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-rw-r--r--doc/classes/EditorPlugin.xml22
-rw-r--r--doc/classes/HTTPRequest.xml1
-rw-r--r--doc/classes/VehicleWheel3D.xml2
-rw-r--r--doc/translations/ar.po110
-rw-r--r--doc/translations/ca.po110
-rw-r--r--doc/translations/classes.pot100
-rw-r--r--doc/translations/cs.po113
-rw-r--r--doc/translations/de.po113
-rw-r--r--doc/translations/el.po110
-rw-r--r--doc/translations/es.po130
-rw-r--r--doc/translations/fa.po110
-rw-r--r--doc/translations/fi.po110
-rw-r--r--doc/translations/fil.po110
-rw-r--r--doc/translations/fr.po1273
-rw-r--r--doc/translations/gl.po110
-rw-r--r--doc/translations/hi.po110
-rw-r--r--doc/translations/hu.po110
-rw-r--r--doc/translations/id.po119
-rw-r--r--doc/translations/is.po110
-rw-r--r--doc/translations/it.po111
-rw-r--r--doc/translations/ja.po118
-rw-r--r--doc/translations/ko.po110
-rw-r--r--doc/translations/lt.po110
-rw-r--r--doc/translations/lv.po110
-rw-r--r--doc/translations/mr.po110
-rw-r--r--doc/translations/nb.po110
-rw-r--r--doc/translations/ne.po110
-rw-r--r--doc/translations/nl.po110
-rw-r--r--doc/translations/pl.po110
-rw-r--r--doc/translations/pt.po110
-rw-r--r--doc/translations/pt_BR.po110
-rw-r--r--doc/translations/ro.po110
-rw-r--r--doc/translations/ru.po114
-rw-r--r--doc/translations/sk.po110
-rw-r--r--doc/translations/sr_Cyrl.po110
-rw-r--r--doc/translations/sv.po110
-rw-r--r--doc/translations/th.po110
-rw-r--r--doc/translations/tl.po110
-rw-r--r--doc/translations/tr.po110
-rw-r--r--doc/translations/uk.po110
-rw-r--r--doc/translations/vi.po110
-rw-r--r--doc/translations/zh_CN.po1453
-rw-r--r--doc/translations/zh_TW.po110
-rw-r--r--editor/animation_track_editor.cpp82
-rw-r--r--editor/animation_track_editor.h4
-rw-r--r--editor/editor_help.cpp1
-rw-r--r--editor/plugins/shader_editor_plugin.cpp10
-rw-r--r--editor/plugins/shader_editor_plugin.h1
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp121
-rw-r--r--editor/plugins/visual_shader_editor_plugin.h18
-rw-r--r--editor/translations/af.po11
-rw-r--r--editor/translations/ar.po18
-rw-r--r--editor/translations/az.po11
-rw-r--r--editor/translations/bg.po11
-rw-r--r--editor/translations/bn.po11
-rw-r--r--editor/translations/br.po11
-rw-r--r--editor/translations/ca.po156
-rw-r--r--editor/translations/cs.po11
-rw-r--r--editor/translations/da.po11
-rw-r--r--editor/translations/de.po64
-rw-r--r--editor/translations/editor.pot10
-rw-r--r--editor/translations/el.po11
-rw-r--r--editor/translations/en_Shaw.po11
-rw-r--r--editor/translations/eo.po11
-rw-r--r--editor/translations/es.po11
-rw-r--r--editor/translations/es_AR.po12
-rw-r--r--editor/translations/et.po11
-rw-r--r--editor/translations/eu.po11
-rw-r--r--editor/translations/fa.po11
-rw-r--r--editor/translations/fi.po11
-rw-r--r--editor/translations/fil.po11
-rw-r--r--editor/translations/fr.po1610
-rw-r--r--editor/translations/ga.po11
-rw-r--r--editor/translations/gl.po11
-rw-r--r--editor/translations/he.po11
-rw-r--r--editor/translations/hi.po11
-rw-r--r--editor/translations/hr.po11
-rw-r--r--editor/translations/hu.po11
-rw-r--r--editor/translations/id.po22
-rw-r--r--editor/translations/is.po11
-rw-r--r--editor/translations/it.po11
-rw-r--r--editor/translations/ja.po12
-rw-r--r--editor/translations/ka.po11
-rw-r--r--editor/translations/km.po11
-rw-r--r--editor/translations/ko.po11
-rw-r--r--editor/translations/lt.po11
-rw-r--r--editor/translations/lv.po11
-rw-r--r--editor/translations/mk.po11
-rw-r--r--editor/translations/ml.po11
-rw-r--r--editor/translations/mr.po11
-rw-r--r--editor/translations/ms.po11
-rw-r--r--editor/translations/nb.po11
-rw-r--r--editor/translations/nl.po11
-rw-r--r--editor/translations/pl.po54
-rw-r--r--editor/translations/pr.po11
-rw-r--r--editor/translations/pt.po33
-rw-r--r--editor/translations/pt_BR.po122
-rw-r--r--editor/translations/ro.po11
-rw-r--r--editor/translations/ru.po20
-rw-r--r--editor/translations/si.po11
-rw-r--r--editor/translations/sk.po11
-rw-r--r--editor/translations/sl.po11
-rw-r--r--editor/translations/sq.po11
-rw-r--r--editor/translations/sr_Cyrl.po11
-rw-r--r--editor/translations/sr_Latn.po11
-rw-r--r--editor/translations/sv.po11
-rw-r--r--editor/translations/te.po11
-rw-r--r--editor/translations/th.po11
-rw-r--r--editor/translations/tl.po11
-rw-r--r--editor/translations/tr.po11
-rw-r--r--editor/translations/uk.po12
-rw-r--r--editor/translations/ur_PK.po11
-rw-r--r--editor/translations/vi.po11
-rw-r--r--editor/translations/zh_CN.po74
-rw-r--r--editor/translations/zh_HK.po11
-rw-r--r--editor/translations/zh_TW.po2189
-rw-r--r--modules/gdscript/gdscript_compiler.cpp2
-rw-r--r--scene/2d/camera_2d.cpp2
-rw-r--r--scene/2d/path_2d.cpp1
-rw-r--r--scene/3d/path_3d.cpp1
-rw-r--r--scene/main/scene_tree.h4
-rw-r--r--scene/resources/visual_shader.cpp57
-rw-r--r--scene/resources/visual_shader.h11
-rw-r--r--tests/scene/test_text_edit.h4
124 files changed, 7692 insertions, 4565 deletions
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 1514b82ff8..2930c2ec22 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -296,6 +296,28 @@
<return type="bool" />
<description>
Returns [code]true[/code] if this is a main screen editor plugin (it goes in the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and [b]AssetLib[/b]).
+ When the plugin's workspace is selected, other main screen plugins will be hidden, but your plugin will not appear automatically. It needs to be added as a child of [method EditorInterface.get_base_control] and made visible inside [method _make_visible].
+ Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the plugin button's appearance.
+ [codeblock]
+ var plugin_control
+
+ func _enter_tree():
+ plugin_control = preload("my_plugin_control.tscn").instantiate()
+ get_editor_interface().get_editor_main_control().add_child(plugin_control)
+ plugin_control.hide()
+
+ func _has_main_screen():
+ return true
+
+ func _make_visible(visible):
+ plugin_control.visible = visible
+
+ func _get_plugin_name():
+ return "My Super Cool Plugin 3000"
+
+ func _get_plugin_icon():
+ return get_editor_interface().get_base_control().get_theme_icon("Node", "EditorIcons")
+ [/codeblock]
</description>
</method>
<method name="_make_visible" qualifiers="virtual">
diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml
index f138b9087b..3d2e9449e2 100644
--- a/doc/classes/HTTPRequest.xml
+++ b/doc/classes/HTTPRequest.xml
@@ -251,6 +251,7 @@
Maximum number of allowed redirects.
</member>
<member name="timeout" type="float" setter="set_timeout" getter="get_timeout" default="0.0">
+ If set to a value greater than [code]0.0[/code] before the request starts, the HTTP request will time out after [code]timeout[/code] seconds have passed and the request is not [i]completed[/i] yet. For small HTTP requests such as REST API usage, set [member timeout] to a value between [code]10.0[/code] and [code]30.0[/code] to prevent the application from getting stuck if the request fails to get a response in a timely manner. For file downloads, leave this to [code]0.0[/code] to prevent the download from failing if it takes too much time.
</member>
<member name="use_threads" type="bool" setter="set_use_threads" getter="is_using_threads" default="false">
If [code]true[/code], multithreading is used to improve performance.
diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml
index 1c164d7c9a..ac126f824e 100644
--- a/doc/classes/VehicleWheel3D.xml
+++ b/doc/classes/VehicleWheel3D.xml
@@ -48,7 +48,7 @@
The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5.
</member>
<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
- Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
+ Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
A negative value will result in the wheel reversing.
</member>
diff --git a/doc/translations/ar.po b/doc/translations/ar.po
index b21374a37f..a4488f3339 100644
--- a/doc/translations/ar.po
+++ b/doc/translations/ar.po
@@ -10132,7 +10132,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10297,7 +10303,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28607,13 +28619,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30029,9 +30042,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30605,10 +30618,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30621,6 +30637,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45558,6 +45580,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54487,7 +54516,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54527,15 +54557,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56011,11 +56042,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66053,11 +66103,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66137,8 +66187,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ca.po b/doc/translations/ca.po
index 0e33b91074..bd84c415cc 100644
--- a/doc/translations/ca.po
+++ b/doc/translations/ca.po
@@ -10078,7 +10078,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10243,7 +10249,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28526,13 +28538,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29946,9 +29959,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30522,10 +30535,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30538,6 +30554,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45405,6 +45427,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54329,7 +54358,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54369,15 +54399,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55853,11 +55884,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65874,11 +65924,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65958,8 +66008,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/classes.pot b/doc/translations/classes.pot
index 8d833031fe..90ebdbf9f3 100644
--- a/doc/translations/classes.pot
+++ b/doc/translations/classes.pot
@@ -9958,7 +9958,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10123,7 +10129,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28403,13 +28415,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29823,9 +29836,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30399,10 +30412,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30415,6 +30431,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45282,6 +45304,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54206,7 +54235,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54246,15 +54276,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55730,11 +55761,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65751,7 +65801,7 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
@@ -65835,7 +65885,7 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
+"Accelerates the wheel by applying an engine force. The wheel is only sped "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
diff --git a/doc/translations/cs.po b/doc/translations/cs.po
index 85a9d50b28..48a79d9ec3 100644
--- a/doc/translations/cs.po
+++ b/doc/translations/cs.po
@@ -10475,7 +10475,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10640,7 +10646,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28996,13 +29008,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30419,9 +30432,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30995,10 +31008,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31010,6 +31026,15 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -45974,6 +45999,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54913,7 +54945,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54953,15 +54986,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56438,11 +56472,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66526,11 +66579,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66610,8 +66663,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/de.po b/doc/translations/de.po
index ae8d8f2165..ba4e24c02b 100644
--- a/doc/translations/de.po
+++ b/doc/translations/de.po
@@ -12026,7 +12026,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -12192,7 +12198,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -30778,13 +30790,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -32210,9 +32223,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -32786,10 +32799,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -32801,6 +32817,14 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Liefert [code]true[/code] wenn die Länge der Zeichenkette [code]0[/code] ist."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -47902,6 +47926,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -56953,7 +56985,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56993,15 +57026,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -58489,11 +58523,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -68828,11 +68881,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -68912,8 +68965,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/el.po b/doc/translations/el.po
index d3cbf69925..c7236b41df 100644
--- a/doc/translations/el.po
+++ b/doc/translations/el.po
@@ -9976,7 +9976,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10141,7 +10147,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28452,13 +28464,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29874,9 +29887,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30450,10 +30463,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30466,6 +30482,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45384,6 +45406,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54313,7 +54342,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54353,15 +54383,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55837,11 +55868,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65879,11 +65929,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65963,8 +66013,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/es.po b/doc/translations/es.po
index e38eb521c0..50425a97d9 100644
--- a/doc/translations/es.po
+++ b/doc/translations/es.po
@@ -13142,8 +13142,14 @@ msgstr ""
"escena."
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "El bus en el que se está reproduciendo este audio."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -13329,9 +13335,14 @@ msgstr ""
"escena."
#: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
-msgid "The bus on which this audio is playing."
-msgstr "El bus en el que se está reproduciendo este audio."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -37678,13 +37689,14 @@ msgstr "Número máximo de redirecciones permitidas."
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -39554,9 +39566,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
"Habilita o deshabilita la acumulación de eventos de entrada similares "
"enviados por el sistema operativo. Cuando la acumulación de entrada está "
@@ -40315,10 +40327,13 @@ msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón."
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -40342,6 +40357,15 @@ msgid "Mouse and input coordinates"
msgstr "Medio desplazamiento en la coordenada X."
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Devuelve el número de disposiciones del teclado.\n"
+"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -60077,6 +60101,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr "Cambia el byte en el índice dado."
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Elimina un elemento del array por indice."
+
#: doc/classes/PoolByteArray.xml
#, fuzzy
msgid ""
@@ -71442,7 +71474,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -71482,15 +71515,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -73306,11 +73340,41 @@ msgstr ""
#: doc/classes/Spatial.xml
#, fuzzy
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+"Parte de la rotación de la transformación local en radianes, especificada en "
+"términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z).\n"
+"[b]Nota:[/b] En el sentido matemático, la rotación es una matriz y no un "
+"vector. Los tres ángulos de Euler, que son los tres parámetros "
+"independientes de la parametrización del ángulo de Euler de la matriz de "
+"rotación, se almacenan en una estructura de datos [Vector3] no porque la "
+"rotación sea un vector, sino sólo porque el [Vector3] existe como una "
+"estructura de datos conveniente para almacenar 3 números reales. Por lo "
+"tanto, la aplicación de operaciones afines en el \"vector\" de rotación no "
+"es significativa."
+
+#: doc/classes/Spatial.xml
+#, fuzzy
msgid "World space (global) [Transform] of this node."
msgstr "World3D espacio (global) [Transform] de este nodo."
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -86302,11 +86366,11 @@ msgstr ""
#, fuzzy
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -86430,8 +86494,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
#, fuzzy
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/fa.po b/doc/translations/fa.po
index db8018d209..5f170b2b28 100644
--- a/doc/translations/fa.po
+++ b/doc/translations/fa.po
@@ -10399,7 +10399,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10564,7 +10570,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28847,13 +28859,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30267,9 +30280,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30843,10 +30856,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30859,6 +30875,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45744,6 +45766,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54672,7 +54701,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54712,15 +54742,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56196,11 +56227,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66217,11 +66267,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66301,8 +66351,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/fi.po b/doc/translations/fi.po
index 9317c255a7..0ab098fd33 100644
--- a/doc/translations/fi.po
+++ b/doc/translations/fi.po
@@ -10049,7 +10049,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10214,7 +10220,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28535,13 +28547,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29957,9 +29970,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30533,10 +30546,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30549,6 +30565,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45469,6 +45491,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54398,7 +54427,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54438,15 +54468,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55923,11 +55954,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65972,11 +66022,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66056,8 +66106,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/fil.po b/doc/translations/fil.po
index f7a8c0fd9b..2dabe612e9 100644
--- a/doc/translations/fil.po
+++ b/doc/translations/fil.po
@@ -9974,7 +9974,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10139,7 +10145,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28422,13 +28434,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29842,9 +29855,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30418,10 +30431,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30434,6 +30450,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45301,6 +45323,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54225,7 +54254,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54265,15 +54295,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55749,11 +55780,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65770,11 +65820,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65854,8 +65904,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/fr.po b/doc/translations/fr.po
index 7b3d3c7435..9d5c5f4a01 100644
--- a/doc/translations/fr.po
+++ b/doc/translations/fr.po
@@ -61,7 +61,7 @@ msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-07-06 04:47+0000\n"
+"PO-Revision-Date: 2022-07-18 08:12+0000\n"
"Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/fr/>\n"
@@ -70,7 +70,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -8364,6 +8364,9 @@ msgid ""
"Returns the number of inputs for the transition node with name [code]id[/"
"code]. You can add inputs by right-clicking on the transition node."
msgstr ""
+"Retourne le nombre d'entrées pour le nœud de transition nommé [code]id[/"
+"code]. Vous pouvez ajouter des entrées en faisant un clic droit sur le nœud "
+"de transition."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8378,6 +8381,9 @@ msgid ""
"transition node with name [code]id[/code] is set to automatically advance to "
"the next input upon completion."
msgstr ""
+"Retourne [code]true[/code] si l'entrée [code]input_idx[/code] du nœud de "
+"transition nommé [code]id[/code] est définie pour avancer automatiquement "
+"vers la prochaine entrée dès que la transition se termine."
#: doc/classes/AnimationTreePlayer.xml
#, fuzzy
@@ -8393,6 +8399,8 @@ msgid ""
"The transition node with name [code]id[/code] advances to its next input "
"automatically when the input at [code]input_idx[/code] completes."
msgstr ""
+"Le nœud de transition nommé [code]id[/code] avance à sa prochaine entrée "
+"automatiquement lorsque l'entrée [code]input_idx[/code] se termine."
#: doc/classes/AnimationTreePlayer.xml
msgid ""
@@ -8490,6 +8498,10 @@ msgid ""
"exiting. Can also alter or override local physics parameters (gravity, "
"damping) and route audio to custom audio buses."
msgstr ""
+"La zone 3D qui détecte nœuds [CollisionObject] qui se chevauchent, entrent "
+"ou sortent. Peut également modifier ou surcharger les paramètres de physique "
+"locale (gravité, amortissement) et passer l'audio à des bus audio "
+"personnalisés."
#: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
#: doc/classes/ViewportTexture.xml
@@ -8570,6 +8582,10 @@ msgid ""
"See [member ProjectSettings.physics/3d/default_angular_damp] for more "
"details about damping."
msgstr ""
+"La vitesse à laquelle les objets s'arrêtent de tourner dans cette zone. "
+"Représente la vitesse angulaire perdue par seconde.\n"
+"Voir [member ProjectSettings.physics/3d/default_angular_damp] pour plus de "
+"détails sur l'amortissement."
#: doc/classes/Area.xml doc/classes/Area2D.xml
msgid "The name of the area's audio bus."
@@ -8681,6 +8697,9 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
+"Émis quand une autre Area entre dans cette zone. Nécessite [member "
+"monitoring] d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area."
#: doc/classes/Area.xml
msgid ""
@@ -8688,6 +8707,9 @@ msgid ""
"be set to [code]true[/code].\n"
"[code]area[/code] the other Area."
msgstr ""
+"Émis quand une autre Area quitte cette Area. Nécessite [member monitoring] "
+"d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area."
#: doc/classes/Area.xml
msgid ""
@@ -8855,6 +8877,14 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
+"Retourne la liste des intersections entre les [PhysiqueBody2D]. Le calque "
+"[member CollisionObject2D.collision_layer] du corps entrant en intersection "
+"doit être dans le masque [member CollisionObject2D.collision_mask] de ce "
+"corps pour être détecté.\n"
+"Pour des raisons de performance (les collisions sont toutes traitées en même "
+"temps) cette liste est modifiée une fois pendant l'étape physique, pas "
+"immédiatement après le déplacement des objets. Considérez plutôt "
+"l'utilisation des signaux."
#: doc/classes/Area2D.xml
msgid ""
@@ -8863,6 +8893,11 @@ msgid ""
"For performance, the list of overlaps is updated once per frame and before "
"the physics step. Consider using signals instead."
msgstr ""
+"Si [code]true[/code], la zone donnée recouvre la Area2D.\n"
+"[b]Note :[/b] Le résultat de ce test n'est pas immédiat après le déplacement "
+"des objets. Pour des raisons de performance, la liste des collisions est "
+"mise à jour une fois par trame et avant l'étape physique. Considérez plutôt "
+"l'utilisation des signaux."
#: doc/classes/Area2D.xml
msgid ""
@@ -8913,6 +8948,10 @@ msgid ""
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
+"La vitesse à laquelle les objets arrêtent de se déplacer dans cette zone. "
+"Représente la vitesse linéaire perdue par seconde.\n"
+"Voir [member ProjectSettings.physics/2d/default_linear_damp] pour plus de "
+"détails sur l'amortissement."
#: doc/classes/Area2D.xml
msgid ""
@@ -8920,6 +8959,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
+"Émis quand une autre Area2D entre dans cette Area2D. Nécessite [member "
+"monitoring] d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area2D."
#: doc/classes/Area2D.xml
msgid ""
@@ -8927,6 +8969,9 @@ msgid ""
"to be set to [code]true[/code].\n"
"[code]area[/code] the other Area2D."
msgstr ""
+"Émis quand une autre Area2D quitte cette Area2D. Nécessite [member "
+"monitoring] d'être défini à [code]true[/code].\n"
+"[code]area[/code] l'autre Area2D."
#: doc/classes/Area2D.xml
msgid ""
@@ -9858,7 +9903,7 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Will regenerate normal maps for the [ArrayMesh]."
-msgstr ""
+msgstr "Régénérera les cartes normales pour le [ArrayMesh]."
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9873,12 +9918,16 @@ msgid ""
"Returns the length in indices of the index array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
+"Retourne la longueur des indices du tableau d'indices pour la surface "
+"spécifiée (voir [method add_surface_from_arrays].)"
#: doc/classes/ArrayMesh.xml
msgid ""
"Returns the length in vertices of the vertex array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
+"Retourne la longueur des sommets du tableau des sommets dans la surface "
+"spécifiée (voir [method add_surface_from_arrays].)"
#: doc/classes/ArrayMesh.xml
msgid ""
@@ -9926,7 +9975,7 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
-msgstr ""
+msgstr "Définit le mode de forme de mélange avec [enum Mesh.BlendShapeMode]"
#: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml
msgid ""
@@ -10865,7 +10914,7 @@ msgid ""
msgstr ""
"Retourne l'horodatage absolu (en μs) de la dernière mise à jour des yeux AR/"
"VR du [ARVRServer] envoyée au [VisualServer]. La valeur est récupérée via un "
-"appel interne à [method OS.get_ticks_usec]"
+"appel interne à [method OS.get_ticks_usec]."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10885,7 +10934,7 @@ msgid ""
msgstr ""
"Retourne l'horodatage absolu (en μs) du dernier appel de mise à jour du "
"[ARVRServer]. La valeur vient est récupérée via un appel interne à [method "
-"OS.get_ticks_usec]"
+"OS.get_ticks_usec]."
#: doc/classes/ARVRServer.xml
msgid ""
@@ -11406,6 +11455,8 @@ msgid ""
"Returns the capacity of the structure backing the points, useful in "
"conjunction with [code]reserve_space[/code]."
msgstr ""
+"Retourne la capacité de la structure qui garde les points en cache, utile "
+"avec [code]reserve_space[/code]."
#: doc/classes/AStar.xml
msgid ""
@@ -11468,6 +11519,8 @@ msgid ""
"Returns the weight scale of the point associated with the given [code]id[/"
"code]."
msgstr ""
+"Retourne l'échelle de poids du point associé pour le [code]id[/code] "
+"spécifié."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid "Returns an array of all points."
@@ -11484,6 +11537,8 @@ msgid ""
"Returns whether a point is disabled or not for pathfinding. By default, all "
"points are enabled."
msgstr ""
+"Retourne si un point est désactivé ou non pour le calcul du chemin. Par "
+"défaut, tous les points sont activés."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -11499,6 +11554,9 @@ msgid ""
"you're adding a known large number of points at once, for a grid for "
"instance. New capacity must be greater or equals to old capacity."
msgstr ""
+"Réserve l'espace interne pour [code]num_nodes[/code] points, utile si vous "
+"voulez ajouter un grand nombre de points à la fois, pour une grille par "
+"exemple. La nouvelle capacité doit être supérieure ou égale à l'ancienne."
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -11859,6 +11917,9 @@ msgid ""
"Limits the frequencies in a range around the [member AudioEffectFilter."
"cutoff_hz] and allows frequencies outside of this range to pass."
msgstr ""
+"Limite l'intensité des fréquences dans la gamme autour de [member "
+"AudioEffectFilter.cutoff_hz], et permet aux fréquences en dehors de cette "
+"gamme de passer."
#: doc/classes/AudioEffectBandPassFilter.xml
msgid "Adds a band pass filter to the audio bus."
@@ -11869,6 +11930,9 @@ msgid ""
"Attenuates the frequencies inside of a range around the [member "
"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
msgstr ""
+"Atténue les fréquences à l'intérieur de la gamme autour de [member "
+"AudioEffectFilter.cutoff_hz] et coupe les fréquences en dehors de cette "
+"gamme."
#: doc/classes/AudioEffectCapture.xml
msgid "Captures audio from an audio bus in real-time."
@@ -12058,6 +12122,9 @@ msgid ""
"Compressor's delay time to stop reducing the signal after the signal level "
"falls below the threshold, in milliseconds. Value can range from 20 to 2000."
msgstr ""
+"Le retard du compresseur avant d'arrêter de réduire le signal après que le "
+"niveau de signal sous le seuil, en millisecondes. La valeur peut aller de 20 "
+"à 2000."
#: doc/classes/AudioEffectCompressor.xml
msgid "Reduce the sound level using another audio bus for threshold detection."
@@ -12090,6 +12157,10 @@ msgid ""
"echo. Delay effects range from a subtle echo effect to a pronounced blending "
"of previous sounds with new sounds."
msgstr ""
+"Joue le signal d'entrée après une période de temps. Le signal retardé peut "
+"être joué plusieurs fois pour créer un écho qui s'amortit dans le temps. Les "
+"effets de retard vont d'un subtil écho à un mélange prononcé de sons "
+"précédents avec les nouveaux sons."
#: doc/classes/AudioEffectDelay.xml
msgid ""
@@ -12128,6 +12199,8 @@ msgid ""
"Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to "
"1 (fully right)."
msgstr ""
+"La position gauche-droite pour [code]tap1[/code]. La valeur peut aller de -1 "
+"(complètement à gauche) à 1 (complètement à droite)."
#: doc/classes/AudioEffectDelay.xml
msgid "If [code]true[/code], [code]tap2[/code] will be enabled."
@@ -12146,6 +12219,8 @@ msgid ""
"Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to "
"1 (fully right)."
msgstr ""
+"La position gauche-droite pour [code]tap2[/code]. La valeur peut aller de -1 "
+"(complètement à gauche) à 1 (complètement à droite)."
#: doc/classes/AudioEffectDistortion.xml
msgid ""
@@ -12488,15 +12563,22 @@ msgid ""
"Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
"cutoff_hz] and cuts frequencies outside of this range."
msgstr ""
+"Atténue les fréquences dans une bande étroite autour du [member "
+"AudioEffectFilter.cutoff_hz] et coupe les fréquences en dehors de cette "
+"gamme."
#: doc/classes/AudioEffectPanner.xml
msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right."
msgstr ""
+"Ajoute un effet audio de balance à un bus audio. Balance les sons à gauche "
+"ou à droite."
#: doc/classes/AudioEffectPanner.xml
msgid ""
"Determines how much of an audio signal is sent to the left and right buses."
msgstr ""
+"Détermine quelle quantité d'un signal audio est envoyé aux bus de gauche et "
+"de droite."
#: doc/classes/AudioEffectPanner.xml
msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
@@ -12510,6 +12592,9 @@ msgid ""
"Combines the original signal with a copy that is slightly out of phase with "
"the original."
msgstr ""
+"Ajoute un effet audio de phaseur à un bus audio.\n"
+"Combine le signal original avec une copie de l'original légèrement hors "
+"phase."
#: doc/classes/AudioEffectPhaser.xml
msgid ""
@@ -13334,8 +13419,14 @@ msgstr ""
"scènes."
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "Bus sur lequel cet audio joue."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -13548,8 +13639,14 @@ msgstr ""
"ajouté à la scène."
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
-msgstr "Le bus sur lequel cet audio est joué."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -13585,7 +13682,7 @@ msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Sets the absolute maximum of the soundlevel, in decibels."
-msgstr ""
+msgstr "Définit le maximum absolu du niveau sonore, en décibels."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -13617,13 +13714,15 @@ msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The base sound level unaffected by dampening, in decibels."
-msgstr ""
+msgstr "Le niveau sonore de base non affecté par l'amortissement, en décibels."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
"The factor for the attenuation effect. Higher values make the sound audible "
"over a larger distance."
msgstr ""
+"Le facteur pour l'effet d'atténuation. Des valeurs plus élevées rendent le "
+"son audible sur une distance plus grande."
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Linear dampening of loudness according to distance."
@@ -13654,6 +13753,10 @@ msgid ""
"but keeps the sound playing at the correct position if the camera leaves and "
"enters the [AudioStreamPlayer3D]'s [member max_distance] radius."
msgstr ""
+"Mélanger ce son, même lorsqu'il est hors de portée. Cela augmente "
+"l'utilisation de CPU, mais garde le son à la bonne position de lecture si la "
+"caméra quitte puis entre à nouveau dans le rayon [member max_distance] du "
+"[AudioStreamPlayer3D]."
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -13661,6 +13764,9 @@ msgid ""
"will cause the sound to restart if the camera leaves and enters the "
"[AudioStreamPlayer3D]'s [member max_distance] radius."
msgstr ""
+"Pause ce son quand il hors de portée. Cela diminue l'utilisation du CPU, "
+"mais cela fera redémarrer le son si la caméra quitte puis entre dans le "
+"rayon [member max_distance] du [AudioStreamPlayer3D]."
#: doc/classes/AudioStreamPlayer3D.xml
msgid "Disables doppler tracking."
@@ -14057,6 +14163,8 @@ msgid ""
"Deprecated, in previous versions it determined the location where lightmaps "
"were be saved."
msgstr ""
+"Obsolète, dans les versions précédentes ça déterminait l'emplacement où les "
+"textures de lumière étaient enregistrées."
#: doc/classes/BakedLightmap.xml
msgid "The calculated light data."
@@ -14094,6 +14202,15 @@ msgid ""
"lightmap banding even when using the GLES2 backend or if [member "
"ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]."
msgstr ""
+"Si [code]true[/code], enregistre les textures de lumière dans un format de "
+"plage dynamique élevée (type EXR). Si [code]false[/code], enregistre les "
+"textures de lumière dans une image PNG de plage dynamique faible. Ceci peut "
+"être défini à [code]false[/code] pour réduire l'usage du disque, mais les "
+"valeurs lumineuses supérieures à 1.0 seront limitées et vous pouvez voir un "
+"effet de bandes qui apparaissent à cause de cette précision réduite.\n"
+"[b]Note :[/b] Définir [member use_hdr] à [code]true[/code] réduira l'effet "
+"de bandes même sous GLES2 ou quand [member ProjectSettings.rendering/quality/"
+"depth/hdr] est [code]false[/code]."
#: doc/classes/BakedLightmap.xml
msgid "The lowest bake quality mode. Fastest to calculate."
@@ -14120,6 +14237,9 @@ msgid ""
"Returns if no viable save path is found. This can happen where an [member "
"image_path] is not specified or when the save location is invalid."
msgstr ""
+"Retourne si aucun chemin d'enregistrement invalid n'est trouvé. Cela peut se "
+"produire lorsqu'un [member image_path] n'est pas spécifié ou lorsque "
+"l'emplacement de sauvegarde est invalide."
#: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml
msgid "Currently unused."
@@ -14342,6 +14462,8 @@ msgid ""
"If [code]true[/code], the button is in toggle mode. Makes the button flip "
"state between pressed and unpressed each time its area is clicked."
msgstr ""
+"Si [code]true[/code], le bouton est en mode basculement. Fait basculer le "
+"bouton entre les états pressé et non-pressé chaque fois qu'il est cliqué."
#: doc/classes/BaseButton.xml
msgid "Emitted when the button starts being held down."
@@ -14359,6 +14481,11 @@ msgid ""
"If you need to know the button's pressed state (and [member toggle_mode] is "
"active), use [signal toggled] instead."
msgstr ""
+"Émis quand le bouton est basculé ou pressé. Émis lors de [signal "
+"button_down] si [member action_mode] est [constant ACTION_MODE_BUTTON_PRESS] "
+"et lors de [signal button_up] sinon.\n"
+"Si vous avez besoin de connaître l'état du bouton (et que [member "
+"toggle_mode] est actif), utilisez plutôt [signal toggled]."
#: doc/classes/BaseButton.xml
msgid ""
@@ -14366,6 +14493,9 @@ msgid ""
"(only if [member toggle_mode] is active). The new state is contained in the "
"[code]button_pressed[/code] argument."
msgstr ""
+"Émis lorsque le bouton a été juste basculé entre les états pressé et normal "
+"(seulement si [member toggle_mode] est actif). Le nouvel état est passé dans "
+"l'argument [code]button_pressed[/code]."
#: doc/classes/BaseButton.xml
msgid ""
@@ -14606,6 +14736,10 @@ msgid ""
"[b]Note:[/b] This results in a multiplication by the inverse of the matrix "
"only if it represents a rotation-reflection."
msgstr ""
+"Retourne un vecteur transformé (multiplié) par la matrice de base "
+"transposée.\n"
+"[b]Note :[/b] Cela entraîne une multiplication par l'inverse de la matrice "
+"seulement si elle représente une rotation-réflexion."
#: doc/classes/Basis.xml doc/classes/Transform2D.xml
msgid ""
@@ -14772,6 +14906,10 @@ msgid ""
"Supports distance fields. For using vector font files like TTF directly, see "
"[DynamicFont]."
msgstr ""
+"Rend le texte en utilisant les atlas des texture contenues dans le fichier "
+"[code]*.fnt[/code]. Supporte les champs de distance. Pour utiliser "
+"directement des fichiers de police vectorielles, comme le TTF, voir "
+"[DynamicFont]."
#: doc/classes/BitmapFont.xml
msgid ""
@@ -14781,6 +14919,11 @@ msgid ""
"alignment for the character and [code]advance[/code] is the (optional) "
"advance."
msgstr ""
+"Ajoute un caractère à la police, où [code]character[/code] est la valeur "
+"Unicode, [code]texture[/code] est l'index de la texture, [code]rect[/code] "
+"est la région de la texture (en pixels !), [code]align[/code] est "
+"l'alignement (optionnel) du caractère et [code]advance[/code] est "
+"l'avancement (optionnel)."
