відкрити у довідці"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Перевизначення камери гри\n"
-#~ "Немає запущеного екземпляра гри."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Перетягування: Поворот"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr ""
-#~ "Натисніть 'V', щоб змінити Pivot, 'Shift + V' для перетягування Pivot "
-#~ "(під час переміщення)."
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Альт+ПКМ: Список вибору глибини"
-
-#~ msgid "Clone Down"
-#~ msgstr "Клонувати вниз"
-
-#~ msgid "Yaw"
-#~ msgstr "Відхилення"
-
-#~ msgid "Size"
-#~ msgstr "Розмір"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Перетягування: Обертати\n"
-#~ "Alt+Перетягування: Пересунути\n"
-#~ "Alt+Права кнопка: Вибір у списку за глибиною"
-
-#~ msgid "Sep.:"
-#~ msgstr "Роздільник:"
-
-#~ msgid "Add All"
-#~ msgstr "Додати усі"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Меню редагування теми."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Створити порожній шаблон"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Створити порожній шаблон редактора"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Створити на основі поточної теми редактора"
-
-#~ msgid "Data Type:"
-#~ msgstr "Тип даних:"
-
-#~ msgid "Theme File"
-#~ msgstr "Файл теми"
-
-#~ msgid "Compiled"
-#~ msgstr "Зібрано"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Вилучити %d проєктів зі списку?\n"
-#~ "Вміст тек проєктів змінено не буде."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Вилучити цей проєкт зі списку?\n"
-#~ "Вміст теки не буде змінено."
-
-#~ msgid "Templates"
-#~ msgstr "Шаблони"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "Додати переспрямований шлях"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Не можна виконувати із кореневим вузлом."
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "Не вдалося розпізнати файл зображення заставки:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Використання типового файлу зображення заставки."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Відтворювач анімації не може відтворювати сам себе, лише інші "
-#~ "відтворювачі анімації."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Буфер обміну порожній"
-
-#~ msgid ""
-#~ "Godot editor was built without ray tracing support; lightmaps can't be "
-#~ "baked.\n"
-#~ "If you are using an Apple Silicon-based Mac, try forcing Rosetta "
-#~ "emulation on Godot.app in the application settings\n"
-#~ "then restart the editor."
-#~ msgstr ""
-#~ "Редактор Godot було зібрано без підтримки трасування променів; мапи "
-#~ "освітлення створити не вдасться.\n"
-#~ "Якщо ви користуєтеся Mac на основі Apple Silicon, спробуйте примусово "
-#~ "встановити емуляцію Rosetta для Godot.app у параметрах програми,\n"
-#~ "а потім перезапустіть редактор."
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr ""
-#~ "InterpolatedCamera вважається застарілою, її буде вилучено у Godot 4.0."
-
-#~ msgid "No"
-#~ msgstr "Ні"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Ця сцена ніколи не була збережена. Зберегти перед запуском?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "У параметрах редактора не налаштовано виконуваного файла ADB."
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "У параметрах редактора не налаштовано jarsigner з OpenJDK."
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr ""
-#~ "Нетипове збирання потребує коректного шляху до SDK для Android у "
-#~ "параметрах редактора."
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(Лишилося часу: %d:%02d с)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "Побудова сітки: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "Освітлення сітки: "
-
-#~ msgid "Search complete"
-#~ msgstr "Пошук завершено"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "Не було вказано повідомлення щодо внеску"
-
-#~ msgid "Add a commit message"
-#~ msgstr "Додати повідомлення щодо внеску"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "У вказаному каталозі вже міститься тека або файл із вказано назвою."
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "Не вдалося завершити вирівнювання APK."
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "Не вдалося вилучити невирівняний APK."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Помилка при спробі зберегти компонування!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Типове компонування редактора перевизначено."
-
-#~ msgid "Move pivot"
-#~ msgstr "Пересунути опорну точку"
-
-#~ msgid "Move anchor"
-#~ msgstr "Пересунути прив'язку"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Змінити розмір CanvasItem"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "Полігон -> UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV -> полігон"
-
-#~ msgid "Add initial export..."
-#~ msgstr "Додати початкове експортування…"
-
-#~ msgid "Add previous patches..."
-#~ msgstr "Додати попередні латки…"
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "Вилучити латку «%s» зі списку?"
-
-#~ msgid "Patches"
-#~ msgstr "Латки"
-
-#~ msgid "Make Patch"
-#~ msgstr "Створити латку"
-
-#~ msgid "Pack File"
-#~ msgstr "Файл пакунка"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "Немає apk для збирання у: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "Бічна панель файлової системи та імпортування"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "При експорті або розгортанні, отриманий виконуваний файл буде намагатися "
-#~ "підключитися до IP цього комп'ютера, для налагодження."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr ""
-#~ "Поточна сцена ніколи не була збережена, будь ласка, збережіть її до "
-#~ "запуску."
-
-#~ msgid "Revert"
-#~ msgstr "Повернутися"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Цю дію не можна скасувати. Повернутися в будь-якому випадку?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "Повернути сцену"
-
-#~ msgid "Clear Script"
-#~ msgstr "Вилучити скрипт"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Відстеження помилок"
-
-#~ msgid "Request Docs"
-#~ msgstr "Запит щодо документації"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "Допоможіть у поліпшенні документації Godot наданням відгуків."
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Замінено %d випадок(-ів)."
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "Створити опукле статичне тіло"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "Не вдалося створити форми!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "Настанов щодо цього класу ще немає. Ви можете [color=$color][url="
-#~ "$url]створити їх[/url][/color] або [color=$color][url=$url2]надіслати "
-#~ "запит щодо їхнього створення[/url][/color]."
-
-#~ msgid "enum "
-#~ msgstr "перелічуваний "
-
-#~ msgid "Brief Description"
-#~ msgstr "Стислий опис"
-
-#~ msgid "Class Description"
-#~ msgstr "Опис класу"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Не вдалося експортувати проєкт, код помилки — %d."
-
-#~ msgid "Password:"
-#~ msgstr "Пароль:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "Сегменти ідентифікатора повинні мати ненульову довжину."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Не можна використовувати цифри як перші символи сегмента ідентифікатора."
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr ""
-#~ "Не можна використовувати символ «%s» як перший символ сегмента "
-#~ "ідентифікатора."
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "У ідентифікаторі має бути принаймні один роздільник «.»."
-
-#~ msgid "Pause the scene"
-#~ msgstr "Призупинити сцену"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Прилипання до сітки"
-
-#~ msgid "Add input +"
-#~ msgstr "Додати вхід +"
-
-#~ msgid "Language"
-#~ msgstr "Мова"
-
-#~ msgid "Inherits"
-#~ msgstr "Успадковує"
-
-#~ msgid "Base Type:"
-#~ msgstr "Базовий тип:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Доступні вузли:"
-
-#~ msgid "Input"
-#~ msgstr "Вхідні дані"
-
-#~ msgid "Methods:"
-#~ msgstr "Методи:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Властивості теми:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "Перелічуваний:"
-
-#~ msgid "Constants:"
-#~ msgstr "Константи:"
-
-#~ msgid "Class Description:"
-#~ msgstr "Опис класу:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "Описи властивостей:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Описи методів:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "У результаті виконання цієї дії буде встановлено проєкт Android для "
-#~ "нетипового збирання.\n"
-#~ "Зауважте, що для того, щоб ним можна було скористатися, його слід "
-#~ "увімкнути експортуванням набору правил."
-
-#~ msgid "Reverse sorting."
-#~ msgstr "Обернений порядок."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Вилучити вузли?"
-
-#~ msgid "No Matches"
-#~ msgstr "Немає збігів"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr ""
-#~ "Не вдається відкрити file_type_cache.cch для запису, не буде збережений "
-#~ "файл тип кешу!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr ""
-#~ "Неможливо перейти до '%s' , оскільки він не був знайдений в файловій "
-#~ "системі!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Помилка завантаження зображення:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "В зображенні немає пікселів з прозорістю > 128..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "Предок не має суцільних граней для заповнення."
-
-#~ msgid "Couldn't map area."
-#~ msgstr "Не вдалося відобразити ділянку."
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "Грані не містять ділянки!"
-
-#~ msgid "No faces!"
-#~ msgstr "Немає граней!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "Помилка: не вдалося завантажити файл."
-
-#~ msgid "Error could not load file."
-#~ msgstr "Помилка: не вдалося завантажити файл."
-
-#~ msgid "Doppler Enable"
-#~ msgstr "Ефект Доплера"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "Режим виділення (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "Режим пересування (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "Режим обертання (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "Режим масштабування (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "Локальні координати"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "Режим прилипання (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "Інструмент позначення"
-
-#~ msgid "Tool Move"
-#~ msgstr "Інструмент пересування"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "Інструмент обертання"
-
-#~ msgid "Tool Scale"
-#~ msgstr "Інструмент масштабування"
-
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr ""
-#~ "Вилучити усі проєкти, які не знайдено, зі списку? (Вміст тек не буде "
-#~ "змінено)"
-
-#~ msgid "Project List"
-#~ msgstr "Список проєктів"
-
-#~ msgid "Exit"
-#~ msgstr "Вихід"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "Не вдалося виконати інструмент PVRTC:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr ""
-#~ "Не вдалося завантажити перетворене зображення за допомогою засобу PVRTC:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Помилка ініціалізації FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Невідомий формат шрифту."
-
-#~ msgid "Error loading font."
-#~ msgstr "Помилка завантаження шрифту."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Некоректний розмір шрифту."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Попередня тека"
-
-#~ msgid "Next Folder"
-#~ msgstr "Наступна тека"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "Автоматично відкривати знімки вікон"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "Відкрити у зовнішньому редакторі зображень."
-
-#~ msgid "Reverse"
-#~ msgstr "Зворотний"
-
-#~ msgid "Mirror X"
-#~ msgstr "Віддзеркалити за X"
-
-#~ msgid "Mirror Y"
-#~ msgstr "Віддзеркалити за Y"
-
-#~ msgid "Generating solution..."
-#~ msgstr "Створення розв'язку..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "Створюємо проєкт C#..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "Не вдалося створити розв'язок."
-
-#~ msgid "Failed to save solution."
-#~ msgstr "Не вдалося зберегти розв'язок."
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "Не вдалося створити проєкт C#."
-
-#~ msgid "Mono"
-#~ msgstr "Моно"
-
-#~ msgid "About C# support"
-#~ msgstr "Про підтримку C#"
-
-#~ msgid "Create C# solution"
-#~ msgstr "Створити розв'язок C#"
-
-#~ msgid "Builds"
-#~ msgstr "Збирання"
-
-#~ msgid "Build Project"
-#~ msgstr "Зібрати проєкт"
-
-#~ msgid "View log"
-#~ msgstr "Переглянути журнал"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment потребує ресурсу Environment."
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Увімкнені класи"
-
-#~ msgid "Update Always"
-#~ msgstr "Завжди оновлювати"
-
-#~ msgid "'camera' input parameter for all shader modes."
-#~ msgstr "Вхідний параметр «camera» для усіх режимів шейдера."
-
-#~ msgid "'inv_camera' input parameter for all shader modes."
-#~ msgstr "Вхідний параметр «inv_camera» для усіх режимів шейдера."
-
-#~ msgid "'inv_projection' input parameter for all shader modes."
-#~ msgstr "Вхідний параметр «inv_projection» для усіх режимів шейдера."
-
-#~ msgid "'normal' input parameter for all shader modes."
-#~ msgstr "Вхідний параметр «normal» для усіх режимів шейдера."
-
-#~ msgid "'projection' input parameter for all shader modes."
-#~ msgstr "Вхідний параметр «projection» для усіх режимів шейдера."
-
-#~ msgid "'time' input parameter for all shader modes."
-#~ msgstr "Вхідний параметр «time» для усіх режимів шейдера."
-
-#~ msgid "'viewport_size' input parameter for all shader modes."
-#~ msgstr "Вхідний параметр «viewport_size» для усіх режимів шейдера."
-
-#~ msgid "'world' input parameter for all shader modes."
-#~ msgstr "Вхідний параметр «world» для усіх режимів шейдера."
-
-#~ msgid "'alpha' input parameter for all shader modes."
-#~ msgstr "Вхідний параметр «alpha» для усіх режимів шейдера."
-
-#~ msgid "'color' input parameter for all shader modes."
-#~ msgstr "Вхідний параметр «color» для усіх режимів шейдера."
-
-#~ msgid "'texture_pixel_size' input parameter for all shader modes."
-#~ msgstr "Вхідний параметр «texture_pixel_size» для усіх режимів шейдера."
-
-#~ msgid "'alpha' input parameter for vertex and fragment shader modes."
-#~ msgstr "Вхідний параметр «alpha» для режиму вершин і фрагментів шейдера."
-
-#~ msgid "'binormal' input parameter for vertex and fragment shader modes."
-#~ msgstr "Вхідний параметр «binormal» для режиму вершин і фрагментів шейдера."
-
-#~ msgid "'color' input parameter for vertex and fragment shader modes."
-#~ msgstr "Вхідний параметр «color» для режиму вершин і фрагментів шейдера."
-
-#~ msgid "'fragcoord' input parameter for fragment and light shader modes."
-#~ msgstr ""
-#~ "Вхідний параметр «fragcoord» для режимів фрагментів та світла шейдера."
-
-#~ msgid "'point_coord' input parameter for fragment shader mode."
-#~ msgstr "Вхідний параметр «point_coord» для режиму фрагментів шейдера."
-
-#~ msgid "'screen_uv' input parameter for fragment shader mode."
-#~ msgstr "Вхідний параметр «screen_uv» для режимів фрагментів шейдера."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader modes."
-#~ msgstr "Вхідний параметр «tangent» для режиму вершин і фрагментів шейдера."
-
-#~ msgid "'uv2' input parameter for vertex and fragment shader modes."
-#~ msgstr "Вхідний параметр «uv2» для режиму вершин і фрагментів шейдера."
-
-#~ msgid "'vertex' input parameter for vertex and fragment shader modes."
-#~ msgstr "Вхідний параметр «vertex» для режиму вершин і фрагментів шейдера."
-
-#~ msgid "'albedo' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «albedo» для режиму світла шейдера."
-
-#~ msgid "'attenuation' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «attenuation» для режиму світла шейдера."
-
-#~ msgid "'light' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «light» для режиму світла шейдера."
-
-#~ msgid "'light_color' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «light_color» для режиму світла шейдера."
-
-#~ msgid "'roughness' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «roughness» для режиму світла шейдера."
-
-#~ msgid "'specular' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «specular» для режиму світла шейдера."
-
-#~ msgid "'transmission' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «transmission» для режиму світла шейдера."
-
-#~ msgid "'modelview' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «modelview» для режиму вершин шейдера."
-
-#~ msgid "'point_size' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «point_size» для режиму вершин шейдера."
-
-#~ msgid "'tangent' input parameter for vertex and fragment shader mode."
-#~ msgstr "Вхідний параметр «tangent» для режиму вершин і фрагментів шейдера."
-
-#~ msgid "'light_pass' input parameter for vertex and fragment shader modes."
-#~ msgstr ""
-#~ "Вхідний параметр «light_pass» для режиму вершин і фрагментів шейдера."
-
-#~ msgid "'point_coord' input parameter for fragment and light shader modes."
-#~ msgstr ""
-#~ "Вхідний параметр «point_coord» для режимів фрагментів та світла шейдера."
-
-#~ msgid "'screen_pixel_size' input parameter for fragment shader mode."
-#~ msgstr "Вхідний параметр «screen_pixel_size» для режиму фрагментів шейдера."
-
-#~ msgid "'screen_uv' input parameter for fragment and light shader modes."
-#~ msgstr ""
-#~ "Вхідний параметр «screen_uv» для режимів фрагментів та світла шейдера."
-
-#~ msgid "'light_alpha' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «light_alpha» для режиму світла шейдера."
-
-#~ msgid "'light_height' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «light_height» для режиму світла шейдера."
-
-#~ msgid "'light_uv' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «light_uv» для режиму світла шейдера."
-
-#~ msgid "'light_vec' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «light_vec» для режиму світла шейдера."
-
-#~ msgid "'normal' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «normal» для режиму світла шейдера."
-
-#~ msgid "'shadow_color' input parameter for light shader mode."
-#~ msgstr "Вхідний параметр «shadow_color» для режиму світла шейдера."
-
-#~ msgid "'extra' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «extra» для режиму вершин шейдера."
-
-#~ msgid "'projection' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «projection» для режиму вершин шейдера."
-
-#~ msgid "'vertex' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «vertex» для режиму вершин шейдера."
-
-#~ msgid "'world' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «world» для режиму вершин шейдера."
-
-#~ msgid "'active' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «active» для режиму вершин шейдера."
-
-#~ msgid "'alpha' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «alpha» для режиму вершин шейдера."
-
-#~ msgid "'color' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «color» для режиму вершин шейдера."