#: doc/classes/BitmapFont.xml
msgid ""
@@ -14851,6 +14994,17 @@ msgid ""
"menu option, from the code, you need to iterate over the bones to set their "
"individual rest poses."
msgstr ""
+"Utilise une hiérarchie [code]Bone2D[/code] liée à un [Skeleton2D] pour "
+"contrôler et animer d'autres nœuds [Node2D].\n"
+"Vous pouvez utiliser les nœuds [code]Bone2D[/code] et [code]Skeleton2D[/"
+"code] pour animer les maillages 2D créées avec l'éditeur d'UV de Polygon "
+"2D.\n"
+"Chaque os a une transformation de repos [member rest] que vous pouvez "
+"réinitialiser avec [method apply_rest]. Ces poses de repos sont par rapport "
+"au parent de l'os.\n"
+"Si dans l'éditeur vous pouvez définir la pose de repos d'un squelette entier "
+"en utilisant une option de menu, à partir du code, vous devez itérer sur les "
+"os pour définir leurs poses de repos individuelles."
#: doc/classes/Bone2D.xml
msgid "Stores the node's current transforms in [member rest]."
@@ -15439,6 +15593,9 @@ msgid ""
"[b]Note:[/b] A position which returns [code]false[/code] may still be "
"outside the camera's field of view."
msgstr ""
+"Retourne [code]true[/code] si la position donnée est derrière la caméra.\n"
+"[b]Note :[/b] Une position qui retourne [code]false[/code] peut quand même "
+"être en dehors du champ de vision de la caméra."
#: doc/classes/Camera.xml
msgid ""
@@ -15446,6 +15603,10 @@ msgid ""
"description). If the camera node is outside the scene tree, it will attempt "
"to become current once it's added."
msgstr ""
+"Fait que cette caméra devient l'actuelle pour le [Viewport] (voir la "
+"description de la classe). Si le nœud de la caméra est en dehors de "
+"l'arborescence de la scène, il tentera de devenir l'actuel dès qu'il sera "
+"ajouté."
#: doc/classes/Camera.xml
msgid ""
@@ -15460,6 +15621,9 @@ msgid ""
"the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] "
"distance into the scene away from the camera."
msgstr ""
+"Retourne le point 3D dans l'espace global qui correspond à la coordonnées 2D "
+"donnée dans le rectangle du [Viewport] sur un plan qui est à la distance "
+"[code]z_depth[/code] donnée dans la scène par rapport à la caméra."
#: doc/classes/Camera.xml
msgid ""
@@ -15468,6 +15632,10 @@ msgid ""
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
+"Retourne la normale dans l'espace global, qui est le résultat de la "
+"projection d'un point sur le rectangle [Viewport] par la projection inverse "
+"de la caméra. Ceci est utile pour lancer des rayons sous la forme (origine, "
+"normale) pour l'intersection ou la sélection d'objets."
#: doc/classes/Camera.xml
msgid ""
@@ -15476,6 +15644,10 @@ msgid ""
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
+"Retourne la position 3D dans l'espace global, qui est le résultat de "
+"projeter un point sur le rectangle [Viewport] par la projection inverse de "
+"la caméra. Ceci est utile pour lancer des rayons sous la forme (origine, "
+"normale) pour l'intersection ou la sélection d'objets."
#: doc/classes/Camera.xml
msgid ""
@@ -15620,6 +15792,8 @@ msgid ""
"The axis to lock during [member fov]/[member size] adjustments. Can be "
"either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
msgstr ""
+"L'axe à verrouiller pendant les réglages [member fov] ou [member size]. Peut "
+"être soit [constant KEEP_WIDTH] ou [constant KEEP_HEIGHT]."
#: doc/classes/Camera.xml
msgid ""
@@ -15633,6 +15807,9 @@ msgid ""
"objects' Z distance from the camera's local space scales their perceived "
"size."
msgstr ""
+"Le mode de projection de la caméra. Dans le mode [constant "
+"PROJECTION_PERSPECTIVE], la distance des objets dans l'espace local de la "
+"caméra détermine la taille apparante de ces objets."
#: doc/classes/Camera.xml
msgid ""
@@ -15640,6 +15817,10 @@ msgid ""
"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
"[code]size[/code] sets the other axis' size length."
msgstr ""
+"La taille de la caméra mesurée comme la moitié de la largeur ou de la "
+"hauteur. N'est applicable qu'en modes orthogonal et frustum. Comme [member "
+"keep_aspect] verrouille l'axe, [code]size[/code] fixe la longueur de la "
+"taille sur l'autre axe."
#: doc/classes/Camera.xml
msgid "The vertical (Y) offset of the camera viewport."
@@ -15658,6 +15839,9 @@ msgid ""
"Orthogonal projection, also known as orthographic projection. Objects remain "
"the same size on the screen no matter how far away they are."
msgstr ""
+"La projection orthogonale, également connue sous le nom de projection "
+"orthographique. Les objets gardent la même taille à l'écran, indépendamment "
+"de leur distance."
#: doc/classes/Camera.xml
msgid ""
@@ -15678,6 +15862,10 @@ msgid ""
"usually the best option for projects running in landscape mode, as wider "
"aspect ratios will automatically benefit from a wider horizontal FOV."
msgstr ""
+"Préserve le rapport d'aspect vertical ; également connu sous le nom "
+"d'échelle Hor+. C'est généralement la meilleure option pour les projets en "
+"mode paysage, car les ratios d'aspect plus larges bénéficieront "
+"automatiquement d'un champ de vision horizontal plus large."
#: doc/classes/Camera.xml
msgid ""
@@ -15778,6 +15966,11 @@ msgid ""
"or [member Node2D.global_position], as it is affected by the [code]drag[/"
"code] properties."
msgstr ""
+"Retourne la [code]position[/code] de la caméra (le point suivi que la caméra "
+"essaye de suivre), par rapport à l'origine.\n"
+"[b]Note :[/b] La valeur retournée n'est pas la même que [member Node2D."
+"position] ou [member Node2D.global_position], car elle est aussi affectée "
+"par les propriétés [code]drag[/code]."
#: doc/classes/Camera2D.xml
msgid ""
@@ -15786,12 +15979,18 @@ msgid ""
"[b]Note:[/b] The real [code]position[/code] of the camera may be different, "
"see [method get_camera_position]."
msgstr ""
+"Retourne l'emplacement du centre de l'écran de la [Camera2D], par rapport à "
+"l'origine.\n"
+"[b]Note :[/b] La véritable [code]position[/code] de la caméra peut être "
+"différente, voir [method get_camera_position]."
#: doc/classes/Camera2D.xml
msgid ""
"Returns the specified margin. See also [member drag_margin_bottom], [member "
"drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
msgstr ""
+"Retourne la marge spécifiée. Voir aussi [member drag_margin_bottom], [member "
+"drag_margin_top], [member drag_margin_left], et [member drag_margin_right]."
#: doc/classes/Camera2D.xml
msgid ""
@@ -15862,24 +16061,36 @@ msgid ""
"drag margins. If [code]false[/code], the camera moves horizontally "
"regardless of margins."
msgstr ""
+"Si [code]true[/code], la caméra ne bouge que lorsqu'elle atteint les marges "
+"horizontales de glissage. Si [code]false[/code], la caméra se déplace "
+"horizontalement indépendamment des marges."
#: doc/classes/Camera2D.xml
msgid ""
"Left margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
+"La marge gauche nécessaire pour pour glisser la caméra. Une valeur de "
+"[code]1[/code] ne déplace la caméra que lorsqu'elle atteint le bord de "
+"l'écran."
#: doc/classes/Camera2D.xml
msgid ""
"Right margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
+"La marge droite nécessaire pour pour glisser la caméra. Une valeur de "
+"[code]1[/code] ne déplace la caméra que lorsqu'elle atteint le bord de "
+"l'écran."
#: doc/classes/Camera2D.xml
msgid ""
"Top margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the edge of the screen."
msgstr ""
+"La marge supérieure nécessaire pour pour glisser la caméra. Une valeur de "
+"[code]1[/code] ne déplacer la caméra que lorsqu'elle atteint le bord de "
+"l'écran."
#: doc/classes/Camera2D.xml
msgid ""
@@ -15887,16 +16098,23 @@ msgid ""
"margins. If [code]false[/code], the camera moves vertically regardless of "
"margins."
msgstr ""
+"Si [code]true[/code], la caméra ne bouge que lorsqu'elle atteint les marges "
+"verticales de glissage. Si [code]false[/code], la caméra se déplace "
+"verticalement indépendamment des marges."
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's drag margin rectangle in the editor."
msgstr ""
+"Si [code]true[/code], dessine le rectangle de la marge de glissage de la "
+"caméra activée dans l'éditeur."
#: doc/classes/Camera2D.xml
msgid ""
"If [code]true[/code], draws the camera's limits rectangle in the editor."
msgstr ""
+"Si [code]true[/code], dessine le rectangle des limites de la caméra activée "
+"dans l'éditeur."
#: doc/classes/Camera2D.xml
msgid ""
@@ -15966,12 +16184,19 @@ msgid ""
"not updated in any way if drag margins are enabled and can be used to set "
"initial offset."
msgstr ""
+"Le décalage horizontal de la caméra, par rapport aux marges de glissage.\n"
+"[b]Note :[/b] Le décalage H est utilisé uniquement pour forcer le décalage "
+"par rapport aux marges. Elle n'est pas mise à jour même si les marges de "
+"glissage sont activées et peuvent être utilisées pour régler le décalage "
+"initial."
#: doc/classes/Camera2D.xml
msgid ""
"The vertical offset of the camera, relative to the drag margins.\n"
"[b]Note:[/b] Used the same as [member offset_h]."
msgstr ""
+"Le décalage vertical de la caméra, par rapport aux marges de glissage.\n"
+"[b]Note :[/b] Utilisé de la même manière que [member offset_h]."
#: doc/classes/Camera2D.xml
msgid "The camera's process callback. See [enum Camera2DProcessMode]."
@@ -16202,6 +16427,10 @@ msgid ""
"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in "
"a shader."
msgstr ""
+"Cette texture donne accès à la texture de la caméra fournie par "
+"[CameraFeed].\n"
+"[b]Note :[/b] Beaucoup de caméras fournissent des images au format YCbCr qui "
+"doivent être converties dans un shader."
#: doc/classes/CameraTexture.xml
msgid "The ID of the [CameraFeed] for which we want to display the image."
@@ -16212,13 +16441,15 @@ msgstr ""
msgid ""
"Convenience property that gives access to the active property of the "
"[CameraFeed]."
-msgstr ""
+msgstr "Propriété utile qui donne accès à la propriété active du [CameraFeed]."
#: doc/classes/CameraTexture.xml
msgid ""
"Which image within the [CameraFeed] we want access to, important if the "
"camera image is split in a Y and CbCr component."
msgstr ""
+"L'image du [CameraFeed] pour laquelle nous voulons accéder, important si "
+"l'image de la caméra est divisée en composants Y et CbCr."
#: doc/classes/CanvasItem.xml
msgid "Base class of anything 2D."
@@ -16880,6 +17111,8 @@ msgid ""
"The color applied to textures on this [CanvasItem]. This is not inherited by "
"children [CanvasItem]s."
msgstr ""
+"La couleur appliquée aux textures sur ce [CanvasItem]. Cela n'est pas hérité "
+"pour les [CanvasItem] enfants."
#: doc/classes/CanvasItem.xml
msgid "If [code]true[/code], the object draws behind its parent."
@@ -16934,7 +17167,7 @@ msgid ""
msgstr ""
"Émis quand la position ou la taille du [Rect2] a changé, ou lorsqu'une "
"action a changé ces valeurs là (par exemple en changeant [member Sprite."
-"texture])"
+"texture])."
#: doc/classes/CanvasItem.xml
msgid "Emitted when the visibility (hidden/visible) changes."
@@ -16945,6 +17178,8 @@ msgid ""
"Mix blending mode. Colors are assumed to be independent of the alpha "
"(opacity) value."
msgstr ""
+"Le mode de mélange. Les couleurs sont supposées être indépendantes de "
+"l'opacité."
#: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
msgid "Additive blending mode."
@@ -16963,6 +17198,8 @@ msgid ""
"Mix blending mode. Colors are assumed to be premultiplied by the alpha "
"(opacity) value."
msgstr ""
+"Le mode de mélange. Les couleurs sont supposées être prémultipliées par leur "
+"opacité."
#: doc/classes/CanvasItem.xml
msgid ""
@@ -16976,12 +17213,16 @@ msgid ""
"The [CanvasItem]'s global transform has changed. This notification is only "
"received if enabled by [method set_notify_transform]."
msgstr ""
+"La transformation globale du [CanvasItem] a changé. Cette notification n'est "
+"reçue que si elle est activée par [method set_notify_transform]."
#: doc/classes/CanvasItem.xml
msgid ""
"The [CanvasItem]'s local transform has changed. This notification is only "
"received if enabled by [method set_notify_local_transform]."
msgstr ""
+"La transformation locale [CanvasItem] a changé. Cette notification n'est "
+"reçue que si elle est activée par [method set_notify_local_transform]."
#: doc/classes/CanvasItem.xml
msgid "The [CanvasItem] is requested to draw."
@@ -17728,12 +17969,17 @@ msgid ""
"Returns the value of the integer constant [code]name[/code] of [code]class[/"
"code] or its ancestry. Always returns 0 when the constant could not be found."
msgstr ""
+"Retourne la valeur de la constante entière nommée [code]name[/code] dans "
+"[code]class[/code] ou un de ses parents. Retourne toujours 0 si la constante "
+"n'a pas été trouvée."
#: doc/classes/ClassDB.xml
msgid ""
"Returns which enum the integer constant [code]name[/code] of [code]class[/"
"code] or its ancestry belongs to."
msgstr ""
+"Retourne à quelle énumération la constante entière nommée [code]name[/code] "
+"dans [code]class[/code] ou un de ses parents."
#: doc/classes/ClassDB.xml
msgid ""
@@ -17825,6 +18071,9 @@ msgid ""
"Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/"
"code] is [code]false[/code]) has a method called [code]method[/code] or not."
msgstr ""
+"Retourne si [code]class[/code] (ou un de ses parents si "
+"[code]no_inheritance[/code] est [code]false[/code]) a une méthode nommée "
+"[code]method[/code] ou non."
#: doc/classes/ClassDB.xml
msgid ""
@@ -17850,6 +18099,8 @@ msgid ""
"Returns the names of all the classes that directly or indirectly inherit "
"from [code]class[/code]."
msgstr ""
+"Retourne le nom de toutes les classes qui héritent directement ou "
+"indirectement de [code]class[/code]."
#: doc/classes/ClassDB.xml
msgid "Returns the parent class of [code]class[/code]."
@@ -17880,6 +18131,9 @@ msgid ""
"This node extends [Camera] to add collisions with [Area] and/or "
"[PhysicsBody] nodes. The camera cannot move through colliding objects."
msgstr ""
+"Ce nœud étend [Camera] pour ajouter des collisions avec des nœuds [Area] et/"
+"ou [PhysicsBody]. La caméra ne peut pas passer à travers les objets avec "
+"lesquels elle rentre en collision."
#: doc/classes/ClippedCamera.xml
msgid ""
@@ -18172,6 +18426,10 @@ msgid ""
"the mouse pointer entering/leaving, and if the mouse is inside it, report "
"input events. Requires at least one [member collision_layer] bit to be set."
msgstr ""
+"Si [code]true[/code], cet objet peut être sélectionné. Ces objets peuvent "
+"détecter l'entrée/la sortie du pointeur de la souris sur eux, et si la "
+"souris pointe sur l'objet, signaler par des événements d'entrée. Nécessite "
+"au moins un bit de [member collision_layer] d'être réglé."
#: doc/classes/CollisionObject.xml
msgid ""
@@ -18227,6 +18485,10 @@ msgid ""
"[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up "
"these events."
msgstr ""
+"Accepte les [InputEvent] non traités. Nécessite [member input_pickable] "
+"d'être à [code]true[/code]. [code]shape_idx[/code] est l'index de la "
+"[Shape2D] enfant. Connectez-vous au signal [code]input_event[/code] pour "
+"récupérer facilement ces événements."
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -18242,6 +18504,9 @@ msgid ""
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
+"Retourne [code]true[/code] si les collisions pour le propriétaire de forme "
+"venant de ce [CollisionObject2D] ne seront pas signalées aux "
+"[CollisionObject2D] entrants en collision."
#: doc/classes/CollisionObject2D.xml
msgid "Adds a [Shape2D] to the shape owner."
@@ -18250,12 +18515,16 @@ msgstr "Ajoute un [Shape2D] au propriétaire de la forme."
#: doc/classes/CollisionObject2D.xml
msgid "Returns the [Shape2D] with the given id from the given shape owner."
msgstr ""
+"Retourne la [Shape2D] avec l'identifiant donné du propriétaire donné de la "
+"forme."
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns the child index of the [Shape2D] with the given id from the given "
"shape owner."
msgstr ""
+"Retourne l'indice de enfant du [Shape2D] avec l'identifiant donné du "
+"propriétaire donné de forme."
#: doc/classes/CollisionObject2D.xml
msgid "Returns the shape owner's [Transform2D]."
@@ -18267,12 +18536,17 @@ msgid ""
"originating from this [CollisionObject2D] will not be reported to collided "
"with [CollisionObject2D]s."
msgstr ""
+"Si [code]enable[/code] est [code]true[/code], les collisions pour le "
+"propriétaire de forme original de ce [CollisionObject2D] ne seront pas "
+"rapportées aux [CollisionObject2D] entrant en collision."
#: doc/classes/CollisionObject2D.xml
msgid ""
"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
"by given [code]owner_id[/code] to [code]margin[/code] pixels."
msgstr ""
+"Définit la marge [code]one_way_collision_margin[/code] du propriétaire de la "
+"forme identifié par [code]owner_id[/code] à [code]margin[/code] pixels."
#: doc/classes/CollisionObject2D.xml
msgid "Sets the [Transform2D] of the given shape owner."
@@ -18359,12 +18633,20 @@ msgid ""
"editor. It will not appear in the scene tree at run-time. Creates a [Shape] "
"for gameplay. Properties modified during gameplay will have no effect."
msgstr ""
+"Permet d'éditer des sommets de collision sur un plan sélectionné. Peut "
+"également définir une profondeur perpendiculaire à ce plan. Cette classe "
+"n'est disponible que dans l'éditeur. Elle n'apparaîtra pas dans "
+"l'arborescence de la scène quand le jeu est lancé. Crée une [Shape] pour les "
+"mécaniques de jeu. Les propriétés modifiées une fois le jeu lancé n'auront "
+"aucun effet."
#: doc/classes/CollisionPolygon.xml
msgid ""
"Length that the resulting collision extends in either direction "
"perpendicular to its polygon."
msgstr ""
+"La longueur que la collision résultante s'étend dans la direction "
+"perpendiculaire à son polygone."
#: doc/classes/CollisionPolygon.xml
msgid "If [code]true[/code], no collision will be produced."
@@ -18375,6 +18657,8 @@ msgid ""
"The collision margin for the generated [Shape]. See [member Shape.margin] "
"for more details."
msgstr ""
+"La marge de collision pour la [Shape] générée. Voir [member Shape.margin] "
+"pour plus d'informations."
#: doc/classes/CollisionPolygon.xml
msgid ""
@@ -18385,6 +18669,12 @@ msgid ""
"temporary variable and make changes before reassigning the [code]polygon[/"
"code] member."
msgstr ""
+"Un tableau de sommets qui définissent le polygone.\n"
+"[b]Note :[/b] La valeur retournée est une copie de l'original. Les méthodes "
+"qui modifie la taille ou les propriétés de la valeur de retour n'affecteront "
+"pas le polygone d'origine. Pour modifier les propriétés du polygone, "
+"assignez-le à une variable temporaire et faites des changements avant de le "
+"réassigner au membre [code]polygon[/code]."
#: doc/classes/CollisionPolygon2D.xml
msgid "Defines a 2D collision polygon."
@@ -18395,10 +18685,14 @@ msgid ""
"Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons "
"can be drawn in the editor or specified by a list of vertices."
msgstr ""
+"Fournit un polygone de collision 2D à un parent [CollisionObject2D]. Les "
+"polygones peuvent être dessinés manuellement dans l'éditeur ou spécifiés par "
+"une liste de sommets."
#: doc/classes/CollisionPolygon2D.xml
msgid "Collision build mode. Use one of the [enum BuildMode] constants."
msgstr ""
+"Le mode d'assemblage. Utilisez l'une des constantes de [enum BuildMode]."
#: doc/classes/CollisionPolygon2D.xml
msgid "If [code]true[/code], no collisions will be detected."
@@ -18411,6 +18705,11 @@ msgid ""
"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
"child of an [Area2D] node."
msgstr ""
+"Si [code]true[/code], seuls les bords qui font face, par rapport à la "
+"rotation du [CollisionPolygon2D], entreront en collision avec d'autres "
+"objets.\n"
+"[b]Note :[/b] Cette propriété n'a aucun effet si cette [CollisionPolygon2D] "
+"est un enfant d'un nœud [Area2D]."
#: doc/classes/CollisionPolygon2D.xml
msgid ""
@@ -18418,6 +18717,9 @@ msgid ""
"the shape thicker, and work better for colliders that enter the polygon at a "
"high velocity."
msgstr ""
+"La marge (en pixels) utilisée pour une collision à sens unique. Des valeurs "
+"plus élevées rendront la forme plus épaisse, et fonctionneront mieux pour "
+"les objets entrant en collision quand ils vont à une vitesse élevée."
#: doc/classes/CollisionPolygon2D.xml
msgid ""
@@ -19622,11 +19924,18 @@ msgid ""
"in the color picker and the user will be able to select them.\n"
"[b]Note:[/b] The presets list is only for [i]this[/i] color picker."
msgstr ""
+"Ajoute la couleur donnée à une liste de pré-réglages de couleur. Les pré-"
+"réglages sont affichés dans le sélectionneur de couleurs que l'utilisateur "
+"pourra sélectionner.\n"
+"[b]Note :[/b] La liste des pré-réglages est seulement pour [i]ce[/i] "
+"sélectionneur de couleur."
#: doc/classes/ColorPicker.xml
msgid ""
"Removes the given color from the list of color presets of this color picker."
msgstr ""
+"Retire la couleur donnée de la liste des pré-réglages de couleur de ce "
+"sélectionneur de couleur."
#: doc/classes/ColorPicker.xml
msgid "Returns the list of colors in the presets of the color picker."
@@ -19643,6 +19952,10 @@ msgid ""
"mouse button, otherwise it will apply immediately even in mouse motion event "
"(which can cause performance issues)."
msgstr ""
+"Si [code]true[/code], la couleur ne s'appliquera que quand l'utilisateur "
+"relâche le bouton de la souris, sinon elle s'appliquera immédiatement en "
+"suivant le déplacement de la souris (ce qui peut causer des problèmes de "
+"performance)."
#: doc/classes/ColorPicker.xml
#, fuzzy
@@ -19655,6 +19968,9 @@ msgid ""
"sliders.\n"
"[b]Note:[/b] Cannot be enabled if raw mode is on."
msgstr ""
+"Si [code]true[/code], permet de modifier la couleur avec des curseurs teinte/"
+"saturation/valeur.\n"
+"[b]Note :[/b] Ne peut être activé si le mode brut est activé."
#: doc/classes/ColorPicker.xml
msgid "If [code]true[/code], the \"add preset\" button is enabled."
@@ -19722,10 +20038,12 @@ msgid ""
"The indicator used to signalize that the color value is outside the 0-1 "
"range."
msgstr ""
+"L'indicateur utilisé pour signaler que la valeur de couleur est en dehors de "
+"l'intervalle 0-1."
#: doc/classes/ColorPicker.xml
msgid "The icon for the screen color picker button."
-msgstr ""
+msgstr "L'icône pour le bouton de sélecteur de couleurs."
#: doc/classes/ColorPickerButton.xml
msgid "Button that pops out a [ColorPicker]."
@@ -20161,18 +20479,25 @@ msgid ""
"Deletes the specified section along with all the key-value pairs inside. "
"Raises an error if the section does not exist."
msgstr ""
+"Supprime la section spécifiée ainsi que toutes ses paires valeur-clé avec. "
+"Affiche une erreur si la section n'existe pas."
#: doc/classes/ConfigFile.xml
msgid ""
"Deletes the specified key in a section. Raises an error if either the "
"section or the key do not exist."
msgstr ""
+"Supprime la clé spécifiée dans une section. Affiche une erreur si la section "
+"ou la clé n'existe pas."
#: doc/classes/ConfigFile.xml
msgid ""
"Returns an array of all defined key identifiers in the specified section. "
"Raises an error and returns an empty array if the section does not exist."
msgstr ""
+"Retourne un tableau de tous les identifiants des clés définis dans la "
+"section spécifiée. Affiche une erreur et retourne un tableau vide si la "
+"section n'existe pas."
#: doc/classes/ConfigFile.xml
msgid "Returns an array of all defined section identifiers."
@@ -20185,6 +20510,10 @@ msgid ""
"[code]default[/code] value. If [code]default[/code] is not specified or set "
"to [code]null[/code], an error is also raised."
msgstr ""
+"Retourne l'actuelle valeur pour la section et la clé spécifiées. Si la "
+"section ou la clé n'existent pas, la méthode retourne la valeur du paramètre "
+"[code]default[/code]. Si [code]default[/code] n'est pas spécifié ou défini à "
+"[code]null[/code], une erreur est affichée."
#: doc/classes/ConfigFile.xml
msgid "Returns [code]true[/code] if the specified section exists."
@@ -20202,6 +20531,10 @@ msgid ""
"on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Charge le fichier de configuration spécifié en paramètre. Le contenu du "
+"fichier est interprété et chargé dans l'objet [ConfigFile] sur lequel la "
+"méthode a été appelée.\n"
+"Retourne un des codes [enum Error] ([code]OK[/code] en cas de succès)."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -20210,6 +20543,11 @@ msgid ""
"the [ConfigFile] object which the method was called on.\n"
"Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
msgstr ""
+"Charge le fichier de configuration crypté spécifié en paramètre, en "
+"utilisant la clé [code]key[/code] fournie pour le décrypter. Le contenu du "
+"fichier est interprété et chargé dans l'objet [ConfigFile] sur lequel la "
+"méthode a été appelée.\n"
+"Retourne un des codes [enum Error] ([code]OK[/code] en cas de succès)."
#: doc/classes/ConfigFile.xml
msgid ""
@@ -20279,6 +20617,10 @@ msgid ""
"code] value deletes the specified key if it exists, and deletes the section "
"if it ends up empty once the key has been removed."
msgstr ""
+"Attribue une valeur à la clé spécifiée de la section spécifiée. Si la "
+"section ou la clé n'existe pas, elles sont créées. Passer une valeur "
+"[code]null[/code] supprime la clé spécifiée si elle existe, et supprime la "
+"section si elle est vide une fois que la clé a été supprimée."
#: doc/classes/ConfirmationDialog.xml
msgid "Dialog for confirmation of actions."
@@ -20309,6 +20651,10 @@ msgid ""
"may cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
+"Retourne le bouton annuler.\n"
+"[b]Avertissement :[/b] Il s'agit d'un nœud interne requis, le retirer et le "
+"libérer peut causer un plantage. Si vous voulez le cacher lui ou un de ses "
+"enfants, utilisez la propriété [member CanvasItem.visible]."
#: doc/classes/Container.xml
msgid "Base node for containers."
@@ -20320,18 +20666,26 @@ msgid ""
"automatically arranges them in a certain way.\n"
"A Control can inherit this to create custom container classes."
msgstr ""
+"Le nœud de base pour les conteneurs. Un [Container] contient d'autres "
+"contrôles et les arrange automatiquement d'une certaine manière.\n"
+"Un Control peut en hériter pour créer des classes de conteneur qui arrange "
+"les contrôles enfants de manière personnalisée."
#: doc/classes/Container.xml
msgid ""
"Fit a child control in a given rect. This is mainly a helper for creating "
"custom container classes."
msgstr ""
+"Ajuste un contrôle enfant dans un rectangle donné. Il s'agit principalement "
+"d'une aide pour créer des classes de conteneurs personnalisées."
#: doc/classes/Container.xml
msgid ""
"Queue resort of the contained children. This is called automatically anyway, "
"but can be called upon request."
msgstr ""
+"Ajoute un commande de tri pour les contrôles enfants. Ceci est appelé "
+"automatiquement de tous les cas, mais peut être appelé sur demande."
#: doc/classes/Container.xml
msgid "Emitted when sorting the children is needed."
@@ -20341,12 +20695,17 @@ msgstr "Émis quand le tri des enfants est nécessaire."
msgid ""
"Notification for when sorting the children, it must be obeyed immediately."
msgstr ""
+"La notification pour le tri des enfants, à laquelle faut l'obéir "
+"immédiatement."
#: doc/classes/Control.xml
msgid ""
"All user interface nodes inherit from Control. A control's anchors and "
"margins adapt its position and size relative to its parent."
msgstr ""
+"Tous les nœuds d'interface utilisateur héritent de Control. Les ancres et "
+"les marges des contrôles adaptent leur position et leur taille par rapport à "
+"son parent."
#: doc/classes/Control.xml
msgid ""
@@ -20433,7 +20792,7 @@ msgstr "Galerie des nœuds de contrôle"
#: doc/classes/Control.xml
msgid "All GUI Demos"
-msgstr ""
+msgstr "Toutes les démos d'interface"
#: doc/classes/Control.xml
msgid ""
@@ -20443,6 +20802,13 @@ msgid ""
"Similar to [member rect_clip_content], but doesn't affect visibility.\n"
"If not overridden, defaults to [code]false[/code]."
msgstr ""
+"Méthode virtuelle à surcharger par l'utilisateur. Retourne si [méthode "
+"gui_input] ne doit pas être appelé pour les contrôles enfants en dehors du "
+"rectangle englobant du contrôle. L'entrée sera limitée au Rect de ce "
+"[Control]. Similaire à [member rect_clip_content], mais n'affecte pas la "
+"visibilité.\n"
+"Si la méthode n'est pas surchargée, la valeur par défaut retournée est "
+"[code]false[/code]."
#: doc/classes/Control.xml
msgid ""
@@ -20804,6 +21170,12 @@ msgid ""
"The methods [method can_drop_data] and [method drop_data] must be "
"implemented on controls that want to receive drop data."
msgstr ""
+"Force le glissage et contourne [method get_drag_data] et [method "
+"set_drag_preview] en passant [code]data[/code] et [code]preview[/code]. Le "
+"glissage va commencer même si la souris n'est ni sur, ni appuyé sur ce "
+"contrôle.\n"
+"Les méthodes [method can_drop_data] et [method drop_data] doivent être "
+"implémentées pour les contrôles qui veulent recevoir ces données de glissage."
#: doc/classes/Control.xml
msgid ""
@@ -20896,6 +21268,8 @@ msgid ""
"Returns the mouse cursor shape the control displays on mouse hover. See "
"[enum CursorShape]."
msgstr ""
+"Retourne le curseur de la souris que le contrôle affiche quand la souris le "
+"survole. Voir [enum CursorShape]."
#: doc/classes/Control.xml
msgid ""
@@ -21039,6 +21413,10 @@ msgid ""
"[Theme] has a valid [member Theme.default_font] value.\n"
"See [method get_color] for details."
msgstr ""
+"Retourne la police par défaut de la première correspondance [Theme] trouvée "
+"dans l'arborescence si ce [Theme] a une valeur valide pour [member Theme."
+"default_font].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
msgid ""
@@ -21203,6 +21581,10 @@ msgid ""
"[code]theme_type[/code].\n"
"See [method get_color] for details."
msgstr ""
+"Retourne [code]true[/code] s'il y a une correspondance [Theme] dans "
+"l'arborescence qui a un élément de la boîte de style avec le code spécifié "
+"[code]name[/code] et [code]theme_type[/code].\n"
+"Voir [method get_color] pour plus de détails."
#: doc/classes/Control.xml
msgid ""
@@ -21231,11 +21613,17 @@ msgid ""
"changed. Setting [member rect_min_size] directly calls this method "
"automatically."
msgstr ""
+"Invalide le cache de taille de ce nœud et des nœuds parents jusqu'à la "
+"racine. Prévu pour être utilisé avec [method get_minimum_size] quand la "
+"valeur de retour est changée. Définir [member rect_min_size] appelle cette "
+"méthode automatiquement."
#: doc/classes/Control.xml
msgid ""
"Give up the focus. No other control will be able to receive keyboard input."
msgstr ""
+"Relâche le focus. Aucun autre contrôle ne pourra recevoir les entrées du "
+"clavier."
#: doc/classes/Control.xml
#, fuzzy
@@ -21304,12 +21692,18 @@ msgid ""
"code] argument and automatic update of margin, it allows to set the margin "
"offset yourself (see [method set_margin])."
msgstr ""
+"Fonctionne comme [method set_anchor], mais au lieu de l'argument "
+"[code]keep_margin[/code] et de la mise à jour automatique de la marge, ça "
+"permet de définir la marge de décalage par vous-même (voir [method "
+"set_margin])."
#: doc/classes/Control.xml
msgid ""
"Sets both anchor preset and margin preset. See [method set_anchors_preset] "
"and [method set_margins_preset]."
msgstr ""
+"Définit à la fois le préréglage de l'ancre et de la marge. Voir [method "
+"set_anchors_preset] et [method set_margins_preset]."
#: doc/classes/Control.xml
msgid ""
@@ -21523,6 +21917,15 @@ msgid ""
"If [code]exclusive[/code] is [code]true[/code], other controls will not "
"receive input and clicking outside this control will not close it."
msgstr ""
+"Affiche un contrôle en tant que modal. Le contrôle doit être une sous-"
+"fenêtre. Les contrôles de modal capturent les signaux d'entrée jusqu'à ce "
+"que la zone située à l'extérieur soit accessible. Lorsqu'un contrôle modal "
+"perd le focus, ou que la touche échap est pressée, il disparait "
+"automatiquement. Les contrôles de modal sont largement utilisés pour les "
+"dialogues surgissants (popup) et les menus.\n"
+"Si [code]exclusif[/code] est [code]true[/code], les autres contrôles ne "
+"recevront pas les entrées, et cliquer à l'extérieur de ce contrôle ne le "
+"fermera pas."
#: doc/classes/Control.xml
msgid ""
@@ -21584,6 +21987,9 @@ msgid ""
"The focus access mode for the control (None, Click or All). Only one Control "
"can be focused at the same time, and it will receive keyboard signals."
msgstr ""
+"Le mode de focus du contrôle (aucun, clic ou tous). Un seul contrôle peut "
+"avoir le focus à un moment donné, et il recevra des signaux des touches du "
+"clavier appuyées."