-
-#~ msgid "'custom_alpha' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «custom_alph» для режиму вершин шейдера."
-
-#~ msgid "'delta' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «delta» для режиму вершин шейдера."
-
-#~ msgid "'emission_transform' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «emission_transform» для режиму вершин шейдера."
-
-#~ msgid "'index' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «index» для режиму вершин шейдера."
-
-#~ msgid "'lifetime' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «lifetime» для режиму вершин шейдера."
-
-#~ msgid "'restart' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «restart» для режиму вершин шейдера."
-
-#~ msgid "'time' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «time» для режиму вершин шейдера."
-
-#~ msgid "'transform' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «transform» для режиму вершин шейдера."
-
-#~ msgid "'velocity' input parameter for vertex shader mode."
-#~ msgstr "Вхідний параметр «velocity» для режиму вершин шейдера."
-
-#~ msgid "Raw Mode"
-#~ msgstr "Raw (сирий) режим"
-
-#~ msgid "Path to Node:"
-#~ msgstr "Шлях до вузла:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "Видалити вибрані файли?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "Файл 'res: //default_bus_layout.tres' не знайдено."
-
-#~ msgid "Go to parent folder"
-#~ msgstr "Перейти до батьківської теки"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Відкрити сцену(и)"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Попередній каталог"
-
-#~ msgid "Next Directory"
-#~ msgstr "Наступний каталог"
-
-#~ msgid "Ease in"
-#~ msgstr "Перейти в"
-
-#~ msgid "Ease out"
-#~ msgstr "Перейти з"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "Створити опукле статичне тіло"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "Варіант 1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "Варіант 2"
-
-#~ msgid "Create folder"
-#~ msgstr "Створити теку"
-
-#~ msgid "Custom Node"
-#~ msgstr "Нетиповий вузол"
-
-#~ msgid "Invalid Path"
-#~ msgstr "Неправильний шлях"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "Дублювання позначеного GridMap"
-
-#~ msgid "Create Area"
-#~ msgstr "Створити область"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "Створити зовнішнє з'єднання"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "Редагувати аргументи сигналу:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "Редагувати змінну:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "Прилипання (с): "
-
-#~ msgid "Insert keys."
-#~ msgstr "Вставити ключі."
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "Додати вибрану сцену(и), як нащадка вибраного вузла."
-
-#~ msgid "Font Size:"
-#~ msgstr "Розмір шрифту:"
-
-#~ msgid "Line:"
-#~ msgstr "Рядок:"
-
-#~ msgid "Col:"
-#~ msgstr "Колонка:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr "OrientedPathFollow працюватиме лише як дочірній елемент вузла Path."
-
-#~ msgid "Split point with itself."
-#~ msgstr "Розділити точку."
-
-#~ msgid "Split can't form an existing edge."
-#~ msgstr "Поділ не може створювати наявного ребра."
-
-#~ msgid "Add Split"
-#~ msgstr "Додати поділ"
-
-#~ msgid "Remove Split"
-#~ msgstr "Вилучити поділ"
-
-#~ msgid "Poly"
-#~ msgstr "Полігон"
-
-#~ msgid "Splits"
-#~ msgstr "Дроблення"
-
-#~ msgid "Connect two points to make a split."
-#~ msgstr "З'єднайте дві точки для створення розрізу."
-
-#~ msgid "Add Node.."
-#~ msgstr "Додати вузол…"
-
-#~ msgid "Create from scene?"
-#~ msgstr "Створити зі сцени?"
-
-#~ msgid "Create Poly"
-#~ msgstr "Створити полігон"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "Створення нового полігону з нуля"
-
-#~ msgid "Zoom out"
-#~ msgstr "Зменшити"
-
-#~ msgid "Zoom in"
-#~ msgstr "Збільшити"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "Створити полігон3D"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "Цей вузол не має ресурсу OccluderPolygon2D.\n"
-#~ "Створити і призначити?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "ЛКМ: Перемістити точку."
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "CTRL+ЛКМ: Розділити сегмент."
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "ПКМ: Стерти точку."
-
-#~ msgid "New TextFile"
-#~ msgstr "Новий текстовий файл"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Зберегти тему як"
-
-#~ msgid "<None>"
-#~ msgstr "<Немає>"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "Виберіть підплитку для використання як піктограми. Її також буде "
-#~ "використано для некоректних прив'язок у режимі автоплитки."
-
-#~ msgid "Zoom:"
-#~ msgstr "Масштаб:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "Ви справді хочете вилучити усі з'єднання з сигналу \""
-
-#~ msgid "Class List:"
-#~ msgstr "Список класів:"
-
-#~ msgid "Public Methods"
-#~ msgstr "Публічні методи"
-
-#~ msgid "Public Methods:"
-#~ msgstr "Публічні методи:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "Тема елементів ГІК:"
-
-#~ msgid "Property: "
-#~ msgstr "Властивість: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "Перемкнути стан теки як вибраної."
-
-#~ msgid "Show current scene file."
-#~ msgstr "Показати файл поточної сцени."
-
-#~ msgid "Enter tree-view."
-#~ msgstr "Увійти до ієрархічного списку."
-
-#~ msgid "Whole words"
-#~ msgstr "Цілі слова"
-
-#~ msgid "Match case"
-#~ msgstr "Із ураховуванням регістру"
-
-#~ msgid "Ok"
-#~ msgstr "Гаразд"
-
-#~ msgid "Show In File System"
-#~ msgstr "Показати в файловій системі"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "Пошук в ієрархії класів."
-
-#~ msgid "Search in files"
-#~ msgstr "Шукати у файлах"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr ""
-#~ "Вбудовані скрипти можна змінити тільки тоді, коли завантажено сцену, до "
-#~ "якої вони належать"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "Конвертувати у ВЕРХНІЙ РЕГІСТР"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "Конвертувати в нижній регістр"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Обертання на 0 градусів"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Обертання на 90 градусів"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Обертання на 180 градусів"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Обертання на 270 градусів"
-
-#~ msgid "Errors:"
-#~ msgstr "Помилки:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "Трасування стека (якщо застосовне):"
-
-#~ msgid "Bake!"
-#~ msgstr "Запекти!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "Створити навігаційну сітку."
-
-#~ msgid "Get"
-#~ msgstr "Отримати"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "Змінити сталу RGB"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "Змінити векторно-числовий оператор"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "Змінити оператор RGB"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "Перемкнути лише поворот"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "Змінити векторну функцію"
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "Змінити векторну одиницю"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "Змінити одиницю RGB"
-
-#~ msgid "Change Default Value"
-#~ msgstr "Змінити значення за промовчанням"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "Змінити одиницю XForm"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "Змінити одиницю кубічної мапи"
-
-#~ msgid "Change Comment"
-#~ msgstr "Змінити коментар"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "Додати до рампи кольорів або вилучити з неї"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "Змінити градієнт"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "Додати до карти кривих або вилучити з неї"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "Змінити карту кривої"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "З'єднати вузли графу"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "Вилучити вузол графу шейдера"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "Пересунути вузол графу шейдера"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "Дублювати вузли графу"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "Помилка: циклічне посилання"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "Помилка: пропущено вхідні з'єднання"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "Додати вузол графу шейдера"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Пересунути доріжку вгору"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Пересунути доріжку вниз"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Встановити перехід на:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Змінити інтерполяцію"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "Змінити режим значень"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "Змінити режим циклу"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "Редагувати криву вузла"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "Редагувати обрану криву"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Додати ключ анімації"
-
-#~ msgid "In"
-#~ msgstr "В"
-
-#~ msgid "Out"
-#~ msgstr "Із"
-
-#~ msgid "In-Out"
-#~ msgstr "В-із"
-
-#~ msgid "Out-In"
-#~ msgstr "Із-в"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "Змінити довжину анімації"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "Змінити цикл анімації"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Створити типовий ключ значення анімації"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Додати доріжку виклику анімації"
-
-#~ msgid "Length (s):"
-#~ msgstr "Тривалість (сек.):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "Крок прив'язки курсору (в секундах)."
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Увімкнення/вимкнення циклічного відтворення у анімації."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Додати нові доріжки."
-
-#~ msgid "Move current track up."
-#~ msgstr "Переміщення поточної доріжки вгору."
-
-#~ msgid "Move current track down."
-#~ msgstr "Перемістити поточну доріжку вниз."
-
-#~ msgid "Track tools"
-#~ msgstr "Інструменти відстеження"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Дозволити редагування окремих ключів, клацаючи по ним."
-
-#~ msgid "Key"
-#~ msgstr "Ключ"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "З якого вузла викликати функцію?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Подяка!"
-
-#~ msgid "I see..."
-#~ msgstr "Бачу..."
-
-#~ msgid "Ugh"
-#~ msgstr "Тьху"
-
-#~ msgid "Run Script"
-#~ msgstr "Запустити скрипт"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "Зупинити профілювання"
-
-#~ msgid "Start Profiling"
-#~ msgstr "Початок профілювання"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "Типовий (так само, як редактор)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Створити нову анімацію у програвачі."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Завантажити анімацію з диска."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Завантажити цю анімацію з диска."
-
-#~ msgid "Save the current animation"
-#~ msgstr "Зберегти поточну анімацію"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "Редагувати цільовий час змішування"
-
-#~ msgid "Copy Animation"
-#~ msgstr "Копіювати анімацію"
-
-#~ msgid "Fetching:"
-#~ msgstr "Видобування:"
-
-#~ msgid "prev"
-#~ msgstr "попередній"
-
-#~ msgid "next"
-#~ msgstr "наступний"
-
-#~ msgid "last"
-#~ msgstr "останній"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "Редагувати ІК-ланцюг"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "Перетягти центр обертання з положення миші"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "Встановити центр обертання на місці вказівника миші"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "Додати/Видалити точку градієнта"
-
-#~ msgid "OK :("
-#~ msgstr "Гаразд :("
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "Видимість каркасу гаджетів"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "Перегляд StyleBox:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "Редактор області текстури"
-
-#~ msgid "Erase selection"
-#~ msgstr "Витерти позначене"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "Назва або ідентифікатор елемента:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr ""
-#~ "Не вистачає шаблонів експортування для платформи або шаблони пошкоджено: "
-
-#~ msgid "Button 8"
-#~ msgstr "Кнопка 8"
-
-#~ msgid "Button 9"
-#~ msgstr "Кнопка 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "Відкинути екземпляри"
-
-#~ msgid "Clear!"
-#~ msgstr "Вилучено!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "Перемкнути просторову видимість"
-
-#~ msgid "Condition"
-#~ msgstr "Умова"
-
-#~ msgid "Sequence"
-#~ msgstr "Послідовність"
-
-#~ msgid "Iterator"
-#~ msgstr "Ітератор"
-
-#~ msgid "While"
-#~ msgstr "Поки"
-
-#~ msgid "Return"
-#~ msgstr "Повернення"
-
-#~ msgid "Call"
-#~ msgstr "Виклик"
-
-#~ msgid "Edit Variable"
-#~ msgstr "Редагувати змінну"
-
-#~ msgid "Edit Signal"
-#~ msgstr "Редагувати сигнал"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "Некоректна дія (можна усе, окрім «/» або «:»)."
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "Не може містити «/» або «:»"
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr ""
-#~ "Неправильний формат version.txt у шаблонах. Ідентифікатор ревізії не є "
-#~ "дійсним."
-
-#~ msgid "Can't write file."
-#~ msgstr "Не вдалося записати файл."
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "Не вдалося отримати project.godot з каталогу проекту."
-
-#~ msgid "Replace By"
-#~ msgstr "Замінити на"
-
-#~ msgid "Backwards"
-#~ msgstr "Назад"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "Запитувати при заміні"
-
-#~ msgid "Skip"
-#~ msgstr "Пропустити"
-
-#~ msgid "Move Add Key"
-#~ msgstr "Посунути ключ"
-
-#~ msgid "Create Subscription"
-#~ msgstr "Створення підписки"
-
-#~ msgid "List:"
-#~ msgstr "Список:"
diff --git a/editor/translations/ur_PK.po b/editor/translations/ur_PK.po
index 228edc56e4..5154813e2c 100644
--- a/editor/translations/ur_PK.po
+++ b/editor/translations/ur_PK.po
@@ -14191,67 +14191,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#, fuzzy
-#~ msgid "Remove Template"
-#~ msgstr ".تمام کا انتخاب"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "ایکشن منتقل کریں"
-
-#, fuzzy
-#~ msgid "Templates"
-#~ msgstr ".تمام کا انتخاب"
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "ایکشن منتقل کریں"
-
-#, fuzzy
-#~ msgid "Move anchor"
-#~ msgstr "ایکشن منتقل کریں"
-
-#, fuzzy
-#~ msgid "Clear Script"
-#~ msgstr "سب سکریپشن بنائیں"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "سب سکریپشن بنائیں"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "سب سکریپشن بنائیں"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "سب سکریپشن بنائیں"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "سب سکریپشن بنائیں"
-
-#, fuzzy
-#~ msgid "Tool Select"
-#~ msgstr ".تمام کا انتخاب"
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "سب سکریپشن بنائیں"
-
-#, fuzzy
-#~ msgid "Ease in"
-#~ msgstr ".تمام کا انتخاب"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr ".تمام کا انتخاب"
-
-#, fuzzy
-#~ msgid "Set pivot at mouse position"
-#~ msgstr ".تمام کا انتخاب"
-
-#, fuzzy
-#~ msgid "Can't write file."
-#~ msgstr "سب سکریپشن بنائیں"
diff --git a/editor/translations/vi.po b/editor/translations/vi.po
index 65ef74a671..84c6ae0829 100644
--- a/editor/translations/vi.po
+++ b/editor/translations/vi.po
@@ -14542,478 +14542,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "Không thể chỉnh sửa hằng số."
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "Tạo tư thế nghỉ (Từ Xương)"
-
-#~ msgid "Bottom"
-#~ msgstr "Dưới"
-
-#~ msgid "Left"
-#~ msgstr "Trái"
-
-#~ msgid "Right"
-#~ msgstr "Phải"
-
-#~ msgid "Front"
-#~ msgstr "Trước"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "\"Bậc tự do\" chỉ dùng được khi \"Xr Mode\" là \"Oculus Mobile VR\"."
-
-#~ msgid "Package Contents:"
-#~ msgstr "Trong Gói có:"
-
-#~ msgid "Singleton"
-#~ msgstr "Đơn nhất"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "Xoá hồ sơ '%s'? (không hoàn tác)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "Thuộc tính đã bật:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "Tính năng đã bật:"
-
-#~ msgid "Unset"
-#~ msgstr "Bỏ đặt"
-
-#~ msgid "Class Options"
-#~ msgstr "Tuỳ chỉnh lớp"
-
-#~ msgid "Set"
-#~ msgstr "Gán"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "Đã lưu tài nguyên được sửa đổi."
-
-#~ msgid "Q&A"
-#~ msgstr "Hỏi và Đáp"
-
-#~ msgid "Status:"
-#~ msgstr "Trạng thái:"
-
-#~ msgid "Edit:"
-#~ msgstr "Sửa:"
-
-#~ msgid "Redownload"
-#~ msgstr "Tải lại xuống"
-
-#~ msgid "(Installed)"
-#~ msgstr "(Đã cài đặt)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(Thiếu)"
-
-#~ msgid "Request Failed."
-#~ msgstr "Yêu cầu thất bại."
-
-#~ msgid "Redirect Loop."
-#~ msgstr "Chuyển hướng vòng lặp."
-
-#~ msgid "Download Complete."
-#~ msgstr "Tải xuống xong."
-
-#~ msgid "Remove Template"
-#~ msgstr "Xóa Template"
-
-#~ msgid "Download Templates"
-#~ msgstr "Tải Xuống Các Mẫu Xuất Bản"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr ""
-#~ "Chọn trang dự phòng từ danh sách: (Shift + Chuột trái: Mở trong trình "
-#~ "duyệt)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "Di chuyển vào Thùng rác"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "Mở rộng tất cả"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "Thu gọn tất cả"
-
-#~ msgid "Copy Params"
-#~ msgstr "Sao chép các đối số"
-
-#~ msgid "Open in Help"
-#~ msgstr "Mở trong Trợ giúp"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "Ghi đè máy quay trò chơi\n"
-#~ "Không có thực thể trò chơi này đang chạy."
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "Kéo: Xoay"
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+chuột phải: Chọn theo tầng"
-
-#~ msgid "Size"
-#~ msgstr "Kích cỡ"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "Kéo: Xoay\n"
-#~ "Alt+Kéo: Di chuyển\n"
-#~ "Alt+Chuột phải: Chọn theo tầng"
-
-#~ msgid "Add All"
-#~ msgstr "Thêm Tất cả"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "Menu chỉnh Tông màu."