#: doc/classes/Control.xml
msgid ""
@@ -22188,6 +22594,9 @@ msgid ""
"beam pointer has a shape similar to \"I\". It tells the user they can "
"highlight or insert text."
msgstr ""
+"Affiche le curseur de la souris en forme de I lorsque l'utilisateur survole "
+"le nœud. Le pointeur en I a une forme semblable à un \"I\". Il signale à "
+"l'utilisateur qu'il peut insérer ou surligner du texte."
#: doc/classes/Control.xml
msgid ""
@@ -22675,6 +23084,15 @@ msgid ""
"uses a more complex method of collision detection, and a convex one forces "
"itself to be convex in order to speed up collision detection."
msgstr ""
+"Forme polygone convexe pour la physique 2D. Un polygone convexe, quelle que "
+"soit sa forme, est décomposé en interne par d'autant de polygones convexes "
+"que nécessaire pour assurer que toutes les collisions sont toujours "
+"effectués sur les polygones convexes (ce qui sont plus rapide à vérifier).\n"
+"La principale différence entre un [ConvexPolygonShape2D] et un "
+"[ConcavePolygonShape2D] est qu'un polygone concave suppose toujours qu'il "
+"est concave et utilise une méthode plus complexe pour la détection des "
+"collisions, alors qu'un polygone convexe suppose toujours qu'il est convexe "
+"pour accélérer la détection des collisions."
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
@@ -22682,6 +23100,10 @@ msgid ""
"points] property using the convex hull algorithm. Removing all unneeded "
"points. See [method Geometry.convex_hull_2d] for details."
msgstr ""
+"Basé sur l'ensemble des points fournis, cela crée et définit la propriété "
+"[member points] en utilisant l'algorithme de découpage convexe. Ça enlève "
+"aussi tous les points inutiles. Voir [method Geometry.convex_hull_2d] pour "
+"plus de détails."
#: doc/classes/ConvexPolygonShape2D.xml
msgid ""
@@ -22690,6 +23112,10 @@ msgid ""
"[method set_point_cloud] to generate a convex hull shape from concave shape "
"points."
msgstr ""
+"La liste des sommets du polygone. Peut être dans le sens horaire ou dans le "
+"sens anti-horaire. Ne définissez cette propriété qu'avec des points d'une "
+"forme convexe, et utilisez [method set_point_cloud] pour générer une forme "
+"convexe à partir de points d'une forme concave."
#: doc/classes/CPUParticles.xml
msgid "CPU-based 3D particle emitter."
@@ -22704,12 +23130,22 @@ msgid ""
"[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly "
"and doesn't need to be configured by the user."
msgstr ""
+"Un nœud pour les particules 3D fonctionnant sur le CPU utilisé pour créer "
+"une grande variété d'effets de particules.\n"
+"Voir aussi [Particles], qui fournit la même fonctionnalité mais avec "
+"l'accélération matérielle (via GPU), mais ne peut pas fonctionner sur des "
+"appareils plus anciens.\n"
+"[b]Note :[/b] Contrairement aux [Particles], le rect de visibilité est "
+"généré à lors de émission et n'a pas besoin d'être configuré par "
+"l'utilisateur."
#: doc/classes/CPUParticles.xml
msgid ""
"Sets this node's properties to match a given [Particles] node with an "
"assigned [ParticlesMaterial]."
msgstr ""
+"Génère les propriétés de ce nœud pour correspondre à un nœud [Particules] "
+"avec en plus un nœud assigné [ParticlesMaterial]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Returns the base value of the parameter specified by [enum Parameter]."
@@ -22767,6 +23203,11 @@ msgid ""
"therefore removing all particles that were already emitted before changing "
"[member amount]."
msgstr ""
+"Le nombre de particules émises dans un cycle d'émission (correspondant à la "
+"durée [member lifetime]).\n"
+"[b]Note :[/b] Changer [member amount] réinitialisera l'émission des "
+"particules, supprimant ainsi toutes les particules déjà émises avant de "
+"changer [member amount]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Initial rotation applied to each particle, in degrees."
@@ -22838,6 +23279,9 @@ msgid ""
"[SpatialMaterial] make sure to set [member SpatialMaterial."
"vertex_color_use_as_albedo] to [code]true[/code]."
msgstr ""
+"La couleur initiale de chaque particule. Pour utiliser cette couleur dans un "
+"[SpatialMaterial], assurez-vous de définir [membrer SpatialMaterial."
+"vertex_color_use_as_albedo] à [code]true[/code]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -22845,6 +23289,8 @@ msgid ""
"Each particle's initial color will vary along this [GradientTexture] "
"(multiplied with [member color])."
msgstr ""
+"La couleur initiale de chaque particule qui varie suivant la "
+"[GradientTexture] (multipliée avec [member color])."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid ""
@@ -22978,6 +23424,10 @@ msgid ""
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the particle system itself."
msgstr ""
+"Le nombre de trames du système de particules est fixé à une valeur. Par "
+"exemple, changer la valeur à 2 rendra les particules à 2 trames par seconde. "
+"Notez que cela ne ralentit pas le système de particules lui-même juste "
+"l'affichage final."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -23001,6 +23451,8 @@ msgid ""
"Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts "
"particles to X/Z plane."
msgstr ""
+"La quantité d'éparpillement [member spread] dans le plan Y/Z. Une valeur de "
+"[code]1[/code] limite les particules au plan X/Z."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/Particles.xml doc/classes/Particles2D.xml
@@ -23008,6 +23460,8 @@ msgid ""
"If [code]true[/code], results in fractional delta calculation which has a "
"smoother particles display effect."
msgstr ""
+"Si [code]true[/code], utilise un calcul d'étape fractionnelle qui permet "
+"affichage plus lisse des particules."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -23034,6 +23488,8 @@ msgid ""
"Initial velocity magnitude for each particle. Direction comes from [member "
"spread] and the node's orientation."
msgstr ""
+"La magnitude de la vitesse initiale de chaque particule. L'orientation "
+"dépend de [member spread] et de l'orientation du nœud."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -23055,6 +23511,8 @@ msgstr "Facteur d'aléatoire de la durée de vie d'une particule."
msgid ""
"Linear acceleration applied to each particle in the direction of motion."
msgstr ""
+"L'accélération linéaire appliquée à chaque particule dans la direction du "
+"mouvement."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's linear acceleration will vary along this [Curve]."
@@ -23073,6 +23531,9 @@ msgid ""
"If [code]true[/code], particles use the parent node's coordinate space. If "
"[code]false[/code], they use global coordinates."
msgstr ""
+"Si [code]true[/code], les particules utilisent l'espace de coordonnées du "
+"parent du nœud. Si [code]false[/code], ils utilisent des coordonnées "
+"globales."
#: doc/classes/CPUParticles.xml
msgid ""
@@ -23088,6 +23549,9 @@ msgid ""
"If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
"code] during a cycle, emission will stop at the cycle's end."
msgstr ""
+"Si [code]true[/code], un seul cycle d'émission se produit. Si définit à "
+"[code]true[/code] pendant un cycle, l'émission s'arrêtera à la fin de ce "
+"cycle."
#: doc/classes/CPUParticles.xml
msgid ""
@@ -23097,6 +23561,11 @@ msgid ""
"This property is only available when [member flag_disable_z] is [code]true[/"
"code]."
msgstr ""
+"La vitesse orbitale appliquée à chaque particule. Fait tourner les "
+"particules autour d'origine sur le plan XY local. Spécifié en nombre de "
+"rotations complètes autour de l'origine par seconde.\n"
+"Cette propriété est uniquement disponible lorsque [member flag_disable_z] "
+"est [code]true[/code]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's orbital velocity will vary along this [Curve]."
@@ -23113,6 +23582,8 @@ msgstr "Facteur d'aléatoire de la vélocité orbitale."
#: doc/classes/Particles2D.xml
msgid "Particle system starts as if it had already run for this many seconds."
msgstr ""
+"Le système de particules démarre comme s'il avait déjà commencé depuis "
+"plusieurs secondes."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -23159,6 +23630,8 @@ msgid ""
"Particle system's running speed scaling ratio. A value of [code]0[/code] can "
"be used to pause the particles."
msgstr ""
+"Le facteur de vitesse du système de particules. Une valeur de [code]0[/code] "
+"peut être utilisée pour arrêter les particules."
#: doc/classes/CPUParticles.xml
msgid ""
@@ -23176,6 +23649,9 @@ msgid ""
"perpendicular to the particle's velocity giving the particles a swirling "
"motion."
msgstr ""
+"L'accélération tangentielle appliquée à chaque particule. Elle est "
+"perpendiculaire à la vitesse de la particule, ce qui donne aux particules un "
+"mouvement de glissement."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid "Each particle's tangential acceleration will vary along this [Curve]."
@@ -23209,30 +23685,40 @@ msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set initial velocity properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés de vitesse initiale."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set angular velocity properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés de vitesse angulaire."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set orbital velocity properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés de vitesse orbitale."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set linear acceleration properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés d'accélération linéaire."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
"Use with [method set_param], [method set_param_randomness], and [method "
"set_param_curve] to set radial acceleration properties."
msgstr ""
+"À utiliser avec [method set_param], [method set_param_randomness], et "
+"[method set_param_curve] pour définir les propriétés d'accélération radiale."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
@@ -23336,6 +23822,9 @@ msgid ""
"emission_points]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
+"Les particules seront émises à une position choisie au hasard parmi les "
+"points [member emission_points]. La couleur des particules sera modulée par "
+"[member emission_colors]."
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
msgid ""
@@ -23344,6 +23833,10 @@ msgid ""
"[member emission_normals]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
+"Les particules seront émises à une position choisie au hasard parmi [member "
+"emission_points]. La vitesse et la rotation des particules seront "
+"déterminées en fonction de [member emission_normals]. La couleur des "
+"particules sera modulée par [member emission_colors]."
#: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
msgid "Particles will be emitted in a ring or cylinder."
@@ -23367,30 +23860,45 @@ msgid ""
"[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-"
"fly and doesn't need to be configured by the user."
msgstr ""
+"Nœud de particules 2D calculées par le CPU pour créer une variété de "
+"systèmes et d'effets de particules.\n"
+"Voir aussi [Particles2D], qui fournit la même fonctionnalité mais en "
+"utilisant l'accélération matérielle, mais ne peut pas fonctionner sur des "
+"appareils plus anciens.\n"
+"[b]Note :[/b] Contrairement [Particles2D], le rectangle de visibilité est "
+"généré à l'émission et n'a donc pas besoin d'être définit par l'utilisateur."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Sets this node's properties to match a given [Particles2D] node with an "
"assigned [ParticlesMaterial]."
msgstr ""
+"Définit les propriétés de ce nœud pour correspondre à au nœud [Particles2D] "
+"spécifié, en incluant un nœud [ParticlesMaterial]."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Each particle's initial color. If [member texture] is defined, it will be "
"multiplied by this color."
msgstr ""
+"La couleur initiale de chaque particule. Si [member texture] est défini, les "
+"particules sont multipliées par cette couleur."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Each particle's color will vary along this [Gradient] (multiplied with "
"[member color])."
msgstr ""
+"Chaque couleur de particle varie selon ce [Gradient] (multiplié avec [member "
+"color])."
#: doc/classes/CPUParticles2D.xml
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_RECTANGLE]."
msgstr ""
+"Le rectangle d'émission si [member emission_shape] est [constant "
+"EMISSION_SHAPE_RECTANGLE]."
#: doc/classes/CPUParticles2D.xml
msgid ""
@@ -23407,6 +23915,10 @@ msgid ""
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the simulation of the particle system itself."
msgstr ""
+"Le nombre de trames du système de particules est fixé à une valeur. Par "
+"exemple, changer la valeur à 2 rendra les particules à 2 trames par seconde. "
+"Notez que cela ne ralentit pas le système de particules lui-même juste "
+"l'affichage final."
#: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
msgid ""
@@ -23416,12 +23928,21 @@ msgid ""
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
"a comparison of normal map coordinates expected by popular engines."
msgstr ""
+"La texture de normale à utiliser pour la propriété [member texture].\n"
+"[b]Note :[/b] Godot s'attend à ce que la texture de normale utilise les "
+"coordonnées +X, -Y, et +Z. Voir [url=http://wiki.polycount.com/wiki/"
+"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]cette page[/url] "
+"pour une comparaison des coordonnées des textures de normales attendues par "
+"les principaux moteurs de jeu."
#: doc/classes/CPUParticles2D.xml
msgid ""
"Orbital velocity applied to each particle. Makes the particles circle around "
"origin. Specified in number of full rotations around origin per second."
msgstr ""
+"La vitesse orbitale appliquée à chaque particule. Fait tourner les "
+"particules autour de l'origine. Spécifié en nombre de rotations complètes "
+"autour de l'origine par seconde."
#: doc/classes/CPUParticles2D.xml doc/classes/ParticlesMaterial.xml
msgid ""
@@ -23590,7 +24111,7 @@ msgid ""
"certificates and passed to [method StreamPeerSSL.accept_stream]."
msgstr ""
"Génère une [CryptoKey] RSA qui peut être utilisé pour créer des certificats "
-"autosignés et transmis à [method StreamPeerSSL.accept_stream]"
+"autosignés et transmis à [method StreamPeerSSL.accept_stream]."
#: doc/classes/Crypto.xml
msgid ""
@@ -23639,6 +24160,12 @@ msgid ""
"Currently, only [constant HashingContext.HASH_SHA256] and [constant "
"HashingContext.HASH_SHA1] are supported."
msgstr ""
+"Génère un résumé [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] de "
+"[code]msg[/code] à partir de la clé [code]key[/code]. Le paramètre "
+"[code]hash_type[/code] est l'algorithme de hachage utilisé pour les hachages "
+"intérieurs et extérieurs.\n"
+"Actuellement, seuls les algorithmes [constant HashingContext.HASH_SHA256] et "
+"[constant HashingContext.HASH_SHA1] sont supportés."
#: doc/classes/Crypto.xml
msgid ""
@@ -23668,6 +24195,12 @@ msgid ""
"Crypto.generate_self_signed_certificate] and as private key in [method "
"StreamPeerSSL.accept_stream] along with the appropriate certificate."
msgstr ""
+"La classe CryptoKey représente une clé cryptographique. Les clés peuvent "
+"être chargées et sauvegardées comme toute autre [Resource].\n"
+"Elles peuvent être utilisées pour générer un certicat [X509Certificate] "
+"autosigné avec [method Crypto.generate_self_signed_certificate] et comme clé "
+"privée dans [method StreamPeerSSL.accept_stream] avec le certificat "
+"approprié."
#: doc/classes/CryptoKey.xml
msgid ""
@@ -23684,12 +24217,19 @@ msgid ""
"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
+"Charge la clé à [code]path[/code]. Si [code]public_only[/code] est "
+"[code]true[/code], seule la clé publique sera chargée.\n"
+"[b]Note :[/b] [code]path[/code] doit être un fichier \"*.pub\" si "
+"[code]public_only[/code] est [code]true[/code], et un fichier \"*.key\" "
+"sinon."
#: doc/classes/CryptoKey.xml
msgid ""
"Loads a key from the given [code]string[/code]. If [code]public_only[/code] "
"is [code]true[/code], only the public key will be loaded."
msgstr ""
+"Charge une clé depuis la [code]string[/code] donnée. Si [code]public_only[/"
+"code] est [code]true[/code], seule la clé publique sera chargée."
#: doc/classes/CryptoKey.xml
msgid ""
@@ -23698,12 +24238,21 @@ msgid ""
"[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
"[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
+"Enregistre une clé au chemin [code]path[/code] spécifié. Si "
+"[code]public_only[/code] est [code]true[/code], seule la clé publique sera "
+"enregistrée.\n"
+"[b]Note :[/b] [code]path[/code] doit être un fichier avec l'extension \"."
+"pub\" si [code]public_only[/code] est [code]true[/code], et avec l'extension "
+"\".key\" sinon."
#: doc/classes/CryptoKey.xml
msgid ""
"Returns a string containing the key in PEM format. If [code]public_only[/"
"code] is [code]true[/code], only the public key will be included."
msgstr ""
+"Retourne une chaîne de caractères contenant la clé en format PEM. Si "
+"[code]public_only[/code] est [code]true[/code], seule la clé publique sera "
+"incluse."
#: modules/csg/doc_classes/CSGBox.xml
msgid "A CSG Box shape."
@@ -24002,7 +24551,7 @@ msgstr ""
#: modules/csg/doc_classes/CSGPolygon.xml
msgid "The [member polygon] shape is extruded along the negative Z axis."
-msgstr ""
+msgstr "La forme [member polygone] est extrudée le long de l'axe Z négatif."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -24016,6 +24565,8 @@ msgid ""
"The [member polygon] shape is extruded along the [Path] specified in [member "
"path_node]."
msgstr ""
+"La forme [member polygone] est extrudée le long du [Path] spécifié par "
+"[member path_node]."
#: modules/csg/doc_classes/CSGPolygon.xml
msgid ""
@@ -24110,6 +24661,9 @@ msgid ""
"node and the second is the root [Mesh] of this node. Only works when this "
"node is the root shape."
msgstr ""
+"Retourne un [Array] avec deux éléments, le premier est la [Transform] de ce "
+"nœud et le second est le [Mesh] racine de ce nœud. Ne fonctionne que lorsque "
+"ce nœud est la forme racine."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -24180,6 +24734,9 @@ msgid ""
"CSG child node as the operation is between this node and the previous child "
"of this nodes parent."
msgstr ""
+"L'opération effectuée sur cette forme. Ceci est ignoré pour le premier nœud "
+"enfant CSG puisque l'opération est entre ce nœud et l'enfant précédent de ce "
+"nœud parent."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -24194,6 +24751,9 @@ msgid ""
"always act like a static body. Note that the collision shape is still active "
"even if the CSG shape itself is hidden."
msgstr ""
+"Ajoute une forme de collision au moteur de physique pour cette forme CSG. "
+"Cela agira toujours comme un corps statique. Notez que la forme de collision "
+"est toujours active même si cette forme CSG est cachée."
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -24291,6 +24851,9 @@ msgid ""
"effect making the torus seem rounded. If [code]false[/code] the torus will "
"have a flat shaded look."
msgstr ""
+"Si [code]true[/code] les normales du tore sont définies pour donner un effet "
+"lisse donnant l'impression que le tore est arrondis. Si [code]false[/code] "
+"le tore aura un aspect de rendu plat."
#: modules/mono/doc_classes/CSharpScript.xml
#, fuzzy
@@ -24307,6 +24870,9 @@ msgid ""
"class and is only available in Mono-enabled Godot builds.\n"
"See also [GodotSharp]."
msgstr ""
+"Cette classe représente un script C#. C'est l'équivalent C# de la classe "
+"[GDScript] et n'est disponible que dans les versions de Godot avec Mono.\n"
+"Voir aussi [GodotSharp]."
#: modules/mono/doc_classes/CSharpScript.xml
#: modules/gdnative/doc_classes/PluginScript.xml
@@ -24785,12 +25351,24 @@ msgid ""
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
+"Ajoute un point à une courbe à la [code]position[/code] par rapport à la "
+"position de la [Curve2D], avec des points de contrôle d'entrée [code]in[/"
+"code] et de sortie [code]out[/code].\n"
+"Si [code]at_position[/code] est spécifié, le point est inséré juste avant ce "
+"numéro de point [code]at_position[/code], en déplaçant ce point (et tous les "
+"autres points qui suivent) après le point inséré. Si [code]at_position[/"
+"code] n'est pas donné, ou est une valeur invalide ([code]at_position < 0[/"
+"code] ou [code]at_position >= [method get_point_count][/code,) le point sera "
+"ajouté en dernier."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Returns the total length of the curve, based on the cached points. Given "
"enough density (see [member bake_interval]), it should be approximate enough."
msgstr ""
+"Retourne la longueur totale de la courbe, à partir de la distance entre les "
+"points mis en cache. Si la densité est suffisante (voir [member "
+"bake_interval]), cette longeur devrait être une approximation suffisante."
#: doc/classes/Curve2D.xml
msgid "Returns the cache of points as a [PoolVector2Array]."
@@ -24802,6 +25380,9 @@ msgid ""
"be used in [method interpolate_baked].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
+"Retourne le décalage le plus proche de [code]to_point[/code]. Ce décalage "
+"est destiné à être utilisé dans [méthode interpolate_baked].\n"
+"[code]to_point[/code] doit être dans l'espace local de la courbe."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -24809,6 +25390,9 @@ msgid ""
"code].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
+"Retourne le point en cache le plus proche (dans l'espace local de la courbe) "
+"de [code]to_point[/code].\n"
+"[code]to_point[/code] doit être dans l'espace local de la courbe."
#: doc/classes/Curve2D.xml
msgid ""
@@ -24817,6 +25401,10 @@ msgid ""
"the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle menant vers le sommet [code]idx[/"
+"code]. La position retournée est relative au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur, et retourne [code]"
+"(0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -24825,6 +25413,10 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle en partant du sommet [code]idx[/"
+"code]. La position retournée est relative au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur, et retourne [code]"
+"(0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -24832,6 +25424,8 @@ msgid ""
"bounds, the function sends an error to the console, and returns [code](0, 0)"
"[/code]."
msgstr ""
+"Retourne la position du sommet [code]idx[/code]. Si l'index est hors "
+"limites, la fonction affiche une erreur, et retourne [code](0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -24844,6 +25438,14 @@ msgid ""
"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
"function sends an error to the console, and returns [code](0, 0)[/code]."
msgstr ""
+"Retourne la position entre le sommet [code]idx[/code] et le sommet [code]idx "
+"+ 1[/code], où [code]t[/code] contrôle si le point est le premier sommet "
+"([code]t = 0,0[/code]), le dernier sommet ([code]t = 1.0[/code]), ou entre "
+"les deux. Les valeurs de [code]t[/code] en dehors de l'intervalle ([code]0.0 "
+">= t <=1[/code]) donnent des résultats inattendus, mais prévisibles.\n"
+"Si [code]idx[/code] est hors limites il est tronqué au premier ou au dernier "
+"sommet, et [code]t[/code] est ignoré. Si la courbe n'a pas de points, la "
+"fonction affiche une erreur, et retourne [code](0, 0)[/code]."
#: doc/classes/Curve2D.xml
msgid ""
@@ -24856,6 +25458,14 @@ msgid ""
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
+"Retourne un point dans la courbe à la position [code]offset[/code], où "
+"[code]offset[/code] est mesuré en pixels le long de la courbe.\n"
+"Pour cela, il trouve les deux points dans le cache où le [code]offset[/code] "
+"se situe entre, puis interpole les valeurs. Cette interpolation est cubique "
+"si [code]cubic[/code] est [code]true[/code], ou linéaire si est [code]false[/"
+"code].\n"
+"L'interpolation cubique tend à mieux suivre les courbes, mais "
+"l'interpolation linéaire est plus rapide (et souvent bien assez précise)."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -24863,12 +25473,17 @@ msgid ""
"interpolate] using the integer part of [code]fofs[/code] as [code]idx[/"
"code], and its fractional part as [code]t[/code]."
msgstr ""
+"Retourne la position au sommet [code]fofs[/code]. Ça appelle [method "
+"interpolate] en utilisant la partie entière de [code]fofs[/code] pour "
+"[code]idx[/code], et sa partie décimale pour [code]t[/code]."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Deletes the point [code]idx[/code] from the curve. Sends an error to the "
"console if [code]idx[/code] is out of bounds."
msgstr ""
+"Supprime le point [code]idx[/code] de la courbe. Affiche une erreur si "
+"[code]idx[/code] est hors limites."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -24876,6 +25491,9 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console. The position is relative to the vertex."
msgstr ""
+"Régle la position du point de contrôle menant au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur. La position est "
+"relative au sommet."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -24883,12 +25501,17 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console. The position is relative to the vertex."
msgstr ""
+"Régle la position du point de contrôle partant du sommet [code]idx[/code]. "
+"Si l'index est hors limites, la fonction affiche une erreur. La position est "
+"relative au sommet."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
"Sets the position for the vertex [code]idx[/code]. If the index is out of "
"bounds, the function sends an error to the console."
msgstr ""
+"Définit la position pour le vertex [code]idx[/code]. Si l'index est hors "
+"limites, la fonction affiche une erreur."
#: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid ""
@@ -24944,6 +25567,11 @@ msgid ""
"It keeps a cache of precalculated points along the curve, to speed up "
"further calculations."
msgstr ""
+"Cette classe décrit une courbe de Bézier dans l'espace 3D. Elle est "
+"principalement utilisée pour donner une forme à un [Path], mais peut être "
+"échantillonné manuellement à d'autres fins.\n"
+"Elle conserve un cache de points précalculés le long de la courbe, pour "
+"accélérer de nouveaux calculs."
#: doc/classes/Curve3D.xml
msgid ""
@@ -24956,6 +25584,15 @@ msgid ""
"get_point_count][/code]), the point will be appended at the end of the point "
"list."
msgstr ""
+"Ajoute un point à la courbe à [code]position[/code] par rapport à la "
+"position [Curve3D], avec des points de contrôle [code]in[/code] et "
+"[code]out[/code].\n"
+"Si [code]at_position[/code] est spécifiée, le point est inséré avant le "
+"numéro de point [code]at_position[/code], deplaçant ce point (et tous les "
+"suivants) après le point inséré. Si [code]at_position[/code] n'est pas "
+"spécifiée, ou est une valeur invalide ([code]at_position <0[/code] ou "
+"[code]at_position >= [method get_point_count][/code]), le point sera ajouté "
+"à la fin de la liste des points."
#: doc/classes/Curve3D.xml
msgid "Returns the cache of points as a [PoolVector3Array]."
@@ -24970,6 +25607,8 @@ msgid ""
"Returns the cache of up vectors as a [PoolVector3Array].\n"
"If [member up_vector_enabled] is [code]false[/code], the cache will be empty."
msgstr ""
+"Retourne le cache des vecteurs du haut dans un [PoolVector3Array].\n"
+"Si [member up_vector_enabled] est [code]false[/code], le cache sera vide."
#: doc/classes/Curve3D.xml
msgid ""
@@ -24978,6 +25617,10 @@ msgid ""
"interpolate_baked_up_vector].\n"
"[code]to_point[/code] must be in this curve's local space."
msgstr ""
+"Retourne le décalage le plus proche de [code]to_point[/code]. Ce décalage "
+"est destiné à être utilisé dans [method interpolate_baked] ou [method "
+"interpolate_baked_up_vector].\n"
+"[code]to_point[/code] doit être dans l'espace local de cette courbe."
#: doc/classes/Curve3D.xml
msgid ""
@@ -24986,6 +25629,10 @@ msgid ""
"the index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle menant au sommet [code]idx[/code]. "
+"La position retournée est relative au sommet [code]idx[/code]. Si l'index "
+"est hors limites, la fonction affiche une erreur, et retourne [code](0, 0, 0)"
+"[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -24994,6 +25641,10 @@ msgid ""
"code]. If the index is out of bounds, the function sends an error to the "
"console, and returns [code](0, 0, 0)[/code]."
msgstr ""
+"Retourne la position du point de contrôle partant du sommet [code]idx[/"
+"code]. La position retournée est relative au sommet [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur, et retourne [code]"
+"(0, 0, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25001,6 +25652,8 @@ msgid ""
"bounds, the function sends an error to the console, and returns [code](0, 0, "
"0)[/code]."
msgstr ""
+"Retourne la position du sommet [code]idx[/code]. Si l'index est hors "
+"limites, la fonction affiche une erreur, et retourne [code](0, 0, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25023,6 +25676,15 @@ msgid ""
"vertex, and [code]t[/code] is ignored. If the curve has no points, the "
"function sends an error to the console, and returns [code](0, 0, 0)[/code]."
msgstr ""
+"Retourne la position entre le sommet [code]idx[/code] et le sommet [code]idx "
+"+ 1[/code], où [code]t[/code] contrôle si le point est le premier sommet "
+"([code]t = 0,0[/code]), le dernier sommet ([code]t = 1.0[/code]), ou entre "
+"ces deux valeurs. Les valeurs de [code]t[/code] en dehors de l'intervalle "
+"([code]0.0 >= t <=1[/code]) donnent des résultats inattendus, mais "
+"prévisibles.\n"
+"Si [code]idx[/code] est hors limites il est tronqué au premier ou au dernier "
+"sommet, et [code]t[/code] est ignoré. Si la courbe n'a pas de points, la "
+"fonction affiche une erreur, et retourne [code](0, 0, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25035,6 +25697,14 @@ msgid ""
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
+"Retourne un point dans la courbe à la position [code]offset[/code], où "
+"[code]offset[/code] est mesuré en unités 3D le long de la courbe.\n"
+"Pour cela, il trouve les deux points dans le cache où le [code]offset[/code] "
+"se situe entre, puis interpole les valeurs. Cette interpolation est cubique "
+"si [code]cubic[/code] est [code]true[/code], ou linéaire si est [code]false[/"
+"code].\n"
+"L'interpolation cubique tend à mieux suivre les courbes, mais "
+"l'interpolation linéaire est plus rapide (et souvent bien assez précise)."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25047,6 +25717,14 @@ msgid ""
"If the curve has no up vectors, the function sends an error to the console, "
"and returns [code](0, 1, 0)[/code]."
msgstr ""
+"Retourne un vecteur haut dans la courbe à la position [code]offset[/code], "
+"où [code]offset[/code] est mesuré en unités 3D le long de la courbe.\n"
+"Pour cela, il trouve les deux vecteurs dans le cache où le [code]offset[/"
+"code] se situe entre, puis interpole les valeurs. Si [code]apply_tilt[/code] "
+"est [code]true[/code], une inclinaison interpolée est aussi appliquée au "
+"vecteur interpolé.\n"
+"Si la courbe n'a pas de vecteurs, la fonction affiche une erreur, et "
+"retourne [code](0, 1, 0)[/code]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25056,6 +25734,11 @@ msgid ""
"the path would have. In the case of a curve controlling a [PathFollow], this "
"tilt is an offset over the natural tilt the [PathFollow] calculates."
msgstr ""
+"Définit l'angle d'inclinaison en radians pour le point [code]idx[/code]. Si "
+"l'index est hors limites, la fonction affiche une erreur.\n"
+"L'inclinaison contrôle la rotation qu'un objet parcourant la courbe aurait. "
+"Dans le cas d'une courbe contrôlant un [PathFollow], cette inclinaison est "
+"un décalage sur l'inclinaison naturelle que calcule le [PathFollow]."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25065,6 +25748,11 @@ msgid ""
"smaller the distance, the more points in the cache and the more memory it "
"will consume, so use with care."
msgstr ""
+"La distance en unités entre deux points de cache adjacents. Le changement "
+"force le cache à être recalculé la prochaine fois que la fonction [method "
+"get_baked_points] ou [method get_baked_length] sera appelée. Plus la "
+"distance est petite, plus il y aura de points dans le cache, et plus ça "
+"utilisera de mémoire, à utiliser donc avec soin."
#: doc/classes/Curve3D.xml
msgid ""
@@ -25072,6 +25760,10 @@ msgid ""
"This is used when [member PathFollow.rotation_mode] is set to [constant "
"PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed."
msgstr ""
+"Si [code]true[/code], la courbe pré-calcule des vecteurs utilisés pour "
+"l'orientation. Ceci est utilisé lorsque [member PathFollow.rotation_mode] "
+"est défini à [constant PathFollow.ROTATION_ORIENTED]. Le changer force le "
+"cache à être recalculé."
#: doc/classes/CurveTexture.xml
msgid "A texture that shows a curve."
@@ -25082,6 +25774,8 @@ msgid ""
"Renders a given [Curve] provided to it. Simplifies the task of drawing "
"curves and/or saving them as image files."
msgstr ""
+"Fait le rendu d'une [Curve] donnée. Simplifie la tâche de dessiner les "
+"courbes et/ou de les enregistrer dans des fichiers d'image."
#: doc/classes/CurveTexture.xml
#, fuzzy
@@ -25094,6 +25788,10 @@ msgid ""
"represent high-frequency data better (such as sudden direction changes), at "
"the cost of increased generation time and memory usage."
msgstr ""
+"La largeur de la texture (en pixels). Des valeurs plus élevées permettent de "
+"mieux représenter les données à haute fréquence (comme les changements "
+"soudains de direction) au coût de l'utilisation accrue du temps de "
+"génération et de la mémoire."
#: doc/classes/CylinderMesh.xml
msgid "Class representing a cylindrical [PrimitiveMesh]."
@@ -25105,12 +25803,17 @@ msgid ""
"create cones by setting either the [member top_radius] or [member "
"bottom_radius] properties to [code]0.0[/code]."
msgstr ""
+"La classe représentant un [PrimitiveMesh] cylindrique. Cette classe peut "
+"être utilisée pour créer des cônes en définissant la propriété [member "
+"top_radius] ou [member bottom_radius] à [code]0.0[/code]."
#: doc/classes/CylinderMesh.xml
msgid ""
"Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces "
"will not be generated, resulting in a conic shape."
msgstr ""
+"Le rayon inférieur du cylindre. Si [code]0.0[/code], les faces inférieures "
+"ne seront pas générées, ce qui donne une forme conique."
#: doc/classes/CylinderMesh.xml
msgid "Full height of the cylinder."
@@ -25121,6 +25824,9 @@ msgid ""
"Number of radial segments on the cylinder. Higher values result in a more "
"detailed cylinder/cone at the cost of performance."
msgstr ""
+"Le nombre de segments radiaux sur le cylindre. Des valeurs plus élevées "
+"génèrent des cylindres/cônes plus détaillés mais peuvent réduire les "
+"performances."
#: doc/classes/CylinderMesh.xml
msgid ""
@@ -25138,6 +25844,8 @@ msgid ""
"Top radius of the cylinder. If set to [code]0.0[/code], the top faces will "
"not be generated, resulting in a conic shape."
msgstr ""
+"Le rayon supérieur du cylindre. Si [code]0.0[/code], les faces supérieures "
+"ne seront pas générées, ce qui donne une forme conique."
#: doc/classes/CylinderShape.xml
msgid "Cylinder shape for collisions."
@@ -25438,6 +26146,12 @@ msgid ""
"[b]Note:[/b] Don't erase elements while iterating over the dictionary. You "
"can iterate over the [method keys] array instead."
msgstr ""
+"Efface une paire de clé/valeur du dictionnaire spécifiée par sa clé. "
+"Retourne [code]true[/code] si la clé donnée était présente dans le "
+"dictionnaire, [code]false[/code] sinon.\n"
+"[b]Note :[/b] Ne supprimez pas les éléments pendant l'énumération du "
+"dictionnaire. Vous pouvez à la place énumérer le dictionnaire avec [method "
+"keys] qui retourne un tableau immuable."