-
-#~ msgid "Create Empty Template"
-#~ msgstr "Tạo Mẫu Trống"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "Tạo mẫu Trình biên tập trống"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "Tạo từ Tông màu Trình biên soạn hiện tại"
-
-#~ msgid "Data Type:"
-#~ msgstr "Kiểu Dữ liệu:"
-
-#~ msgid "Theme File"
-#~ msgstr "Tệp Tông màu"
-
-#~ msgid "Compiled"
-#~ msgstr "Đã biên dịch"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "Gỡ các dự án %d khỏi danh sách?\n"
-#~ "Nội dung các thư mục dự án sẽ không được sửa đổi."
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "Gỡ dự án này khỏi danh sách?\n"
-#~ "Nội dung của thư mục dự án sẽ không được sửa đổi."
-
-#~ msgid "Templates"
-#~ msgstr "Thư Viện"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "Không thể thực hiện với nút gốc."
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "Sử dụng hình khởi động mặc định."
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr ""
-#~ "Animation player không tự tạo hoạt ảnh được, phải thông qua các player "
-#~ "khác."
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "Clipboard rỗng"
-
-#~ msgid "No"
-#~ msgstr "Không"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "Scene này chưa được lưu. Lưu trước khi chạy?"
-
-#~ msgid "Search complete"
-#~ msgstr "Tìm kiếm hoàn tất"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "Đã có tệp tin hoặc thư mục cùng tên tại vị trí này."
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "Lỗi khi cố gắng lưu bố cục!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "Bố cục trình biên tập mặc định bị ghi đè."
-
-#~ msgid "Move pivot"
-#~ msgstr "Di chuyển trục"
-
-#~ msgid "Move anchor"
-#~ msgstr "Di chuyển neo"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "Đổi kích thước CanvasItem"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "Thêm Input"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr " Tệp tin"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "Khi xuất ra hoặc triển khai, kết quả thực thi sẽ kết nối đến IP máy tính "
-#~ "này để được gỡ lỗi."
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "Cảnh hiện tại chưa được lưu, hãy lưu nó trước khi chạy."
-
-#, fuzzy
-#~ msgid "Revert"
-#~ msgstr "Trở lại"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "Hành động này không thể hoàn tác. Trở lại luôn?"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "Theo dõi vấn đề"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "Đã thay thế %d biến cố."
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "Mô tả ngắn gọn:"
-
-#~ msgid "Class Description"
-#~ msgstr "Mô tả lớp"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "Xuất dự án thất bại với mã lỗi %d."
-
-#~ msgid "Password:"
-#~ msgstr "Mật khẩu:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "Tạm dừng cảnh"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "Snap dạng lưới"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "Thêm Input"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "Nodes khả dụng:"
-
-#~ msgid "Input"
-#~ msgstr "Nhập"
-
-#~ msgid "Methods:"
-#~ msgstr "Hàm:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "Mô tả:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Mô tả ngắn gọn:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "Mô tả hàm:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "Đang yêu cầu..."
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "Xóa Node(s)?"
-
-#~ msgid "No Matches"
-#~ msgstr "Không khớp"
-
-#~ msgid "Error loading image:"
-#~ msgstr "Lỗi tải nạp hình ảnh:"
-
-#~ msgid "Exit"
-#~ msgstr "Thoát"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "Lỗi khởi tạo FreeType."
-
-#~ msgid "Unknown font format."
-#~ msgstr "Định dạng font không hợp lệ."
-
-#~ msgid "Error loading font."
-#~ msgstr "Lỗi tải font."
-
-#~ msgid "Invalid font size."
-#~ msgstr "Kích thước font không hợp lệ."
-
-#~ msgid "Previous Folder"
-#~ msgstr "Thư mục trước"
-
-#~ msgid "Next Folder"
-#~ msgstr "Thư mục sau"
-
-#~ msgid "Reverse"
-#~ msgstr "Ngược lại"
-
-#~ msgid "Enabled Classes"
-#~ msgstr "Các lớp đã bật"
-
-#, fuzzy
-#~ msgid "Path to Node:"
-#~ msgstr "Đường đến Node:"
-
-#, fuzzy
-#~ msgid "Go to parent folder"
-#~ msgstr "Đến folder parent"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "Mở Scene"
-
-#~ msgid "Previous Directory"
-#~ msgstr "Thư mục trước"
-
-#~ msgid "Next Directory"
-#~ msgstr "Thư mục tiếp theo"
-
-#~ msgid "Custom Node"
-#~ msgstr "Node tùy chọn"
-
-#~ msgid "Line:"
-#~ msgstr "Dòng:"
-
-#, fuzzy
-#~ msgid "Col:"
-#~ msgstr "Col:"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "Bỏ lựa chọn"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "Thu nhỏ"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "Phóng to"
-
-#~ msgid "Save Theme As"
-#~ msgstr "Lưu Theme thành"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "Phóng to"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "Bạn có chắc muốn xóa bỏ tất cả kết nối từ \""
-
-#~ msgid "Class List:"
-#~ msgstr "Danh sách Class:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "(Bỏ) Chọn thư mục Hay sử dụng"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "Cả từ"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "Trùng khớp"
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "Đổi tên file:"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "Xoay 0 độ"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "Xoay 90 độ"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "Xoay 180 độ"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "Xoay 270 độ"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "Di chuyển Anim Track lên trên"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "Di chuyển Anim Track xuống dưới"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "Đặt Transtions thành:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "Đổi phép nội suy Anim Track"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "Thêm Key Anim"
-
-#~ msgid "In"
-#~ msgstr "Trong"
-
-#~ msgid "Out"
-#~ msgstr "Ngoài"
-
-#~ msgid "In-Out"
-#~ msgstr "Trong-Ngoài"
-
-#~ msgid "Out-In"
-#~ msgstr "Ngoài-Trong"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "Tạo Key để nhập giá trị Anim"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "Thêm Track Gọi Function"
-
-#~ msgid "Length (s):"
-#~ msgstr "Độ dài (giây):"
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "Mở/Tắt lặp animation."
-
-#~ msgid "Add new tracks."
-#~ msgstr "Thêm track mới."
-
-#~ msgid "Move current track up."
-#~ msgstr "Di chuyển track lên."
-
-#~ msgid "Move current track down."
-#~ msgstr "Di chuyển track xuống."
-
-#~ msgid "Track tools"
-#~ msgstr "Công cụ Track"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "Cho phép chỉnh sửa từng key riêng bằng cách chọn chúng."
-
-#, fuzzy
-#~ msgid "Key"
-#~ msgstr "Mã"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "Gọi Function từ Node nào?"
-
-#~ msgid "Thanks!"
-#~ msgstr "Cảm ơn!"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "Tạo animation mới trong player."
-
-#~ msgid "Load animation from disk."
-#~ msgstr "Load animation từ disk."
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "Load một animation từ disk."
diff --git a/editor/translations/zh_CN.po b/editor/translations/zh_CN.po
index bbc7fb2328..2f07877669 100644
--- a/editor/translations/zh_CN.po
+++ b/editor/translations/zh_CN.po
@@ -14298,2097 +14298,3 @@ msgstr "对 Uniform 的赋值。"
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "不允许修改常量。"
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "制作放松姿势(从骨骼)"
-
-#~ msgid "Bottom"
-#~ msgstr "底部"
-
-#~ msgid "Left"
-#~ msgstr "左方"
-
-#~ msgid "Right"
-#~ msgstr "右方"
-
-#~ msgid "Front"
-#~ msgstr "前面"
-
-#~ msgid "Rear"
-#~ msgstr "后方"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "无名控制器"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "“Degrees Of Freedom” 只有在当 “Xr Mode” 是 “Oculus Mobile VR” 时才有效。"
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "“Focus Awareness” 只有在当 “Xr Mode” 是 “Oculus Mobile VR” 时才有效。"
-
-#~ msgid "Package Contents:"
-#~ msgstr "包内容:"
-
-#~ msgid "Singleton"
-#~ msgstr "单例"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "是否删除配置文件 “%s”?(无法撤销)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "启用的属性:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "启用的功能:"
-
-#~ msgid "Unset"
-#~ msgstr "未设置"
-
-#~ msgid "Class Options"
-#~ msgstr "类选项"
-
-#~ msgid "Set"
-#~ msgstr "设置"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "已保存 %s 个修改后的资源。"
-
-#~ msgid "Q&A"
-#~ msgstr "问答"
-
-#~ msgid "Status:"
-#~ msgstr "状态:"
-
-#~ msgid "Edit:"
-#~ msgstr "编辑:"
-
-#~ msgid "Redownload"
-#~ msgstr "重新下载"
-
-#~ msgid "(Installed)"
-#~ msgstr "(已安装)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(缺失)"
-
-#~ msgid "Request Failed."
-#~ msgstr "请求失败。"
-
-#~ msgid "Redirect Loop."
-#~ msgstr "循环重定向。"
-
-#~ msgid "Download Complete."
-#~ msgstr "下载完成。"
-
-#~ msgid "Remove Template"
-#~ msgstr "移除模板"
-
-#~ msgid "Download Templates"
-#~ msgstr "下载模板"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "从列表中选择镜像:(Shift+单击:在浏览器中打开)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "移动至回收站"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "展开所有属性"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "折叠所有属性"
-
-#~ msgid "Copy Params"
-#~ msgstr "复制参数"
-
-#~ msgid "Open in Help"
-#~ msgstr "在帮助中打开"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "游戏相机覆盖\n"
-#~ "没有正在运行的游戏实例。"
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "拖动来旋转"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr "按下 “V” 键修改旋转中心,在移动时按下 Shift+V 来拖动它。"
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+鼠标右键:显示鼠标点击位置下的所有节点列表"
-
-#~ msgid "Clone Down"
-#~ msgstr "复制到下一行"
-
-#~ msgid "Yaw"
-#~ msgstr "偏航角"
-
-#~ msgid "Size"
-#~ msgstr "大小"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "鼠标拖拽:旋转\n"
-#~ "Alt+拖拽:移动\n"
-#~ "Alt+鼠标右键:显示列表"
-
-#~ msgid "Sep.:"
-#~ msgstr "间隔:"
-
-#~ msgid "Add All"
-#~ msgstr "添加所有"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "主题编辑菜单。"
-
-#~ msgid "Create Empty Template"
-#~ msgstr "创建主题模板"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "创建空编辑器主题模板"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "从当前编辑器主题模板创建"
-
-#~ msgid "Data Type:"
-#~ msgstr "数据类型:"
-
-#~ msgid "Theme File"
-#~ msgstr "主题文件"
-
-#~ msgid "Compiled"
-#~ msgstr "编译"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "是否从列表中删除 %d 个项目? \n"
-#~ "项目文件夹的内容不会被修改。"
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "是否从列表中删除该项目?\n"
-#~ "项目文件夹的内容不会被修改。"
-
-#~ msgid "Templates"
-#~ msgstr "模板"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "添加重定向路径"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "无法对根节点执行此操作。"
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "无法读取启动图片:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "使用默认启动图片。"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "动画播放器不能动画化自己,只能动画化其他播放器。"
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "剪贴板是空的"
-
-#~ msgid ""
-#~ "Godot editor was built without ray tracing support; lightmaps can't be "
-#~ "baked.\n"
-#~ "If you are using an Apple Silicon-based Mac, try forcing Rosetta "
-#~ "emulation on Godot.app in the application settings\n"
-#~ "then restart the editor."
-#~ msgstr ""
-#~ "Godot 编辑器是在没有光线跟踪支持的情况下构建的;无法烘焙光照贴图。\n"
-#~ "如果你使用的是基于 Apple Silicon 的 Mac,可以尝试在应用设置中让 Godot.app "
-#~ "强制使用 Rosetta 模拟\n"
-#~ "并重启编辑器。"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr "InterpolatedCamera 已废弃,将在 Godot 4.0 中删除。"
-
-#~ msgid "No"
-#~ msgstr "否"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "此场景尚未保存。是否在运行前保存?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "未在编辑器设置中配置 ADB 可执行文件。"
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "未在编辑器设置中配置 OpenJDK Jarsigner。"
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr "自定义构建需要在 “编辑器设置” 中使用有效的 Android SDK 路径。"
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(剩余时间:%d:%02d 秒)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "正在绘制网格: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "正在对网格进行照明 "
-
-#~ msgid "Search complete"
-#~ msgstr "搜索完毕"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "没有提供提交消息"
-
-#~ msgid "Add a commit message"
-#~ msgstr "添加提交消息"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "当前位置已存在同名文件或文件夹。"
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "无法完成 APK 对齐。"
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "无法删除未对齐 APK。"
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "保存布局出错!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "覆盖编辑器默认布局。"
-
-#~ msgid "Move pivot"
-#~ msgstr "移动轴心点"
-
-#~ msgid "Move anchor"
-#~ msgstr "移动锚点"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "调整 CanvasItem 尺寸"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "多边形->UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV->多边形"
-
-#~ msgid "Add initial export..."
-#~ msgstr "添加原始导出项..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "添加已有补丁..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "是否从列表中删除补丁“%s”?"
-
-#~ msgid "Patches"
-#~ msgstr "补丁"
-
-#~ msgid "Make Patch"
-#~ msgstr "制作补丁"
-
-#~ msgid "Pack File"
-#~ msgstr "包文件"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "在以下位置未生成构建APK: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "文件系统和导入面板"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "导出或发布项目时,为了能够调试项目,可执行文件将试图通过本机IP连接到调试"
-#~ "器。"
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "当前场景尚未保存,请保存后再尝试执行。"
-
-#~ msgid "Revert"
-#~ msgstr "恢复"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "此操作无法撤销,是否继续?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "恢复场景"
-
-#~ msgid "Clear Script"
-#~ msgstr "清除脚本"
-
-#~ msgid "Issue Tracker"
-#~ msgstr "问题跟踪器"
-
-#~ msgid "Request Docs"
-#~ msgstr "请求文档"
-
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "通过提供反馈帮助改进godot文档。"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "替换了%d项。"
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "创建静态凸体(Convex Body)"
-
-#~ msgid "Failed creating shapes!"
-#~ msgstr "创建形状失败!"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "当前没有此类型的教程,你可以[color=$color][url=$url]贡献一个[/url][/color]"
-#~ "或[color=$color][url=$url2]请求一个[/url][/color]。"
-
-#~ msgid "enum "
-#~ msgstr "枚举 "
-
-#~ msgid "Brief Description"
-#~ msgstr "简介"
-
-#~ msgid "Class Description"
-#~ msgstr "类说明"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "项目导出失败,错误代码 %d。"
-
-#~ msgid "Password:"
-#~ msgstr "密码:"
-
-#~ msgid "Identifier segments must be of non-zero length."
-#~ msgstr "标识符字段不能为空."
-
-#~ msgid "A digit cannot be the first character in a Identifier segment."
-#~ msgstr "标识符段中的第一个字符不能是数字。"
-
-#~ msgid ""
-#~ "The character '%s' cannot be the first character in a Identifier segment."
-#~ msgstr "标识符段中的第一个字符不能是\"%s\"。"
-
-#~ msgid "The Identifier must have at least one '.' separator."
-#~ msgstr "标识符必须至少有一个“.”分隔符。"
-
-#~ msgid "Pause the scene"
-#~ msgstr "暂停运行场景"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Control+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Snap to Grid"
-#~ msgstr "吸附到网格"
-
-#~ msgid "Add input +"
-#~ msgstr "添加输入+"
-
-#~ msgid "Language"
-#~ msgstr "语言"
-
-#~ msgid "Inherits"
-#~ msgstr "继承自"
-
-#~ msgid "Base Type:"
-#~ msgstr "基础类型:"
-
-#~ msgid "Available Nodes:"
-#~ msgstr "有效节点:"
-
-#~ msgid "Input"
-#~ msgstr "输入"
-
-#~ msgid "Methods:"
-#~ msgstr "方法:"
-
-#~ msgid "Theme Properties:"
-#~ msgstr "Theme Properties:"
-
-#~ msgid "Enumerations:"
-#~ msgstr "枚举:"
-
-#~ msgid "Constants:"
-#~ msgstr "常量:"
-
-#~ msgid "Class Description:"
-#~ msgstr "类说明:"
-
-#~ msgid "Property Descriptions:"
-#~ msgstr "属性说明:"
-
-#~ msgid "Method Descriptions:"
-#~ msgstr "方法说明:"
-
-#~ msgid ""
-#~ "This will install the Android project for custom builds.\n"
-#~ "Note that, in order to use it, it needs to be enabled per export preset."
-#~ msgstr ""
-#~ "将安装Android项目以进行自定义构建。\n"
-#~ "注意,为了可用,需要为每个导出预设启用。"
-
-#~ msgid "Reverse sorting."
-#~ msgstr "反向排序。"
-
-#~ msgid "Delete Node(s)?"
-#~ msgstr "确定要删除节点吗?"
-
-#~ msgid "No Matches"
-#~ msgstr "无匹配项"
-
-#~ msgid ""
-#~ "Can't open file_type_cache.cch for writing, not saving file type cache!"
-#~ msgstr "无法以可写方式打开file_type_cache.cch!"
-
-#~ msgid "Cannot navigate to '%s' as it has not been found in the file system!"
-#~ msgstr "因为文件系统没找到文件,不能定位到'%s'!"
-
-#~ msgid "Error loading image:"
-#~ msgstr "加载图片出错:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "图片中没有透明度> 128的像素..."
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "父级没有实体面来填充。"
-
-#~ msgid "Couldn't map area."
-#~ msgstr "无法绘制区域。"
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "面不含有区域!"
-
-#~ msgid "No faces!"
-#~ msgstr "没有面!"
-
-#~ msgid "Error: could not load file."
-#~ msgstr "错误:无法加载文件。"
-
-#~ msgid "Error could not load file."
-#~ msgstr "错误,无法加载文件。"
-
-#~ msgid "Doppler Enable"
-#~ msgstr "启用多普勒效应"
-
-#~ msgid "Select Mode (Q)"
-#~ msgstr "选择模式 (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "移动模式(W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "旋转模式(E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "缩放模式(R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "本地坐标"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "吸附模式 (%s)"
-
-#~ msgid "Tool Select"
-#~ msgstr "选择工具"
-
-#~ msgid "Tool Move"
-#~ msgstr "移动工具"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "旋转工具"
-
-#~ msgid "Tool Scale"
-#~ msgstr "缩放工具"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr "移除此项目(项目的文件不受影响)"
-
-#~ msgid "Project List"
-#~ msgstr "项目列表"
-
-#~ msgid "Exit"
-#~ msgstr "退出"
-
-#~ msgid "Could not execute PVRTC tool:"
-#~ msgstr "无法执行PVRTC工具:"
-
-#~ msgid "Can't load back converted image using PVRTC tool:"
-#~ msgstr "无法加载使用PVRTC工具转换的图片:"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "初始化FreeType出错。"
-
-#~ msgid "Unknown font format."
-#~ msgstr "未知的字体格式。"
-
-#~ msgid "Error loading font."
-#~ msgstr "加载字体出错。"
-
-#~ msgid "Invalid font size."
-#~ msgstr "字体大小非法。"
-
-#~ msgid "Previous Folder"
-#~ msgstr "上一个文件夹"
-
-#~ msgid "Next Folder"
-#~ msgstr "下一个文件夹"
-
-#~ msgid "Automatically Open Screenshots"
-#~ msgstr "自动打开截图"
-
-#~ msgid "Open in an external image editor."
-#~ msgstr "使用外部图像编辑器打开。"
-
-#~ msgid "Reverse"
-#~ msgstr "反选"
-
-#~ msgid "Mirror X"
-#~ msgstr "沿X轴翻转"
-
-#~ msgid "Mirror Y"
-#~ msgstr "沿Y轴翻转"
-
-#~ msgid "Generating solution..."
-#~ msgstr "正在创生成决方案..."
-
-#~ msgid "Generating C# project..."
-#~ msgstr "正在生成C#项目..."
-
-#~ msgid "Failed to create solution."
-#~ msgstr "创建解决方案失败。"
-
-#~ msgid "Failed to save solution."
-#~ msgstr "保存解决方案失败。"
-
-#~ msgid "Failed to create C# project."
-#~ msgstr "创建C#项目失败。"
-
-#~ msgid "Mono"
-#~ msgstr "Mono"
-
-#~ msgid "About C# support"
-#~ msgstr "关于C#支持"
-
-#~ msgid "Create C# solution"
-#~ msgstr "创建C#解决方案"
-
-#~ msgid "Builds"
-#~ msgstr "构建"
-
-#~ msgid "Build Project"
-#~ msgstr "构建项目"
-
-#~ msgid "View log"
-#~ msgstr "查看日志"
-
-#~ msgid "WorldEnvironment needs an Environment resource."
-#~ msgstr "WorldEnvironment需要一个环境资源。"
-
-#~ msgid "Enabled Classes"
-#~ msgstr "启用的类"
-
-#~ msgid "Update Always"
-#~ msgstr "持续更新UI"
-
-#~ msgid "Raw Mode"
-#~ msgstr "Raw 模式"
-
-#~ msgid "Path to Node:"
-#~ msgstr "节点路径:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "删除选中的文件?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "不存在'res://default_bus_layout.tres'文件。"
-
-#~ msgid "Go to parent folder"
-#~ msgstr "转到上层文件夹"
-
-#~ msgid "Open Scene(s)"
-#~ msgstr "打开场景"
-
-#~ msgid "Previous Directory"
-#~ msgstr "上一个目录"
-
-#~ msgid "Next Directory"
-#~ msgstr "下一个目录"
-
-#~ msgid "Ease in"
-#~ msgstr "渐入"
-
-#~ msgid "Ease out"
-#~ msgstr "渐出"
-
-#~ msgid "Create Convex Static Body"
-#~ msgstr "创建凸(Convex ) 静态体"
-
-#~ msgid "CheckBox Radio1"
-#~ msgstr "复选框 选项1"
-
-#~ msgid "CheckBox Radio2"
-#~ msgstr "复选框 选项2"
-
-#~ msgid "Create folder"
-#~ msgstr "新建目录"
-
-#~ msgid "Custom Node"
-#~ msgstr "自定义节点"
-
-#~ msgid "Invalid Path"
-#~ msgstr "路径非法"
-
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "复制选中项"
-
-#~ msgid "Create Area"
-#~ msgstr "新建区域"
-
-#~ msgid "Create Exterior Connector"
-#~ msgstr "创建外部连接器"
-
-#~ msgid "Edit Signal Arguments:"
-#~ msgstr "编辑信号参数:"
-
-#~ msgid "Edit Variable:"
-#~ msgstr "编辑变量:"
-
-#~ msgid "Snap (s): "
-#~ msgstr "吸附: "
-
-#~ msgid "Insert keys."
-#~ msgstr "插入帧。"
-
-#~ msgid "Instance the selected scene(s) as child of the selected node."
-#~ msgstr "将选中的场景实例为选中节点的子节点。"
-
-#~ msgid "Font Size:"
-#~ msgstr "字体大小:"
-
-#~ msgid "Line:"
-#~ msgstr "行:"
-
-#~ msgid "Col:"
-#~ msgstr "列:"
-
-#~ msgid "OrientedPathFollow only works when set as a child of a Path node."
-#~ msgstr ""
-#~ "OrientedPathFollow 类型的节点只有作为Path类型节点的子节点才能正常工作。"
-
-#~ msgid "Split point with itself."
-#~ msgstr "拆分点本身。"
-
-#~ msgid "Split can't form an existing edge."
-#~ msgstr "不能从已存在的边上拆分。"
-
-#~ msgid "Add Split"
-#~ msgstr "添加分裂"
-
-#~ msgid "Invalid Split: "
-#~ msgstr "无效拆分: "
-
-#~ msgid "Remove Split"
-#~ msgstr "移除拆分"
-
-#~ msgid "Poly"
-#~ msgstr "多边形"
-
-#~ msgid "Splits"
-#~ msgstr "拆分"
-
-#~ msgid "Connect two points to make a split."
-#~ msgstr "连接两个点以进行分割。"
-
-#~ msgid "Add Node.."
-#~ msgstr "添加节点.."
-
-#~ msgid "Create from scene?"
-#~ msgstr "从场景中创建?"
-
-#~ msgid "Create Poly"
-#~ msgstr "创建多边形"
-
-#~ msgid "Create a new polygon from scratch"
-#~ msgstr "创建一个新的多边形"
-
-#~ msgid "Zoom out"
-#~ msgstr "缩小"
-
-#~ msgid "Zoom in"
-#~ msgstr "放大"
-
-#~ msgid "Create Poly3D"
-#~ msgstr "创建 Poly3D (多边型3D)"
-
-#~ msgid ""
-#~ "No OccluderPolygon2D resource on this node.\n"
-#~ "Create and assign one?"
-#~ msgstr ""
-#~ "在这个节点上没有 OccluderPolygon2D 资源。\n"
-#~ "创建和分配一个吗?"
-
-#~ msgid "LMB: Move Point."
-#~ msgstr "鼠标左键:移动点。"
-
-#~ msgid "Ctrl+LMB: Split Segment."
-#~ msgstr "Ctrl+鼠标左键:分割视图块。"
-
-#~ msgid "RMB: Erase Point."
-#~ msgstr "鼠标右键:移除点。"
-
-#~ msgid "New TextFile"
-#~ msgstr "新建文本文件"
-
-#~ msgid "Save Theme As"
-#~ msgstr "主题另存为"
-
-#~ msgid "<None>"
-#~ msgstr "无"
-
-#~ msgid ""
-#~ "Select sub-tile to use as icon, this will be also used on invalid "
-#~ "autotile bindings."
-#~ msgstr ""
-#~ "请选择一个子地砖(sub-tile)作为图标,此图标还会被绑定为无效的地砖"
-#~ "(autotile)。"
-
-#~ msgid "Zoom:"
-#~ msgstr "缩放:"
-
-#~ msgid "Are you sure you want to remove all connections from the \""
-#~ msgstr "您确定要移除所有广播连接从 \""
-
-#~ msgid "Class List:"
-#~ msgstr "类型列表:"
-
-#~ msgid "Public Methods"
-#~ msgstr "公共方法"
-
-#~ msgid "Public Methods:"
-#~ msgstr "公共方法:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "GUI主题:"
-
-#~ msgid "Property: "
-#~ msgstr "属性: "
-
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "开关文件夹的收藏状态。"
-
-#~ msgid "Show current scene file."
-#~ msgstr "显示当前场景文件。"
-
-#~ msgid "Enter tree-view."
-#~ msgstr "进入树形查看器。"
-
-#~ msgid "Whole words"
-#~ msgstr "全字匹配"
-
-#~ msgid "Match case"
-#~ msgstr "匹配大小写"
-
-#~ msgid "Ok"
-#~ msgstr "好的"
-
-#~ msgid "Show In File System"
-#~ msgstr "在资源管理器中显示"
-
-#~ msgid "Search the class hierarchy."
-#~ msgstr "搜索类。"
-
-#~ msgid "Search in files"
-#~ msgstr "在文件中搜索"
-
-#~ msgid ""
-#~ "Built-in scripts can only be edited when the scene they belong to is "
-#~ "loaded"
-#~ msgstr "内建脚本只有在其所属场景加载完后才可以编辑"
-
-#~ msgid "Convert To Uppercase"
-#~ msgstr "转换为大写"
-
-#~ msgid "Convert To Lowercase"
-#~ msgstr "转换为小写"
-
-#~ msgid "Rotate 0 degrees"
-#~ msgstr "旋转0度"
-
-#~ msgid "Rotate 90 degrees"
-#~ msgstr "旋转90度"
-
-#~ msgid "Rotate 180 degrees"
-#~ msgstr "旋转180度"
-
-#~ msgid "Rotate 270 degrees"
-#~ msgstr "旋转270度"
-
-#~ msgid "Errors:"
-#~ msgstr "错误:"
-
-#~ msgid "Stack Trace (if applicable):"
-#~ msgstr "调用堆栈(若适用):"
-
-#~ msgid "Bake!"
-#~ msgstr "烘焙!"
-
-#~ msgid "Bake the navigation mesh."
-#~ msgstr "烘焙导航网格(mesh)。"
-
-#~ msgid "Get"
-#~ msgstr "获取"
-
-#~ msgid "Change RGB Constant"
-#~ msgstr "修改RGB常量系数"
-
-#~ msgid "Change Vec Scalar Operator"
-#~ msgstr "更改Vec标量运算符(Vec Scalar Operator)"
-
-#~ msgid "Change RGB Operator"
-#~ msgstr "更改RGB运算符(RGB Operator)"
-
-#~ msgid "Toggle Rot Only"
-#~ msgstr "切换旋转模式"
-
-#~ msgid "Change Vec Function"
-#~ msgstr "修改Function Vec"
-
-#~ msgid "Change Vec Uniform"
-#~ msgstr "修改Uniform Vec"
-
-#~ msgid "Change RGB Uniform"
-#~ msgstr "修改Uniform RGB"
-
-#~ msgid "Change Default Value"
-#~ msgstr "修改默认值"
-
-#~ msgid "Change XForm Uniform"
-#~ msgstr "修改Uniform XForm"
-
-#~ msgid "Change Cubemap Uniform"
-#~ msgstr "修改Uniform Cubemap"
-
-#~ msgid "Change Comment"
-#~ msgstr "修改注释"
-
-#~ msgid "Add/Remove to Color Ramp"
-#~ msgstr "添加/删除颜色坡度"
-
-#~ msgid "Modify Color Ramp"
-#~ msgstr "修改色彩曲线图"
-
-#~ msgid "Add/Remove to Curve Map"
-#~ msgstr "添加/删除曲线地图"
-
-#~ msgid "Modify Curve Map"
-#~ msgstr "修改曲线图"
-
-#~ msgid "Connect Graph Nodes"
-#~ msgstr "连接Graph Node"
-
-#~ msgid "Remove Shader Graph Node"
-#~ msgstr "移除Graph Node节点"
-
-#~ msgid "Move Shader Graph Node"
-#~ msgstr "移动Graph Node节点"
-
-#~ msgid "Duplicate Graph Node(s)"
-#~ msgstr "复制Graph Node节点"
-
-#~ msgid "Error: Cyclic Connection Link"
-#~ msgstr "错误:循环的连接"
-
-#~ msgid "Error: Missing Input Connections"
-#~ msgstr "错误:缺少输入连接"
-
-#~ msgid "Add Shader Graph Node"
-#~ msgstr "添加着色器Graph Node"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "上移轨道"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "下移轨道"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "设置过渡效果:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "轨道修改为插值模式"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "轨道修改为值模式"
-
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "轨道修改为包围模式"
-
-#~ msgid "Edit Node Curve"
-#~ msgstr "编辑节点曲线"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "编辑所选曲线"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "添加关键帧"
-
-#~ msgid "In"
-#~ msgstr "缓入"
-
-#~ msgid "Out"
-#~ msgstr "缓出"
-
-#~ msgid "In-Out"
-#~ msgstr "缓入缓出"
-
-#~ msgid "Out-In"
-#~ msgstr "反缓入缓出"
-
-#~ msgid "Change Anim Len"
-#~ msgstr "修改动画时长"
-
-#~ msgid "Change Anim Loop"
-#~ msgstr "修改动画循环"
-
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "创建输入值的动画关键帧"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "添加调用轨道"
-
-#~ msgid "Length (s):"
-#~ msgstr "时长(秒):"
-
-#~ msgid "Step (s):"
-#~ msgstr "步长(秒):"
-
-#~ msgid "Cursor step snap (in seconds)."
-#~ msgstr "步进吸附(秒)。"
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "启用/禁用循环。"
-
-#~ msgid "Add new tracks."
-#~ msgstr "新建轨道。"
-
-#~ msgid "Move current track up."
-#~ msgstr "上移当前轨道。"
-
-#~ msgid "Move current track down."
-#~ msgstr "下移当前轨道。"
-
-#~ msgid "Track tools"
-#~ msgstr "轨道工具"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "允许通过单击编辑各个关键帧。"
-
-#~ msgid "Key"
-#~ msgstr "关键帧"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "在哪个节点中调用函数?"
-
-#~ msgid "Thanks!"
-#~ msgstr "谢谢!"
-
-#~ msgid "I see..."
-#~ msgstr "好吧..."
-
-#~ msgid "Ugh"
-#~ msgstr "呃"
-
-#~ msgid "Run Script"
-#~ msgstr "运行脚本"
-
-#~ msgid "Stop Profiling"
-#~ msgstr "停止"
-
-#~ msgid "Start Profiling"
-#~ msgstr "开始"
-
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "默认(与编辑器相同)"
-
-#~ msgid "Create new animation in player."
-#~ msgstr "在播放中创建动画。"
-
-#~ msgid "Load animation from disk."
-#~ msgstr "从磁盘中加载动画。"
-
-#~ msgid "Load an animation from disk."