#: doc/classes/Dictionary.xml
msgid ""
@@ -25445,6 +26159,9 @@ msgid ""
"key does not exist, the method returns the value of the optional default "
"argument, or [code]null[/code] if it is omitted."
msgstr ""
+"Retourne la valeur actuelle de la clé spécifiée dans le [Dictionnaire]. Si "
+"la clé n'existe pas, la méthode retourne la valeur de l'argument optionnel "
+"\"default\", ou [code]null[/code] si elle n'est pas spécifiée."
#: doc/classes/Dictionary.xml
msgid ""
@@ -25525,6 +26242,9 @@ msgid ""
"duplicate keys will not be copied over, unless [code]overwrite[/code] is "
"[code]true[/code]."
msgstr ""
+"Ajoute tous les éléments de [code]dictionary[/code] à ce [Dictionnaire]. Par "
+"défaut, les clés en double ne seront pas remplaçées, sauf si "
+"[code]overwrite[/code] est [code]true[/code]."
#: doc/classes/Dictionary.xml
msgid "Returns the number of keys in the dictionary."
@@ -25547,6 +26267,12 @@ msgid ""
"or moonlight. The worldspace location of the DirectionalLight transform "
"(origin) is ignored. Only the basis is used to determine light direction."
msgstr ""
+"Une lumière directionnelle est un type de nœud [Light] qui fait un rendu "
+"d'un nombre infini de rayons parallèles couvrant toute la scène. Il est "
+"utilisé pour les lumières à forte intensité qui sont situées loin de la "
+"scène pour modéliser la lumière du soleil ou du clair de lune. L'emplacement "
+"global de la DirectionalLight (son origine) est ignoré. Seule sa rotation "
+"est utilisée pour déterminer la direction de la lumière."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25563,6 +26289,10 @@ msgid ""
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
+"Si [code]true[/code], le détail des ombres est sacrifié pour obtenir des "
+"transitions plus lisses entre les fractions. Activer cette option a "
+"également un coût modéré sur les performances. Ceci est ignoré lorsque "
+"[member directional_shadow_mode] est [constant SHADOW_ORTHOGONAL]."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25579,6 +26309,10 @@ msgid ""
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
+"La distance maximale pour les fractions des ombres. Augmenter cette valeur "
+"rendra visibles les ombres directionnelles de plus loin, mais affichera "
+"moins de détails des ombres et de moins bonnes performances (puisque plus "
+"d'objets doivent être inclus dans le rendu d'ombre directionnel)."
#: doc/classes/DirectionalLight.xml
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
@@ -25590,6 +26324,8 @@ msgid ""
"Can be used to fix special cases of self shadowing when objects are "
"perpendicular to the light."
msgstr ""
+"Peut être utilisé pour corriger des cas spéciaux pour les ombres des objets "
+"qui sont perpendiculaires à la source de lumière."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25598,6 +26334,10 @@ msgid ""
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
+"La distance de la caméra à la division 1 de l'ombre. Relative à [member "
+"directional_shadow_max_distance]. Seulement utilisé lorsque [member "
+"directional_shadow_mode] est [constant SHADOW_PARALLEL_2_SPLITS] ou "
+"[constant SHADOW_PARALLEL_4_SPLITS]."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25606,6 +26346,10 @@ msgid ""
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
+"La distance de la division 1 à la divion 2 de l'ombre. Relative à [member "
+"directional_shadow_max_distance]. Seulement utilisé lorsque [member "
+"directional_shadow_mode] est [constant SHADOW_PARALLEL_2_SPLITS] ou "
+"[constant SHADOW_PARALLEL_4_SPLITS]."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25613,6 +26357,9 @@ msgid ""
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
+"La distance de la division 2 à la divion 3 de l'ombre. Relative à [member "
+"directional_shadow_max_distance]. Seulement utilisé lorsque [member "
+"directional_shadow_mode] est [constant SHADOW_PARALLEL_4_SPLITS]."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25642,6 +26389,8 @@ msgid ""
"Keeps the shadow stable when the camera moves, at the cost of lower "
"effective shadow resolution."
msgstr ""
+"Garde l'ombre stable lorsque la caméra se déplace, mais la résolution de "
+"l'ombre se trouve réduite."
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -25649,6 +26398,10 @@ msgid ""
"shadow edges. This mode typically works best in games where the camera will "
"often move at high speeds, such as most racing games."
msgstr ""
+"Essaye d'atteindre une résolution maximale pour l'ombre. Peut faire "
+"apparaitre un effet de scie sur les bords de l'ombre. Ce mode fonctionne "
+"généralement mieux dans les jeux où la caméra se déplace souvent à des "
+"vitesses élevées, comme la plupart des jeux de course."
#: doc/classes/Directory.xml
msgid "Type used to handle the filesystem."
@@ -26177,6 +26930,10 @@ msgid ""
"If a given character is included in more than one font, it appears only once "
"in the returned string."
msgstr ""
+"Retourne une chaîne contenant tous les caractères disponibles dans la police "
+"principale et celles de repli.\n"
+"Si un caractère donné est inclus dans plus d'une police, il apparaît "
+"seulement une fois dans la chaîne retournée."
#: doc/classes/DynamicFont.xml
msgid "Returns the fallback font at index [code]idx[/code]."
@@ -26206,6 +26963,8 @@ msgid ""
"Sets the spacing for [code]type[/code] (see [enum SpacingType]) to "
"[code]value[/code] in pixels (not relative to the font size)."
msgstr ""
+"Définit l'espacement pour [code]type[/code] (voir [enum SpacingType]) à "
+"[code]value[/code] en pixels (et en fonction de la taille de la police)."
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the bottom in pixels."
@@ -26217,6 +26976,8 @@ msgid ""
"This can be a negative number to make the distance between characters "
"smaller."
msgstr ""
+"L'espacement additionnel entre chaque caratère, en pixels.\n"
+"Ceci peut être un nombre négatif pour rapprocher les caractères."
#: doc/classes/DynamicFont.xml
msgid ""
@@ -26224,6 +26985,9 @@ msgid ""
"extra_spacing_char]) in pixels.\n"
"This can be a negative number to make the distance between words smaller."
msgstr ""
+"L'espacement additionnel entre les caractères d'espace (en plus de [member "
+"extra_spacing_char]), en pixels.\n"
+"Cela peut être un nombre négatif pour rapprocher les mots."
#: doc/classes/DynamicFont.xml
msgid "Extra spacing at the top in pixels."
@@ -26241,10 +27005,17 @@ msgid ""
"black here, it won't be possible to change its color using a Label's font "
"outline modulate theme item."
msgstr ""
+"La couleur du contour de la police.\n"
+"[b]Note :[/b] Il est recommandé de laisser ceci à la valeur par défaut afin "
+"que vous puissiez l'ajuster dans les contrôles individuels. Par exemple, si "
+"le contour est déclaré ici en noir, il ne sera pas possible de modifier sa "
+"couleur même en utilisant un thème pour le Label."
#: doc/classes/DynamicFont.xml
msgid "The font outline's thickness in pixels (not relative to the font size)."
msgstr ""
+"L'épaisseur du contour de la police, en pixels (et non en fonction à la "
+"taille de la police)."
#: doc/classes/DynamicFont.xml
msgid "The font size in pixels."
@@ -26265,6 +27036,9 @@ msgid ""
"appearance when downscaling it if font oversampling is disabled or "
"ineffective."
msgstr ""
+"Si [code]true[/code], les mipmaps sont utilisées. Cela améliore l'apparence "
+"de la police lorsqu'elle est désactivée si le sur-échantillonnage de la "
+"police est désactivé ou non utilisé."
#: doc/classes/DynamicFont.xml
msgid "Spacing at the top."
@@ -26292,6 +27066,8 @@ msgid ""
"Used with [DynamicFont] to describe the location of a vector font file for "
"dynamic rendering at runtime."
msgstr ""
+"Utilisé avec [DynamicFont] pour décrire l'emplacement d'un fichier de police "
+"vectoriel pour un rendu dynamique au lancement du projet."
#: doc/classes/DynamicFontData.xml
msgid ""
@@ -26433,6 +27209,12 @@ msgid ""
"This method should not be used for System libraries as they are already "
"present on the device."
msgstr ""
+"Ajoute une bibliothèque dynamique (*.dylib, *.framework) au \"Linking "
+"Phase\" dans le projet Xcode d'iOS et l'intègre en binaire final.\n"
+"[b]Note :[/b] Pour les bibliothèques statiques (*.a), ça fonctionne de la "
+"même manière que [méthode add_ios_framework].\n"
+"Cette méthode ne devrait pas être utilisée pour les bibliothèques système "
+"car elles sont déjà présentes sur l'appareil."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -26451,6 +27233,8 @@ msgstr ""
#: doc/classes/EditorExportPlugin.xml
msgid "Adds a static lib from the given [code]path[/code] to the iOS project."
msgstr ""
+"Ajoute la bibliothèque statique à l'emplacement [code]path[/code] spécifié "
+"au projet iOS."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -26458,6 +27242,9 @@ msgid ""
"directory of macOS app bundle.\n"
"[b]Note:[/b] This is useful only for macOS exports."
msgstr ""
+"Ajoute le fichier ou le dossier correspondant à l'emplacement [code]path[/"
+"code] au dossier [code]PlugIns[/code] de l'applications macOS.\n"
+"[b]Note :[/b] Cela n'est utile que pour les exports pour macOS."
#: doc/classes/EditorExportPlugin.xml
msgid ""
@@ -26613,6 +27400,11 @@ msgid ""
"When a property is disabled, it won't appear in the inspector when selecting "
"a node that extends the class specified by [code]class_name[/code]."
msgstr ""
+"Si [code]disable[/code] est [code]true[/code], désactive l'édition de la "
+"[code]property[/code] dans la classe nommée [code]class_name[/code]. "
+"Lorsqu'une propriété est désactivée, elle n'apparaît plus dans l'inspecteur "
+"lors du choix d'un nœud qui étend la classe spécifiée par [code]class_name[/"
+"code]."
#: doc/classes/EditorFeatureProfile.xml
msgid ""
@@ -26726,12 +27518,17 @@ msgid ""
"Notify the [EditorFileDialog] that its view of the data is no longer "
"accurate. Updates the view contents on next view update."
msgstr ""
+"Notifie le [EditorFileDialog] que sa vue que son contenu n'est plus à jour. "
+"Mettre à jour le contenu de la vue sur la prochaine mise à jour de la vue."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The location from which the user may select a file, including [code]res://[/"
"code], [code]user://[/code], and the local file system."
msgstr ""
+"L'emplacement à partir duquel l'utilisateur peut sélectionner un fichier, y "
+"compris [code]res://[/code], [code]user://[code], et le système de fichiers "
+"local."
#: doc/classes/EditorFileDialog.xml
msgid "The currently occupied directory."
@@ -26758,11 +27555,13 @@ msgid ""
"The view format in which the [EditorFileDialog] displays resources to the "
"user."
msgstr ""
+"Le format de vue dans lequel le [EditorFileDialog] affiche les ressources à "
+"l'utilisateur."
#: doc/classes/EditorFileDialog.xml
msgid ""
"The purpose of the [EditorFileDialog], which defines the allowed behaviors."
-msgstr ""
+msgstr "Le but du [EditorFileDialog], qui définit les comportements autorisés."
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -26789,6 +27588,8 @@ msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"open the file."
msgstr ""
+"Le [EditorFileDialog] ne peut sélectionner qu'un seul fichier. Accepter "
+"cette fenêtre ouvrira le fichier sélectionné."
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -26803,6 +27604,8 @@ msgid ""
"The [EditorFileDialog] can select only one directory. Accepting the window "
"will open the directory."
msgstr ""
+"Le [EditorFileDialog] ne peut sélectionner qu'un seul dossier. Accepter la "
+"fenêtre ouvrira le dossier sélectionné."
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -26860,6 +27663,11 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_filesystem]."
msgstr ""
+"Cet objet contient des informations sur toutes les ressources du système de "
+"fichiers, leurs types, etc.\n"
+"[b]Note :[/b] Cette classe ne devrait pas être instanciée directement. "
+"Accédez plutôt à l'instance unique avec [method EditorInterface."
+"get_resource_filesystem]"
#: doc/classes/EditorFileSystem.xml
msgid ""
@@ -26867,6 +27675,10 @@ msgid ""
"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
+"Retourne le type de ressource du fichier, spécifié par le chemin complet. "
+"Ceci retourne une chaîne comme [code]\"Resource\"[/code] or "
+"[code]\"GDScript\"[/code], mais [i]pas[/i] l'extension du fichier comme "
+"[code]\".gd\"[/code]."
#: doc/classes/EditorFileSystem.xml
msgid "Gets the root directory object."
@@ -26881,6 +27693,8 @@ msgstr ""
#: doc/classes/EditorFileSystem.xml
msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr ""
+"Retourne la progression de l'analyse de 0 à 1 si le système de fichiers est "
+"en train d'être scanné."
#: doc/classes/EditorFileSystem.xml
#, fuzzy
@@ -26900,10 +27714,14 @@ msgid ""
"Update a file information. Call this if an external program (not Godot) "
"modified the file."
msgstr ""
+"Met à jour les informations du fichier. Appelez cette méthode si un "
+"programme externe (hors Godot) a modifié le fichier."
#: doc/classes/EditorFileSystem.xml
msgid "Scans the script files and updates the list of custom class names."
msgstr ""
+"Scanne les fichiers de script et met à jour la liste des noms de classe "
+"personnalisés."
#: doc/classes/EditorFileSystem.xml
msgid "Emitted if the filesystem changed."
@@ -26974,6 +27792,9 @@ msgid ""
"[code]idx[/code]. If the file doesn't define a script class using the "
"[code]class_name[/code] syntax, this will return an empty string."
msgstr ""
+"Retourne la classe de base de la classe de script définie dans le fichier à "
+"index [code]idx[/code]. Si le fichier ne définit pas une classe de script en "
+"utilisant la syntaxe [code]class_name[/code], une chaîne vide est retournée."
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
@@ -26981,6 +27802,9 @@ msgid ""
"code]. If the file doesn't define a script class using the [code]class_name[/"
"code] syntax, this will return an empty string."
msgstr ""
+"Retourne le nom de la classe script définie dans le fichier à index "
+"[code]idx[/code]. Si le fichier ne définit pas une classe de script en "
+"utilisant la syntaxe [code]class_name[/code], une chaîne vide est retournée."
#: doc/classes/EditorFileSystemDirectory.xml
msgid ""
@@ -26988,6 +27812,9 @@ msgid ""
"returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
"code], [i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
+"Retourne le type de ressource du fichier à l'index [code]idx[/code]. Ceci "
+"retourne une chaîne comme [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
+"code], mais [i]pas[/i] l'extension du fichier comme [code]\".gd\"[/code]."
#: doc/classes/EditorFileSystemDirectory.xml
msgid "Returns the name of this directory."
@@ -27018,6 +27845,9 @@ msgid ""
"Registers a custom resource importer in the editor. Use the class to parse "
"any file and import it as a new resource type."
msgstr ""
+"Enregistre un importateur de ressources personnalisée dans l'éditeur. "
+"Utilisez cette classe pour interpréter n'importe quel fichier pour "
+"l'importer comme nouveau type de ressource."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -27139,6 +27969,11 @@ msgid ""
"[code]default_value[/code], [code]property_hint[/code] (optional), "
"[code]hint_string[/code] (optional), [code]usage[/code] (optional)."
msgstr ""
+"Retourne les options et les valeurs par défaut pour le préréglage à cet "
+"index. Retourne un Array de Dictionnary avec les clés suivantes : "
+"[code]name[/code], [code]default_value[/code], [code]property_hint[/code] "
+"(optionnel), [code]hint_string[/code] (optionnel) et [code]usage[/code] "
+"(optionnel)."
#: doc/classes/EditorImportPlugin.xml
msgid ""
@@ -27360,10 +28195,13 @@ msgid ""
"by clicking the \"key\" icon next to a property when the Animation panel is "
"toggled."
msgstr ""
+"Émis lorsqu'une propriété est utilisée comme clé dans l'inspecteur. Les "
+"propriétés peuvent être utilisées comme clé en cliquant sur l'icône \"clé\" "
+"à côté d'une propriété lorsque le panneau \"Animation\" est ouvert."
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is selected in the inspector."
-msgstr ""
+msgstr "Émis lorsqu'une propriété est sélectionnée dans l'inspecteur."
#: doc/classes/EditorInspector.xml
msgid ""
@@ -27372,6 +28210,11 @@ msgid ""
"code] property enabled. Since this property is always enabled in the editor "
"inspector, this signal is never emitted by the editor itself."
msgstr ""
+"Émis lorsqu'une propriété booléenne est basculée dans l'inspecteur.\n"
+"[b]Note :[/b] Ce signal n'est jamais émis si la propriété interne "
+"[code]autoclear[/code] est activée. Comme cette propriété est toujours "
+"activée dans l'inspecteur de l'éditeur, ce signal n'est jamais émis par "
+"l'éditeur lui-même."
#: doc/classes/EditorInspector.xml
msgid "Emitted when a resource is selected in the inspector."
@@ -27426,18 +28269,24 @@ msgstr "Les greffons de l'inspecteur"
#: doc/classes/EditorInspectorPlugin.xml
msgid "Adds a custom control, which is not necessarily a property editor."
msgstr ""
+"Ajoute un contrôle personnalisé, qui n'est pas nécessairement un éditeur de "
+"propriété."
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
"Adds a property editor for an individual property. The [code]editor[/code] "
"control must extend [EditorProperty]."
msgstr ""
+"Ajoute un éditeur de propriétés pour une seule propriété. Le contrôle "
+"[code]editor[/code] doit être une sous-classe de [EditorProperty]."
#: doc/classes/EditorInspectorPlugin.xml
msgid ""
"Adds an editor that allows modifying multiple properties. The [code]editor[/"
"code] control must extend [EditorProperty]."
msgstr ""
+"Ajoute un éditeur qui permet de modifier plusieurs propriétés. Le contrôle "
+"[code]editor[/code] doit être une sous-classe de [EditorProperty]."
#: doc/classes/EditorInspectorPlugin.xml
msgid "Returns [code]true[/code] if this object can be handled by this plugin."
@@ -27462,6 +28311,10 @@ msgid ""
"built-in editor for this property, otherwise allows to insert a custom "
"editor before the built-in one."
msgstr ""
+"Appelé pour autoriser l'ajout d'éditeurs spécifiques à la propriété dans "
+"l'inspecteur. Habituellement, ils héritent de [EditorProperty]. Retourner "
+"[code]true[/code] supprimera l'éditeur intégré pour cette propriété, c'est-à-"
+"dire que ça permet d'insérer un éditeur personnalisé avant l'éditeur intégré."
#: doc/classes/EditorInterface.xml
msgid "Godot editor's interface."
@@ -27499,6 +28352,9 @@ msgid ""
"Edits the given [Resource]. If the resource is a [Script] you can also edit "
"it with [method edit_script] to specify the line and column position."
msgstr ""
+"Modifie la [Resource] donnée. Si la ressource est un [Script], vous pouvez "
+"également la modifier avec [method edit_script] en spécifiant la position de "
+"la ligne et de la colonne."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -27506,6 +28362,10 @@ msgid ""
"can also be specified. The script will be open with the user-configured "
"editor for the script's language which may be an external editor."
msgstr ""
+"Modifie le [Script]. La ligne et la colonne à laquelle ce script s'ouvre "
+"peut également être spécifiées. Le script sera ouvert avec l'éditeur "
+"configuré par l'utilisateur pour ce type de langage, où un éditeur externe "
+"peut être spécifié."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -27515,10 +28375,15 @@ msgid ""
"[b]Warning:[/b] Removing and freeing this node will render the editor "
"useless and may cause a crash."
msgstr ""
+"Retourne le conteneur principal de la fenêtre de l'éditeur de Godot. Par "
+"exemple, vous pouvez l'utiliser pour récupérer la taille du conteneur et "
+"placer vos contrôles en conséquence.\n"
+"[b]Avertissement :[/b] Enlever et libérer ce nœud rend l'éditeur inutile et "
+"peut causer un plantage."
#: doc/classes/EditorInterface.xml
msgid "Returns the current path being viewed in the [FileSystemDock]."
-msgstr ""
+msgstr "Retourne l'actuel chemin en train d'être vu dans le [FileSystemDock]."
#: doc/classes/EditorInterface.xml
msgid "Returns the edited (current) scene's root [Node]."
@@ -27533,6 +28398,13 @@ msgid ""
"code] and [code]interface/editor/custom_display_scale[/code] editor "
"settings. Editor must be restarted for changes to be properly applied."
msgstr ""
+"Retourne l'échelle actuelle de l'interface de l'éditeur ([code]1.0[/code] "
+"étant une échelle à 100%). Cela peut être utilisé pour régler la position et "
+"les dimensions des interfaces utilisateurs ajoutées par les greffons.\n"
+"[b]Note :[/b] Cette valeur est définie par [code]interface/editor/"
+"display_scale[/code] et [code]interface/editor/custom_display_scale[/code]. "
+"L'éditeur doit être redémarré pour que les changements soient complètement "
+"appliqués."
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorSettings] instance."
@@ -27609,6 +28481,9 @@ msgid ""
"[FileSystemDock]. If a file is selected, its base directory will be returned "
"using [method String.get_base_dir] instead."
msgstr ""
+"Retourne le chemin du dossier actuellement sélectionné dans le "
+"[FileSystemDock]. Si un fichier est sélectionné, son dossier de base sera "
+"retourné en utilisant [method String.get_base_dir]."
#: doc/classes/EditorInterface.xml
msgid "Returns the editor's [EditorSelection] instance."
@@ -27620,6 +28495,10 @@ msgid ""
"Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins "
"will not attempt to edit [code]object[/code]."
msgstr ""
+"Affiche la propriété donnée sur le [code]object[/code] donné dans la barre "
+"d'outils de l'inspecteur de l'éditeur. Si [code]inspector_only[/code] est "
+"[code]true[/code], les greffons ne tenteront pas de modifier cet "
+"[code]object[/code]."
#: doc/classes/EditorInterface.xml
#, fuzzy
@@ -27693,6 +28572,10 @@ msgid ""
"([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/"
"code])."
msgstr ""
+"Spécifie l'écran principal courant de l'éditeur activé avec celui nommé "
+"[code]name[/code]. [code]name[/code] doit correspondre exactement au texte "
+"de l'onglet en question (soit [code]2D[/code], [code]3D[/code], "
+"[code]Script[/code], ou [code]AssetLib[/code])."
#: doc/classes/EditorInterface.xml
msgid ""
@@ -27711,6 +28594,8 @@ msgid ""
"If [code]true[/code], enables distraction-free mode which hides side docks "
"to increase the space available for the main view."
msgstr ""
+"Si [code]true[/code], active le mode sans distraction qui cache les barres "
+"d'outils latérales pour augmenter l'espace disponible pour la vue principale."
#: doc/classes/EditorPlugin.xml
msgid "Used by the editor to extend its functionality."
@@ -27723,6 +28608,10 @@ msgid ""
"plugins and export plugins. See also [EditorScript] to add functions to the "
"editor."
msgstr ""
+"Les greffons sont utilisés par l'éditeur pour étendre les fonctionnalités. "
+"Les types les plus courants de greffons sont ceux qui modifient un nœud "
+"donné ou un type de ressource, les greffons d'importation et d'exportation. "
+"Voir aussi [EditorScript] pour ajouter des fonctions à l'éditeur."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27879,6 +28768,9 @@ msgid ""
"Registers a new [EditorSceneImporter]. Scene importers are used to import "
"custom 3D asset formats as scenes."
msgstr ""
+"Enregistre un nouveau [EditorSceneImporter]. Les importateurs de scène sont "
+"utilisés pour importer des formats d'éléments 3D personnalisés comme des "
+"scènes."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27886,6 +28778,11 @@ msgid ""
"custom gizmos to the 3D preview viewport for a [Spatial].\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
+"Enregistre un nouveau [EditorSpatialGizmoPlugin]. Les greffons du "
+"manipulateur sont utilisés pour ajouter des manipulateurs personnalisés dans "
+"la fenêtre d'affichage 3D pour transformer un [Spatial].\n"
+"Voir [method add_inspector_greffon] pour un exemple sur comment enregistrer "
+"un greffon."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27909,6 +28806,13 @@ msgid ""
"This is used, for example, in shader editors to let the plugin know that it "
"must apply the shader code being written by the user to the object."
msgstr ""
+"Cette méthode est appelée lorsque l'éditeur est sur le point d'enregistrer "
+"le projet, passer à un autre onglet, etc. Il demande au greffon d'appliquer "
+"tout changement d'état qui serait en attente pour garder une certaine "
+"cohérence.\n"
+"Ceci est utilisé, par exemple, dans les éditeurs d'ombres pour signaler au "
+"greffon qu'il doit appliquer le shader d'ombre écrit par l'utilisateur à "
+"l'objet."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27918,6 +28822,13 @@ msgid ""
"code], the project will not run. The run is aborted immediately, so this "
"also prevents all other plugins' [method build] methods from running."
msgstr ""
+"Cette méthode est appelée lorsque l'éditeur est sur le point de lancer le "
+"projet. Le greffon peut ensuite effectuer les opérations requises avant le "
+"lancement du projet.\n"
+"Cette méthode doit retourner un booléen. Si cette méthode retourne "
+"[code]false[/code], le projet ne sera pas lancé. Le lancement sera "
+"immédiatement annulé, ce qui empêche également toutes les autres méthodes de "
+"fonctionnement des greffons."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27925,24 +28836,34 @@ msgid ""
"your plugin does not keep editing a currently existing node, or a node from "
"the wrong scene."
msgstr ""
+"Efface tout l'état et réinitialise à zéro l'objet modifié. Cela garantit que "
+"votre greffon ne maintient pas l'édition d'un nœud existant ou d'une autre "
+"scène."
#: doc/classes/EditorPlugin.xml
msgid ""
"Called by the engine when the user disables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr ""
+"Appelé par le moteur lorsque l'utilisateur désactive le [EditorPlugin] dans "
+"l'onglet Greffon de la fenêtre des paramètres du projet."
#: doc/classes/EditorPlugin.xml
msgid ""
"This function is used for plugins that edit specific object types (nodes or "
"resources). It requests the editor to edit the given object."
msgstr ""
+"Cette fonction est utilisée pour les greffons qui modifient des types "
+"d'objets spécifiques (nœuds ou ressources). Il demande à l'éditeur de "
+"modifier l'objet spécifié."
#: doc/classes/EditorPlugin.xml
msgid ""
"Called by the engine when the user enables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr ""
+"Appelé par le moteur lorsque l'utilisateur active le [EditorPlugin] dans "
+"l'onglet Greffon de la fenêtre des paramètres du projet."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -27989,6 +28910,11 @@ msgid ""
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
+"Cette méthode est la même que [method forward_canvas_draw_over_viewport], "
+"sauf qu'elle est dessinée au-dessus de tout le reste. Utile quand vous avez "
+"besoin d'une calque supplémentaire qui s'affiche par dessus les autres.\n"
+"Vous devez activer l'appel de cette méthode en utilisant [method "
+"set_force_draw_over_forwarding_enabled]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28079,6 +29005,11 @@ msgid ""
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
+"Cette méthode est la même que [method forward_spatial_draw_over_viewport], "
+"sauf qu'elle est dessinée au-dessus de tout le reste. Utile quand vous avez "
+"besoin d'une calque supplémentaire qui s'affiche par dessus les autres.\n"
+"Vous devez activer l'appel de cette méthode en utilisant [method "
+"set_force_draw_over_forwarding_enabled]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28132,6 +29063,9 @@ msgid ""
"breakpoints in the format ([code]script:line[/code]), for example: "
"[code]res://path_to_script.gd:25[/code]."
msgstr ""
+"C'est pour les éditeurs qui modifient des objets basés sur des scripts. Vous "
+"pouvez retourner une liste de points d'arrêt avec le format ([code]script:"
+"line[/code]), par exemple : [code]res://path_to_script.gd:25[/code]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28318,6 +29252,11 @@ msgid ""
"Remember that you have to manage the visibility of all your editor controls "
"manually."
msgstr ""
+"Cette fonction sera appelée lorsqu'il est demandé à l'éditeur de devenir "
+"visible. Il est utilisé pour les greffons qui modifient un type d'objet "
+"spécifique.\n"
+"Rappelez-vous que vous devez gérer manuellement la visibilité de tous les "
+"contrôles de votre éditeur."
#: doc/classes/EditorPlugin.xml
msgid "Queue save the project's editor layout."
@@ -28390,6 +29329,9 @@ msgid ""
"This method is called after the editor saves the project or when it's "
"closed. It asks the plugin to save edited external scenes/resources."
msgstr ""
+"Cette méthode est appelée après que l'éditeur enregistre le projet ou "
+"lorsqu'il est fermé. Il demande au greffon d'enregistrer les scènes et "
+"ressources externes modifiées."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28398,6 +29340,11 @@ msgid ""
"editor when their viewports are updated. You need to call this method only "
"once and it will work permanently for this plugin."
msgstr ""
+"Permet d'appeler [method forward_canvas_force_draw_over_viewport] pour "
+"l'éditeur 2D et [method forward_spatial_force_draw_over_viewport] pour "
+"l'éditeur 3D lorsque leurs fenêtres d'affichage sont mises à jour. Vous "
+"devez appeler cette méthode qu'une seule fois, et ça fonctionnera en "
+"permanence pour ce greffon."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28405,6 +29352,9 @@ msgid ""
"inside [method forward_spatial_gui_input]. It might be especially usable if "
"your plugin will want to use raycast in the scene."
msgstr ""
+"Utilisez cette méthode si vous voulez toujours recevoir les entrées dans "
+"l'écran d'aperçu 3D dans [method forward_spatial_gui_input]. Ça peut être "
+"utile si votre greffon veut utiliser un Raycast dans la scène."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28461,6 +29411,11 @@ msgid ""
"forward_spatial_draw_over_viewport] and [method "
"forward_spatial_force_draw_over_viewport] to be called."
msgstr ""
+"Met à jour des sur-couches de l'éditeur 2D et 3D. Fait que les méthodes "
+"[method forward_canvas_draw_over_viewport], [method "
+"forward_canvas_force_draw_over_viewport], [method "
+"forward_spatial_draw_over_viewport] et [method "
+"forward_spatial_force_draw_over_port] seront appelées."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28477,6 +29432,9 @@ msgid ""
"the root node of the scene that has just become active. If this scene is new "
"and empty, the argument will be [code]null[/code]."
msgstr ""
+"Émis lorsque la scène est changée dans l'éditeur. L'argument retournera le "
+"nœud racine de la scène qui vient de devenir active. Si cette scène est "
+"nouvelle et vide, l'argument sera [code]null[/code]."
#: doc/classes/EditorPlugin.xml
msgid ""
@@ -28508,6 +29466,8 @@ msgid ""
"If any of the controls added can gain keyboard focus, add it here. This "
"ensures that focus will be restored if the inspector is refreshed."
msgstr ""
+"Si l'un des contrôles ajoutés peut récupérer le focus du clavier, ajoutez-le "
+"ici. Cela permettra de rétablir le focus si l'inspecteur est mis à jour."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28517,6 +29477,11 @@ msgid ""
"requesting this property to be refreshed (leave as [code]false[/code] if "
"unsure)."
msgstr ""
+"Si une ou plusieurs propriétés ont changé, cela doit être appelé. "
+"[code]field[/code] est utilisé au cas où votre éditeur peut modifier les "
+"champs séparément (par exemple : Vector3.x) L'argument [code]changing[/code] "
+"évite à l'éditeur de demander que cette propriété soit rafraîchie (laissez-"
+"le à [code]false[/code] en cas de doute)."
#: doc/classes/EditorProperty.xml
msgid "Gets the edited object."
@@ -28528,16 +29493,23 @@ msgid ""
"[method EditorInspectorPlugin.parse_property]), then this will return the "
"property."
msgstr ""
+"Retourne la propriété modifiée. Si votre éditeur n'est que pour une seule "
+"propriété (ajouté par [method EditorInspectorPlugin.parse_property]), cela "
+"retournera la propriété."
#: doc/classes/EditorProperty.xml
msgid "Must be implemented to provide a custom tooltip to the property editor."
msgstr ""
+"Doit être implémenté pour fournir un outil personnalisé dans l'éditeur de "
+"propriété."
#: doc/classes/EditorProperty.xml
msgid ""
"Puts the [code]editor[/code] control below the property label. The control "
"must be previously added using [method Node.add_child]."
msgstr ""
+"Place le contrôle [code]editor[/code] sous le label de la propriété. Le "
+"contrôle doit d'abord être ajouté avec [method Node.add_child]"
#: doc/classes/EditorProperty.xml
msgid "When this virtual function is called, you must update your editor."
@@ -28550,11 +29522,15 @@ msgid ""
"Used by the inspector, set to [code]true[/code] when the property is "
"checkable."
msgstr ""
+"Utilisé par l'inspecteur, défini à [code]true[/code] lorsque la propriété "
+"peut être cochée."
#: doc/classes/EditorProperty.xml
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is checked."
msgstr ""
+"Utilisé par l'inspecteur, défini à [code]true[/code] quand la propriété est "
+"cochée."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28562,6 +29538,9 @@ msgid ""
"with the editor theme's warning color. This is used for editable children's "
"properties."
msgstr ""
+"Utilisé par l'inspecteur, définit à [code]true[/code] quand la propriété est "
+"affiché avec la couleur d'avertissement de l'éditeur. Ceci est utilisé pour "
+"les propriétés modifiables pour les nœuds enfants."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28582,16 +29561,23 @@ msgid ""
"Used by the inspector, set to [code]true[/code] when the property is read-"
"only."
msgstr ""
+"Utilisé par l'inspecteur, défini à [code]true[/code] quand la propriété est "
+"en lecture-seule."
#: doc/classes/EditorProperty.xml
msgid ""
"Emit it if you want multiple properties modified at the same time. Do not "
"use if added via [method EditorInspectorPlugin.parse_property]."
msgstr ""
+"Emettez-le si vous voulez plusieurs propriétés modifiées en même temps. Ne "
+"pas utiliser s'il a été ajouté avec [method EditorInspectorPlugin."