-#~ msgstr "从磁盘中加载动画。"
-
-#~ msgid "Save the current animation"
-#~ msgstr "保存当前动画"
-
-#~ msgid "Edit Target Blend Times"
-#~ msgstr "编辑目标混合时间"
-
-#~ msgid "Copy Animation"
-#~ msgstr "拷贝动画"
-
-#~ msgid "Fetching:"
-#~ msgstr "获取:"
-
-#~ msgid "prev"
-#~ msgstr "上一页"
-
-#~ msgid "next"
-#~ msgstr "下一页"
-
-#~ msgid "last"
-#~ msgstr "最后一页"
-
-#~ msgid "Edit IK Chain"
-#~ msgstr "编辑IK链"
-
-#~ msgid "Drag pivot from mouse position"
-#~ msgstr "从鼠标位置拖动轴心"
-
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "在鼠标位置设置轴心"
-
-#~ msgid "Add/Remove Color Ramp Point"
-#~ msgstr "添加/删除色彩渐变点"
-
-#~ msgid "OK :("
-#~ msgstr "好吧"
-
-#~ msgid "Skeleton Gizmo visibility"
-#~ msgstr "骨骼控制器可见"
-
-#~ msgid "StyleBox Preview:"
-#~ msgstr "StyleBox预览:"
-
-#~ msgid "Texture Region Editor"
-#~ msgstr "纹理区域编辑器"
-
-#~ msgid "Erase selection"
-#~ msgstr "擦除选中"
-
-#~ msgid "Item name or ID:"
-#~ msgstr "项目名称或ID:"
-
-#~ msgid "Export templates for this platform are missing/corrupted: "
-#~ msgstr "该平台的导出模板缺失或已经损坏: "
-
-#~ msgid "Button 8"
-#~ msgstr "按键 8"
-
-#~ msgid "Button 9"
-#~ msgstr "按键 9"
-
-#~ msgid "Discard Instancing"
-#~ msgstr "放弃实例化"
-
-#~ msgid "Makes Sense!"
-#~ msgstr "好的!"
-
-#~ msgid "Clear!"
-#~ msgstr "清除!"
-
-#~ msgid "Toggle Spatial Visible"
-#~ msgstr "切换Spatial可见"
-
-#~ msgid "Condition"
-#~ msgstr "条件"
-
-#~ msgid "Sequence"
-#~ msgstr "序列"
-
-#~ msgid "Switch"
-#~ msgstr "选择(Switch)"
-
-#~ msgid "Iterator"
-#~ msgstr "遍历(Iterator)"
-
-#~ msgid "While"
-#~ msgstr "条件循环(While)"
-
-#~ msgid "Return"
-#~ msgstr "返回"
-
-#~ msgid "Call"
-#~ msgstr "调用"
-
-#~ msgid "Edit Variable"
-#~ msgstr "编辑变量"
-
-#~ msgid "Edit Signal"
-#~ msgstr "编辑信号"
-
-#~ msgid "Invalid action (anything goes but '/' or ':')."
-#~ msgstr "Action名非法(不得包含'/'或':')。"
-
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "不能包含 \"/\" 或 \":\""
-
-#~ msgid ""
-#~ "Invalid version.txt format inside templates. Revision is not a valid "
-#~ "identifier."
-#~ msgstr "模板中的 version.txt文件格式不合法,无效的版本标识符。"
-
-#~ msgid "Can't write file."
-#~ msgstr "无法写入文件。"
-
-#~ msgid "Couldn't get project.godot in project path."
-#~ msgstr "无法在项目目录下找到project.godot文件。"
-
-#~ msgid "Replace By"
-#~ msgstr "替换"
-
-#~ msgid "Backwards"
-#~ msgstr "向后"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "更换时提示"
-
-#~ msgid "Skip"
-#~ msgstr "跳过"
-
-#~ msgid ""
-#~ "Your project will be created in a non empty folder (you might want to "
-#~ "create a new folder)."
-#~ msgstr "您的工程在非空文件夹中创建 (您可能需要建立一个新文件夹)。"
-
-#~ msgid "That's a BINGO!"
-#~ msgstr "碉堡了!"
-
-#~ msgid "preview"
-#~ msgstr "预览"
-
-#~ msgid "Move Add Key"
-#~ msgstr "移动已添加关键帧"
-
-#~ msgid "Create Subscription"
-#~ msgstr "创建订阅"
-
-#~ msgid "List:"
-#~ msgstr "列表:"
-
-#~ msgid "Set Emission Mask"
-#~ msgstr "设置Emission Mask(发射屏蔽)"
-
-#~ msgid "Clear Emitter"
-#~ msgstr "清除发射器(Emitter)"
-
-#, fuzzy
-#~ msgid "Fold Line"
-#~ msgstr "折叠行"
-
-#~ msgid " "
-#~ msgstr " .. "
-
-#~ msgid "Sections:"
-#~ msgstr "选项:"
-
-#~ msgid "Cannot navigate to '"
-#~ msgstr "无法导航到 '"
-
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr ""
-#~ "\n"
-#~ "源: "
-
-#~ msgid "Remove Point from Line2D"
-#~ msgstr "从Line2D中移除顶点"
-
-#~ msgid "Add Point to Line2D"
-#~ msgstr "向Line2D添加顶点"
-
-#~ msgid "Move Point in Line2D"
-#~ msgstr "在Line2D中移动顶点"
-
-#~ msgid "Split Segment (in line)"
-#~ msgstr "拆分片段(使用线段)"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#~ msgid "Setting '"
-#~ msgstr "设置 '"
-
-#~ msgid "Remote Inspector"
-#~ msgstr "远程属性面板"
-
-#~ msgid "Live Scene Tree:"
-#~ msgstr "即时场景树:"
-
-#~ msgid "Remote Object Properties: "
-#~ msgstr "远程对象属性: "
-
-#, fuzzy
-#~ msgid "Prev Level (%sDown Wheel)"
-#~ msgstr "上一级"
-
-#, fuzzy
-#~ msgid "Next Level (%sUp Wheel)"
-#~ msgstr "下一级"
-
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "选择->复制"
-
-#~ msgid "Selection -> Clear"
-#~ msgstr "选择->清空"
-
-#~ msgid ""
-#~ "Path property must point to a valid Viewport node to work. Such Viewport "
-#~ "must be set to 'render target' mode."
-#~ msgstr ""
-#~ "Path属性必须指向一个合法的Viewport节点才能工作,同时此Viewport还需要启"
-#~ "用'render target'。"
-
-#~ msgid ""
-#~ "The Viewport set in the path property must be set as 'render target' in "
-#~ "order for this sprite to work."
-#~ msgstr ""
-#~ "为了让此精灵正常工作,它的path属性所指向的Viewport需要开启'render "
-#~ "target'。"
-
-#~ msgid "' parsing of config failed."
-#~ msgstr "' 解析配置失败。"
-
-#~ msgid "Method List For '%s':"
-#~ msgstr "'%s'的方法列表:"
-
-#~ msgid "Arguments:"
-#~ msgstr "参数:"
-
-#~ msgid "Return:"
-#~ msgstr "返回:"
-
-#~ msgid "Added:"
-#~ msgstr "已添加:"
-
-#~ msgid "Could not save atlas subtexture:"
-#~ msgstr "无法保存精灵集子贴图:"
-
-#~ msgid "Setting Up..."
-#~ msgstr "配置..."
-
-#~ msgid "Error loading scene."
-#~ msgstr "加载场景出错。"
-
-#~ msgid "Re-Import"
-#~ msgstr "重新导入"
-
-#~ msgid "Please wait for scan to complete."
-#~ msgstr "扫描中,请稍后..."
-
-#~ msgid "Current scene must be saved to re-import."
-#~ msgstr "需要先保存当前场景才能重新导入。"
-
-#~ msgid "Re-Importing"
-#~ msgstr "重新导入"
-
-#~ msgid "Re-Import Changed Resources"
-#~ msgstr "重新导入改变的资源"
-
-#~ msgid ""
-#~ "\n"
-#~ "Status: Needs Re-Import"
-#~ msgstr ""
-#~ "\n"
-#~ "状态: 需要重新导入"
-
-#~ msgid "Same source and destination files, doing nothing."
-#~ msgstr "源文件和目标文件相同,操作忽略。"
-
-#~ msgid "Target file exists, can't overwrite. Delete first."
-#~ msgstr "目标文件存在,无法覆盖。请先删除。"
-
-#~ msgid "Same source and destination paths, doing nothing."
-#~ msgstr "源路径和目标路径相同,操作忽略。"
-
-#~ msgid "Can't move directories to within themselves."
-#~ msgstr "无法将目录移动到自身下。"
-
-#~ msgid "Can't rename deps for:\n"
-#~ msgstr "无法重命名deps:\n"
-
-#~ msgid "Pick New Name and Location For:"
-#~ msgstr "选择新名称和路径:"
-
-#~ msgid "Info"
-#~ msgstr "信息"
-
-#~ msgid "No bit masks to import!"
-#~ msgstr "没有要导入的bit masks!"
-
-#~ msgid "Target path is empty."
-#~ msgstr "目标路径为空。"
-
-#~ msgid "Target path must be a complete resource path."
-#~ msgstr "目标路径必须是一个完整的资源文件路径。"
-
-#~ msgid "Target path must exist."
-#~ msgstr "目标路径必须存在。"
-
-#~ msgid "Import BitMasks"
-#~ msgstr "导入BitMask"
-
-#~ msgid "Source Texture(s):"
-#~ msgstr "源贴图:"
-
-#~ msgid "Target Path:"
-#~ msgstr "目标路径:"
-
-#~ msgid "Accept"
-#~ msgstr "接受"
-
-#~ msgid "Bit Mask"
-#~ msgstr "位掩码(BitMask)"
-
-#~ msgid "No source font file!"
-#~ msgstr "请设置源字体文件!"
-
-#~ msgid "No target font resource!"
-#~ msgstr "请设置目标字体资源!"
-
-#~ msgid ""
-#~ "Invalid file extension.\n"
-#~ "Please use .font."
-#~ msgstr ""
-#~ "文件扩展名不合法\n"
-#~ "请使用.font文件。"
-
-#~ msgid "Couldn't save font."
-#~ msgstr "无法保存字体。"
-
-#~ msgid "Source Font:"
-#~ msgstr "源字体文件:"
-
-#~ msgid "Dest Resource:"
-#~ msgstr "目标资源:"
-
-#~ msgid "The quick brown fox jumps over the lazy dog."
-#~ msgstr ""
-#~ "The quick brown fox jumps over the lazy dog.\n"
-#~ "我能吞下玻璃而不伤身体。"
-
-#~ msgid "Test:"
-#~ msgstr "测试:"
-
-#~ msgid "Options:"
-#~ msgstr "选项:"
-
-#~ msgid "Font Import"
-#~ msgstr "导入字体"
-
-#~ msgid ""
-#~ "This file is already a Godot font file, please supply a BMFont type file "
-#~ "instead."
-#~ msgstr "此文件已经是一个Godot的字体文件,请提供一个位图字体(BMFont)文件。"
-
-#~ msgid "Failed opening as BMFont file."
-#~ msgstr "打开位图字体失败。"
-
-#~ msgid "Invalid font custom source."
-#~ msgstr "自定义字体文件非法。"
-
-#~ msgid "No meshes to import!"
-#~ msgstr "没有要导入的Mesh!"
-
-#~ msgid "Single Mesh Import"
-#~ msgstr "导入单个Mesh"
-
-#~ msgid "Source Mesh(es):"
-#~ msgstr "源Mesh:"
-
-#~ msgid "Surface %d"
-#~ msgstr "表面 %d"
-
-#~ msgid "No samples to import!"
-#~ msgstr "没有音效要导入!"
-
-#~ msgid "Import Audio Samples"
-#~ msgstr "导入声音文件"
-
-#~ msgid "Source Sample(s):"
-#~ msgstr "源音效文件:"
-
-#~ msgid "Audio Sample"
-#~ msgstr "音效"
-
-#~ msgid "New Clip"
-#~ msgstr "新片段"
-
-#~ msgid "Flags"
-#~ msgstr "标记"
-
-#~ msgid "Bake FPS:"
-#~ msgstr "烘培FPS:"
-
-#~ msgid "Optimizer"
-#~ msgstr "优化"
-
-#~ msgid "Max Linear Error"
-#~ msgstr "最大线性误差"
-
-#~ msgid "Max Angular Error"
-#~ msgstr "最大角度误差"
-
-#~ msgid "Max Angle"
-#~ msgstr "最大角度"
-
-#~ msgid "Start(s)"
-#~ msgstr "起点"
-
-#~ msgid "Source path is empty."
-#~ msgstr "源路径为空。"
-
-#~ msgid "Couldn't load post-import script."
-#~ msgstr "无法载入后导入脚本。"
-
-#~ msgid "Invalid/broken script for post-import."
-#~ msgstr "后导入脚本被损坏或不合法。"
-
-#~ msgid "Error importing scene."
-#~ msgstr "导入场景出错。"
-
-#~ msgid "Import 3D Scene"
-#~ msgstr "导入3D场景"
-
-#~ msgid "Source Scene:"
-#~ msgstr "源场景:"
-
-#~ msgid "Same as Target Scene"
-#~ msgstr "与目标场景相同"
-
-#~ msgid "Shared"
-#~ msgstr "共享的"
-
-#~ msgid "Target Texture Folder:"
-#~ msgstr "目标贴图目录:"
-
-#~ msgid "Custom Root Node Type:"
-#~ msgstr "自定义根节点类型:"
-
-#~ msgid "Auto"
-#~ msgstr "自动"
-
-#~ msgid "The Following Files are Missing:"
-#~ msgstr "找不到下列文件:"
-
-#~ msgid "Import Anyway"
-#~ msgstr "仍然导入"
-
-#~ msgid "Edited scene has not been saved, open imported scene anyway?"
-#~ msgstr "正在编辑的场景尚未保存,仍然要打开导入的场景吗?"
-
-#~ msgid "Import Image:"
-#~ msgstr "导入图片:"
-
-#~ msgid "Couldn't localize path: %s (already local)"
-#~ msgstr "无法本地化路径:%s (已经是本地路径)"
-
-#~ msgid "3D Scene Animation"
-#~ msgstr "3D场景动画"
-
-#~ msgid "Uncompressed"
-#~ msgstr "不压缩"
-
-#~ msgid "Compress Lossless (PNG)"
-#~ msgstr "无损压缩(PNG)"
-
-#~ msgid "Compress Lossy (WebP)"
-#~ msgstr "有损压缩(WebP)"
-
-#~ msgid "Compress (VRAM)"
-#~ msgstr "VRAM压缩"
-
-#~ msgid "Texture Format"
-#~ msgstr "纹理格式"
-
-#~ msgid "Texture Compression Quality (WebP):"
-#~ msgstr "高质量(WebP)压缩方式:"
-
-#~ msgid "Please specify some files!"
-#~ msgstr "请添加文件!"
-
-#~ msgid "At least one file needed for Atlas."
-#~ msgstr "精灵集至少需要一个文件。"
-
-#~ msgid "Error importing:"
-#~ msgstr "导入出错:"
-
-#~ msgid "Max Texture Size:"
-#~ msgstr "最大纹理尺寸:"
-
-#~ msgid "Import Textures for Atlas (2D)"
-#~ msgstr "导入2D精灵集"
-
-#~ msgid "Large Texture"
-#~ msgstr "大图"
-
-#~ msgid "Import Large Textures (2D)"
-#~ msgstr "导入2D大图"
-
-#~ msgid "Source Texture"
-#~ msgstr "源贴图"
-
-#~ msgid "Base Atlas Texture"
-#~ msgstr "基础图集纹理"
-
-#~ msgid "Source Texture(s)"
-#~ msgstr "源贴图(s)"
-
-#~ msgid "Import Textures for 2D"
-#~ msgstr "导入2D贴图"
-
-#~ msgid "Import Textures for 3D"
-#~ msgstr "导入3D贴图"
-
-#~ msgid "Import Textures"
-#~ msgstr "导入贴图"
-
-#~ msgid "2D Texture"
-#~ msgstr "2D贴图"
-
-#~ msgid "3D Texture"
-#~ msgstr "3D贴图"
-
-#~ msgid "Atlas Texture"
-#~ msgstr "精灵图集"
-
-#~ msgid ""
-#~ "NOTICE: Importing 2D textures is not mandatory. Just copy png/jpg files "
-#~ "to the project."
-#~ msgstr ""
-#~ "提示:大多数2D贴图并不需要导入操作,只要将png/jpg文件放到项目目录下即可。"
-
-#~ msgid "Crop empty space."
-#~ msgstr "切除空白区域。"
-
-#~ msgid "Texture"
-#~ msgstr "贴图"
-
-#~ msgid "Import Large Texture"
-#~ msgstr "导入大图"
-
-#~ msgid "Load Source Image"
-#~ msgstr "加载源图片"
-
-#~ msgid "Slicing"
-#~ msgstr "切片中"
-
-#~ msgid "Saving"
-#~ msgstr "正在保存文件"
-
-#~ msgid "Couldn't save large texture:"
-#~ msgstr "无法保存大图:"
-
-#~ msgid "Build Atlas For:"
-#~ msgstr "使用以下图片生成精灵集:"
-
-#~ msgid "Loading Image:"
-#~ msgstr "加载图片中:"
-
-#~ msgid "Converting Images"
-#~ msgstr "正在转换图片"
-
-#~ msgid "Cropping Images"
-#~ msgstr "剪裁图片"
-
-#~ msgid "Couldn't save atlas image:"
-#~ msgstr "无法保存精灵集图片:"
-
-#~ msgid "Invalid translation source!"
-#~ msgstr "源语言文件非法!"
-
-#~ msgid "Column"
-#~ msgstr "列"
-
-#~ msgid "No items to import!"
-#~ msgstr "没有要导入的项目!"
-
-#~ msgid "No target path!"
-#~ msgstr "目标路径为空!"
-
-#~ msgid "Import Translations"
-#~ msgstr "导入多种语言翻译"
-
-#~ msgid "Couldn't import!"
-#~ msgstr "无法导入!"
-
-#~ msgid "Import Translation"
-#~ msgstr "导入语言翻译"
-
-#~ msgid "Source CSV:"
-#~ msgstr "源CSV文件:"
-
-#~ msgid "Ignore First Row"
-#~ msgstr "忽略第一行"
-
-#~ msgid "Compress"
-#~ msgstr "压缩"
-
-#~ msgid "Add to Project (project.godot)"
-#~ msgstr "添加到项目 (project.godot)"
-
-#~ msgid "Import Languages:"
-#~ msgstr "导入语言:"
-
-#~ msgid "Translation"
-#~ msgstr "语言"
-
-#~ msgid "Triangle #"
-#~ msgstr "三角形 #"
-
-#~ msgid "Light Baker Setup:"
-#~ msgstr "建立烘培:"
-
-#~ msgid "Fixing Lights"
-#~ msgstr "修正光照"
-
-#~ msgid "Making BVH"
-#~ msgstr "制作BVH(动作骨骼)"
-
-#~ msgid "Allocating Texture #"
-#~ msgstr "分配纹理 #"
-
-#~ msgid "Baking Triangle #"
-#~ msgstr "烘培三角形 #"
-
-#~ msgid "Post-Processing Texture #"
-#~ msgstr "后加工纹理 #"
-
-#~ msgid "Reset the lightmap octree baking process (start over)."
-#~ msgstr "重置贴图烘焙过程 (重新开始) 的 octree (八叉树)。"
-
-#~ msgid "Zoom Set..."
-#~ msgstr "设置缩放..."
-
-#~ msgid "Parse BBCode"
-#~ msgstr "解析BBCode"
-
-#~ msgid "Length:"
-#~ msgstr "长度:"
-
-#~ msgid "Open Sample File(s)"
-#~ msgstr "打开声音文件"
-
-#~ msgid "ERROR: Couldn't load sample!"
-#~ msgstr "错误:无法加载音效!"
-
-#~ msgid "Add Sample"
-#~ msgstr "添加音效"
-
-#~ msgid "Rename Sample"
-#~ msgstr "重命名音效"
-
-#~ msgid "Delete Sample"
-#~ msgstr "删除音效"
-
-#~ msgid "16 Bits"
-#~ msgstr "16位"
-
-#~ msgid "8 Bits"
-#~ msgstr "8位"
-
-#~ msgid "Stereo"
-#~ msgstr "立体声"
-
-#~ msgid "Scaling to %s%%."
-#~ msgstr "缩放到%s%%。"
-
-#~ msgid "Bucket"
-#~ msgstr "桶(Bucket)"
-
-#~ msgid "Invalid project path, the path must exist!"
-#~ msgstr "项目目录不存在!"
-
-#~ msgid "Invalid project path, project.godot must not exist."
-#~ msgstr "项目目录下不能包含project.godot文件。"
-
-#~ msgid "Invalid project path, project.godot must exist."
-#~ msgstr "项目目录下必须包含project.godot文件。"
-
-#~ msgid "Project Path (Must Exist):"
-#~ msgstr "项目目录(必须存在):"
-
-#~ msgid "Create New Resource"
-#~ msgstr "创建资源"
-
-#~ msgid "Open Resource"
-#~ msgstr "打开资源"
-
-#~ msgid "Save Resource"
-#~ msgstr "保存资源"
-
-#~ msgid "Resource Tools"
-#~ msgstr "资源工具"
-
-#~ msgid "Edit Groups"
-#~ msgstr "编辑分组"
-
-#~ msgid "Tiles"
-#~ msgstr "砖块(Tiles)"
-
-#~ msgid "Areas"
-#~ msgstr "区域"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid "Down Wheel)"
-#~ msgstr "下轮)"
-
-#~ msgid "Up Wheel)"
-#~ msgstr "上轮)"
-
-#~ msgid "Close scene? (Unsaved changes will be lost)"
-#~ msgstr "确定要关闭场景吗?(未保存的修改将丢失)"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr ""
-#~ "退出到项目管理窗口?\n"
-#~ "(未保存的修改将丢失)"
-
-#~ msgid "Close Goto Prev. Scene"
-#~ msgstr "关闭并前往上一个场景"
-
-#~ msgid "Del"
-#~ msgstr "删除"
-
-#~ msgid "just pressed"
-#~ msgstr "正好按下"
-
-#~ msgid ""
-#~ "Couldn't read the certificate file. Are the path and password both "
-#~ "correct?"
-#~ msgstr "无法读取证书文件。路径和密码是否都正确?"
-
-#~ msgid "Error creating the package signature."
-#~ msgstr "创建包(PCK)签名时出错。"
-
-#~ msgid "RAW Mode"
-#~ msgstr "RAW模式"
-
-#~ msgid "Node From Scene"
-#~ msgstr "从场景导入节点"
-
-#~ msgid "Import assets to the project."
-#~ msgstr "导入资源。"
-
-#~ msgid "Export the project to many platforms."
-#~ msgstr "导出项目到多个平台。"
-
-#~ msgid "Alerts when an external resource has changed."
-#~ msgstr "外部资源改变后弹出提示。"
-
-#~ msgid "Open https://godotengine.org at tutorials section."
-#~ msgstr "打开 https://godotengine.org 中的教程."
-
-#~ msgid "No scene selected to instance!"
-#~ msgstr "没有选用要实例化的场景!"
-
-#~ msgid "Instance at Cursor"
-#~ msgstr "光标处实例"
-
-#~ msgid "Use Default Light"
-#~ msgstr "使用默认光照"
-
-#~ msgid "Default Light Normal:"
-#~ msgstr "默认光照法线:"
-
-#~ msgid "Ambient Light Color:"
-#~ msgstr "环境光颜色:"
-
-#~ msgid "Invalid parent class name"
-#~ msgstr "基类名称非法"
-
-#~ msgid "Valid chars:"
-#~ msgstr "合法的字符:"
-
-#~ msgid "Valid name"
-#~ msgstr "名称可用"
-
-#~ msgid "Class name is invalid!"
-#~ msgstr "类名非法!"
-
-#~ msgid "Parent class name is invalid!"
-#~ msgstr "基类名称非法!"
-
-#~ msgid "Path property must point to a valid Particles2D node to work."
-#~ msgstr "path属性必须指向一个合法的Particles2D节点才能正常工作。"
-
-#~ msgid "Surface"
-#~ msgstr "表面"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SamplePlayer to play sound."
-#~ msgstr ""
-#~ "SampleLibrary类型的资源必须是通过SamplePlayer类型节点的samples属性创建的,"
-#~ "这样的资源才能用于播放声音。"
-
-#~ msgid ""
-#~ "A SampleLibrary resource must be created or set in the 'samples' property "
-#~ "in order for SpatialSamplePlayer to play sound."
-#~ msgstr ""
-#~ "SampleLibrary类型的资源必须通过SpatialSamplePlayer节点的'samples'属性创建"
-#~ "才能正常播放声音。"
-
-#~ msgid "Replaced %d Ocurrence(s)."
-#~ msgstr "替换了%d项。"
-
-#~ msgid "Save Translatable Strings"
-#~ msgstr "保存可翻译字符串"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "脚本编辑器选项"
-
-#~ msgid "Error exporting project!"
-#~ msgstr "导出项目出错!"
-
-#~ msgid "Error writing the project PCK!"
-#~ msgstr "写入项目PCK文件出错!"
-
-#~ msgid "No exporter for platform '%s' yet."
-#~ msgstr "没有针对'%s'平台的导出模板。"
-
-#~ msgid "Create Android keystore"
-#~ msgstr "创建 Android 的密钥库"
-
-#~ msgid "Organizational unit"
-#~ msgstr "组织单元"
-
-#~ msgid "Organization"
-#~ msgstr "组织"
-
-#~ msgid "City"
-#~ msgstr "城市(City)"
-
-#~ msgid "2 letter country code"
-#~ msgstr "2个字母的国家代码"
-
-#~ msgid "User alias"
-#~ msgstr "用户别名"
-
-#~ msgid "Password"
-#~ msgstr "密码"
-
-#~ msgid "at least 6 characters"
-#~ msgstr "至少6个字符"
-
-#~ msgid "File name"
-#~ msgstr "文件名"
-
-#~ msgid "Path : (better to save outside of project)"
-#~ msgstr "路径:(更好的保存项目外)"
-
-#~ msgid ""
-#~ "Release keystore is not set.\n"
-#~ "Do you want to create one?"
-#~ msgstr ""
-#~ "未设置发布密钥库。\n"
-#~ "您要创建一个吗?"
-
-#~ msgid "Fill Keystore/Release User and Release Password"
-#~ msgstr "填写密钥库/发布用户和发布密码"
-
-#~ msgid "Include"
-#~ msgstr "包含"
-
-#~ msgid "Group name can't be empty!"
-#~ msgstr "分组名称不能为空!"
-
-#~ msgid "Invalid character in group name!"
-#~ msgstr "分组名称中包含非法字符!"
-
-#~ msgid "Add Image Group"
-#~ msgstr "添加图片分组"
-
-#~ msgid "Project Export Settings"
-#~ msgstr "项目导出设置"
-
-#~ msgid "Export to Platform"
-#~ msgstr "导出到平台"
-
-#~ msgid "Export all files in the project directory."
-#~ msgstr "导出项目目录下的所有文件。"
-
-#~ msgid "Convert text scenes to binary on export."
-#~ msgstr "导出时将文本场景写入二进制文件。"
-
-#~ msgid "Images"
-#~ msgstr "图片"
-
-#~ msgid "Keep Original"
-#~ msgstr "保持原样"
-
-#~ msgid "Compress for Disk (Lossy, WebP)"
-#~ msgstr "节省磁盘空间(有损压缩,WebP)"
-
-#~ msgid "Compress for RAM (BC/PVRTC/ETC)"
-#~ msgstr "节省内存(BC/PVRTC/ETC)"
-
-#~ msgid "Convert Images (*.png):"
-#~ msgstr "转换图片(*.png):"
-
-#~ msgid "Compress for Disk (Lossy) Quality:"
-#~ msgstr "高质量(有损)节省磁盘空间:"
-
-#~ msgid "Shrink All Images:"
-#~ msgstr "收缩所有图片:"
-
-#~ msgid "Compress Formats:"
-#~ msgstr "压缩格式:"
-
-#~ msgid "Groups:"
-#~ msgstr "分组:"
-
-#~ msgid "Compress Disk"
-#~ msgstr "节省磁盘空间"
-
-#~ msgid "Compress RAM"
-#~ msgstr "节省内存"
-
-#~ msgid "Compress Mode:"
-#~ msgstr "压缩方式:"
-
-#~ msgid "Lossy Quality:"
-#~ msgstr "图片质量:"
-
-#~ msgid "Shrink By:"
-#~ msgstr "收缩方式:"
-
-#~ msgid "Images:"
-#~ msgstr "图片:"
-
-#~ msgid "Sample Conversion Mode: (.wav files):"
-#~ msgstr "音效转换方式(.wav文件):"
-
-#~ msgid "Compress (RAM - IMA-ADPCM)"
-#~ msgstr "压缩(RAM - IMA-ADPCM)"
-
-#~ msgid "Sampling Rate Limit (Hz):"
-#~ msgstr "采样率(Hz):"
-
-#~ msgid "Trim"
-#~ msgstr "修剪"
-
-#~ msgid "Trailing Silence:"
-#~ msgstr "尾随沉默(Trailing Silence):"
-
-#~ msgid "Export Project PCK"
-#~ msgstr "导出项目PCK文件"
-
-#~ msgid "Project Export"
-#~ msgstr "项目导出"
-
-#~ msgid "BakedLightInstance does not contain a BakedLight resource."
-#~ msgstr "BakedLightInstance未包含BakedLight资源。"
-
-#~ msgid "Lighting"
-#~ msgstr "光照"
-
-#~ msgid "Global"
-#~ msgstr "全局"
-
-#~ msgid ""
-#~ "This item cannot be made visible because the parent is hidden. Unhide the "
-#~ "parent first."
-#~ msgstr "无法显示此节点,请先取消隐藏其父节点。"
-
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "路径不能以'/'符号打头,绝对路径必须以'res://'、'user://'或者'local://'打头"
-
-#~ msgid "File exists"
-#~ msgstr "文件已存在"
-
-#~ msgid "Valid path"
-#~ msgstr "路径可用"
-
-#~ msgid "Cannot go into subdir:"
-#~ msgstr "无法打开目录:"
-
-#~ msgid "Perspective (Num5)"
-#~ msgstr "透视(Num5)"
-
-#~ msgid "Orthogonal (Num5)"
-#~ msgstr "正交(Num5)"
-
-#~ msgid "Selection (F)"
-#~ msgstr "选中项(F)"
-
-#, fuzzy
-#~ msgid "Enable/Disable interpolation when looping animation."
-#~ msgstr "启用/禁用循环"
-
-#~ msgid "Load Layout"
-#~ msgstr "加载布局"
-
-#~ msgid "Scale Region Editor"
-#~ msgstr "缩放区域编辑"
-
-#~ msgid "Inherit Scene"
-#~ msgstr "继承场景"
-
-#~ msgid "Binds (Extra Params):"
-#~ msgstr "绑定(附加参数):"
-
-#~ msgid "Method In Node:"
-#~ msgstr "节点方法:"
-
-#~ msgid "Reload Tool Script (Soft)"
-#~ msgstr "重新加载Tool脚本(Soft)"
-
-#~ msgid "Set Params"
-#~ msgstr "设置参数"
-
-#~ msgid "Live Editing"
-#~ msgstr "实时编辑"
-
-#~ msgid "File Server"
-#~ msgstr "文件服务"
-
-#~ msgid "Deploy File Server Clients"
-#~ msgstr "部署文件服务客户端"
-
-#~ msgid "Keep Existing, Merge with New"
-#~ msgstr "保留已有,与新的合并。"
-
-#~ msgid "Keep Existing, Ignore New"
-#~ msgstr "保留已有,忽略新的。"
-
-#~ msgid ""
-#~ "NOTICE: You are not forced to import textures for 2D projects. Just copy "
-#~ "your .jpg or .png files to your project, and change export options later. "
-#~ "Atlases can be generated on export too."
-#~ msgstr ""
-#~ "注意:对于大多数2D纹理图片,一般不需要导入操作。只需要将.jpg或.png文件放到"
-#~ "项目目录下,并存导出选项即可。精灵集也可以在导出时生成。"
diff --git a/editor/translations/zh_HK.po b/editor/translations/zh_HK.po
index a987b56673..4d0e898171 100644
--- a/editor/translations/zh_HK.po
+++ b/editor/translations/zh_HK.po
@@ -14798,561 +14798,3 @@ msgstr ""
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr ""
-
-#, fuzzy
-#~ msgid "Package Contents:"
-#~ msgstr "內容:"
-
-#, fuzzy
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "全部取代"
-
-#, fuzzy
-#~ msgid "Enabled Properties:"
-#~ msgstr "篩選:"
-
-#, fuzzy
-#~ msgid "Class Options"
-#~ msgstr "描述:"
-
-#, fuzzy
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "資源加載失敗。"
-
-#, fuzzy
-#~ msgid "Q&A"
-#~ msgstr "Q&A"
-
-#~ msgid "Status:"
-#~ msgstr "狀態:"
-
-#, fuzzy
-#~ msgid "Edit:"
-#~ msgstr "編輯"
-
-#, fuzzy
-#~ msgid "Redownload"
-#~ msgstr "重新下載"
-
-#~ msgid "(Installed)"
-#~ msgstr "(已安裝)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(欠缺)"
-
-#, fuzzy
-#~ msgid "Request Failed."
-#~ msgstr "請求失敗。"
-
-#, fuzzy
-#~ msgid "Redirect Loop."
-#~ msgstr "重新定向循環。"
-
-#~ msgid "Download Complete."
-#~ msgstr "下載完成。"
-
-#~ msgid "Remove Template"
-#~ msgstr "移除Template"
-
-#~ msgid "Download Templates"
-#~ msgstr "下載Templates"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "從清單中選擇鏡像: (Shift + 單擊: 在瀏覽器中打開)"
-
-#, fuzzy
-#~ msgid "Move to Trash"
-#~ msgstr "移動Autoload"
-
-#, fuzzy
-#~ msgid "Copy Params"
-#~ msgstr "複製參數"
-
-#, fuzzy
-#~ msgid "Open in Help"
-#~ msgstr "在幫助中開啓"
-
-#, fuzzy
-#~ msgid "Theme File"
-#~ msgstr "開啟檔案"
-
-#, fuzzy
-#~ msgid "Templates"
-#~ msgstr "移除選項"
-
-#, fuzzy
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "無法新增資料夾"
-
-#, fuzzy
-#~ msgid "Using default boot splash image."