+"parse_property]"
#: doc/classes/EditorProperty.xml
msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
msgstr ""
+"Utilisé par des sous-inspecteurs. Émettez-le si l'identifiant d'un Object a "
+"été sélectionné."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28609,10 +29595,14 @@ msgid ""
"Emit it if you want to add this value as an animation key (check for keying "
"being enabled first)."
msgstr ""
+"Émettez-le si vous voulez ajouter cette valeur comme clé d'animation "
+"(vérifiez que la clé est d'abord activée)."
#: doc/classes/EditorProperty.xml
msgid "Emit it if you want to key a property with a single value."
msgstr ""
+"Emettez-le si vous voulez définir une clé pour cette propriété avec une "
+"valeur unique."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28622,6 +29612,11 @@ msgid ""
"instantiated and can come from an ancestor scene in the inheritance/"
"instancing chain, a script or a builtin class."
msgstr ""
+"Émettez-le si vous voulez marquer (ou dé-marquer) la valeur d'une propriété "
+"pour être sauvegardée peu importe si elle est égale à la valeur par défaut.\n"
+"La valeur par défaut est celle que la propriété obtiendra lorsque le nœud "
+"est juste instancié et peut venir d'une scène instanciée ou héritée, d'un "
+"script ou d'une classe intégrée."
#: doc/classes/EditorProperty.xml
msgid ""
@@ -28649,6 +29644,13 @@ msgid ""
"[b]Note:[/b] This [Control] does not include any editor for the resource, as "
"editing is controlled by the Inspector dock itself or sub-Inspectors."
msgstr ""
+"Ce nœud [Control] est utilisé dans la barre d'outils de l'inspecteur de "
+"l'éditeur pour permettre l'édition des propriétés de type [Resource]. Il "
+"offre des options pour créer, charger, enregistrer et convertir des "
+"ressources. Peut être utilisé avec [EditorInspectorPlugin] pour recréer le "
+"même comportement.\n"
+"[b]Note :[/b] Ce [Control] n'inclut aucun éditeur de la ressource, car "
+"l'édition est contrôlée par l'inspecteur lui-même ou les sous-inspecteurs."
#: doc/classes/EditorResourcePicker.xml
msgid ""
@@ -28656,12 +29658,17 @@ msgid ""
"[member base_type]. If the [member base_type] is empty, an empty list is "
"returned."
msgstr ""
+"Retourne une liste de tous les types et sous-types autorisés correspondant "
+"au [member base_type]. Si le [member base_type] est vide, une liste vide est "
+"retournée."
#: doc/classes/EditorResourcePicker.xml
msgid ""
"This virtual method can be implemented to handle context menu items not "
"handled by default. See [method set_create_options]."
msgstr ""
+"Cette méthode virtuelle peut être implémentée pour gérer les éléments du "
+"menu contextuel non gérés par défaut. Voir [method set_create_options]."
#: doc/classes/EditorResourcePicker.xml
msgid ""
@@ -28672,12 +29679,20 @@ msgid ""
"[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom "
"items."
msgstr ""
+"Cette méthode virtuelle est appelée lors de la mise à jour du menu "
+"contextuel de [EditorResourcePicker]. Implémenter cette méthode pour "
+"remplacer les éléments dans « Nouveau... » par vos propres options. "
+"[code]menu_nœud[/code] est une référence au nœud [PopupMenu].\n"
+"[b]Note :[/b] Implémentez [method handle_menu_sélection] pour traiter ces "
+"éléments personnalisés."
#: doc/classes/EditorResourcePicker.xml
msgid ""
"Sets the toggle mode state for the main button. Works only if [member "
"toggle_mode] is set to [code]true[/code]."
msgstr ""
+"Définit l'état du mode de basculement pour le bouton principal. Fonctionne "
+"uniquement si [member toggle_mode] est défini à [code]true[/code]."
#: doc/classes/EditorResourcePicker.xml
msgid ""
@@ -28700,6 +29715,9 @@ msgid ""
"If [code]true[/code], the main button with the resource preview works in the "
"toggle mode. Use [method set_toggle_pressed] to manually set the state."
msgstr ""
+"Si [code]true[/code], le bouton principal avec la prévisualisation des "
+"ressources fonctionne avec le mode de basculement. Utilisez [method "
+"set_toggle_pressed] pour définir manuellement cet état."
#: doc/classes/EditorResourcePicker.xml
#, fuzzy
@@ -28712,6 +29730,9 @@ msgid ""
"[code]edit[/code] is [code]true[/code], the signal was caused by the context "
"menu \"Edit\" option."
msgstr ""
+"Émis lorsque la valeur de ressource a été définie et que l'utilisateur a "
+"cliqué pour la modifier. Lorsque [code]edit[/code] est [code]true[/code], le "
+"signal a été causé par le menu contextuel \"Édition\"."
#: doc/classes/EditorResourcePreview.xml
msgid "Helper to generate previews of resources or files."
@@ -28723,6 +29744,11 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_previewer]."
msgstr ""
+"Cet objet est utilisé pour générer des aperçus pour les ressources de "
+"fichiers.\n"
+"[b]Note :[/b] Cette classe ne devrait pas être instanciée directement. "
+"Accédez plutôt à l'instance unique en utilisant [method EditorInterface."
+"get_resource_previewer]"
#: doc/classes/EditorResourcePreview.xml
msgid "Create an own, custom preview generator."
@@ -28733,6 +29759,8 @@ msgid ""
"Check if the resource changed, if so, it will be invalidated and the "
"corresponding signal emitted."
msgstr ""
+"Vérifiez si la ressource a changé, si oui, elle sera invalidée et le signal "
+"correspondant émis."
#: doc/classes/EditorResourcePreview.xml
msgid ""
@@ -28792,6 +29820,8 @@ msgid ""
"Emitted if a preview was invalidated (changed). [code]path[/code] "
"corresponds to the path of the preview."
msgstr ""
+"Émis si un aperçu a été invalidé (c'est-à-dire changé). [code]path[/code] "
+"correspond au chemin de l'aperçu."
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid "Custom generator of previews."
@@ -28803,6 +29833,9 @@ msgid ""
"thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
"previews at."
msgstr ""
+"Le Code personnalisé pour générer des aperçus. Veuillez cocher "
+"[code]file_dialog/thumbnail_size[/code] dans [EditorSettings] pour connaître "
+"la taille correcte des prévisualisations."
#: doc/classes/EditorResourcePreviewGenerator.xml
msgid ""
@@ -28925,6 +29958,10 @@ msgid ""
"to [EditorSceneImporterGLTF] within a script will cause an error in an "
"exported project."
msgstr ""
+"[b]Note :[/b] Cette classe n'est compilée que pour les éditeurs. Le "
+"chargement et l'enregistrement au format glTF [i]n'est pas[/i] disponible "
+"dans les projets exportés. Les références à [EditorSceneImporterGLTF] dans "
+"un script provoquent une erreur dans un projet exporté."
#: doc/classes/EditorScenePostImport.xml
msgid "Post-processes scenes after import."
@@ -29001,6 +30038,8 @@ msgid ""
"Called after the scene was imported. This method must return the modified "
"version of the scene."
msgstr ""
+"Appelé après l'importation de la scène. Cette méthode doit retourner la "
+"version modifiée de la scène."
#: doc/classes/EditorScript.xml
msgid "Base script that can be used to add extension functions to the editor."
@@ -29057,6 +30096,10 @@ msgid ""
"Adds [code]node[/code] as a child of the root node in the editor context.\n"
"[b]Warning:[/b] The implementation of this method is currently disabled."
msgstr ""
+"Ajoute [code]node[/code] comme enfant du nœud racine dans le contexte de "
+"l'éditeur.\n"
+"[b]Avertissement :[/b] L'implémentation de cette méthode est actuellement "
+"désactivée."
#: doc/classes/EditorScript.xml
msgid "Returns the [EditorInterface] singleton instance."
@@ -29071,6 +30114,8 @@ msgid ""
"Godot editor's control for selecting the [code]script[/code] property of a "
"[Node]."
msgstr ""
+"Le contrôle de l'éditeur Godot pour sélectionner la propriété [code]script[/"
+"code] d'un [Node]."
#: doc/classes/EditorScriptPicker.xml
msgid ""
@@ -29107,6 +30152,10 @@ msgid ""
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_selection]."
msgstr ""
+"Cet objet gère la sélection dans le SceneTree dans l'éditeur.\n"
+"[b]Note :[/b] Cette classe ne devrait pas être instanciée directement. "
+"Accédez plutôt à l'instance unique en utilisant [method EditorInterface."
+"get_selection]"
#: doc/classes/EditorSelection.xml
msgid ""
@@ -29115,6 +30164,10 @@ msgid ""
"inspector. If you want to edit a node, use [method EditorInterface."
"edit_node]."
msgstr ""
+"Ajoute un nœud à la sélection.\n"
+"[b]Note :[/b] Le nouveau nœud sélectionné ne sera pas automatiquement "
+"modifié dans l'inspecteur. Si vous souhaitez modifier un nœud, utilisez "
+"[method EditorInterface.edit_nœud]."
#: doc/classes/EditorSelection.xml
msgid "Clear the selection."
@@ -29130,6 +30183,10 @@ msgid ""
"moving them, rotating, etc). This list avoids situations where a node is "
"selected and also child/grandchild."
msgstr ""
+"Retourne la liste des nœuds sélectionnés, optimisés pour les opérations de "
+"transformation (c'est-à-dire le fait de les déplacer, les faire pivoter, "
+"etc.). Cette liste évite les situations où un nœud est sélectionné et mais "
+"aussi ses descendants."
#: doc/classes/EditorSelection.xml
msgid "Removes a node from the selection."
@@ -29244,6 +30301,10 @@ msgid ""
"[code]key[/code] specified. If the metadata doesn't exist, [code]default[/"
"code] will be returned instead. See also [method set_project_metadata]."
msgstr ""
+"Retourne les métadonnées spécifiques au projet pour la [code]section[/code] "
+"et [code]key[/code] spécifiées. Si les métadonnées n'existent pas, "
+"[code]default[/code] sera retourné à la place. Voir aussi [method "
+"set_project_metadata]."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -29268,6 +30329,8 @@ msgid ""
"Returns the value of the setting specified by [code]name[/code]. This is "
"equivalent to using [method Object.get] on the EditorSettings instance."
msgstr ""
+"Retourne la valeur du paramètre spécifié par [code]name[/code]. Ceci est "
+"équivalent à l'utiliser [method Object.get] sur l'instance EditorSettings."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -29297,6 +30360,10 @@ msgid ""
"When this method returns [code]true[/code], a Revert button will display "
"next to the setting in the Editor Settings."
msgstr ""
+"Retourne [code]true[/code] si le paramètre spécifié par [code]name[/code] "
+"peut avoir sa valeur rétablie à cette par défaut, ou [code]false[/code] "
+"sinon. Lorsque cette méthode retourne [code]true[/code], un bouton Rétablir "
+"s'affichera à côté du réglage dans les paramètres de l'éditeur."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -29304,6 +30371,9 @@ msgid ""
"This is the value that would be applied when clicking the Revert button in "
"the Editor Settings."
msgstr ""
+"Retourne la valeur par défaut du paramètre spécifié par [code]name[/code]. "
+"C'est la valeur qui sera appliquée en cliquant sur le bouton Rétablir dans "
+"les paramètres de l'éditeur."
#: doc/classes/EditorSettings.xml
msgid "Sets the list of favorite files and directories for this project."
@@ -29329,6 +30399,11 @@ msgid ""
"project folder and therefore won't be checked into version control. See also "
"[method get_project_metadata]."
msgstr ""
+"Définit des métadonnées spécifiques au projet dans la [code]section[/code], "
+"la [code]key[/code] et les [code]data[/code] spécifiées. Ces métadonnées "
+"sont enregistrées à l'extérieur du dossier du projet, et donc pas dans le "
+"système de contrôle de version (Git, etc.). Voir aussi [method "
+"get_project_metadata]."
#: doc/classes/EditorSettings.xml
msgid ""
@@ -29344,6 +30419,9 @@ msgid ""
"This is equivalent to using [method Object.set] on the EditorSettings "
"instance."
msgstr ""
+"Définit la [code]value[/code] du paramètre nommé [code]name[/code]. Cela "
+"équivaut à l'utilisation de [method Object.set] sur l'instance "
+"EditorSettings."
#: doc/classes/EditorSettings.xml
msgid "Emitted after any editor setting has changed."
@@ -29355,6 +30433,9 @@ msgid ""
"plugins to update their visuals on theme changes or logic on configuration "
"changes."
msgstr ""
+"Émis après que n'importe quel réglage de l'édiateur a changé. Il est utilisé "
+"par divers greffons de l'éditeurs pour mettre à jour leur affichage lors de "
+"changements de thème ou de configuration."
#: doc/classes/EditorSpatialGizmo.xml
msgid "Custom gizmo for editing Spatial objects."
@@ -29366,12 +30447,18 @@ msgid ""
"(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more "
"information."
msgstr ""
+"Un manipulateur personnalisé qui est utilisé pour la visualisation et "
+"l'édition personnalisées (poignets) pour les objets 3D de type Spatial. Voir "
+"[EditorSpatialGizmoPlugin] pour plus d'informations."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Adds the specified [code]segments[/code] to the gizmo's collision shape for "
"picking. Call this function during [method redraw]."
msgstr ""
+"Ajoute le [code]segments[/code] spécifié à la forme de collision du "
+"manipulateur pour la sélection. Appelez cette fonction durant [method "
+"redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -29379,6 +30466,9 @@ msgid ""
"generated from a regular [Mesh] too. Call this function during [method "
"redraw]."
msgstr ""
+"Ajoute des triangles de collision au manipulateur pour la sélection. Un "
+"[TriangleMesh] peut être généré à partir d'un [Mesh] régulier. Appelez cette "
+"fonction durant [method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -29387,6 +30477,10 @@ msgid ""
"There are virtual functions which will be called upon editing of these "
"handles. Call this function during [method redraw]."
msgstr ""
+"Ajoute une liste de poignées (points) qui peuvent être utilisées pour "
+"déformer l'objet en cours d'édition.\n"
+"Il y a des fonctions virtuelles qui seront appelés à l'édition de ces "
+"poignées. Appelez cette fonction durant [method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -29394,6 +30488,9 @@ msgid ""
"lines are used for visualizing the gizmo. Call this function during [method "
"redraw]."
msgstr ""
+"Ajoute des lignes au gizmo (une liste de paires de points), avec un matériau "
+"donné. Les lignes sont utilisées pour visualiser le manipulateur. Appelez "
+"cette fonction durant [method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -29402,6 +30499,11 @@ msgid ""
"is [code]true[/code], the mesh will rotate to always face the camera. Call "
"this function during [method redraw]."
msgstr ""
+"Ajoute un maillage au manipulateur avec l'état [code]billboard[/code] "
+"spécifié, [code]skeleton[/code] et [code]material[/code]. Si "
+"[code]billboard[/code] est [code]true[/code], le maillage tourne pour "
+"toujours faire toujours face à la caméra. Appelez cette fonction durant "
+"[method redraw]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
@@ -29430,18 +30532,28 @@ msgid ""
"by [method add_handles]).\n"
"Handles can be named for reference to the user when editing."
msgstr ""
+"Retourne le nom d'une poignée modifiée (ces poignées doivent d'abord être "
+"ajoutées avec [méthode add_handles]).\n"
+"Les poignées peuvent être nommées pour référence à l'utilisateur lors de "
+"l'édition."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Gets actual value of a handle. This value can be anything and used for "
"eventually undoing the motion when calling [method commit_handle]."
msgstr ""
+"Retourne la valeur réelle d'une poignée. Cette valeur peut être n'importe "
+"quoi et utilisée pour finalement annuler le mouvement en appelant [method "
+"commit_handle]."
#: doc/classes/EditorSpatialGizmo.xml
msgid ""
"Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to "
"retrieve materials using [method EditorSpatialGizmoPlugin.get_material]."
msgstr ""
+"Retourne le [EditorSpatialGizmoPlugin] qui possède ce manipulateur. Il est "
+"utile de récupérer les matériaux en utilisant [method "
+"EditorSpatialGizmoPlugin.get_material]"
#: doc/classes/EditorSpatialGizmo.xml
#, fuzzy
@@ -29524,6 +30636,9 @@ msgid ""
"nodes of your choice, return [code]null[/code] for the rest of nodes. See "
"also [method has_gizmo]."
msgstr ""
+"Surchargez cette méthode pour retourner un [EditorSpatialGizmo] personnalisé "
+"pour les nœuds spatiaux de votre choix, retourner [code]null[/code] pour le "
+"reste des nœuds. Voir aussi [method has_gizmo]."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -29533,6 +30648,12 @@ msgid ""
"Should not be overridden.\n"
"You can optionally provide a texture to use instead of the default icon."
msgstr ""
+"Crée un matériau de poignée avec ses variantes (sélectionnées et/ou "
+"modifiables) et les ajoute à la liste interne des matériaux. Ils peuvent "
+"ensuite être consultés avec [method get_material] et utilisés dans [method "
+"EditorSpatialGizmo.add_handles] Ne devrait pas être surchargé.\n"
+"Vous pouvez en option fournir une texture à utiliser à la place de l'icône "
+"par défaut."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -29541,6 +30662,10 @@ msgid ""
"[method get_material] and used in [method EditorSpatialGizmo."
"add_unscaled_billboard]. Should not be overridden."
msgstr ""
+"Crée un matériau d'icône avec ses variantes (sélectionnées et/ou "
+"modifiables) et les ajoute à la liste interne des matériaux. Ils peuvent "
+"ensuite être consultés avec [method get_material] et utilisés dans [method "
+"EditorSpatialGizmo.add_unscaled_billboard]. Ne devrait pas être surchargé."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -29549,6 +30674,11 @@ msgid ""
"[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and "
"[method EditorSpatialGizmo.add_lines]. Should not be overridden."
msgstr ""
+"Crée un matériau non éclairé avec ses variantes (sélectionnées et/ou "
+"modifiables) et les ajoute à la liste interne des matériaux. Ils peuvent "
+"ensuite être consultés avec [method get_material] et utilisés dans [method "
+"EditorSpatialGizmo.add_mesh] et [method EditorSpatialGizmo.add_lines]. Ne "
+"devrait pas être dépassé."
#: doc/classes/EditorSpatialGizmoPlugin.xml
msgid ""
@@ -36815,13 +37945,14 @@ msgstr "Nombre maximal de redirections autorisées."
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -38376,9 +39507,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -39018,10 +40149,13 @@ msgstr "Type d’évènement d’entrée pour les évènements de mouvement de s
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -39033,6 +40167,15 @@ msgid "Mouse and input coordinates"
msgstr "Les coordonnées de la souris"
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Retourne le nombre de disposition de clavier.\n"
+"[b]Note :[/b] Cette méthode est implémentée sous Linux, macOS et Windows."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -55463,6 +56606,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr "Change l'octet à la position donnée."
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Retire l' élément du tableau à l'index donné."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -59009,9 +60160,8 @@ msgid "Optional name for the 3D render layer 13."
msgstr "Le nom facultatif pour le calque 13 de rendu 3D."
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid "Optional name for the 3D render layer 14."
-msgstr "Le nom facultatif pour le calque 14 de rendu 3D"
+msgstr "Le nom facultatif pour le calque 14 de rendu 3D."
#: doc/classes/ProjectSettings.xml
msgid "Optional name for the 3D render layer 15."
@@ -65245,7 +66395,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -65285,15 +66436,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -66922,11 +68074,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr "La [Transform] globale de ce nœud."
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -78161,11 +79332,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -78246,8 +79417,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/gl.po b/doc/translations/gl.po
index 3273cd8f98..17fb042ad7 100644
--- a/doc/translations/gl.po
+++ b/doc/translations/gl.po
@@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28411,13 +28423,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29831,9 +29844,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30407,10 +30420,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30423,6 +30439,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45290,6 +45312,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54214,7 +54243,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54254,15 +54284,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55738,11 +55769,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65759,11 +65809,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65843,8 +65893,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/hi.po b/doc/translations/hi.po
index 361c131a40..98778940cf 100644
--- a/doc/translations/hi.po
+++ b/doc/translations/hi.po
@@ -9965,7 +9965,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10130,7 +10136,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28410,13 +28422,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29830,9 +29843,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30406,10 +30419,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30422,6 +30438,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45289,6 +45311,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54213,7 +54242,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54253,15 +54283,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55737,11 +55768,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65758,11 +65808,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65842,8 +65892,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/hu.po b/doc/translations/hu.po
index 2732b7b56a..325d7d0f52 100644
--- a/doc/translations/hu.po
+++ b/doc/translations/hu.po
@@ -9984,7 +9984,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10149,7 +10155,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28429,13 +28441,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29849,9 +29862,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30425,10 +30438,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30441,6 +30457,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45308,6 +45330,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54232,7 +54261,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54272,15 +54302,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55756,11 +55787,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65777,11 +65827,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65861,8 +65911,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/id.po b/doc/translations/id.po
index efc379cffd..eb95a98f22 100644
--- a/doc/translations/id.po
+++ b/doc/translations/id.po
@@ -15,12 +15,13 @@
# ProgrammerIndonesia 44 <elo.jhy@gmail.com>, 2022.
# Reza Almanda <rezaalmanda27@gmail.com>, 2022.
# Tsaqib Fadhlurrahman Soka <sokatsaqib@gmail.com>, 2022.
+# yusuf afandi <afandi.yusuf.04@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-28 14:11+0000\n"
-"Last-Translator: Reza Almanda <rezaalmanda27@gmail.com>\n"
+"PO-Revision-Date: 2022-07-09 21:12+0000\n"
+"Last-Translator: yusuf afandi <afandi.yusuf.04@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/id/>\n"
"Language: id\n"
@@ -28,7 +29,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -122,7 +123,7 @@ msgstr "Metode ini menerima sejumlah argumen setelah yang dijelaskan di sini."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Metode ini digunakan untuk mengkonstruksi sebuah tipe."
#: doc/tools/make_rst.py
msgid ""
@@ -10377,7 +10378,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10542,7 +10549,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28835,13 +28848,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30255,9 +30269,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30831,10 +30845,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30847,6 +30864,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45755,6 +45778,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54682,7 +54712,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54722,15 +54753,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56206,11 +56238,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66234,11 +66285,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66318,8 +66369,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/is.po b/doc/translations/is.po
index bdd631ef18..c68a096dfa 100644
--- a/doc/translations/is.po
+++ b/doc/translations/is.po
@@ -9965,7 +9965,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10130,7 +10136,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28410,13 +28422,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29830,9 +29843,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30406,10 +30419,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30422,6 +30438,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45289,6 +45311,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54213,7 +54242,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54253,15 +54283,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55737,11 +55768,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65758,11 +65808,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65842,8 +65892,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/it.po b/doc/translations/it.po
index 3d9cd62b30..fd78bc8f1c 100644
--- a/doc/translations/it.po
+++ b/doc/translations/it.po
@@ -10991,7 +10991,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -11156,7 +11162,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -29595,13 +29607,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -31020,9 +31033,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -31597,10 +31610,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31612,6 +31628,13 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -46611,6 +46634,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55551,7 +55581,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55591,15 +55622,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -57077,11 +57109,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -67192,11 +67243,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -67276,8 +67327,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ja.po b/doc/translations/ja.po
index 8ace2ec0c8..324df4d9ae 100644
--- a/doc/translations/ja.po
+++ b/doc/translations/ja.po
@@ -12677,8 +12677,14 @@ msgstr ""
"ます。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "このオーディオが再生されているバス。"
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -12860,9 +12866,14 @@ msgstr ""
"ます。"
#: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
-msgid "The bus on which this audio is playing."
-msgstr "このオーディオが再生されているバス。"
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -31648,13 +31659,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -33082,9 +33094,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -33658,10 +33670,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -33673,6 +33688,14 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。"
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -48785,6 +48808,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "インデックスにより配列から要素を削除します。"
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -57800,7 +57831,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -57840,15 +57872,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -59334,11 +59367,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -69788,11 +69840,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -69872,8 +69924,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ko.po b/doc/translations/ko.po
index bd808074b9..2f6879593c 100644
--- a/doc/translations/ko.po
+++ b/doc/translations/ko.po
@@ -10141,7 +10141,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10306,7 +10312,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28713,13 +28725,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30141,9 +30154,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30717,10 +30730,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30733,6 +30749,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45796,6 +45818,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54725,7 +54754,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54765,15 +54795,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56249,11 +56280,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66291,11 +66341,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66375,8 +66425,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/lt.po b/doc/translations/lt.po
index 2de21d55b3..2468d389d3 100644
--- a/doc/translations/lt.po
+++ b/doc/translations/lt.po
@@ -9975,7 +9975,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10140,7 +10146,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28420,13 +28432,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29840,9 +29853,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30416,10 +30429,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30432,6 +30448,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45299,6 +45321,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54223,7 +54252,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54263,15 +54293,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55747,11 +55778,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65768,11 +65818,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65852,8 +65902,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/lv.po b/doc/translations/lv.po
index 45e3188446..9faf7fd017 100644
--- a/doc/translations/lv.po
+++ b/doc/translations/lv.po
@@ -9980,7 +9980,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10145,7 +10151,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28428,13 +28440,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29848,9 +29861,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30424,10 +30437,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30440,6 +30456,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45307,6 +45329,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54231,7 +54260,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54271,15 +54301,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55755,11 +55786,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65776,11 +65826,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65860,8 +65910,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/mr.po b/doc/translations/mr.po
index b943c79052..c989fcc549 100644
--- a/doc/translations/mr.po
+++ b/doc/translations/mr.po
@@ -9963,7 +9963,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10128,7 +10134,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28408,13 +28420,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29828,9 +29841,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30404,10 +30417,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30420,6 +30436,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45287,6 +45309,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54211,7 +54240,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54251,15 +54281,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55735,11 +55766,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65756,11 +65806,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65840,8 +65890,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/nb.po b/doc/translations/nb.po
index 53fca58f26..8017f4006b 100644
--- a/doc/translations/nb.po
+++ b/doc/translations/nb.po
@@ -9975,7 +9975,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10140,7 +10146,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28420,13 +28432,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29840,9 +29853,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30416,10 +30429,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30432,6 +30448,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45299,6 +45321,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54223,7 +54252,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54263,15 +54293,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55747,11 +55778,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65768,11 +65818,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65852,8 +65902,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ne.po b/doc/translations/ne.po
index 24062d3cff..9a17a51fb6 100644
--- a/doc/translations/ne.po
+++ b/doc/translations/ne.po
@@ -9963,7 +9963,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10128,7 +10134,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28408,13 +28420,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29828,9 +29841,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30404,10 +30417,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30420,6 +30436,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45287,6 +45309,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54211,7 +54240,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54251,15 +54281,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55735,11 +55766,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65756,11 +65806,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65840,8 +65890,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/nl.po b/doc/translations/nl.po
index b2066a5491..d36175b6c2 100644
--- a/doc/translations/nl.po
+++ b/doc/translations/nl.po
@@ -10032,7 +10032,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10197,7 +10203,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28480,13 +28492,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29900,9 +29913,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30476,10 +30489,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30492,6 +30508,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45359,6 +45381,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54284,7 +54313,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54324,15 +54354,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55808,11 +55839,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65829,11 +65879,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65913,8 +65963,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/pl.po b/doc/translations/pl.po
index b28e575320..343dfb0050 100644
--- a/doc/translations/pl.po
+++ b/doc/translations/pl.po
@@ -10471,7 +10471,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10636,7 +10642,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28986,13 +28998,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30409,9 +30422,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30985,10 +30998,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31001,6 +31017,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -46003,6 +46025,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54943,7 +54972,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54983,15 +55013,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56468,11 +56499,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66529,11 +66579,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66613,8 +66663,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/pt.po b/doc/translations/pt.po
index 99537cdd6b..fdb01b1579 100644
--- a/doc/translations/pt.po
+++ b/doc/translations/pt.po
@@ -10787,7 +10787,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10952,7 +10958,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -29301,13 +29313,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30721,9 +30734,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -31297,10 +31310,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31313,6 +31329,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -46238,6 +46260,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55231,7 +55260,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55271,15 +55301,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56757,11 +56788,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66821,11 +66871,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66905,8 +66955,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po
index b432963519..50d4359c46 100644
--- a/doc/translations/pt_BR.po
+++ b/doc/translations/pt_BR.po
@@ -11025,7 +11025,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -11190,7 +11196,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -29629,13 +29641,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -31054,9 +31067,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -31630,10 +31643,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31646,6 +31662,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -46651,6 +46673,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55595,7 +55624,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55635,15 +55665,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -57123,11 +57154,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -67221,11 +67271,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -67305,8 +67355,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ro.po b/doc/translations/ro.po
index 068587e37a..8c7112f102 100644
--- a/doc/translations/ro.po
+++ b/doc/translations/ro.po
@@ -9995,7 +9995,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10160,7 +10166,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28443,13 +28455,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29863,9 +29876,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30439,10 +30452,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30455,6 +30471,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45323,6 +45345,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54247,7 +54276,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54287,15 +54317,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55771,11 +55802,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65792,11 +65842,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65876,8 +65926,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/ru.po b/doc/translations/ru.po
index 6455a611e5..1596ca8553 100644
--- a/doc/translations/ru.po
+++ b/doc/translations/ru.po
@@ -11644,7 +11644,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -11809,7 +11815,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -30308,13 +30320,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -31732,9 +31745,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -32308,10 +32321,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -32323,6 +32339,15 @@ msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -47447,6 +47472,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Удаляет элемент из массива по индексу."
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -56470,7 +56503,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56510,15 +56544,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -58001,11 +58036,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -68262,11 +68316,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -68346,8 +68400,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/sk.po b/doc/translations/sk.po
index 4964bf3ce0..38e701eef9 100644
--- a/doc/translations/sk.po
+++ b/doc/translations/sk.po
@@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28414,13 +28426,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29834,9 +29847,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30410,10 +30423,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30426,6 +30442,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45293,6 +45315,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54217,7 +54246,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54257,15 +54287,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55741,11 +55772,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65762,11 +65812,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65846,8 +65896,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/sr_Cyrl.po b/doc/translations/sr_Cyrl.po
index 89efbf0d11..3984d209f4 100644
--- a/doc/translations/sr_Cyrl.po
+++ b/doc/translations/sr_Cyrl.po
@@ -9977,7 +9977,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10142,7 +10148,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28425,13 +28437,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29845,9 +29858,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30421,10 +30434,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30437,6 +30453,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45304,6 +45326,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54228,7 +54257,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54268,15 +54298,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55752,11 +55783,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65773,11 +65823,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65857,8 +65907,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/sv.po b/doc/translations/sv.po
index e562fe9d6f..9be24493d7 100644
--- a/doc/translations/sv.po
+++ b/doc/translations/sv.po
@@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28411,13 +28423,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29831,9 +29844,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30407,10 +30420,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30423,6 +30439,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45290,6 +45312,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54214,7 +54243,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54254,15 +54284,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55738,11 +55769,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65759,11 +65809,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65843,8 +65893,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/th.po b/doc/translations/th.po
index 097eae8507..dabf3c09f3 100644
--- a/doc/translations/th.po
+++ b/doc/translations/th.po
@@ -10072,7 +10072,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10237,7 +10243,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28530,13 +28542,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29972,9 +29985,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30564,10 +30577,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30580,6 +30596,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45541,6 +45563,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54475,7 +54504,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54515,15 +54545,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55999,11 +56030,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66040,11 +66090,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66124,8 +66174,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/tl.po b/doc/translations/tl.po
index 7473388512..b100d0e612 100644
--- a/doc/translations/tl.po
+++ b/doc/translations/tl.po
@@ -10046,7 +10046,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10211,7 +10217,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28500,13 +28512,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29920,9 +29933,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30496,10 +30509,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30512,6 +30528,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45406,6 +45428,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54330,7 +54359,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54370,15 +54400,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55854,11 +55885,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -65884,11 +65934,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -65968,8 +66018,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/tr.po b/doc/translations/tr.po
index 77fbf5f31a..dc9d2524b7 100644
--- a/doc/translations/tr.po
+++ b/doc/translations/tr.po
@@ -10753,7 +10753,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10918,7 +10924,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -29252,13 +29264,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30674,9 +30687,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -31250,10 +31263,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31266,6 +31282,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -46231,6 +46253,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55167,7 +55196,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55207,15 +55237,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56691,11 +56722,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66739,11 +66789,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66823,8 +66873,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/uk.po b/doc/translations/uk.po
index fe1ac7f153..afedf189b4 100644
--- a/doc/translations/uk.po
+++ b/doc/translations/uk.po
@@ -10125,7 +10125,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10290,7 +10296,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28608,13 +28620,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30030,9 +30043,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30606,10 +30619,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30622,6 +30638,12 @@ msgstr "Мишка і координати введення"
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45563,6 +45585,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54492,7 +54521,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54532,15 +54562,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56017,11 +56048,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66064,11 +66114,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66148,8 +66198,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/vi.po b/doc/translations/vi.po
index 4dbfaf376a..ab16aa1782 100644
--- a/doc/translations/vi.po
+++ b/doc/translations/vi.po
@@ -10420,7 +10420,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10585,7 +10591,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28905,13 +28917,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -30328,9 +30341,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30904,10 +30917,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30920,6 +30936,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45875,6 +45897,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54813,7 +54842,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54853,15 +54883,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -56339,11 +56370,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66389,11 +66439,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66473,8 +66523,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index 2888f15fd1..d2179a01f2 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -62,7 +62,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-07-05 23:52+0000\n"
+"PO-Revision-Date: 2022-07-17 07:14+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@@ -71,7 +71,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -507,7 +507,7 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
-"[b]注意:[/b][code]dectime[/code] 已被废弃,将在 Godot 4.0 中删除,请使用 "
+"[b]注意:[/b][code]dectime[/code] 已被废弃,将在 Godot 4.0 中移除,请使用 "
"[method move_toward] 代替。\n"
"返回 [code]value[/code] 减去 [code]step[/code] * [code]amount[/code] 的结"
"果。\n"
@@ -570,7 +570,6 @@ msgstr ""
"将(之前使用 [method inst2dict] 创建的)字典转换回实例。适用于反序列化。"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -590,9 +589,9 @@ msgid ""
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
msgstr ""
-"返回 [code]x[/code] “缓动后”的值,结果基于使用 [code]curve[/code] 值定义的缓"
-"动函数。该缓动函数是基于指数的。[code]curve[/code] 值可以是任意浮点数,具体数"
-"值会导致以下行为:\n"
+"返回 [code]x[/code]“缓动后”的值,结果基于使用 [code]curve[/code] 值定义的缓动"
+"函数。该缓动函数是基于指数的。[code]curve[/code] 值可以是任意浮点数,具体数值"
+"会导致以下行为:\n"
"[codeblock]\n"
"- 低于 -1.0(开区间):缓入缓出\n"
"- -1.0:线性\n"
@@ -602,9 +601,9 @@ msgstr ""
"- 1.0:线性\n"
"- 大于 1.0(开区间):缓入\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() 曲线值速查表[/url]\n"
-"请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [Tween] 或 "
+"另请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [Tween] 或 "
"[AnimationPlayer]。"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1688,7 +1687,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the result of smoothly interpolating the value of [code]s[/code] "
"between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
@@ -1731,7 +1729,7 @@ msgstr ""
"与曲线值为 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返"
"回最平滑的曲线,导数没有突然变化。如果你需要执行更高级的过渡,请使用 [Tween] "
"或 [AnimationPlayer]。\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较"
"[/url]"
@@ -4876,7 +4874,7 @@ msgstr ""
"custom_action]信号。\n"
"如果[code]right[/code]为 [code]true[/code],按钮会被放置在所有同级按钮的右"
"边。\n"
-"您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。"
+"您可以使用 [method remove_button] 方法从对话框中移除使用此方法创建的按钮。"
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -4887,7 +4885,7 @@ msgid ""
msgstr ""
"向对话框中添加一个标签为[code]name[/code]和一个取消动作的按钮,然后返回这个新"
"创建的按钮。\n"
-"您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。"
+"您可以使用 [method remove_button] 方法从对话框中移除使用此方法创建的按钮。"
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -4897,7 +4895,7 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回内置文本所使用的标签。\n"
-"[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏"
+"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/AcceptDialog.xml
@@ -4908,7 +4906,7 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回确定按钮 [Button] 实例。\n"
-"[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏"
+"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/AcceptDialog.xml
@@ -5653,7 +5651,7 @@ msgstr "返回给定轨道中给定键的方法轨道上要调用的参数值。
#: doc/classes/Animation.xml
msgid "Removes a track by specifying the track index."
-msgstr "通过指定轨道索引来删除一个轨道。"
+msgstr "通过指定轨道索引来移除一个轨道。"
#: doc/classes/Animation.xml
msgid ""
@@ -5739,11 +5737,11 @@ msgstr "将轨道上移。"
#: doc/classes/Animation.xml
msgid "Removes a key by index in a given track."
-msgstr "在指定的轨道上按索引删除一个键。"
+msgstr "在指定的轨道上按索引移除一个键。"
#: doc/classes/Animation.xml
msgid "Removes a key by position (seconds) in a given track."
-msgstr "按位置(秒)删除指定轨道中的键。"
+msgstr "按位置(秒)移除指定轨道中的键。"
#: doc/classes/Animation.xml
msgid "Enables/disables the given track. Tracks are enabled by default."
@@ -6074,11 +6072,11 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Removes an input, call this only when inactive."
-msgstr "删除输入,仅在处于非活动状态时调用此输入。"
+msgstr "移除输入,仅在处于非活动状态时调用此输入。"
#: doc/classes/AnimationNode.xml
msgid "Adds or removes a path for the filter."
-msgstr "添加或删除筛选器的路径。"
+msgstr "添加或移除筛选器的路径。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6094,7 +6092,7 @@ msgstr "如果为 [code]true[/code],则启用筛选功能。"
#: doc/classes/AnimationNode.xml
msgid "Emitted when the node was removed from the graph."
-msgstr "当该节点从图中删除时触发。"
+msgstr "当该节点从图中移除时触发。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6317,7 +6315,7 @@ msgstr "返回索引 [code]point[/code] 处的点的位置。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid "Removes the point at index [code]point[/code] from the blend axis."
-msgstr "将索引 [code]point[/code] 处的点从混合轴上删除。"
+msgstr "将索引 [code]point[/code] 处的点从混合轴上移除。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
@@ -6424,12 +6422,12 @@ msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Removes the point at index [code]point[/code] from the blend space."
-msgstr "从混合空间中删除索引 [code]point[/code] 处的点。"
+msgstr "从混合空间中移除索引 [code]point[/code] 处的点。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Removes the triangle at index [code]triangle[/code] from the blend space."
-msgstr "从混合空间中删除索引 [code]triangle[/code] 处的三角形。"
+msgstr "从混合空间中移除索引 [code]triangle[/code] 处的三角形。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
@@ -6475,7 +6473,7 @@ msgstr "混合空间 Y 轴的名称。"
msgid ""
"Emitted every time the blend space's triangles are created, removed, or when "
"one of their vertices changes position."
-msgstr "每当创建、删除混合空间的三角形,或当其中一个顶点改变位置时发出。"
+msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "The interpolation between animations is linear."
@@ -6549,7 +6547,7 @@ msgstr "如果存在名称为 [code]name[/code] 的子节点,则返回 [code]t
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Removes a sub-node."
-msgstr "删除一个子节点。"
+msgstr "移除一个子节点。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Changes the name of a sub-node."
@@ -7879,9 +7877,9 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"返回相交的[Area]的列表。重叠区域的[member CollisionObject.collision_layer]必"
-"须是这个区域[member CollisionObject.collision_mask]的一部分,这样才能被检测"
-"到。\n"
+"返回相交的 [Area] 的列表。重叠区域的 [member CollisionObject."
+"collision_layer] 必须是这个区域 [member CollisionObject.collision_mask] 的一"
+"部分,这样才能被检测到。\n"
"出于性能的考虑,因碰撞都是同时处理的,这个列表在物理步骤中只修改一次,而不是"
"在物体被移动后立即修改。考虑使用信号来代替。"
@@ -7894,9 +7892,9 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"返回相交的[PhysicsBody]的列表。重叠物体的[member CollisionObject."
-"collision_layer]必须是这个区域[member CollisionObject.collision_mask]的一部"
-"分,这样才能被检测到。\n"
+"返回相交的 [PhysicsBody] 的列表。重叠物体的 [member CollisionObject."
+"collision_layer] 必须是这个区域 [member CollisionObject.collision_mask] 的一"
+"部分,这样才能被检测到。\n"
"出于性能的考虑,因碰撞都是同时处理的,这个列表在物理步骤中只修改一次,而不是"
"在物体被移动后立即修改。考虑使用信号来代替。"
@@ -7975,8 +7973,8 @@ msgid ""
"The area's gravity vector (not normalized). If gravity is a point (see "
"[member gravity_point]), this will be the point of attraction."
msgstr ""
-"区域的未归一化的重力向量。如果重力作用在一个点上,则它将是引力点。请参阅 "
-"[member gravity_point]。"
+"区域的未归一化的重力向量。如果重力作用在一个点上,则它将是引力点(见 [member "
+"gravity_point])。"
#: doc/classes/Area.xml
msgid ""
@@ -8882,7 +8880,7 @@ msgid ""
"if the array is empty, without printing an error message. See also [method "
"pop_front]."
msgstr ""
-"删除并返回数组中的末尾元素。数组为空时,返回 [code]null[/code]。另请参阅 "
+"移除并返回数组中的末尾元素。数组为空时,返回 [code]null[/code]。另请参阅 "
"[method pop_front]。"
#: doc/classes/Array.xml
@@ -9142,11 +9140,11 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
-msgstr "删除此[ArrayMesh]的所有混合形状。"
+msgstr "移除此 [ArrayMesh] 的所有混合形状。"
#: doc/classes/ArrayMesh.xml
msgid "Removes all surfaces from this [ArrayMesh]."
-msgstr "删除此[ArrayMesh]的所有表面。"
+msgstr "移除此 [ArrayMesh] 的所有表面。"
#: doc/classes/ArrayMesh.xml
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
@@ -9485,7 +9483,7 @@ msgstr ""
"这是链接到控制器跟踪的辅助空间节点。它还为控制器上的按钮等状态提供了几个便捷"
"的通道。\n"
"控制器通过它们的 ID 链接。你可以在控制器可用之前创建控制器节点。如果你的游戏"
-"总是使用两个控制器,即每只手一个,你可以预先定义 ID 为 1 和 2 的控制器;一旦"
+"总是使用两个控制器(每只手一个),你可以预先定义 ID 为 1 和 2 的控制器;一旦"
"确定了控制器,它们就会被激活。如果你希望使用额外的控制器,应该对信号加以处"
"理,并将 ARVRController 节点添加到您场景中。\n"
"控制器节点的位置由 [ARVRServer] 自动更新。这使得该节点非常适合添加子节点以实"
@@ -9615,8 +9613,8 @@ msgid ""
"[ARVRServer]."
msgstr ""
"需要实现这个类才能使 AR 或 VR 平台可供 Godot 使用,并且应实现为 C++ 模块或 "
-"GDNative 模块,注意,对于 GDNative,应使用子类 ARVRScriptInterface。部分接口"
-"向 GDScript 公开,因而,您可以检测、启用和配置 AR 或 VR 平台。\n"
+"GDNative 模块(注意,对于 GDNative,应使用子类 ARVRScriptInterface)。部分接"
+"口向 GDScript 公开,因而,您可以检测、启用和配置 AR 或 VR 平台。\n"
"接口应以这样的方式编写,只需启用它们就可以为我们提供工作配置。您可以通过 "
"[ARVRServer] 查询可用接口。"
@@ -9637,7 +9635,7 @@ msgstr "返回 [enum Capabilities] 标签的组合,提供关于这个接口功
#: doc/classes/ARVRInterface.xml
msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)."
-msgstr "返回该接口的名称,如 OpenVR、OpenHMD、ARKit 等。"
+msgstr "返回该接口的名称(OpenVR、OpenHMD、ARKit 等)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9713,7 +9711,7 @@ msgstr "没有 ARVR 功能。"
#: doc/classes/ARVRInterface.xml
msgid ""
"This interface can work with normal rendering output (non-HMD based AR)."
-msgstr "此接口可以与正常的渲染输出一起工作,非基于 HMD 的 AR。"
+msgstr "此接口可以与正常的渲染输出一起工作(非基于 HMD 的 AR)。"
#: doc/classes/ARVRInterface.xml
msgid "This interface supports stereoscopic rendering."
@@ -9721,7 +9719,7 @@ msgstr "该接口支持立体渲染。"
#: doc/classes/ARVRInterface.xml
msgid "This interface supports AR (video background and real world tracking)."
-msgstr "该接口支持 AR,视频背景和真实世界跟踪。"
+msgstr "该接口支持 AR(视频背景和真实世界跟踪)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9764,7 +9762,7 @@ msgstr "追踪行为符合预期。"
msgid ""
"Tracking is hindered by excessive motion (the player is moving faster than "
"tracking can keep up)."
-msgstr "过度运动会阻碍追踪,即玩家的移动速度超过追踪的速度。"
+msgstr "过度运动会阻碍追踪(玩家的移动速度大于追踪的速度)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9782,7 +9780,7 @@ msgstr "我们不知道跟踪的状态,或者这个接口未提供反馈。"
msgid ""
"Tracking is not functional (camera not plugged in or obscured, lighthouses "
"turned off, etc.)."
-msgstr "追踪功能失效,即相机未插电或被遮挡,灯塔关闭,等等。"
+msgstr "追踪功能失效(相机未插电或被遮挡、灯塔关闭,等等)。"
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
msgid "GDNative wrapper for an ARVR interface."
@@ -10097,7 +10095,7 @@ msgstr "添加新接口时触发。"
#: doc/classes/ARVRServer.xml
msgid "Emitted when an interface is removed."
-msgstr "当接口被删除时触发。"
+msgstr "当接口被移除时触发。"
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10118,9 +10116,9 @@ msgid ""
"available (i.e. a new controller is switched on that takes the place of the "
"previous one)."
msgstr ""
-"删除跟踪器时触发。如果适当,您应该删除所有 [ARVRController] 或 [ARVRAnchor] "
-"点。这不是强制性的,节点只是变为不活动状态,当新的跟踪器可用时将再次激活,即"
-"打开一个新的控制器来代替前一个控制器。"
+"移除跟踪器时触发。如果适当,您应该删除所有 [ARVRController] 或 [ARVRAnchor] "
+"点。这不是强制性的,节点只是变为不活动状态,当新的跟踪器可用时将再次激活(即"
+"打开一个新的控制器来代替前一个控制器)。"
#: doc/classes/ARVRServer.xml
msgid "The tracker tracks the location of a controller."
@@ -10248,7 +10246,7 @@ msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid ""
"Aligns child controls with the beginning (left or top) of the container."
-msgstr "将子控件与容器的开头对齐,左侧或顶部。"
+msgstr "将子控件与容器的开头对齐(左侧或顶部)。"
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the center of the container."
@@ -10256,7 +10254,7 @@ msgstr "使子控件与容器的中心对齐。"
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the end (right or bottom) of the container."
-msgstr "将子控件与容器的末端对齐,右侧或底部。"
+msgstr "将子控件与容器的末端对齐(右侧或底部)。"
#: doc/classes/AStar.xml
msgid ""
@@ -10603,7 +10601,7 @@ msgstr "返回是否禁用点以进行寻路。默认情况下,所有点均处
msgid ""
"Removes the point associated with the given [code]id[/code] from the points "
"pool."
-msgstr "从点池中删除与给定 [code]id[/code] 关联的点。"
+msgstr "从点池中移除与给定 [code]id[/code] 关联的点。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -11765,7 +11763,7 @@ msgid ""
"If [code]true[/code], the sound will be recorded. Note that restarting the "
"recording will remove the previously recorded sample."
msgstr ""
-"如果为 [code]true[/code],将录制声音。请注意,重新开始录音将删除先前录音的样"
+"如果为 [code]true[/code],将录制声音。请注意,重新开始录音将移除先前录音的样"
"本。"
#: doc/classes/AudioEffectRecord.xml
@@ -12058,7 +12056,7 @@ msgid ""
"Removes the effect at index [code]effect_idx[/code] from the bus at index "
"[code]bus_idx[/code]."
msgstr ""
-"将索引 [code]effect_idx[/code] 的效果从索引 [code]bus_idx[/code] 的总线上删"
+"将索引 [code]effect_idx[/code] 的效果从索引 [code]bus_idx[/code] 的总线上移"
"除。"
#: doc/classes/AudioServer.xml
@@ -12374,8 +12372,14 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "播放此音频的总线。"
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -12568,8 +12572,14 @@ msgstr ""
"频。"
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
-msgstr "播放此音频的总线。"
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -13324,7 +13334,7 @@ msgid ""
"will be removed in Godot 4.0. This property no longer has any effect when "
"set. Please use [member Control.focus_mode] instead."
msgstr ""
-"[i]已弃用。[/i]由于冗余,此属性已弃用,将在 Godot 4.0 中删除。此属性在设置后"
+"[i]已弃用。[/i]由于冗余,此属性已弃用,将在 Godot 4.0 中移除。此属性在设置后"
"不会有任何影响。请改用 [member Control.focus_mode]。"
#: doc/classes/BaseButton.xml
@@ -13460,7 +13470,7 @@ msgstr ""
"用于 3D 旋转和缩放的 3×3 矩阵。几乎总是用作变换的正交基。\n"
"包含 3 个向量字段 X、Y 和 Z 作为其列,通常被解释为变换的局部基向量。对于这种"
"用途,它依次由一个缩放矩阵和一个旋转矩阵组成(M=R.S)。\n"
-"也可以作为三维向量的数组来访问。这些向量通常是相互正交的,但不一定是归一化的"
+"也可以作为 3D 向量的数组来访问。这些向量通常是相互正交的,但不一定是归一化的"
"(由于缩放)。\n"
"更多信息请阅读文档中的《矩阵和变换》一文。"
@@ -14397,9 +14407,9 @@ msgid ""
"to the position and orientation of the camera by subclassed cameras such as "
"[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]."
msgstr ""
-"返回相机的变换加上垂直[member v_offset]和水平[member h_offset]的偏移量;以及"
-"由子类相机如[ClippedCamera]、[InterpolatedCamera]和[ARVRCamera]对相机的位置和"
-"方向做出的任何其他调整。"
+"返回相机的变换加上垂直 [member v_offset] 和水平 [member h_offset] 的偏移量;"
+"以及由子类相机如 [ClippedCamera]、[InterpolatedCamera] 和 [ARVRCamera] 对相机"
+"的位置和方向做出的任何其他调整。"
#: doc/classes/Camera.xml
msgid ""
@@ -14510,8 +14520,8 @@ msgid ""
"angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip "
"planes in world space units."
msgstr ""
-"将摄像机的投影设置为透视模式,参阅[constant PROJECTION_PERSPECTIVE]),指定"
-"[code]fov[/code] 视野角度,单位度,以及世界空间单位的[code]z_near[/code]和"
+"将摄像机的投影设置为透视模式(见 [constant PROJECTION_PERSPECTIVE]),指定 "
+"[code]fov[/code] 视野角度,单位为度,以及世界空间单位的[code]z_near[/code]和"
"[code]z_far[/code]裁剪平面。"
#: doc/classes/Camera.xml
@@ -14772,7 +14782,7 @@ msgstr "将相机与跟踪的节点对齐。"
msgid ""
"Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-"
"assigned camera."
-msgstr "从父级[Viewport]的内部当前分配的相机中删除任何[Camera2D]。"
+msgstr "从父级 [Viewport] 的内部当前分配的相机中移除任何 [Camera2D]。"
#: doc/classes/Camera2D.xml
msgid "Forces the camera to update scroll immediately."
@@ -16737,7 +16747,7 @@ msgstr "添加碰撞例外,以使相机不会与指定的[RID]碰撞。"
#: doc/classes/ClippedCamera.xml
msgid "Removes all collision exceptions."
-msgstr "删除所有碰撞例外。"
+msgstr "移除所有碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid "Returns the distance the camera has been offset due to a collision."
@@ -16753,11 +16763,11 @@ msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified node."
-msgstr "删除与指定节点的碰撞例外。"
+msgstr "移除与指定节点的碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified [RID]."
-msgstr "删除指定 [RID] 的碰撞例外。"
+msgstr "移除指定 [RID] 的碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid ""
@@ -16924,11 +16934,11 @@ msgstr "返回具有给定形状所有者的给定 id 的形状 [Shape] 的子
#: doc/classes/CollisionObject.xml
msgid "Returns the shape owner's [Transform]."
-msgstr "返回形状所有者的[Transform]。"
+msgstr "返回形状所有者的 [Transform]。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes a shape from the given shape owner."
-msgstr "从给定的形状所有者中删除一个形状。"
+msgstr "从给定的形状所有者中移除一个形状。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], disables the given shape owner."
@@ -16936,7 +16946,7 @@ msgstr "如果为 [code]true[/code],则禁用给定的形状所有者。"
#: doc/classes/CollisionObject.xml
msgid "Sets the [Transform] of the given shape owner."
-msgstr "设置给定形状所有者的[Transform]。"
+msgstr "设置给定形状所有者的 [Transform]。"
#: doc/classes/CollisionObject.xml
msgid ""
@@ -17009,7 +17019,7 @@ msgstr "当鼠标指针退出此对象的所有形状时发出。"
#: doc/classes/CollisionObject2D.xml
msgid "Base node for 2D collision objects."
-msgstr "二维碰撞对象的基础节点。"
+msgstr "2D 碰撞对象的基础节点。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -17045,7 +17055,7 @@ msgid ""
"Returns the [code]one_way_collision_margin[/code] of the shape owner "
"identified by given [code]owner_id[/code]."
msgstr ""
-"返回由给定的[code]owner_id[/code]标识的形状所有者的"
+"返回由给定的 [code]owner_id[/code] 标识的形状所有者的 "
"[code]one_way_collision_margin[/code]。"
#: doc/classes/CollisionObject2D.xml
@@ -17054,26 +17064,26 @@ msgid ""
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
-"返回 [code]true[/code],如果源于这个[CollisionObject2D]的形状所有者的碰撞不会"
-"被报告给[CollisionObject2D]s。"
+"返回 [code]true[/code],如果源于这个 [CollisionObject2D] 的形状所有者的碰撞不"
+"会被报告给 [CollisionObject2D]。"
#: doc/classes/CollisionObject2D.xml
msgid "Adds a [Shape2D] to the shape owner."
-msgstr "给形状所有者添加一个[Shape2D]。"
+msgstr "给形状所有者添加一个 [Shape2D]。"
#: doc/classes/CollisionObject2D.xml
msgid "Returns the [Shape2D] with the given id from the given shape owner."
-msgstr "从给定的形状所有者那里返回给定id的[Shape2D]。"
+msgstr "从给定的形状所有者那里返回给定 id 的 [Shape2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns the child index of the [Shape2D] with the given id from the given "
"shape owner."
-msgstr "从给定的形状所有者那里返回给定id的[Shape2D]的子索引。"
+msgstr "从给定的形状所有者那里返回给定 id 的 [Shape2D] 的子索引。"
#: doc/classes/CollisionObject2D.xml
msgid "Returns the shape owner's [Transform2D]."
-msgstr "返回形状所有者的[Transform2D]。"
+msgstr "返回形状所有者的 [Transform2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -17081,20 +17091,20 @@ msgid ""
"originating from this [CollisionObject2D] will not be reported to collided "
"with [CollisionObject2D]s."
msgstr ""
-"如果[code]enable[/code]为 [code]true[/code],则源自这个[CollisionObject2D]的"
-"形状所有者的碰撞将不会被报告给[CollisionObject2D]。"
+"如果 [code]enable[/code] 为 [code]true[/code],则源自这个 "
+"[CollisionObject2D] 的形状所有者的碰撞将不会被报告给 [CollisionObject2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
"by given [code]owner_id[/code] to [code]margin[/code] pixels."
msgstr ""
-"将由给定的[code]owner_id[/code]标识的形状所有者的"
-"[code]one_way_collision_margin[/code]设置为[code]margin[/code]像素。"
+"将由给定的 [code]owner_id[/code] 标识的形状所有者的 "
+"[code]one_way_collision_margin[/code] 设置为 [code]margin[/code] 像素。"
#: doc/classes/CollisionObject2D.xml
msgid "Sets the [Transform2D] of the given shape owner."
-msgstr "设置给定形状所有者的[Transform2D]。"
+msgstr "设置给定形状所有者的 [Transform2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -18391,7 +18401,7 @@ msgstr ""
#: doc/classes/ColorPicker.xml
msgid ""
"Removes the given color from the list of color presets of this color picker."
-msgstr "从这个取色器的颜色预设列表中删除给定的颜色。"
+msgstr "从这个取色器的颜色预设列表中移除给定的颜色。"
#: doc/classes/ColorPicker.xml
msgid "Returns the list of colors in the presets of the color picker."
@@ -18452,7 +18462,7 @@ msgstr "添加预设时发出。"
#: doc/classes/ColorPicker.xml
msgid "Emitted when a preset is removed."
-msgstr "删除预设时发出。"
+msgstr "移除预设时发出。"
#: doc/classes/ColorPicker.xml
msgid "The width of the hue selection slider."
@@ -18530,7 +18540,7 @@ msgid ""
msgstr ""
"返回控件的 [PopupPanel],它允许你连接到弹出信号。这允许你在显示或隐藏 "
"ColorPicker 时事件处理。\n"
-"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
+"[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/ColorPickerButton.xml
@@ -18891,7 +18901,7 @@ msgstr ""
#: doc/classes/ConfigFile.xml
msgid "Removes the entire contents of the config."
-msgstr "删除配置的全部内容。"
+msgstr "移除配置的全部内容。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -19019,7 +19029,7 @@ msgid ""
"if it ends up empty once the key has been removed."
msgstr ""
"为指定章节的指定键赋值。如果节或键不存在,则创建它们。如果指定的键存在,传递 "
-"[code]null[/code] 值就会删除指定的键,如果键被删除后,键最终是空的,就会删除"
+"[code]null[/code] 值就会移除指定的键,如果键被移除后,键最终是空的,就会移除"
"节。"
#: doc/classes/ConfirmationDialog.xml
@@ -19051,7 +19061,7 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回取消按钮。\n"
-"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
+"[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/Container.xml
@@ -21232,7 +21242,7 @@ msgid ""
"points] property using the convex hull algorithm. Removing all unneeded "
"points. See [method Geometry.convex_hull_2d] for details."
msgstr ""
-"基于所提供点的集合,使用凸包算法创建和分配 [member points]属性。删除所有不需"
+"基于所提供点的集合,使用凸包算法创建和分配 [member points]属性。移除所有不需"
"要的点。详情请参阅 [method Geometry.convex_hull_2d]。"
#: doc/classes/ConvexPolygonShape2D.xml
@@ -21400,8 +21410,8 @@ msgid ""
"Each particle's color will vary along this [GradientTexture] over its "
"lifetime (multiplied with [member color])."
msgstr ""
-"每个粒子的颜色将在其生命周期内随着这个[GradientTexture]变化,即与[member "
-"color]相乘。"
+"每个粒子的颜色将在其生命周期内随着这个 [GradientTexture] 变化(与 [member "
+"color] 相乘)。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -22468,8 +22478,8 @@ msgid ""
"V around the outline of the [member polygon]), the bottom-left quarter to "
"the front end face, and the bottom-right quarter to the back end face."
msgstr ""
-"用于生成的网格的材质。UV 将材质的上半部分映射到挤出的形状,即U沿挤出物的长"
-"度,V 围绕 [member polygon]的轮廓,左下角的四分之一映射到前端面,右下角的四分"
+"用于生成的网格的材质。UV 将材质的上半部分映射到挤出的形状(U 沿挤出物的长度,"
+"V 围绕 [member polygon] 的轮廓),左下角的四分之一映射到前端面,右下角的四分"
"之一映射到后端面。"
#: modules/csg/doc_classes/CSGPolygon.xml
@@ -22792,11 +22802,11 @@ msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Geometry of both primitives is merged, intersecting geometry is removed."
-msgstr "合并两个图元的几何体,删除相交的几何体。"
+msgstr "合并两个图元的几何体,移除相交的几何体。"
#: modules/csg/doc_classes/CSGShape.xml
msgid "Only intersecting geometry remains, the rest is removed."
-msgstr "仅保留相交的几何,其余的将被删除。"
+msgstr "仅保留相交的几何,其余的将被移除。"
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -23231,11 +23241,11 @@ msgstr "重新计算曲线的烘焙点缓存。"
msgid ""
"Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units "
"to their neighbor on the curve."
-msgstr "删除比曲线上的相邻点近[code]CMP_EPSILON[/code](0.00001)个单位的点。"
+msgstr "移除比曲线上的相邻点近[code]CMP_EPSILON[/code](0.00001)个单位的点。"
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Removes all points from the curve."
-msgstr "从曲线中删除所有点。"
+msgstr "从曲线中移除所有点。"
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Returns the number of points describing the curve."
@@ -23284,7 +23294,7 @@ msgstr ""
#: doc/classes/Curve.xml
msgid "Removes the point at [code]index[/code] from the curve."
-msgstr "从曲线中删除 [code]index[/code] 处的点。"
+msgstr "从曲线中移除 [code]index[/code] 处的点。"
#: doc/classes/Curve.xml
msgid ""
@@ -23569,7 +23579,7 @@ msgstr ""
#: doc/classes/Curve3D.xml
msgid "Describes a Bézier curve in 3D space."
-msgstr "描述二维空间的贝兹尔曲线。"
+msgstr "描述 3D 空间的贝兹尔曲线。"
#: doc/classes/Curve3D.xml
msgid ""
@@ -24099,7 +24109,7 @@ msgstr "GDScript 基础:字典"
#: doc/classes/Dictionary.xml
msgid "Clear the dictionary, removing all key/value pairs."
-msgstr "清除字典,删除所有键/值对。"
+msgstr "清除字典,移除所有键/值对。"
#: doc/classes/Dictionary.xml
msgid ""
@@ -24232,7 +24242,6 @@ msgstr ""
"换的世界空间坐标(原点)会被忽略。只会用基来确定光线的方向。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them. This "
@@ -24240,7 +24249,8 @@ msgid ""
"SHADOW_ORTHOGONAL]."
msgstr ""
"远处阴影分裂的额外偏置量。如果自身阴影只产生远处的分裂,增加这个值可以修复它"
-"们。"
+"们。当 [member directional_shadow_mode] 为 [constant SHADOW_ORTHOGONAL] 时会"
+"被忽略。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -24249,6 +24259,9 @@ msgid ""
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
+"如果为 [code]true[/code],会牺牲阴影的细节,换取分割区域之间更平滑的过渡。启"
+"用阴影混合分割同时也会带来一些性能消耗。当 [member directional_shadow_mode] "
+"为 [constant SHADOW_ORTHOGONAL] 时会被忽略。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -24263,6 +24276,8 @@ msgid ""
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
+"阴影分割的最大距离。将这个值增大会让方向阴影在更远处可见,代价是整体的阴影细"
+"节降低和性能(因为渲染方向阴影时需要包含更多的对象)。"
#: doc/classes/DirectionalLight.xml
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
@@ -24275,39 +24290,36 @@ msgid ""
msgstr "当物体垂直于光线时,可用于修复自身阴影的特殊情况。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"相机到影子分割1的距离。相对于[member directional_shadow_max_distance]。只有当"
-"[member directional_shadow_mode]是[code]SHADOW_PARALLEL_2_SPLITS[/code]或"
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]时才使用。"
+"相机到阴影分割 1 的距离。相对于 [member directional_shadow_max_distance]。只"
+"有当 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] "
+"或 [constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"阴影分割1到分割2的距离。相对于[member directional_shadow_max_distance]。仅在"
-"[member directional_shadow_mode]为[code]SHADOW_PARALLEL_2_SPLITS[/code]或"
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]时使用。"
+"阴影分割 1 到分割 2 的距离。相对于 [member directional_shadow_max_distance]。"
+"仅在 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] "
+"或 [constant SHADOW_PARALLEL_4_SPLITS] 时使用。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"从影子分割2到分割3的距离。相对于[member directional_shadow_max_distance]。只"
-"有当[member directional_shadow_mode]为[code]SHADOW_PARALLEL_4_SPLITS[/code]时"
-"才使用。"
+"从阴影分割 2 到分割 3 的距离。相对于 [member "
+"directional_shadow_max_distance]。只有当 [member directional_shadow_mode] 为 "
+"[constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -24547,8 +24559,8 @@ msgid ""
"Closes the current stream opened with [method list_dir_begin] (whether it "
"has been fully processed with [method get_next] does not matter)."
msgstr ""
-"关闭用 [method list_dir_begin] 打开的当前流,并不关注是否已经用 [method "
-"get_next] 完成处理。"
+"关闭用 [method list_dir_begin] 打开的当前流(并不关注是否已经用 [method "
+"get_next] 完成处理)。"
#: doc/classes/Directory.xml
msgid ""
@@ -24762,8 +24774,8 @@ msgid ""
"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of "
"the new connections will be invalid due to cookie exchange."
msgstr ""
-"尝试与给定的 [code]udp_peer[/code] 启动 DTLS 握手,该 peer 必须已经连接,请参"
-"阅 [method PacketPeerUDP.connect_to_host]。\n"
+"尝试与给定的 [code]udp_peer[/code] 启动 DTLS 握手,该 peer 必须已经连接(见 "
+"[method PacketPeerUDP.connect_to_host])。\n"
"[b]注意:[/b]你必须检查返回 PacketPeerUDP 的状态是否为 [constant "
"PacketPeerDTLS.STATUS_HANDSHAKING],因为正常情况下,50% 的新连接会因为 "
"cookie 交换而无效。"
@@ -25334,7 +25346,7 @@ msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "Removes all filters except for \"All Files (*)\"."
-msgstr "删除除“All Files(*)”筛选器之外的所有筛选器。"
+msgstr "移除“All Files(*)”筛选器之外的所有筛选器。"
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -25948,7 +25960,7 @@ msgstr ""
msgid ""
"Emitted when the Edit button of an [Object] has been pressed in the "
"inspector. This is mainly used in the remote scene tree inspector."
-msgstr "在检查器中按下[Object]的编辑按钮时触发。主要用于远程场景树检查器中。"
+msgstr "在检查器中按下 [Object] 的编辑按钮时触发。主要用于远程场景树检查器中。"
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is edited in the inspector."
@@ -25960,8 +25972,8 @@ msgid ""
"by clicking the \"key\" icon next to a property when the Animation panel is "
"toggled."
msgstr ""
-"当属性在检查器中被键入时触发。当切换动画面板时,可通过点击属性旁边的 \"键 "
-"\"图标对属性进行键控。"
+"当属性在检查器中被键入时触发。当动画面板打开时,可通过点击属性旁边的“钥匙”图"
+"标为属性添加关键帧。"
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is selected in the inspector."
@@ -26069,7 +26081,7 @@ msgid ""
"built-in editor for this property, otherwise allows to insert a custom "
"editor before the built-in one."
msgstr ""
-"允许被调用在检查器中添加特定属性的编辑器。通常这些编辑器继承"
+"允许被调用在检查器中添加特定属性的编辑器。通常这些编辑器继承 "
"[EditorProperty]。返回 [code]true[/code]删除该属性的内置编辑器,否则允许在内"
"置编辑器之前插入一个自定义编辑器。"
@@ -26147,8 +26159,8 @@ msgid ""
"code] and [code]interface/editor/custom_display_scale[/code] editor "
"settings. Editor must be restarted for changes to be properly applied."
msgstr ""
-"返回编辑器用户 UI 的实际比例,[code]1.0[/code] 比例为 100%。这可以用来调整由"
-"插件添加的用户 UI 的位置和尺寸。\n"
+"返回编辑器用户 UI 的实际比例([code]1.0[/code] 表示比例为 100%)。这可以用来"
+"调整由插件添加的用户 UI 的位置和尺寸。\n"
"[b]注意:[/b]这个值是通过 [code]interface/editor/display_scale[/code] 和 "
"[code]interface/editor/custom_display_scale[/code] 编辑器设置项来设置。编辑器"
"必须重新启动才能正确应用这些变化。"
@@ -29114,7 +29126,7 @@ msgid ""
"The global color saturation value of the rendered scene (default value is "
"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
-"渲染场景的全局色彩饱和度值,默认值为1。只有在 [code]adjustment_enabled[/"
+"渲染场景的全局色彩饱和度值(默认值为 1)。只有在 [code]adjustment_enabled[/"
"code] 为 [code]true[/code] 时才有效。"
#: doc/classes/Environment.xml
@@ -29557,7 +29569,7 @@ msgid ""
"The screen-space ambient occlusion bias. This should be kept high enough to "
"prevent \"smooth\" curves from being affected by ambient occlusion."
msgstr ""
-"屏幕空间环境光遮蔽偏差。该值应保持在足够高的水平,以防止“平滑”曲线受到环境光"
+"屏幕空间环境光遮蔽偏置。该值应保持在足够高的水平,以防止“平滑”曲线受到环境光"
"遮蔽的影响。"
#: doc/classes/Environment.xml
@@ -29593,13 +29605,13 @@ msgstr ""
msgid ""
"The primary screen-space ambient occlusion intensity. See also [member "
"ssao_radius]."