-#~ msgstr "無法新增資料夾"
-
-#, fuzzy
-#~ msgid "Clipboard is empty"
-#~ msgstr "路徑為空"
-
-#~ msgid "No"
-#~ msgstr "否"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "此場景從未儲存。要在運行前儲存嗎?"
-
-#~ msgid "Search complete"
-#~ msgstr "搜尋完成"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "此位置已存在同名的檔案或資料夾。"
-
-#, fuzzy
-#~ msgid "Error trying to save layout!"
-#~ msgstr "儲存佈局時出現錯誤!"
-
-#, fuzzy
-#~ msgid "Move pivot"
-#~ msgstr "上移"
-
-#, fuzzy
-#~ msgid "Move anchor"
-#~ msgstr "移動模式"
-
-#, fuzzy
-#~ msgid "Add initial export..."
-#~ msgstr "新增訊號"
-
-#, fuzzy
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "刪除"
-
-#, fuzzy
-#~ msgid "Patches"
-#~ msgstr "吻合"
-
-#, fuzzy
-#~ msgid "Pack File"
-#~ msgstr "檔案"
-
-#, fuzzy
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "檔案系統"
-
-#, fuzzy
-#~ msgid "Clear Script"
-#~ msgstr "下一個腳本"
-
-#, fuzzy
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "取代了 %d 個。"
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "簡述:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "描述:"
-
-#~ msgid "Password:"
-#~ msgstr "密碼:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "暫停場景"
-
-#~ msgid "Shift+"
-#~ msgstr "Shift+"
-
-#~ msgid "Alt+"
-#~ msgstr "Alt+"
-
-#~ msgid "Language"
-#~ msgstr "語言"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "選擇模式"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "篩選:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "描述:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "簡述:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "描述:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "請求中..."
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "無法新增資料夾"
-
-#~ msgid "Doppler Enable"
-#~ msgstr "啟用多普拉效應"
-
-#, fuzzy
-#~ msgid "Select Mode (Q)"
-#~ msgstr "選擇模式"
-
-#, fuzzy
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "選擇模式"
-
-#, fuzzy
-#~ msgid "Tool Select"
-#~ msgstr "所有選項"
-
-#~ msgid "Exit"
-#~ msgstr "離開"
-
-#~ msgid "Unknown font format."
-#~ msgstr "字形格式不明"
-
-#~ msgid "Error loading font."
-#~ msgstr "載入字形出現錯誤"
-
-#~ msgid "Invalid font size."
-#~ msgstr "無效字型"
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "上一個tab"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "新增資料夾"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "要離開編輯器嗎?"
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "資源加載失敗。"
-
-#, fuzzy
-#~ msgid "Failed to save solution."
-#~ msgstr "資源加載失敗。"
-
-#, fuzzy
-#~ msgid "Failed to create C# project."
-#~ msgstr "資源加載失敗。"
-
-#, fuzzy
-#~ msgid "Create C# solution"
-#~ msgstr "縮放selection"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "檔案"
-
-#~ msgid "Update Always"
-#~ msgstr "不停更新"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "要刪除選中檔案?"
-
-#, fuzzy
-#~ msgid "Go to parent folder"
-#~ msgstr "無法新增資料夾"
-
-#, fuzzy
-#~ msgid "Open Scene(s)"
-#~ msgstr "開啓場景"
-
-#, fuzzy
-#~ msgid "Ease in"
-#~ msgstr "縮放selection"
-
-#, fuzzy
-#~ msgid "Create folder"
-#~ msgstr "新增資料夾"
-
-#, fuzzy
-#~ msgid "Invalid Path"
-#~ msgstr "有效的路徑"
-
-#, fuzzy
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "複製 Selection"
-
-#, fuzzy
-#~ msgid "Create Area"
-#~ msgstr "新增"
-
-#, fuzzy
-#~ msgid "Line:"
-#~ msgstr "行:"
-
-#~ msgid "Col:"
-#~ msgstr "列:"
-
-#, fuzzy
-#~ msgid "Add Split"
-#~ msgstr "新增訊號"
-
-#, fuzzy
-#~ msgid "Invalid Split: "
-#~ msgstr "有效的路徑"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "只限選中"
-
-#, fuzzy
-#~ msgid "Add Node.."
-#~ msgstr "新增節點"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "縮小"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "放大"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "放大"
-
-#, fuzzy
-#~ msgid "Public Methods"
-#~ msgstr "選擇模式"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "(不)顯示最愛"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "新增資料夾"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "完整詞語"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "符合大小寫"
-
-#~ msgid "Ok"
-#~ msgstr "Ok"
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "儲存TileSet時出現錯誤!"
-
-#, fuzzy
-#~ msgid "Convert To Uppercase"
-#~ msgstr "轉為..."
-
-#, fuzzy
-#~ msgid "Convert To Lowercase"
-#~ msgstr "轉為..."
-
-#~ msgid "Errors:"
-#~ msgstr "錯誤:"
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "動畫軌跡上移"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "動畫軌跡下移"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "將過渡設到:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "動畫軌跡變化Interpolation"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "編輯Selection Curve"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "新增動畫幀"
-
-#~ msgid "Length (s):"
-#~ msgstr "時長(秒):"
-
-#, fuzzy
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "開/關動畫循環。"
-
-#~ msgid "Add new tracks."
-#~ msgstr "新增軌迹。"
-
-#, fuzzy
-#~ msgid "Move current track up."
-#~ msgstr "上移現在的軌迹。"
-
-#, fuzzy
-#~ msgid "Move current track down."
-#~ msgstr "下移現在的軌迹。"
-
-#, fuzzy
-#~ msgid "Track tools"
-#~ msgstr "動畫軌迹工具"
-
-#, fuzzy
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "啟用單擊編輯各個關鍵幀的功能。"
-
-#, fuzzy
-#~ msgid "Key"
-#~ msgstr "關鍵幀"
-
-#~ msgid "Thanks!"
-#~ msgstr "多謝!"
-
-#, fuzzy
-#~ msgid "Ugh"
-#~ msgstr "嗯......"
-
-#~ msgid "Run Script"
-#~ msgstr "運行腳本"
-
-#, fuzzy
-#~ msgid "Default (Same as Editor)"
-#~ msgstr "預設()"
-
-#, fuzzy
-#~ msgid "Copy Animation"
-#~ msgstr "複製動畫"
-
-#~ msgid "prev"
-#~ msgstr "上一頁"
-
-#~ msgid "next"
-#~ msgstr "下一頁"
-
-#~ msgid "last"
-#~ msgstr "尾頁"
-
-#, fuzzy
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "只限選中"
-
-#~ msgid "OK :("
-#~ msgstr "OK :("
-
-#, fuzzy
-#~ msgid "Edit Signal"
-#~ msgstr "連接"
-
-#, fuzzy
-#~ msgid "Can't contain '/' or ':'"
-#~ msgstr "不能連到主機:"
-
-#, fuzzy
-#~ msgid "Can't write file."
-#~ msgstr "無法新增資料夾"
-
-#, fuzzy
-#~ msgid "Replace By"
-#~ msgstr "由這個取代"
-
-#, fuzzy
-#~ msgid "Backwards"
-#~ msgstr "向後"
-
-#, fuzzy
-#~ msgid "Prompt On Replace"
-#~ msgstr "取代時詢問我"
-
-#~ msgid "Skip"
-#~ msgstr "跳過"
-
-#, fuzzy
-#~ msgid "Move Add Key"
-#~ msgstr "移動"
-
-#, fuzzy
-#~ msgid ""
-#~ "\n"
-#~ "Source: "
-#~ msgstr "來源:"
-
-#~ msgid "Meta+"
-#~ msgstr "Meta+"
-
-#, fuzzy
-#~ msgid "Setting '"
-#~ msgstr "設定"
-
-#, fuzzy
-#~ msgid "Live Scene Tree:"
-#~ msgstr "儲存場景"
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "只限選中"
-
-#, fuzzy
-#~ msgid "Selection -> Clear"
-#~ msgstr "只限選中"
-
-#~ msgid "Added:"
-#~ msgstr "已加入:"
-
-#, fuzzy
-#~ msgid "Tiles"
-#~ msgstr "檔案"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr "回到專案管理器?(未儲存的更改將會消失)"
-
-#~ msgid "Valid name"
-#~ msgstr "有效名稱"
-
-#~ msgid "Edit Script Options"
-#~ msgstr "編輯腳本選項"
-
-#, fuzzy
-#~ msgid "Create Android keystore"
-#~ msgstr "新增資料夾"
-
-#, fuzzy
-#~ msgid "Organization"
-#~ msgstr "本地化"
-
-#, fuzzy
-#~ msgid "Password"
-#~ msgstr "密碼:"
-
-#, fuzzy
-#~ msgid "at least 6 characters"
-#~ msgstr "有效字符:"
-
-#~ msgid "Include"
-#~ msgstr "包括"
-
-#~ msgid "Images"
-#~ msgstr "圖片"
-
-#~ msgid "Keep Original"
-#~ msgstr "保持原貌"
-
-#~ msgid "Images:"
-#~ msgstr "圖片:"
-
-#~ msgid "File exists"
-#~ msgstr "檔案已存在"
-
-#~ msgid "Valid path"
-#~ msgstr "有效路徑"
-
-#~ msgid "Cannot go into subdir:"
-#~ msgstr "無法進入次要資料夾"
diff --git a/editor/translations/zh_TW.po b/editor/translations/zh_TW.po
index 48d5d5d278..ac0cd7b7b6 100644
--- a/editor/translations/zh_TW.po
+++ b/editor/translations/zh_TW.po
@@ -14254,746 +14254,3 @@ msgstr "指派至均勻。"
#: servers/visual/shader_language.cpp
msgid "Constants cannot be modified."
msgstr "不可修改常數。"
-
-#~ msgid "Make Rest Pose (From Bones)"
-#~ msgstr "製作靜止姿勢(自骨骼)"
-
-#~ msgid "Bottom"
-#~ msgstr "底部"
-
-#~ msgid "Left"
-#~ msgstr "左"
-
-#~ msgid "Right"
-#~ msgstr "右"
-
-#~ msgid "Front"
-#~ msgstr "正面"
-
-#~ msgid "Rear"
-#~ msgstr "後"
-
-#~ msgid "Nameless gizmo"
-#~ msgstr "未命名的 Gizmo"
-
-#~ msgid ""
-#~ "\"Degrees Of Freedom\" is only valid when \"Xr Mode\" is \"Oculus Mobile "
-#~ "VR\"."
-#~ msgstr ""
-#~ "「Degrees Of Freedom」(自由角度)僅可在「Xr Mode」(XR 模式)設為"
-#~ "「Oculus Mobile VR」時可用。"
-
-#~ msgid ""
-#~ "\"Focus Awareness\" is only valid when \"Xr Mode\" is \"Oculus Mobile VR"
-#~ "\"."
-#~ msgstr ""
-#~ "「Focus Awareness」(提高關注度)僅可在「Xr Mode」(XR 模式)設為「Oculus "
-#~ "Mobile VR」時可用。"
-
-#~ msgid "Package Contents:"
-#~ msgstr "套件內容:"
-
-#~ msgid "Singleton"
-#~ msgstr "單例"
-
-#~ msgid "Erase profile '%s'? (no undo)"
-#~ msgstr "確定要清除設定檔「%s」嗎?(無法復原)"
-
-#~ msgid "Enabled Properties:"
-#~ msgstr "啟用屬性:"
-
-#~ msgid "Enabled Features:"
-#~ msgstr "啟用功能:"
-
-#~ msgid "Unset"
-#~ msgstr "未設定"
-
-#~ msgid "Class Options"
-#~ msgstr "類別選項"
-
-#~ msgid "Set"
-#~ msgstr "設定"
-
-#~ msgid "Saved %s modified resource(s)."
-#~ msgstr "已保存 %s 個已修改的資源。"
-
-#~ msgid "Q&A"
-#~ msgstr "Q&A"
-
-#~ msgid "Status:"
-#~ msgstr "狀態:"
-
-#~ msgid "Edit:"
-#~ msgstr "編輯:"
-
-#~ msgid "Redownload"
-#~ msgstr "重新下載"
-
-#~ msgid "(Installed)"
-#~ msgstr "(已安裝)"
-
-#~ msgid "(Missing)"
-#~ msgstr "(遺失)"
-
-#~ msgid "Request Failed."
-#~ msgstr "請求失敗。"
-
-#~ msgid "Redirect Loop."
-#~ msgstr "重新導向循環。"
-
-#~ msgid "Download Complete."
-#~ msgstr "下載完成。"
-
-#~ msgid "Remove Template"
-#~ msgstr "移除樣板"
-
-#~ msgid "Download Templates"
-#~ msgstr "下載樣板"
-
-#~ msgid "Select mirror from list: (Shift+Click: Open in Browser)"
-#~ msgstr "自列表中選擇鏡像:(Shift+點擊:在瀏覽器中開啟)"
-
-#~ msgid "Move to Trash"
-#~ msgstr "移動至資源回收桶"
-
-#~ msgid "Expand All Properties"
-#~ msgstr "展開所有屬性"
-
-#~ msgid "Collapse All Properties"
-#~ msgstr "收合所有屬性"
-
-#~ msgid "Copy Params"
-#~ msgstr "複製參數"
-
-#~ msgid "Open in Help"
-#~ msgstr "在說明中開啟"
-
-#~ msgid ""
-#~ "Game Camera Override\n"
-#~ "No game instance running."
-#~ msgstr ""
-#~ "遊戲相機複寫\n"
-#~ "無正在執行的遊戲實體。"
-
-#~ msgid "Drag: Rotate"
-#~ msgstr "拖移:旋轉"
-
-#~ msgid "Press 'v' to Change Pivot, 'Shift+v' to Drag Pivot (while moving)."
-#~ msgstr "按「v」以修改樞紐,「Shift+v」以移動樞紐(移動時)。"
-
-#~ msgid "Alt+RMB: Depth list selection"
-#~ msgstr "Alt+滑鼠右鍵:展開所選清單"
-
-#~ msgid "Clone Down"
-#~ msgstr "複製到下一行"
-
-#~ msgid "Yaw"
-#~ msgstr "偏航"
-
-#~ msgid "Size"
-#~ msgstr "大小"
-
-#~ msgid ""
-#~ "Drag: Rotate\n"
-#~ "Alt+Drag: Move\n"
-#~ "Alt+RMB: Depth list selection"
-#~ msgstr ""
-#~ "拖移:旋轉\n"
-#~ "Alt+拖移:移動\n"
-#~ "Alt+右鍵點擊:展開選擇列表"
-
-#~ msgid "Sep.:"
-#~ msgstr "分隔線:"
-
-#~ msgid "Add All"
-#~ msgstr "新增全部"
-
-#~ msgid "Theme editing menu."
-#~ msgstr "主題編輯選單。"
-
-#~ msgid "Create Empty Template"
-#~ msgstr "建立空白樣板"
-
-#~ msgid "Create Empty Editor Template"
-#~ msgstr "建立空白編輯器樣板"
-
-#~ msgid "Create From Current Editor Theme"
-#~ msgstr "自目前編輯器主題建立"
-
-#~ msgid "Data Type:"
-#~ msgstr "資料類型:"
-
-#~ msgid "Theme File"
-#~ msgstr "主題檔"
-
-#~ msgid "Compiled"
-#~ msgstr "編譯"
-
-#~ msgid ""
-#~ "Remove %d projects from the list?\n"
-#~ "The project folders' contents won't be modified."
-#~ msgstr ""
-#~ "確定要自清單中移除 %d 個專案嗎?\n"
-#~ "專案資料夾的內容不會被修改。"
-
-#~ msgid ""
-#~ "Remove this project from the list?\n"
-#~ "The project folder's contents won't be modified."
-#~ msgstr ""
-#~ "確定要自列表移除該專案嗎?\n"
-#~ "專案資料夾的內容不會被修改。"
-
-#~ msgid "Templates"
-#~ msgstr "樣板"
-
-#~ msgid "Add Remapped Path"
-#~ msgstr "新增重映射路徑"
-
-#~ msgid "Can not perform with the root node."
-#~ msgstr "無法在根節點執行此操作。"
-
-#~ msgid "Could not read boot splash image file:"
-#~ msgstr "無法讀取啟動畫面圖檔:"
-
-#~ msgid "Using default boot splash image."
-#~ msgstr "使用預設啟動畫面圖檔。"
-
-#~ msgid "An animation player can't animate itself, only other players."
-#~ msgstr "動畫 Player 無法播放自己,僅可播放其他 Player。"
-
-#~ msgid "Clipboard is empty"
-#~ msgstr "剪貼板為空"
-
-#~ msgid ""
-#~ "InterpolatedCamera has been deprecated and will be removed in Godot 4.0."