-msgstr "主要的屏幕空间环境光遮蔽强度。参阅[member ssao_radius]。"
+msgstr "主屏幕的空间环境光遮蔽强度。另请参阅 [member ssao_radius]。"
#: doc/classes/Environment.xml
msgid ""
"The secondary screen-space ambient occlusion intensity. See also [member "
"ssao_radius2]."
-msgstr "主要的屏幕空间环境光遮蔽强度。参阅 [member ssao_radius]。"
+msgstr "次屏幕的空间环境光遮蔽强度。另请参阅 [member ssao_radius2]。"
#: doc/classes/Environment.xml
msgid ""
@@ -31817,9 +31829,9 @@ msgid ""
"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
"somewhere on the line extending from the segment."
msgstr ""
-"返回由([code]s1[/code], [code]s2[/code])定义的二维线上最接近[code]point[/"
-"code]的二维点。返回的点可以在线段([code]s1[/code], [code]s2[/code])内,也可"
-"以在线段外,即在从线段延伸出来的某处。"
+"返回由 ([code]s1[/code], [code]s2[/code]) 定义的 2D 线上最接近 [code]point[/"
+"code] 的 2D 点。返回的点可以在线段 ([code]s1[/code], [code]s2[/code]) 内,也"
+"可以在线段外,即在从线段延伸出来的某处。"
#: doc/classes/Geometry.xml
msgid ""
@@ -35506,7 +35518,6 @@ msgid "A node with the ability to send HTTP(S) requests."
msgstr "具有发送 HTTP(S) 请求能力的节点。"
#: doc/classes/HTTPRequest.xml
-#, fuzzy
msgid ""
"A node with the ability to send HTTP requests. Uses [HTTPClient] "
"internally.\n"
@@ -35601,7 +35612,7 @@ msgstr ""
" # 执行 POST 请求。截止到文档编写时,下面的 URL 会返回 JSON。\n"
" # 注意:请勿使用单个 HTTPRequest 节点进行连续请求。\n"
" # 下面的代码段仅供参考。\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -35773,14 +35784,16 @@ msgid ""
msgstr "允许的最大重定向数。用于防止无限重定向循环。"
#: doc/classes/HTTPRequest.xml
+#, fuzzy
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
"如果设为大于 [code]0.0[/code] 的值,在经过 [code]timeout[/code] 秒仍未[i]完成"
"[/i]请求时,该 HTTP 请求就会超时。对于 REST API 等较小的 HTTP 请求,将 "
@@ -36013,7 +36026,7 @@ msgstr ""
msgid ""
"Stretches the image and enlarges it by a factor of 2. No interpolation is "
"done."
-msgstr "拉伸图像并将其放大2倍,不进行插值。"
+msgstr "拉伸图像并将其放大 2 倍,不进行插值。"
#: doc/classes/Image.xml
msgid "Fills the image with [code]color[/code]."
@@ -36053,7 +36066,7 @@ msgstr ""
"错误。\n"
"[b]注意:[/b]多级渐远纹理的生成是在 CPU 上完成的,是单线程的,并且[i]总是[/i]"
"在主线程上完成。这意味着在游戏过程中生成多级渐远纹理会导致明显的卡顿,即使从 "
-"[Thread] 调用[method generate_mipmaps]。"
+"[Thread] 调用 [method generate_mipmaps]。"
#: doc/classes/Image.xml
msgid "Returns a copy of the image's raw data."
@@ -36303,7 +36316,7 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Shrinks the image by a factor of 2."
-msgstr "将图像缩小2倍。"
+msgstr "将图像缩小 2 倍。"
#: doc/classes/Image.xml
msgid "Converts the raw data from the sRGB colorspace to a linear scale."
@@ -36329,7 +36342,7 @@ msgstr "[Image] 资源允许的最大高度。"
#: doc/classes/Image.xml
msgid "Texture format with a single 8-bit depth representing luminance."
-msgstr "纹理格式,具有代表亮度的单一8位深度。"
+msgstr "纹理格式,具有代表亮度的单一 8 位深度。"
#: doc/classes/Image.xml
msgid ""
@@ -36407,16 +36420,16 @@ msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 32-bit floating-point values."
msgstr ""
-"OpenGL纹理格式[code]GL_RGB32F[/code],其中有三个部分,每个部分都是32位浮点"
-"值。"
+"OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 32 位浮"
+"点值。"
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 32-bit floating-point values."
msgstr ""
-"OpenGL纹理格式[code]GL_RGBA32F[/code],其中有四个部分,每个部分都是32位浮点"
-"值。"
+"OpenGL 纹理格式 [code]GL_RGBA32F[/code],其中有四个部分,每个部分都是 32 位浮"
+"点值。"
#: doc/classes/Image.xml
msgid ""
@@ -36704,7 +36717,7 @@ msgstr "表示 [enum Format] 枚举的大小。"
msgid ""
"Performs nearest-neighbor interpolation. If the image is resized, it will be "
"pixelated."
-msgstr "执行最近邻插值.如果调整图像大小,它将被像素化."
+msgstr "执行最近邻插值。如果调整图像大小,它将被像素化。"
#: doc/classes/Image.xml
msgid ""
@@ -36721,8 +36734,8 @@ msgid ""
"This mode often gives better results compared to [constant "
"INTERPOLATE_BILINEAR], at the cost of being slower."
msgstr ""
-"执行三次插值.如果调整图像大小,则图像将模糊.与[constant INTERPOLATE_BILINEAR]"
-"相比,此模式通常会产生更好的结果,但代价是速度较慢."
+"执行三次插值。如果调整图像大小,则图像将模糊。与 [constant "
+"INTERPOLATE_BILINEAR] 相比,此模式通常会产生更好的结果,但代价是速度较慢。"
#: doc/classes/Image.xml
msgid ""
@@ -36754,36 +36767,36 @@ msgid ""
"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
"it typically gives the best results, especially when downscalng images."
msgstr ""
-"执行Lanczos插值.这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是在缩"
-"小图像时."
+"执行 Lanczos 插值。这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是"
+"在缩小图像时。"
#: doc/classes/Image.xml
msgid "Image does not have alpha."
-msgstr "图片没有Alpha通道."
+msgstr "图片没有 Alpha 通道。"
#: doc/classes/Image.xml
msgid "Image stores alpha in a single bit."
-msgstr "图像将Alpha存储在单个bit中."
+msgstr "图像将 Alpha 存储在单个 bit 中。"
#: doc/classes/Image.xml
msgid "Image uses alpha."
-msgstr "图像使用阿尔法。"
+msgstr "图像使用 Alpha。"
#: doc/classes/Image.xml
msgid "Use S3TC compression."
-msgstr "使用S3TC压缩。"
+msgstr "使用 S3TC 压缩。"
#: doc/classes/Image.xml
msgid "Use PVRTC2 compression."
-msgstr "使用PVRTC2压缩。"
+msgstr "使用 PVRTC2 压缩。"
#: doc/classes/Image.xml
msgid "Use PVRTC4 compression."
-msgstr "使用PVRTC4压缩。"
+msgstr "使用 PVRTC4 压缩。"
#: doc/classes/Image.xml
msgid "Use ETC compression."
-msgstr "使用ETC压缩。"
+msgstr "使用 ETC 压缩。"
#: doc/classes/Image.xml
msgid "Use ETC2 compression."
@@ -37002,7 +37015,7 @@ msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Simple helper to draw an UV sphere with given latitude, longitude and radius."
-msgstr "用于绘制给定经纬度和半径的UV球体的简单辅助工具。"
+msgstr "用于绘制给定经纬度和半径的 UV 球体的简单辅助工具。"
#: doc/classes/ImmediateGeometry.xml
msgid ""
@@ -37022,11 +37035,11 @@ msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "Clears everything that was drawn using begin/end."
-msgstr "清除使用begin/end绘制的一切内容。"
+msgstr "清除使用 begin/end 绘制的一切内容。"
#: doc/classes/ImmediateGeometry.xml
msgid "Ends a drawing context and displays the results."
-msgstr "结束正在绘制的context并显示其结果。"
+msgstr "结束正在绘制的上下文并显示其结果。"
#: doc/classes/ImmediateGeometry.xml
msgid "The current drawing color."
@@ -37078,10 +37091,10 @@ msgid ""
"[method parse_input_event] instead."
msgstr ""
"这将模拟按下指定的按键动作。\n"
-"强度可以用于非布尔运算的动作,它的范围在0 到 1之间,代表给定动作的力度。\n"
-"[b]注意:[/b]这个方法不会引起任何[method Node._input]调用。它旨在与[method "
-"is_action_pressed]和[method is_action_just_pressed]一起使用。如果你想模拟"
-"[code]_input[/code],请使用[method parse_input_event]代替。"
+"强度可以用于非布尔运算的动作,它的范围在 0 到 1 之间,代表给定动作的力度。\n"
+"[b]注意:[/b]这个方法不会引起任何 [method Node._input] 调用。它旨在与 "
+"[method is_action_pressed] 和 [method is_action_just_pressed] 一起使用。如果"
+"你想模拟 [code]_input[/code],请使用 [method parse_input_event] 代替。"
#: doc/classes/Input.xml
msgid "If the specified action is already pressed, this will release it."
@@ -37170,8 +37183,8 @@ msgid ""
"get_action_strength(\"negative_action\")[/code]."
msgstr ""
"通过指定两个动作来获取轴的输入,一个是负的,一个是正的。\n"
-"这是写[code]Input.get_action_strength(\"positive_action\")-Input."
-"get_action_strength(\"negative_action\")[/code]的简写。"
+"这是 [code]Input.get_action_strength(\"positive_action\")-Input."
+"get_action_strength(\"negative_action\")[/code] 的简写。"
#: doc/classes/Input.xml
msgid ""
@@ -37181,7 +37194,7 @@ msgstr "返回一个 [Array],包含当前所有连接手柄的设备 ID。"
#: doc/classes/Input.xml
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
-msgstr "返回当前指定的光标形状(参阅 [enum CursorShape])。"
+msgstr "返回当前指定的光标形状(见 [enum CursorShape])。"
#: doc/classes/Input.xml
msgid ""
@@ -37192,11 +37205,11 @@ msgid ""
"measurement for each axis is m/s² while on iOS it's a multiple of the "
"Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
msgstr ""
-"如果设备有加速度传感器,则返回设备的重力。否则,该方法返回[constant Vector3."
+"如果设备有加速度传感器,则返回设备的重力。否则,该方法返回 [constant Vector3."
"ZERO]。\n"
-"[b]注意:[/b]这个方法只在Android和iOS上工作。在其他平台上,它总是返回"
-"[constant Vector3.ZERO]。在Android上,每个轴的测量单位是m/s²,而在iOS上,它是"
-"地球重力加速度的倍数[code]g[/code](~9.81 m/s²)。"
+"[b]注意:[/b]这个方法只在 Android 和 iOS 上工作。在其他平台上,它总是返回 "
+"[constant Vector3.ZERO]。在 Android 上,每个轴的测量单位是 m/s²,而在 iOS "
+"上,它是地球重力加速度的倍数 [code]g[/code](~9.81 m/s²)。"
#: doc/classes/Input.xml
msgid ""
@@ -37206,16 +37219,16 @@ msgid ""
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
-"如果设备有陀螺仪传感器,则返回围绕设备X、Y、Z轴的旋转速率,单位为rad/s。否"
-"则,该方法返回[constant Vector3.ZERO]。\n"
-"[b]注意:[/b]这个方法只在Android和iOS上工作。在其他平台上,总是返回[constant "
-"Vector3.ZERO]。"
+"如果设备有陀螺仪传感器,则返回围绕设备 X、Y、Z 轴的旋转速率,单位为 rad/s。否"
+"则,该方法返回 [constant Vector3.ZERO]。\n"
+"[b]注意:[/b]这个方法只在 Android 和 iOS 上工作。在其他平台上,总是返回 "
+"[constant Vector3.ZERO]。"
#: doc/classes/Input.xml
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoystickList])."
-msgstr "返回给定索引的游戏手柄轴的当前值,参阅[enum JoystickList]。"
+msgstr "返回给定索引的游戏手柄轴的当前值(见 [enum JoystickList])。"
#: doc/classes/Input.xml
msgid "Returns the index of the provided axis name."
@@ -37236,15 +37249,16 @@ msgid ""
"Receives a gamepad button from [enum JoystickList] and returns its "
"equivalent name as a string."
msgstr ""
-"从[enum JoystickList]中接收游戏手柄按钮,并将其对应的名称作为一个字符串返回。"
+"从 [enum JoystickList] 中接收游戏手柄按钮,并将其对应的名称作为一个字符串返"
+"回。"
#: doc/classes/Input.xml
msgid ""
"Returns a SDL2-compatible device GUID on platforms that use gamepad "
"remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
msgstr ""
-"在使用游戏手柄重映射的平台上返回一个SDL2兼容的设备GUID。否则返回 "
-"[code]\"Default Gamepad\"[/code]默认游戏手柄。"
+"在使用游戏手柄重映射的平台上返回一个 SDL2 兼容的设备 GUID。否则返回 "
+"[code]\"Default Gamepad\"[/code] 默认游戏手柄。"
#: doc/classes/Input.xml
msgid "Returns the name of the joypad at the specified device index."
@@ -37485,7 +37499,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Removes all mappings from the internal database that match the given GUID."
-msgstr "从内部数据库中删除与给定GUID匹配的所有映射."
+msgstr "从内部数据库中删除与给定 GUID 匹配的所有映射。"
#: doc/classes/Input.xml
msgid ""
@@ -37495,9 +37509,9 @@ msgid ""
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
-"设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在"
-"PC上的编辑器中。\n"
-"[b]注意:[/b]这个值在Android和iOS上可立即被硬件传感器的值所覆盖。"
+"设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在 "
+"PC 上的编辑器中。\n"
+"[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。"
#: doc/classes/Input.xml
msgid ""
@@ -37532,7 +37546,7 @@ msgid ""
"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
"cursor immediately."
msgstr ""
-"设置视窗中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
+"设置该视区中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
"[b]注意:[/b]如果要更改 [Control] 节点的默认光标形状,请改用 [member Control."
"mouse_default_cursor_shape]。\n"
"[b]注意:[/b]这个方法会生成一个 [InputEventMouseMotion] 以立即更新光标。"
@@ -37639,16 +37653,18 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
"如果为 [code]true[/code],会对操作系统发送的类似输入事件进行累积。当启用输入"
"累积时,在一帧中产生的所有输入事件将被合并,并在该帧完成渲染时发出。因此,这"
"限制了每秒的输入方法调用次数,使之与渲染FPS相一致。\n"
-"输入累加在默认情况下是启用的。它可以被禁用,将以增加CPU使用率为代价,获得稍微"
+"输入累积在默认情况下是启用的。它可以被禁用,将以增加CPU使用率为代价,获得稍微"
"更精确及更灵敏的输入。在需要自由绘制线条的应用中,一般应用在用户绘制线条时禁"
-"用输入累加,以获得紧跟实际输入的结果。"
+"用输入累加,以获得紧跟实际输入的结果。\n"
+"[b]注意:[/b]默认[i]禁用[/i]输入累积是出于向后兼容的缘故。然而我们推荐那些不"
+"需要非常活跃输入的游戏将其启用,能够降低 CPU 占用。"
#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
@@ -38056,7 +38072,8 @@ msgstr ""
msgid ""
"Stores information about joystick motions. One [InputEventJoypadMotion] "
"represents one axis at a time."
-msgstr "存储关于操纵杆运动的信息。一个[InputEventJoypadMotion]一次代表一个轴。"
+msgstr ""
+"存储关于操纵杆运动的信息。一个 [InputEventJoypadMotion] 一次代表一个轴。"
#: doc/classes/InputEventJoypadMotion.xml
msgid "Axis identifier. Use one of the [enum JoystickList] axis constants."
@@ -38377,28 +38394,41 @@ msgstr "鼠标移动事件的输入事件类型。"
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
msgstr ""
"包含鼠标和笔的运动信息。支持相对、绝对位置和速度。见 [method Node._input]。\n"
-"[b]注意:[/b]默认情况下,这个事件最多只能在每一帧渲染中发出一次。如果你需要更"
-"精确的输入报告,请将 [member Input.use_accumulated_input] 设为 [code]false[/"
-"code],让事件尽可能频繁地发射。如果你使用 InputEventMouseMotion 来画线,请考"
-"虑同时实现 [url=https://en.wikipedia.org/wiki/"
-"Bresenham%27s_line_algorithm]Bresenham 的线条算法[/url],以避免在用户快速移动"
-"鼠标时出现可见的线条空隙。"
+"[b]注意:[/b]默认情况下,这个事件能够每帧发出多次,提供更精确的输入报告,但代"
+"价是更高的 CPU 占用。你可以将 [member Input.use_accumulated_input] 设为 "
+"[code]true[/code],将每帧中的多个事件合并为单个事件进行发送。\n"
+"[b]注意:[/b]如果你使用 InputEventMouseMotion 来画线,请考虑同时实现"
+"[url=https://zh.wikipedia.org/zh-cn/"
+"%E5%B8%83%E9%9B%B7%E6%A3%AE%E6%BC%A2%E5%A7%86%E7%9B%B4%E7%B7%9A%E6%BC%94%E7%AE%97%E6%B3%95]"
+"布雷森汉姆直线算法[/url],以避免在用户快速移动鼠标时出现可见的线条空隙。"
#: doc/classes/InputEventMouseMotion.xml
msgid "Mouse and input coordinates"
msgstr "鼠标和输入坐标"
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"返回键盘布局的数量。\n"
+"[b]注意:[/b]本方法在Linux、macOS和Windows上实现。"
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -38540,15 +38570,15 @@ msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
-msgstr "给一个动作添加一个[InputEvent]。这个[InputEvent]将触发这个动作。"
+msgstr "给某个动作添加一个 [InputEvent]。这个 [InputEvent] 将触发这个动作。"
#: doc/classes/InputMap.xml
msgid "Removes an [InputEvent] from an action."
-msgstr "从一个动作中删除一个[InputEvent]。"
+msgstr "从某个动作中删除一个 [InputEvent]。"
#: doc/classes/InputMap.xml
msgid "Removes all events from an action."
-msgstr "从动作中删除所有事件。"
+msgstr "从某个动作中删除所有事件。"
#: doc/classes/InputMap.xml
msgid "Returns a deadzone value for the action."
@@ -38558,7 +38588,7 @@ msgstr "返回该操作的死区值。"
msgid ""
"Returns [code]true[/code] if the action has the given [InputEvent] "
"associated with it."
-msgstr "如果该动作有给定的[InputEvent]与之相关,则返回 [code]true[/code]。"
+msgstr "如果该动作有给定的 [InputEvent] 与之相关,则返回 [code]true[/code]。"
#: doc/classes/InputMap.xml
msgid "Sets a deadzone value for the action."
@@ -38571,12 +38601,13 @@ msgid ""
"An [InputEvent] can then be added to this action with [method "
"action_add_event]."
msgstr ""
-"在[InputMap]上添加一个空的动作,有一个可配置的死区[code]deadzone[/code]。\n"
-"然后可以用[method action_add_event]给这个动作添加一个[InputEvent]。"
+"在 [InputMap] 上添加一个空的动作,有一个可配置的死区 [code]deadzone[/"
+"code]。\n"
+"然后可以用 [method action_add_event] 给这个动作添加一个 [InputEvent]。"
#: doc/classes/InputMap.xml
msgid "Removes an action from the [InputMap]."
-msgstr "从[InputMap]中删除一个动作。"
+msgstr "从 [InputMap] 中删除一个动作。"
#: doc/classes/InputMap.xml
msgid ""
@@ -38610,21 +38641,21 @@ msgstr ""
#: doc/classes/InputMap.xml
msgid "Returns an array of all actions in the [InputMap]."
-msgstr "返回[InputMap]中所有动作的数组。"
+msgstr "返回 [InputMap] 中所有动作的数组。"
#: doc/classes/InputMap.xml
msgid ""
"Returns [code]true[/code] if the [InputMap] has a registered action with the "
"given name."
-msgstr "如果[InputMap]有一个给定名称的注册动作,返回 [code]true[/code]。"
+msgstr "如果 [InputMap] 有一个给定名称的注册动作,返回 [code]true[/code]。"
#: doc/classes/InputMap.xml
msgid ""
"Clears all [InputEventAction] in the [InputMap] and load it anew from "
"[ProjectSettings]."
msgstr ""
-"清除[InputMap]中的所有[InputEventAction],并从[ProjectSettings]项目设置中重新"
-"加载它。"
+"清除 [InputMap] 中的所有 [InputEventAction],并从 [ProjectSettings] 项目设置"
+"中重新加载它。"
#: doc/classes/InstancePlaceholder.xml
msgid "Placeholder for the root [Node] of a [PackedScene]."
@@ -38663,7 +38694,7 @@ msgid ""
"Object.call_deferred] if calling from a thread."
msgstr ""
"获取调用 [method replace_by_instance] 时默认加载的 [PackedScene] 资源文件的路"
-"径。不是线程安全的。如果从线程调用,请使用[method Object.call_deferred]。"
+"径。不是线程安全的。如果从线程调用,请使用 [method Object.call_deferred]。"
#: doc/classes/InstancePlaceholder.xml
msgid ""
@@ -38757,7 +38788,7 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid "[i]Deprecated.[/i] Camera which moves toward another node."
-msgstr "[i] 已弃用。[/i] 向另一个节点移动的相机。"
+msgstr "[i] 已弃用。[/i]向另一个节点移动的相机。"
#: doc/classes/InterpolatedCamera.xml
msgid ""
@@ -38767,10 +38798,10 @@ msgid ""
"If it is not [member enabled] or does not have a valid target set, "
"InterpolatedCamera acts like a normal Camera."
msgstr ""
-"[i]已经弃用(将在Godot 4.0 中删除)。[/i]插值相机是一种[Camera],可以平稳地移"
+"[i]已弃用(将在Godot 4.0 中删除)。[/i]插值相机是一种 [Camera],可以平稳地移"
"动,以匹配目标节点的位置和旋转。\n"
-"如果它不是[member enabled]或没有有效的目标集,InterpolatedCamera 的行为就像一"
-"个正常的相机。"
+"如果它不是 [member enabled] 或没有有效的目标集,InterpolatedCamera 的行为就像"
+"一个正常的相机。"
#: doc/classes/InterpolatedCamera.xml
msgid "Sets the node to move toward and orient with."
@@ -38783,10 +38814,9 @@ msgid ""
msgstr "如果为 [code]true[/code],并且设置了目标,相机将自动移动。"
#: doc/classes/InterpolatedCamera.xml
-#, fuzzy
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
-msgstr "相机的过程回调。请参阅[enum Camera2DProcessMode]。"
+msgstr "该相机的处理回调。见 [enum InterpolatedCameraProcessMode]。"
#: doc/classes/InterpolatedCamera.xml
msgid ""
@@ -38796,7 +38826,7 @@ msgstr "相机向其目标移动的速度。较高的值将导致相机的运动
#: doc/classes/InterpolatedCamera.xml
msgid "The target's [NodePath]."
-msgstr "目标的[NodePath]。"
+msgstr "目标的 [NodePath]。"
#: doc/classes/IntervalTweener.xml
msgid "Creates an idle interval in a [SceneTreeTween] animation."
@@ -38847,7 +38877,7 @@ msgstr ""
#: doc/classes/IP.xml
msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
-msgstr "以数组形式返回所有用户的当前IPv4和IPv6地址。"
+msgstr "以数组形式返回所有用户的当前 IPv4 和 IPv6 地址。"
#: doc/classes/IP.xml
msgid ""
@@ -38905,8 +38935,8 @@ msgid ""
"method). The address type returned depends on the [enum Type] constant given "
"as [code]ip_type[/code]."
msgstr ""
-"在解析时返回一个给定的主机名的IPv4或IPv6地址(阻塞类型方法)。返回的地址类型"
-"取决于作为[code]ip_type[/code]的[enum Type]常量。"
+"在解析时返回一个给定的主机名的 IPv4 或 IPv6 地址(阻塞类型方法)。返回的地址"
+"类型取决于作为 [code]ip_type[/code] 的 [enum Type] 常量。"
#: doc/classes/IP.xml
msgid ""
@@ -38947,7 +38977,7 @@ msgid ""
"Maximum number of concurrent DNS resolver queries allowed, [constant "
"RESOLVER_INVALID_ID] is returned if exceeded."
msgstr ""
-"允许的最大并发DNS解析器查询数量,如果超过,则返回[constant "
+"允许的最大并发 DNS 解析器查询数量,如果超过,则返回 [constant "
"RESOLVER_INVALID_ID]。"
#: doc/classes/IP.xml
@@ -38978,7 +39008,6 @@ msgid ""
msgstr "提供可选中项目(和/或图标)列表的控件,既可以是单列,也可以是多列。"
#: doc/classes/ItemList.xml
-#, fuzzy
msgid ""
"This control provides a selectable list of items that may be in a single (or "
"multiple columns) with option of text, icons, or both text and icon. "
@@ -39008,12 +39037,19 @@ msgstr ""
"本、图标或同时选择文本和图标。支持工具提示,列表中的每个项目都可以是不同"
"的。\n"
"列表中可选择的项目可以被选择或取消选择,并且可以启用多重选择。用鼠标右键选择"
-"也可以被启用,以允许使用弹出式上下文菜单。项目也可以通过双击它们或按Enter回车"
-"键来 \"激活\"。\n"
-"项目文本只支持单行字符串,字符串中的换行字符(例如[code]\\n[/code])不会产生"
-"换行。在[constant ICON_MODE_TOP]模式下,文本自适应(warp)是启用的,但默认情况"
-"下会调整列的宽度以完全适合其内容。你需要设置[member fixed_column_width]大于0"
-"来包住文本。"
+"也可以被启用,以允许使用弹出式上下文菜单。项目也可以通过双击它们或按回车键"
+"来“激活”。\n"
+"项目文本只支持单行字符串,字符串中的换行字符(例如 [code]\\n[/code])不会产生"
+"换行。文本换行会在 [constant ICON_MODE_TOP] 模式下启用,但默认情况下会调整列"
+"的宽度以完全适合其内容。你需要将 [member fixed_column_width] 设为大于 0 的值"
+"才能让文本换行。\n"
+"[b]增量搜索:[/b]与 [PopupMenu] 和 [Tree] 类似,[ItemList] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/ItemList.xml
msgid "Adds an item to the item list with no text, only an icon."
@@ -39026,9 +39062,9 @@ msgid ""
"with no icon.\n"
"If selectable is [code]true[/code], the list item will be selectable."
msgstr ""
-"将一个项目添加到项目列表中,并指定文本。指定一个图标[code]icon[/code],或者图"
-"标[code]icon[/code]使用空[code]null[/code]作为没有图标的列表项。\n"
-"如果可选择填[code]true[/code],列表项将是可选择的。"
+"将一个项目添加到项目列表中,并指定文本。指定一个图标 [code]icon[/code],或者"
+"图标 [code]icon[/code] 使用空 [code]null[/code] 作为没有图标的列表项。\n"
+"如果可选择填 [code]true[/code],列表项将是可选择的。"
#: doc/classes/ItemList.xml
msgid "Removes all items from the list."
@@ -39059,13 +39095,13 @@ msgstr "返回当前列表中的项目数。"
msgid ""
"Returns the custom background color of the item specified by [code]idx[/"
"code] index."
-msgstr "返回由[code]idx[/code]索引指定的项目的自定义背景颜色。"
+msgstr "返回由 [code]idx[/code] 索引指定的项目的自定义背景颜色。"
#: doc/classes/ItemList.xml
msgid ""
"Returns the custom foreground color of the item specified by [code]idx[/"
"code] index."
-msgstr "返回由[code]idx[/code]索引指定项目的自定义前景颜色。"
+msgstr "返回由 [code]idx[/code] 索引指定项目的自定义前景颜色。"
#: doc/classes/ItemList.xml
msgid "Returns the icon associated with the specified index."
@@ -39073,13 +39109,13 @@ msgstr "返回与指定索引相关的图标。"
#: doc/classes/ItemList.xml
msgid "Returns a [Color] modulating item's icon at the specified index."
-msgstr "返回指定索引处的[Color]颜色调制(modulating) 项的图标。"
+msgstr "返回指定索引处的 [Color] 颜色调制项的图标。"
#: doc/classes/ItemList.xml
msgid ""
"Returns the region of item's icon used. The whole icon will be used if the "
"region has no area."
-msgstr "返回项目图标的使用区域。如果该区域大小为0,整个图标将被使用。"
+msgstr "返回项目图标的使用区域。如果该区域大小为 0,整个图标将被使用。"
#: doc/classes/ItemList.xml
msgid "Returns the metadata value of the specified index."
@@ -39159,13 +39195,13 @@ msgstr ""
msgid ""
"Sets the background color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
-msgstr "将[code]idx[/code]索引指定的项目的背景色设置为指定的颜色[Color]。"
+msgstr "将 [code]idx[/code] 索引指定的项目的背景色设置为指定的颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
"Sets the foreground color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
-msgstr "将[code]idx[/code]索引指定项目的前景颜色设置为指定的颜色[Color]。"
+msgstr "将 [code]idx[/code] 索引指定项目的前景颜色设置为指定的颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39174,17 +39210,17 @@ msgid ""
"(when double-clicking or pressing Enter)."
msgstr ""
"禁用(或启用)指定索引上的项目。\n"
-"禁用的项目不能被选中,也不会触发激活信号(当双击或按Enter回车键)。"
+"禁用的项目不能被选中,也不会触发激活信号(当双击或按回车键)。"
#: doc/classes/ItemList.xml
msgid ""
"Sets (or replaces) the icon's [Texture] associated with the specified index."
-msgstr "设置(或替换)与指定索引相关的图标的纹理[Texture]。"
+msgstr "设置(或替换)与指定索引相关的图标的纹理 [Texture]。"
#: doc/classes/ItemList.xml
msgid ""
"Sets a modulating [Color] of the item associated with the specified index."
-msgstr "设置与指定索引相关的项目的调制颜色[Color]。"
+msgstr "设置与指定索引相关的项目的调制颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39263,19 +39299,20 @@ msgid ""
"affected."
msgstr ""
"所有图标将被调整到的尺寸。\n"
-"如果X或Y分量不大于0,图标的大小将不会受到影响。"
+"如果 X 或 Y 分量不大于 0,图标的大小将不会受到影响。"
#: doc/classes/ItemList.xml
msgid ""
"The icon position, whether above or to the left of the text. See the [enum "
"IconMode] constants."
-msgstr "图标的位置,是在文本的上方还是在文本的左边。参阅[enum IconMode]常量。"
+msgstr ""
+"图标的位置,是在文本的上方还是在文本的左边。参阅 [enum IconMode] 常量。"
#: doc/classes/ItemList.xml
msgid ""
"The scale of icon applied after [member fixed_icon_size] and transposing "
"takes effect."
-msgstr "在[member fixed_icon_size]和转置生效后应用的图标比例。"
+msgstr "在 [member fixed_icon_size] 和转置生效后应用的图标比例。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39320,7 +39357,7 @@ msgstr "允许单选或多选。参阅[enum SelectMode]常量。"
msgid ""
"Triggered when specified list item is activated via double-clicking or by "
"pressing Enter."
-msgstr "当指定的列表项目通过双击或按Enter激活时触发。"
+msgstr "当指定的列表项目通过双击或按回车键激活时触发。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39352,7 +39389,7 @@ msgstr "在允许多选的列表上更改多选时触发。"
msgid ""
"Triggered when a left mouse click is issued within the rect of the list but "
"on empty space."
-msgstr "当鼠标左键在列表的矩形(rect)范围内但在空白处单击时,会被触发。"
+msgstr "当鼠标左键在列表的矩形范围内但在空白处单击时,会被触发。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39360,8 +39397,8 @@ msgid ""
"on empty space.\n"
"[member allow_rmb_select] must be enabled."
msgstr ""
-"当在列表的矩形(rect)范围内但在空白处单击鼠标右键时被触发。\n"
-"[member allow_rmb_select]必须被启用。"
+"当在列表的矩形范围内但在空白处单击鼠标右键时被触发。\n"
+"[member allow_rmb_select] 必须被启用。"
#: doc/classes/ItemList.xml
msgid "Icon is drawn above the text."
@@ -39377,7 +39414,7 @@ msgstr "仅允许选择单个项目。"
#: doc/classes/ItemList.xml
msgid "Allows selecting multiple items by holding Ctrl or Shift."
-msgstr "允许通过按住Ctrl或Shift选择多个项目。"
+msgstr "允许通过按住 Ctrl 或 Shift 选择多个项目。"
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Default text [Color] of the item."
@@ -39385,7 +39422,7 @@ msgstr "项目的默认文本颜色 [Color]。"
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Text [Color] used when the item is selected."
-msgstr "选择项目时使用的文本颜色[Color]。"
+msgstr "选择项目时使用的文本颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39421,27 +39458,27 @@ msgstr "[ItemList] 的默认样式盒 [StyleBox],即在控件未获得焦点
#: doc/classes/ItemList.xml
msgid "[StyleBox] used when the [ItemList] is being focused."
-msgstr "当[ItemList]被聚焦时使用的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 被聚焦时使用的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
-msgstr "当[ItemList]被聚焦时,用于光标的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 被聚焦时,用于光标的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
-msgstr "当[ItemList]没有被聚焦时,用于光标的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 没有被聚焦时,用于光标的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is not being "
"focused."
-msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。"
+msgstr "所选项的样式盒 [StyleBox],当 [ItemList] 没有获得焦点时使用。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is being focused."
-msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。"
+msgstr "所选项的样式盒 [StyleBox],当 [ItemList] 没有获得焦点时使用。"
#: doc/classes/JavaScript.xml
msgid ""
@@ -39670,7 +39707,7 @@ msgstr "创建 Android 插件"
#: doc/classes/Joint.xml
msgid "Base class for all 3D joints."