-#~ msgstr "InterpolatedCamera 已停止維護,且將於 Godot 4.0 中移除。"
-
-#~ msgid "No"
-#~ msgstr "否"
-
-#~ msgid "This scene has never been saved. Save before running?"
-#~ msgstr "此場景從未被保存。是否於執行前先保存?"
-
-#~ msgid "ADB executable not configured in the Editor Settings."
-#~ msgstr "尚未於編輯器設定中設定 ADB 可執行檔。"
-
-#~ msgid "OpenJDK jarsigner not configured in the Editor Settings."
-#~ msgstr "尚未於編輯器設定中設定 OpenJDK Jarsigner。"
-
-#~ msgid "Custom build requires a valid Android SDK path in Editor Settings."
-#~ msgstr "自定建置需要有在編輯器設定中設定一個有效的 Android SDK 位置。"
-
-#~ msgid "%d%%"
-#~ msgstr "%d%%"
-
-#~ msgid "(Time Left: %d:%02d s)"
-#~ msgstr "(剩餘時間:%d:%02d 秒)"
-
-#~ msgid "Plotting Meshes: "
-#~ msgstr "正在繪製網格: "
-
-#~ msgid "Lighting Meshes: "
-#~ msgstr "正在照明網格: "
-
-#~ msgid "Search complete"
-#~ msgstr "搜尋完成"
-
-#~ msgid "No commit message was provided"
-#~ msgstr "未提供提交訊息"
-
-#~ msgid "Add a commit message"
-#~ msgstr "新增一個提交訊息"
-
-#~ msgid "There is already file or folder with the same name in this location."
-#~ msgstr "該位置已有相同名稱的檔案或資料夾。"
-
-#~ msgid "Unable to complete APK alignment."
-#~ msgstr "無法完成 APK 對齊。"
-
-#~ msgid "Unable to delete unaligned APK."
-#~ msgstr "無法刪除未對齊的 APK。"
-
-#~ msgid "Error trying to save layout!"
-#~ msgstr "嘗試保存配置時出錯!"
-
-#~ msgid "Default editor layout overridden."
-#~ msgstr "已覆蓋預設的編輯器配置。"
-
-#~ msgid "Move pivot"
-#~ msgstr "移動軸心"
-
-#~ msgid "Move anchor"
-#~ msgstr "移動錨點"
-
-#~ msgid "Resize CanvasItem"
-#~ msgstr "調整 CanvasItem 大小"
-
-#~ msgid "Polygon->UV"
-#~ msgstr "多邊形 -> UV"
-
-#~ msgid "UV->Polygon"
-#~ msgstr "UV -> 多邊形"
-
-#~ msgid "Add initial export..."
-#~ msgstr "新增初始匯出..."
-
-#~ msgid "Add previous patches..."
-#~ msgstr "新增上回修正檔..."
-
-#~ msgid "Delete patch '%s' from list?"
-#~ msgstr "是否要自列表中刪除「%s」修正檔?"
-
-#~ msgid "Patches"
-#~ msgstr "修正檔"
-
-#~ msgid "Make Patch"
-#~ msgstr "製作修正檔"
-
-#~ msgid "Pack File"
-#~ msgstr "打包檔案"
-
-#~ msgid "No build apk generated at: "
-#~ msgstr "無建置 APK 產生於: "
-
-#~ msgid "FileSystem and Import Docks"
-#~ msgstr "檔案系統與匯入 Dock"
-
-#~ msgid ""
-#~ "When exporting or deploying, the resulting executable will attempt to "
-#~ "connect to the IP of this computer in order to be debugged."
-#~ msgstr ""
-#~ "匯出或部署時,輸出的可執行檔將會嘗試連接到這台電腦的 IP 位置以進行除錯。"
-
-#~ msgid "Current scene was never saved, please save it prior to running."
-#~ msgstr "目前的場景從未被保存,請先保存以執行。"
-
-#~ msgid "Revert"
-#~ msgstr "還原"
-
-#~ msgid "This action cannot be undone. Revert anyway?"
-#~ msgstr "該操作無法還原。依然要還原嗎?"
-
-#~ msgid "Revert Scene"
-#~ msgstr "恢復場景"
-
-#~ msgid "Clear Script"
-#~ msgstr "清除腳本"
-
-#, fuzzy
-#~ msgid "Issue Tracker"
-#~ msgstr "問題追蹤器"
-
-#~ msgid "Request Docs"
-#~ msgstr "請求檔案"
-
-#, fuzzy
-#~ msgid "Help improve the Godot documentation by giving feedback."
-#~ msgstr "通過提供回饋幫助改進 Godot 文檔"
-
-#~ msgid "Replaced %d occurrence(s)."
-#~ msgstr "取代了 %d 個。"
-
-#~ msgid "Create Static Convex Body"
-#~ msgstr "創建靜態凸體"
-
-#~ msgid ""
-#~ "There are currently no tutorials for this class, you can [color=$color]"
-#~ "[url=$url]contribute one[/url][/color] or [color=$color][url="
-#~ "$url2]request one[/url][/color]."
-#~ msgstr ""
-#~ "目前沒有這個 class 的教學,你可以[color=$color][url=$url]貢獻一個[/url][/"
-#~ "color]或[color=$color][url=$url2]要求一個[/url][/color]。"
-
-#~ msgid "enum "
-#~ msgstr "枚舉 "
-
-#, fuzzy
-#~ msgid "Brief Description"
-#~ msgstr "簡要說明:"
-
-#, fuzzy
-#~ msgid "Class Description"
-#~ msgstr "描述:"
-
-#~ msgid "Project export failed with error code %d."
-#~ msgstr "專案輸出失敗,錯誤代碼是 %d。"
-
-#~ msgid "Password:"
-#~ msgstr "密碼:"
-
-#~ msgid "Pause the scene"
-#~ msgstr "暫停此場景"
-
-#, fuzzy
-#~ msgid "Snap to Grid"
-#~ msgstr "吸附到網格"
-
-#, fuzzy
-#~ msgid "Add input +"
-#~ msgstr "添加輸入"
-
-#, fuzzy
-#~ msgid "Methods:"
-#~ msgstr "方法"
-
-#, fuzzy
-#~ msgid "Theme Properties:"
-#~ msgstr "過濾檔案..."
-
-#~ msgid "Constants:"
-#~ msgstr "定數:"
-
-#, fuzzy
-#~ msgid "Class Description:"
-#~ msgstr "描述:"
-
-#, fuzzy
-#~ msgid "Property Descriptions:"
-#~ msgstr "Property 說明:"
-
-#, fuzzy
-#~ msgid "Method Descriptions:"
-#~ msgstr "Method 說明:"
-
-#, fuzzy
-#~ msgid "Reverse sorting."
-#~ msgstr "正在請求…"
-
-#~ msgid "No Matches"
-#~ msgstr "無符合條件"
-
-#~ msgid "Error loading image:"
-#~ msgstr "加載影像時出錯:"
-
-#~ msgid "No pixels with transparency > 128 in image..."
-#~ msgstr "影像中沒有透明度大於128的點數…"
-
-#~ msgid "Parent has no solid faces to populate."
-#~ msgstr "父級沒有要填充的實體面。"
-
-#~ msgid "Couldn't map area."
-#~ msgstr "無法映射區域。"
-
-#~ msgid "Faces contain no area!"
-#~ msgstr "面不包含任何區域!"
-
-#, fuzzy
-#~ msgid "Error: could not load file."
-#~ msgstr "無法新增資料夾"
-
-#~ msgid "Doppler Enable"
-#~ msgstr "啟用多普拉效應"
-
-#, fuzzy
-#~ msgid "Select Mode (Q)"
-#~ msgstr "選擇模式 (Q)"
-
-#~ msgid "Move Mode (W)"
-#~ msgstr "移動模式 (W)"
-
-#~ msgid "Rotate Mode (E)"
-#~ msgstr "旋轉模式 (E)"
-
-#~ msgid "Scale Mode (R)"
-#~ msgstr "縮放模式 (R)"
-
-#~ msgid "Local Coords"
-#~ msgstr "本地坐標"
-
-#~ msgid "Snap Mode (%s)"
-#~ msgstr "捕捉模式 (%s)"
-
-#, fuzzy
-#~ msgid "Tool Select"
-#~ msgstr "工具選擇"
-
-#~ msgid "Tool Move"
-#~ msgstr "工具移動"
-
-#~ msgid "Tool Rotate"
-#~ msgstr "工具旋轉"
-
-#~ msgid "Tool Scale"
-#~ msgstr "縮放工具"
-
-#, fuzzy
-#~ msgid ""
-#~ "Remove all missing projects from the list? (Folders contents will not be "
-#~ "modified)"
-#~ msgstr "是否從清單中删除項目?(資料夾內容將不被修改)"
-
-#~ msgid "Error initializing FreeType."
-#~ msgstr "初始化 FreeType 錯誤。"
-
-#~ msgid "Unknown font format."
-#~ msgstr "未知的字體格式。"
-
-#~ msgid "Error loading font."
-#~ msgstr "讀取字體錯誤。"
-
-#~ msgid "Invalid font size."
-#~ msgstr "無效的字體大小。"
-
-#, fuzzy
-#~ msgid "Previous Folder"
-#~ msgstr "上個分頁"
-
-#, fuzzy
-#~ msgid "Next Folder"
-#~ msgstr "新增資料夾"
-
-#, fuzzy
-#~ msgid "Open in an external image editor."
-#~ msgstr "開啟下一個編輯器"
-
-#~ msgid "Reverse"
-#~ msgstr "反轉"
-
-#, fuzzy
-#~ msgid "Failed to create solution."
-#~ msgstr "無法新增資料夾"
-
-#, fuzzy
-#~ msgid "Build Project"
-#~ msgstr "專案設定"
-
-#, fuzzy
-#~ msgid "View log"
-#~ msgstr "過濾檔案..."
-
-#, fuzzy
-#~ msgid "Enabled Classes"
-#~ msgstr "搜尋 Class"
-
-#~ msgid "Update Always"
-#~ msgstr "總是自動更新"
-
-#~ msgid "Path to Node:"
-#~ msgstr "節點路徑:"
-
-#~ msgid "Delete selected files?"
-#~ msgstr "確定刪除所選擇的檔案嗎?"
-
-#~ msgid "There is no 'res://default_bus_layout.tres' file."
-#~ msgstr "「res://default_bus_layout.tres」檔案不存在。"
-
-#, fuzzy
-#~ msgid "Go to parent folder"
-#~ msgstr "無法新增資料夾"
-
-#, fuzzy
-#~ msgid "Open Scene(s)"
-#~ msgstr "開啟場景"
-
-#~ msgid "Previous Directory"
-#~ msgstr "上一個目錄"
-
-#~ msgid "Next Directory"
-#~ msgstr "下一個目錄"
-
-#, fuzzy
-#~ msgid "Ease in"
-#~ msgstr "所有的選擇"
-
-#~ msgid "Ease out"
-#~ msgstr "淡出"
-
-#, fuzzy
-#~ msgid "Create folder"
-#~ msgstr "創建資料夾"
-
-#, fuzzy
-#~ msgid "Invalid Path"
-#~ msgstr "無效的路徑"
-
-#, fuzzy
-#~ msgid "GridMap Duplicate Selection"
-#~ msgstr "複製所選"
-
-#, fuzzy
-#~ msgid "Create Area"
-#~ msgstr "新增"
-
-#~ msgid "Insert keys."
-#~ msgstr "插入幀."
-
-#~ msgid "Line:"
-#~ msgstr "行:"
-
-#~ msgid "Col:"
-#~ msgstr "列:"
-
-#, fuzzy
-#~ msgid "Remove Split"
-#~ msgstr "移除"
-
-#, fuzzy
-#~ msgid "Zoom out"
-#~ msgstr "縮小"
-
-#, fuzzy
-#~ msgid "Zoom in"
-#~ msgstr "放大"
-
-#, fuzzy
-#~ msgid "Zoom:"
-#~ msgstr "放大"
-
-#~ msgid "Class List:"
-#~ msgstr "Class 列表:"
-
-#~ msgid "Public Methods:"
-#~ msgstr "公開 method:"
-
-#~ msgid "GUI Theme Items:"
-#~ msgstr "介面主題項目:"
-
-#, fuzzy
-#~ msgid "Toggle folder status as Favorite."
-#~ msgstr "切換最愛"
-
-#, fuzzy
-#~ msgid "Show current scene file."
-#~ msgstr "新增資料夾"
-
-#, fuzzy
-#~ msgid "Whole words"
-#~ msgstr "整個字"
-
-#, fuzzy
-#~ msgid "Match case"
-#~ msgstr "符合大小寫"
-
-#, fuzzy
-#~ msgid "Search in files"
-#~ msgstr "搜尋 Class"
-
-#, fuzzy
-#~ msgid "Convert To Uppercase"
-#~ msgstr "轉換成..."
-
-#, fuzzy
-#~ msgid "Convert To Lowercase"
-#~ msgstr "轉換成..."
-
-#~ msgid "Move Anim Track Up"
-#~ msgstr "上移動畫軌"
-
-#~ msgid "Move Anim Track Down"
-#~ msgstr "動畫軌下移"
-
-#~ msgid "Set Transitions to:"
-#~ msgstr "設定轉場效果為:"
-
-#~ msgid "Anim Track Change Interpolation"
-#~ msgstr "改變動畫軌內插"
-
-#~ msgid "Anim Track Change Value Mode"
-#~ msgstr "動畫軌改變模式"
-
-#, fuzzy
-#~ msgid "Anim Track Change Wrap Mode"
-#~ msgstr "動畫軌道更改環繞模式"
-
-#~ msgid "Edit Selection Curve"
-#~ msgstr "編輯所選曲線"
-
-#~ msgid "Anim Add Key"
-#~ msgstr "添加動畫關鍵畫格"
-
-#~ msgid "In"
-#~ msgstr "進"
-
-#~ msgid "Out"
-#~ msgstr "出"
-
-#~ msgid "In-Out"
-#~ msgstr "進出"
-
-#~ msgid "Out-In"
-#~ msgstr "外-內"
-
-#, fuzzy
-#~ msgid "Anim Create Typed Value Key"
-#~ msgstr "動畫新增具類別之鍵值"
-
-#~ msgid "Anim Add Call Track"
-#~ msgstr "動畫新增呼叫軌跡"
-
-#~ msgid "Length (s):"
-#~ msgstr "長度(s):"
-
-#~ msgid "Enable/Disable looping in animation."
-#~ msgstr "啟用/停用 動畫迴圈。"
-
-#~ msgid "Add new tracks."
-#~ msgstr "新增動畫軌。"
-
-#~ msgid "Move current track up."
-#~ msgstr "上移當前動畫軌。"
-
-#~ msgid "Move current track down."
-#~ msgstr "下移當前動畫軌。"
-
-#~ msgid "Track tools"
-#~ msgstr "軌跡工具"
-
-#~ msgid "Enable editing of individual keys by clicking them."
-#~ msgstr "啟用可使用點擊來更改各個鍵。"
-
-#~ msgid "Key"
-#~ msgstr "鍵"
-
-#~ msgid "Call Functions in Which Node?"
-#~ msgstr "呼叫哪個節點裡的函式?"
-
-#~ msgid "Thanks!"
-#~ msgstr "謝謝!"
-
-#~ msgid "Ugh"
-#~ msgstr "呃"
-
-#, fuzzy
-#~ msgid "prev"
-#~ msgstr "預覽:"
-
-#, fuzzy
-#~ msgid "Set pivot at mouse position"
-#~ msgstr "移除"
-
-#~ msgid "Replace By"
-#~ msgstr "用...取代"
-
-#~ msgid "Prompt On Replace"
-#~ msgstr "每次取代都要先詢問我"
-
-#~ msgid "Skip"
-#~ msgstr "跳過"
-
-#~ msgid "List:"
-#~ msgstr "列表:"
-
-#, fuzzy
-#~ msgid "Selection -> Duplicate"
-#~ msgstr "僅選擇區域"
-
-#~ msgid "Return:"
-#~ msgstr "回傳值:"
-
-#~ msgid "Added:"
-#~ msgstr "已新增:"
-
-#~ msgid "Ctrl+"
-#~ msgstr "Ctrl+"
-
-#~ msgid ""
-#~ "Open Project Manager? \n"
-#~ "(Unsaved changes will be lost)"
-#~ msgstr "未保存的變更將遺失, 要開啟專案管理員嗎?"
-
-#~ msgid ""
-#~ "Paths cannot start with '/', absolute paths must start with 'res://', "
-#~ "'user://', or 'local://'"
-#~ msgstr ""
-#~ "路徑不可以\"/\"為起始,完整路徑需以'res://'、'user://'、或 'local://'做為"
-#~ "起始"