-msgstr "所有3D关节的基类。"
+msgstr "所有 3D 关节的基类。"
#: doc/classes/Joint.xml
msgid ""
@@ -39694,11 +39731,11 @@ msgstr "如果为 [code]true[/code],则节点的两个主体无法相互碰撞
#: doc/classes/Joint.xml
msgid "The node attached to the first side (A) of the joint."
-msgstr "连接到关节第一侧(A)的节点。"
+msgstr "连接到关节第一侧(A)的节点。"
#: doc/classes/Joint.xml
msgid "The node attached to the second side (B) of the joint."
-msgstr "连接到关节第二侧(B)的节点。"
+msgstr "连接到关节第二侧(B)的节点。"
#: doc/classes/Joint.xml
msgid ""
@@ -39957,9 +39994,9 @@ msgid ""
"- [code]params[/code]: An array or dictionary of parameters being passed to "
"the method."
msgstr ""
-"返回JSON-RPC通知形式的字典。通知是一次性的信息,不需要有响应。\n"
-"- [code]method[/code]:被调用的方法的名称。\n"
-"- [code]params[/code]:传递给该方法的参数的数组或字典。"
+"返回 JSON-RPC 通知形式的字典。通知是一次性的信息,不需要有响应。\n"
+"- [code]method[/code]:被调用的方法的名称。\n"
+"- [code]params[/code]:传递给该方法的参数的数组或字典。"
#: doc/classes/JSONRPC.xml
msgid ""
@@ -39972,11 +40009,11 @@ msgid ""
"- [code]id[/code]: Uniquely identifies this request. The server is expected "
"to send a response with the same ID."
msgstr ""
-"以JSON-RPC请求的形式返回字典。请求被发送到服务器,并期望得到响应。ID 字段用于"
-"服务器指定它正在响应的确切请求。\n"
-"- [code]method[/code]:被调用的方法的名称。\n"
-"- [code]params[/code]:传递给该方法的参数的数组或字典。\n"
-"- [code]id[/code]:唯一标识此请求。服务器应发送具有相同 ID 的响应。"
+"以 JSON-RPC 请求的形式返回字典。请求被发送到服务器,并期望得到响应。ID 字段用"
+"于服务器指定它正在响应的确切请求。\n"
+"- [code]method[/code]:被调用的方法的名称。\n"
+"- [code]params[/code]:传递给该方法的参数的数组或字典。\n"
+"- [code]id[/code]:唯一标识此请求。服务器应发送具有相同 ID 的响应。"
#: doc/classes/JSONRPC.xml
msgid ""
@@ -40016,9 +40053,8 @@ msgid ""
"[code]action[/code]: The action to be run, as a Dictionary in the form of a "
"JSON-RPC request or notification."
msgstr ""
-"给定采用 JSON-RPC 请求形式的字典:解压请求并运行它。通过查看名为 \"method\" "
-"的字段并在 JSONRPC 对象中查找等效命名的函数来解析方法。如果找到,则调用该方"
-"法。\n"
+"给定采用 JSON-RPC 请求形式的字典:解压请求并运行它。通过查看名为“method”的字"
+"段并在 JSONRPC 对象中查找等效命名的函数来解析方法。如果找到,则调用该方法。\n"
"要添加新的受支持方法,请扩展 JSONRPC 类并在你的子类上调用 [method "
"process_action]。\n"
"[code]action[/code]:要运行的动作,作为 JSON-RPC 请求或通知形式的字典。"
@@ -40217,8 +40253,8 @@ msgid ""
"platform's motion, it will always be first in the slide collisions."
msgstr ""
"沿着向量移动物体。如果这个物体与另一个物体相撞,它将沿着另一个物体滑动,而不"
-"是立即停止。如果另一个物体是[KinematicBody]或[RigidBody],它也会被另一个物体"
-"的运动所影响。你可以用它来制作移动和旋转的平台,或者让节点推动其他节点。\n"
+"是立即停止。如果另一个物体是 [KinematicBody] 或 [RigidBody],它也会被另一个物"
+"体的运动所影响。你可以用它来制作移动和旋转的平台,或者让节点推动其他节点。\n"
"这个方法应该在 [method Node._physics_process] 中使用,或者在被 [method Node."
"_physics_process] 调用的方法中使用,因为它在计算时,自动使用物理步骤的 "
"[code]delta[/code] 值。否则,模拟将以不正确的速度运行。\n"
@@ -40411,7 +40447,7 @@ msgid ""
"value is always positive and only valid after calling [method "
"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
msgstr ""
-"根据[code]up_direction[/code]返回最后一个碰撞点的地板碰撞角度,默认为"
+"根据 [code]up_direction[/code] 返回最后一个碰撞点的地板碰撞角度,默认为 "
"[code]Vector2.UP[/code]。此值始终为正值,并且仅在调用 [method "
"move_and_slide] 后且当 [method is_on_floor] 返回 [code]true[/code] 时有效。"
@@ -40421,8 +40457,8 @@ msgid ""
"latest collision that occurred during the last call to [method "
"move_and_slide]."
msgstr ""
-"返回[KinematicCollision2D],它包含在最后一次调用[method move_and_slide]时发生"
-"的最新碰撞信息。"
+"返回 [KinematicCollision2D],它包含在最后一次调用 [method move_and_slide] 时"
+"发生的最新碰撞信息。"
#: doc/classes/KinematicBody2D.xml
msgid ""
@@ -40570,9 +40606,9 @@ msgid ""
"colliding object, the remaining motion, and the collision position. This "
"information can be used to calculate a collision response."
msgstr ""
-"包含[KinematicBody]碰撞的碰撞数据。当[KinematicBody]使用[method "
-"KinematicBody.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KinematicCollision对象。\n"
+"包含 [KinematicBody] 碰撞的碰撞数据。当 [KinematicBody] 使用 [method "
+"KinematicBody.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 KinematicCollision 对象。\n"
"这个对象包含关于碰撞的信息,包括碰撞的物体、剩余的运动和碰撞的位置。这些信息"
"可以用来计算碰撞响应。"
@@ -40581,8 +40617,8 @@ msgid ""
"The collision angle according to [code]up_direction[/code], which is "
"[code]Vector3.UP[/code] by default. This value is always positive."
msgstr ""
-"根据[code]up_direction[/code]的碰撞角度,默认为[code]Vector3.UP[/code]。这个"
-"值总是为正。"
+"根据 [code]up_direction[/code] 的碰撞角度,默认为 [code]Vector3.UP[/code]。这"
+"个值总是为正。"
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body."
@@ -40819,19 +40855,19 @@ msgstr "通过展开行来对齐整个文本。"
#: doc/classes/Label.xml
msgid "Default text [Color] of the [Label]."
-msgstr "[Label]标签的默认文本颜色[Color]。"
+msgstr "[Label] 标签的默认文本颜色 [Color]。"
#: doc/classes/Label.xml
msgid "[Color] of the text's shadow effect."
-msgstr "文本阴影效果的颜色[Color]。"
+msgstr "文本阴影效果的颜色 [Color]。"
#: doc/classes/Label.xml
msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]."
-msgstr "[Font]轮廓的色调。参阅[member DynamicFont.outline_color]。"
+msgstr "[Font] 轮廓的色调。见 [member DynamicFont.outline_color]。"
#: doc/classes/Label.xml
msgid "Vertical space between lines in multiline [Label]."
-msgstr "多行[Label]中各行之间的垂直空间。"
+msgstr "多行 [Label] 中各行之间的垂直空间。"
#: doc/classes/Label.xml
msgid ""
@@ -41169,7 +41205,7 @@ msgstr "如果为 [code]true[/code],灯光只在编辑器中出现,在运行
#: doc/classes/Light.xml
msgid "The light's bake mode. See [enum BakeMode]."
-msgstr "灯光的烘焙模式。参阅[enum BakeMode]。"
+msgstr "灯光的烘焙模式。见 [enum BakeMode]。"
#: doc/classes/Light.xml
msgid ""
@@ -43605,11 +43641,14 @@ msgid ""
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
+"返回该 [Mesh] 资源上某个表面的 [Material] 覆盖项。\n"
+"[b]注意:[/b]这个函数只会返回与这个 [MeshInstance] 相关联的[i]覆盖[/i]材质。"
+"要获取与该 [Mesh] 相关联的材质,请考虑使用 [method get_active_material] 或 "
+"[method Mesh.surface_get_material]。"
#: doc/classes/MeshInstance.xml
-#, fuzzy
msgid "Returns the number of surface override materials."
-msgstr "返回表面材质的数量。"
+msgstr "返回表面材质覆盖项的数量。"
#: doc/classes/MeshInstance.xml
msgid ""
@@ -43664,6 +43703,8 @@ msgid ""
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
+"设置该 [Mesh] 资源的指定表面的 [Material] 覆盖项。这个材质会与这个 "
+"[MeshInstance] 关联,而不是与 [Mesh] 资源关联。"
#: doc/classes/MeshInstance.xml
msgid "The [Mesh] resource for the instance."
@@ -44658,7 +44699,6 @@ msgid "Mesh-based navigation and pathfinding node."
msgstr "基于网格的导航和寻路节点。"
#: doc/classes/Navigation.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44669,6 +44709,8 @@ msgid ""
"class also assists with aligning navigation agents with the meshes they are "
"navigating on."
msgstr ""
+"[i]已弃用。[/i][Navigation] 节点和 [method get_simple_path] 已弃用,会在将来"
+"的版本中移除。请用 [method NavigationServer.map_get_path] 替代。\n"
"在 [NavigationMesh] 的集合中提供导航和寻路功能。默认情况下,这些将自动从子 "
"[NavigationMeshInstance] 节点中收集。除了基本的寻路之外,这个类还能帮助导航代"
"理与其所导航的网格对齐。"
@@ -44716,7 +44758,6 @@ msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
msgstr "返回这个导航地图在 [NavigationServer] 上的 [RID]。"
#: doc/classes/Navigation.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44726,6 +44767,8 @@ msgid ""
"agent properties associated with each [NavigationMesh] (radius, height, "
"etc.) are considered in the path calculation, otherwise they are ignored."
msgstr ""
+"[i]已弃用。[/i][Navigation] 节点和 [method get_simple_path] 已弃用,会在将来"
+"的版本中移除。请用 [method NavigationServer.map_get_path] 替代。\n"
"返回两个给定点之间的路径。点都是在局部坐标空间中的。如果 [code]optimize[/"
"code] 为 [code]true[/code](默认),则计算路径时会考虑每个 [NavigationMesh] "
"所关联的代理的属性(半径、高度等),否则会被忽略。"
@@ -44770,7 +44813,6 @@ msgid "2D navigation and pathfinding node."
msgstr "2D 导航和寻路节点。"
#: doc/classes/Navigation2D.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44779,6 +44821,8 @@ msgid ""
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
msgstr ""
+"[i]已弃用。[/i][Navigation2D] 节点和 [method get_simple_path] 已弃用,会在将"
+"来的版本中移除。请用 [method Navigation2DServer.map_get_path] 替代。\n"
"Navigation2D 在 2D 区域内提供导航和寻路,该区域以 [NavigationPolygon] 资源合"
"集的形式指定。默认情况下,这些资源是自动从子项 [NavigationPolygonInstance] 节"
"点中收集的。"
@@ -44798,7 +44842,6 @@ msgstr ""
"[NavigationPolygonInstance]。"
#: doc/classes/Navigation2D.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44807,6 +44850,8 @@ msgid ""
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
msgstr ""
+"[i]已弃用。[/i][Navigation2D] 节点和 [method get_simple_path] 已弃用,会在将"
+"来的版本中移除。请用 [method Navigation2DServer.map_get_path] 替代。\n"
"返回两个给定点之间的路径。点是在局部坐标空间中的。如果 [code]optimize[/code] "
"为 [code]true[/code](默认值),路径将尽可能地合并路径段,从而平滑。"
@@ -44973,6 +45018,8 @@ msgid ""
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
+"返回该 NavigationServer 上所有已创建的导航地图的 [RID]。会同时返回已创建的 "
+"2D 和 3D 导航地图,因为理论上它们之间是没有区别的。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
@@ -45006,6 +45053,21 @@ msgid ""
"but it can also introduce bugs if used inappropriately without much "
"foresight."
msgstr ""
+"这个函数会立即强制进行指定导航地图的同步,参数 [code]map[/code] 为 [RID] 类"
+"型。默认情况下,导航地图仅会在每个物理帧的末尾进行同步。这个函数可用于立即"
+"(重新)计算该导航地图的所有导航网格和地区连接。这样就能够在修改地图后,在同"
+"一帧中立即对导航路径进行查询(需要时可以进行多次同步)。\n"
+"由于技术上的限制,当前的 NavigationServer 命令队列会被清空。这意味着所有已在"
+"当前物理帧中入队的命令都会被执行,即便这些命令与指定的地图无关,针对的是其他"
+"地图、地区、代理。消耗较大的导航网格以及地区连接的计算只会对指定的地图进行。"
+"其他地图会在该物理帧的末尾进行常规的同步。如果指定的地图在进行强制更新后又收"
+"到了修改,那么它也会在其他地图更新时受到更新。\n"
+"这个函数不会触及避障处理以及 [code]safe_velocity[/code] 信号的分发,这些还是"
+"会在该物理帧的末尾针对所有地图的代理进行处理。\n"
+"[b]注意:[/b]能力越大,责任越大。只有真正明白自己在干什么的用户才应该在真正有"
+"需要时使用这个函数。强制进行导航地图的立即更新需要对 NavigationServer 加锁并"
+"清空整个 NavigationServer 的命令队列。这样做不仅会大幅影响游戏的性能,如果使"
+"用不当、缺乏远见,还可能引入 bug。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -45139,6 +45201,15 @@ msgid ""
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
+"如果给出的世界空间坐标点 [code]point[/code] 目前由给出的导航地区 "
+"[code]region[/code] 拥有,则返回 [code]true[/code]。这里的“拥有”指的是该地区"
+"的导航网格多边形面中包含这个可能的位置,并且与给出的地区的导航地区上所有其他"
+"导航地区的导航网格相比,它与这个点的距离是最近的。\n"
+"如果有多个导航网格包含这个点并且距离相等,哪个导航地区的多边形先被处理,那个"
+"导航地区就获取所有权。多边形的处理顺序与导航地区在 NavigationServer 上的注册"
+"顺序一致。\n"
+"[b]注意:[/b]如果不同导航地区的导航网格存在重叠(通常应当避免),可能得到预料"
+"之外的结果。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -45405,6 +45476,10 @@ msgid ""
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
+"距离阈值,用于确定是否已到达某个路径点。使用这个值,代理就不必精确地到达某个"
+"路径点,到达某个区域内即可。如果这个值设得太大,该 NavigationAgent 将跳过路径"
+"上的点,可能导致其离开该导航网格。如果这个值设得太小,该 NavigationAgent 将陷"
+"入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了下一个点。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -45424,6 +45499,11 @@ msgid ""
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
+"该避障代理的半径。这是该避障代理的“身体”,不是避障机制的起始半径(由 [member "
+"neighbor_dist] 控制)。\n"
+"不会影响正常的寻路。要修改角色的寻路半径,请在烘焙 [NavigationMesh] 资源时使"
+"用不同的 [member NavigationMesh.agent_radius] 属性,针对不同的角色大小使用不"
+"同的导航地图。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -45434,6 +45514,9 @@ msgid ""
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
+"距离阈值,用于确定是否已到达最终的目标点。使用这个值,代理就不必精确地到达最"
+"终的目标,到达该区域内即可。如果这个值设得太小,该 NavigationAgent 将陷入重新"
+"寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了最终的目标点。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -45555,6 +45638,9 @@ msgid ""
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
+"该避障代理的半径。这是该避障代理的“身体”,不是避障机制的起始半径(由 [member "
+"neighbor_dist] 控制)。\n"
+"不会影响正常的寻路。"
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
@@ -45694,11 +45780,11 @@ msgstr ""
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
-msgstr ""
+msgstr "如果烘焙 [AABB] 存在体积,对该导航网格的烘焙会被限制在其内部区域中。"
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
-msgstr ""
+msgstr "应用于 [member filter_baking_aabb] [AABB] 的位置偏移量。"
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -45871,7 +45957,6 @@ msgid "Helper class for creating and clearing navigation meshes."
msgstr "对导航网格进行创建和清理的辅助类。"
#: doc/classes/NavigationMeshGenerator.xml
-#, fuzzy
msgid ""
"This class is responsible for creating and clearing 3D navigation meshes "
"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
@@ -45931,7 +46016,11 @@ msgstr ""
"象,通过在网格的包围区域周边创建体素世界,来检查原始几何体中适合 "
"[NavigationMesh] 代理行走的地形。\n"
"然后就会返回最终的导航网格,保存在 [NavigationMesh] 中,即可交付 "
-"[NavigationMeshInstance] 使用。"
+"[NavigationMeshInstance] 使用。\n"
+"[b]注意:[/b]使用网格来定义可行走区域并遮挡导航烘焙并不总能成功。烘焙导航处理"
+"网格原始几何体时,并没有几何体“位于内部”的概念,这是有意而为之的。根据当前烘"
+"焙参数的不同,只要遮挡网格足够大,大到能够将导航网格区域包含在其内部,烘焙时"
+"就会生成一个导航网格区域,位于遮挡的原始几何体网格内部。"
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
@@ -48495,7 +48584,6 @@ msgstr ""
"称设置为唯一名称。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it.\n"
@@ -48503,7 +48591,9 @@ msgid ""
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
"在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着"
-"该子节点一起进入。"
+"该子节点一起进入。\n"
+"这个信号会在该子节点自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal "
+"tree_entered] [i]之后[/i]触发。"
#: doc/classes/Node.xml
msgid ""
@@ -48514,14 +48604,19 @@ msgid ""
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
+"在子节点即将退出场景树时触发,可以是因为该子节点自行退出,也可以是因为本节点"
+"带着该子节点一起退出。\n"
+"收到这个信号时,该子节 [code]node[/code] 仍在树中并且有效。这个信号会在该子节"
+"点自身的 [signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之后[/"
+"i]触发。"
#: doc/classes/Node.xml
msgid "Emitted when the node is ready."
-msgstr "当节点准备好时触发。"
+msgstr "当该节点准备好时触发。"
#: doc/classes/Node.xml
msgid "Emitted when the node is renamed."
-msgstr "在重命名节点时触发。"
+msgstr "当该节点被重命名时触发。"
#: doc/classes/Node.xml
msgid ""
@@ -48529,34 +48624,39 @@ msgid ""
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
+"当该节点进入树时触发。\n"
+"这个信号会在相关的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之后[/i]触发。"
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
-msgstr "在节点退出树之后触发,并且不再处于活动状态。"
+msgstr "当该节点退出树之后触发,并且不再处于活动状态。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
-"当节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也"
-"可以称之为“析构函数”)。"
+"当该节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,"
+"也可以称之为“析构函数”)。\n"
+"这个信号会在相关的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之前[/i]触发。"
#: doc/classes/Node.xml
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
+"当该节点进入 [SceneTree] 时收到的通知。\n"
+"这个通知会在相关的 [signal tree_entered] [i]之前[/i]发出。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
-msgstr "当该节点即将退出 [SceneTree] 时收到的通知。"
+msgstr ""
+"当该节点即将退出 [SceneTree] 时收到的通知。\n"
+"这个通知会在相关的 [signal tree_exiting] [i]之后[/i]发出。"
#: doc/classes/Node.xml
msgid "Notification received when the node is moved in the parent."
@@ -50236,7 +50336,7 @@ msgid ""
"code] with fixed y-coordinate value 0.0."
msgstr ""
"返回给定 x 坐标处的 1D 噪声值 [code][-1,1][/code]。\n"
-"[b]注意:[/b]这个方法实际上返回的是固定 Y 坐标值为 0.0 的二维噪声值 [code]"
+"[b]注意:[/b]这个方法实际上返回的是固定 Y 坐标值为 0.0 的 2D 噪声值 [code]"
"[-1,1][/code]。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
@@ -50802,7 +50902,6 @@ msgstr ""
"径。"
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns the command-line arguments passed to the engine.\n"
"Command-line arguments can be written in any form, including both [code]--"
@@ -50842,6 +50941,10 @@ msgstr ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # 将不带参数的选项加入该字典,\n"
+" # 取值为空字符串。\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
#: doc/classes/OS.xml
@@ -54032,11 +54135,11 @@ msgid ""
"[b]Note:[/b] Many of these monitors are not updated in real-time, so there "
"may be a short delay between changes."
msgstr ""
-"这个类提供了对一些与性能有关的不同监控的访问,比如内存使用量、绘制调用和FPS。"
-"这些与编辑器的[b]Monitor[/b]标签中的[b]Debugger[/b]面板所显示的数值相同。通过"
-"使用这个类的[method get_monitor]方法,可以从你的代码中访问这些数据。\n"
+"这个类提供了对一些与性能有关的不同监控的访问,比如内存使用量、绘制调用和 "
+"FPS。这些与编辑器[b]调试器[/b]面板的[b]监视[/b]标签中的所显示的数值相同。通过"
+"使用这个类的 [method get_monitor] 方法,可以从你的代码中访问这些数据。\n"
"[b]注意:[/b]这些监视器中有几个只在调试模式下可用,当在发布版构建中使用时,将"
-"总是返回0。\n"
+"总是返回 0。\n"
"[b]注意:[/b]这些监控器中的许多不是实时更新的,所以在变化之间可能会有短暂的延"
"迟。"
@@ -54114,7 +54217,7 @@ msgstr "孤儿节点的数量,孤儿节点即无法被按父级追溯到根节
#: doc/classes/Performance.xml
msgid "3D objects drawn per frame."
-msgstr "每帧绘制3D对象的数量。"
+msgstr "每帧绘制 3D 对象的数量。"
#: doc/classes/Performance.xml
msgid "Vertices drawn per frame. 3D only."
@@ -54270,30 +54373,30 @@ msgstr "对物体施加旋转冲量。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's [RID]."
-msgstr "返回碰撞体的[RID]。"
+msgstr "返回该碰撞体的 [RID]。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's object id."
-msgstr "返回碰撞体的对象 id。"
+msgstr "返回该碰撞体的对象 id。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Returns the collider object. This depends on how it was created (will return "
"a scene node if such was used to create it)."
msgstr ""
-"返回碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将返"
-"回场景节点)。"
+"返回该碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将"
+"返回场景节点)。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the contact position in the collider."
-msgstr "返回碰撞体中的接触位置。"
+msgstr "返回该碰撞体中的接触位置。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's shape index."
-msgstr "返回碰撞体的形状索引。"
+msgstr "返回该碰撞体的形状索引。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
@@ -54301,13 +54404,13 @@ msgid ""
"[method Object.get_meta], and is set with [method Physics2DServer."
"shape_set_data]."
msgstr ""
-"返回碰撞形状的元数据。这个元数据不同于 [method Object.get_meta],是用 "
+"返回该碰撞形状的元数据。这个元数据不同于 [method Object.get_meta],是用 "
"[method Physics2DServer.shape_set_data] 设置的。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the linear velocity vector at the collider's contact point."
-msgstr "返回碰撞体接触点处的线速度向量。"
+msgstr "返回该碰撞体接触点处的线速度向量。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
@@ -54315,8 +54418,8 @@ msgid ""
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody2D.contact_monitor]."
msgstr ""
-"返回此物体与其他物体的接触次数。\n"
-"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member "
+"返回这个物体与其他物体的接触次数。\n"
+"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回 0。见 [member "
"RigidBody2D.contact_monitor]。"
#: doc/classes/Physics2DDirectBodyState.xml
@@ -54616,7 +54719,7 @@ msgstr ""
"通过 [Physics2DShapeQueryParameters] 对象检查给出的形状与空间的交点。返回的相"
"交形状是一个字典数组,包含以下字段:\n"
"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
"[code]metadata[/code]:相交形状的元数据。这个元数据与 [method Object."
"get_meta] 不同,是用 [method Physics2DServer.shape_set_data] 设置的。\n"
"[code]rid[/code]:相交对象的 [RID]。\n"
@@ -54725,13 +54828,13 @@ msgid ""
"5: The shape index of the area where the object entered/exited."
msgstr ""
"设置当任何主体/区域进入或退出该区域时调用的函数。这个回调函数将被任何与区域交"
-"互的对象调用,并接受5个参数:\n"
-"1: [constant AREA_BODY_ADDED]或[constant AREA_BODY_REMOVED],取决于对象是否进"
-"入或退出该区域。\n"
-"2:进入/退出该区域对象的[RID]。\n"
-"3:进入/退出该区域对象的实例ID。\n"
-"4:进入/离开该区域的物体的形状指数。\n"
-"5:物体进入/离开区域的形状指数。"
+"互的对象调用,并接受 5 个参数:\n"
+"1:[constant AREA_BODY_ADDED] 或 [constant AREA_BODY_REMOVED],取决于对象是否"
+"进入或退出该区域。\n"
+"2:进入/退出该区域对象的 [RID]。\n"
+"3:进入/退出该区域对象的实例 ID。\n"
+"4:进入/离开该区域的物体的形状指数。\n"
+"5:物体进入/离开区域的形状指数。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -54847,7 +54950,7 @@ msgstr "返回物体参数的值。请参阅 [enum BodyParameter] 获取可用
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the nth shape of a body."
-msgstr "返回 body 的第 n 个碰撞形状的 [RID]。"
+msgstr "返回物体的第 n 个碰撞形状的 [RID]。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the number of shapes assigned to a body."
@@ -54874,7 +54977,7 @@ msgid ""
"Returns whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
-"返回一个 body 是否使用回调函数来计算它自己的物理值(见 [method "
+"返回一个物体是否使用回调函数来计算它自己的物理值(见 [method "
"body_set_force_integration_callback])。"
#: doc/classes/Physics2DServer.xml
@@ -55059,7 +55162,7 @@ msgstr "返回一个关节的类型(见 [enum JointType])。"
msgid ""
"Sets a joint parameter. See [enum JointParam] for a list of available "
"parameters."
-msgstr "设置关节参数。有关可用参数的列表,请参阅[enum JointParam]。"
+msgstr "设置关节参数。有关可用参数的列表,请参阅 [enum JointParam]。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55188,8 +55291,8 @@ msgid ""
"violating a constraint, to avoid leaving them in that state because of "
"numerical imprecision."
msgstr ""
-"常量,用于设置/获取所有物理约束的默认求解器偏置。解算器偏差是一个控制两个物体"
-"在违反约束后 \"反弹 \"程度的因素,以避免由于数值不精确而使它们处于这种状态。"
+"常量,用于设置/获取所有物理约束的默认求解器偏置。解算器偏置是一个控制两个物体"
+"在违反约束后“反弹”程度的因素,以避免由于数值不精确而使它们处于这种状态。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55241,8 +55344,8 @@ msgid ""
"supplied form is a convex polygon."
msgstr ""
"这是用于创建凸多边形的常量。一个多边形是由一个点的列表定义的。它可以用于交点"
-"和内/外侧检查。与[member CollisionPolygon2D.polygon]属性不同,用[method "
-"shape_set_data]修改的多边形并不验证所提供的点的形式是一个凸形多边形。"
+"和内/外侧检查。与 [member CollisionPolygon2D.polygon] 属性不同,用 [method "
+"shape_set_data] 修改的多边形并不验证所提供的点的形式是一个凸形多边形。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55344,15 +55447,15 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for static bodies."
-msgstr "StaticBody 的常量。"
+msgstr "静态物体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for kinematic bodies."
-msgstr "KinematicBody 的常量。"
+msgstr "运动学物体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for rigid bodies."
-msgstr "RigidBody 的常量。"
+msgstr "刚体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -55444,8 +55547,8 @@ msgid ""
"undamped spring, while 1 causes the system to reach equilibrium as fast as "
"possible (critical damping)."
msgstr ""
-"设置弹簧接头的阻尼比率。值为0表示无阻尼弹簧,而1导致系统尽可能快地达到平衡"
-"(临界阻尼)。"
+"设置弹簧接头的阻尼比率。值为 0 表示无阻尼弹簧,而 1 导致系统尽可能快地达到平"
+"衡(临界阻尼)。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55459,13 +55562,13 @@ msgstr ""
msgid ""
"Enables continuous collision detection by raycasting. It is faster than "
"shapecasting, but less precise."
-msgstr "通过射线投射实现连续的碰撞检测。它比 shapecasting 更快,但不够精确。"
+msgstr "通过射线投射实现连续的碰撞检测。它比形状投射更快,但不够精确。"
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables continuous collision detection by shapecasting. It is the slowest "
"CCD method, and the most precise."
-msgstr "通过形变实现连续的碰撞检测。它是最慢的CCD方法,也是最精确的。"
+msgstr "通过形变实现连续的碰撞检测。它是最慢的 CCD 方法,也是最精确的。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -55665,7 +55768,7 @@ msgid ""
"monitor contacts. See [member RigidBody.contact_monitor]."
msgstr ""
"返回此物体与其他物体的接触次数。\n"
-"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member "
+"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回 0。见 [member "
"RigidBody2D.contact_monitor]。"
#: doc/classes/PhysicsDirectBodyState.xml
@@ -55745,15 +55848,15 @@ msgid ""
"If the shape did not intersect anything, then an empty dictionary is "
"returned instead."
msgstr ""
-"检查通过[PhysicsShapeQueryParameters]对象给出的形状与空间的交点。如果它与一个"
-"以上的形状发生碰撞,则选择最近的。返回的对象是包含以下字段的字典:\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]linear_velocity[/code]:碰撞对象的速度[Vector3]。如果对象是一个[Area],"
-"结果是[code](0, 0, 0)[/code]。\n"
-"[code]normal[/code]:物体在交点处的表面法线。\n"
-"[code]点[/code]:相交点。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]shape[/code]:碰撞形状的形状索引。\n"
+"检查通过 [PhysicsShapeQueryParameters] 对象给出的形状与空间的交点。如果它与一"
+"个以上的形状发生碰撞,则选择最近的。返回的对象是包含以下字段的字典:\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]linear_velocity[/code]:碰撞对象的速度 [Vector3]。如果对象是一个 "
+"[Area],结果是 [code](0, 0, 0)[/code]。\n"
+"[code]normal[/code]:物体在交点处的表面法线。\n"
+"[code]point[/code]:相交点。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
"如果该形状没有与任何物体相交,那么将返回空的字典。"
#: doc/classes/PhysicsDirectSpaceState.xml
@@ -55802,17 +55905,17 @@ msgid ""
"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
"respectively."
msgstr ""
-"在给定的空间中与一条射线相交。返回的对象是具有下列字段的字典:\n"
-"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]normal[/code]:物体在相交点的表面法线。\n"
-"[code]position[/code]:交叉点。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]形状[/code]:碰撞形状的形状索引。\n"
+"在给定的空间中与一条射线相交。返回的对象是具有下列字段的字典:\n"
+"[code]collider[/code]:碰撞的对象。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]normal[/code]:物体在相交点的表面法线。\n"
+"[code]position[/code]:交叉点。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
"如果射线没有与任何物体相交,那么将返回空的字典。\n"
-"此外,该方法可以接受一个[code]exclude[/code]对象或[RID]数组,该数组将被排除在"
-"碰撞之外,[code]collision_mask[/code]位掩码表示要检查的物理层,或者布尔值来确"
-"定射线是否应该分别与[PhysicsBody]或[Area]发生碰撞。"
+"此外,该方法可以接受一个 [code]exclude[/code] 对象或 [RID] 数组,该数组将被排"
+"除在碰撞之外,[code]collision_mask[/code] 位掩码表示要检查的物理层,或者布尔"
+"值来确定射线是否应该分别与 [PhysicsBody] 或 [Area] 发生碰撞。"
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
@@ -55827,13 +55930,13 @@ msgid ""
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time."
msgstr ""
-"通过[PhysicsShapeQueryParameters]对象给出的形状与空间检查交点。相交的形状会以"
-"数组的形式返回,该数组包含有以下字段的字典:\n"
-"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]shape[/code]:碰撞形状的形状索引。\n"
-"可以用[code]max_results[/code]参数限制相交的数量,以减少处理时间。"
+"通过 [PhysicsShapeQueryParameters] 对象给出的形状与空间检查交点。相交的形状会"
+"以数组的形式返回,该数组包含有以下字段的字典:\n"
+"[code]collider[/code]:碰撞的对象。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
+"可以用 [code]max_results[/code] 参数限制相交的数量,以减少处理时间。"
#: doc/classes/PhysicsMaterial.xml
msgid "A material for physics properties."
@@ -55842,7 +55945,7 @@ msgstr "具有物理属性的材质。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
"Provides a means of modifying the collision properties of a [PhysicsBody]."
-msgstr "提供了一种修改[PhysicsBody]的碰撞属性的方法。"
+msgstr "提供了一种修改 [PhysicsBody] 的碰撞属性的方法。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
@@ -55856,14 +55959,16 @@ msgid ""
"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness)."
msgstr ""
-"实体的弹性。值的范围从[code]0[/code](无反弹)到[code]1[/code](完全反弹)。"
+"实体的弹性。值的范围从 [code]0[/code](无反弹)到 [code]1[/code](完全反"
+"弹)。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
"The body's friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction)."
msgstr ""
-"物体的摩擦。取值范围从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦)。"
+"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩"
+"擦)。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
@@ -55891,7 +55996,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates an [Area]."
-msgstr "创建一个[Area]区域。"
+msgstr "创建一个 [Area] 区域。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -55936,7 +56041,7 @@ msgid ""
"BodyMode] constants, for the type of body created. Additionally, the body "
"can be created in sleeping state to save processing time."
msgstr ""
-"创建物理体。对于创建的物体类型,第一个参数可以是[enum BodyMode]常量中的任何"
+"创建物理体。对于创建的物体类型,第一个参数可以是 [enum BodyMode] 常量中的任何"
"值。此外,物体可以在休眠状态下创建,以节省处理时间。"
#: doc/classes/PhysicsServer.xml
@@ -55951,7 +56056,7 @@ msgstr ""
msgid ""
"Returns the value of a body parameter. A list of available parameters is on "
"the [enum BodyParameter] constants."
-msgstr "返回物体参数的值。可用参数列表位于[enum BodyParameter]常量上。"
+msgstr "返回物体参数的值。可用参数列表位于 [enum BodyParameter] 常量上。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -55982,7 +56087,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets the body mode, from one of the [enum BodyMode] constants."
-msgstr "从[enum BodyMode]常量之一设置主体模式。"
+msgstr "从 [enum BodyMode] 常量之一设置主体模式。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -55992,7 +56097,7 @@ msgstr "设置物体参数。可用参数列表位于 [enum BodyParameter] 常
#: doc/classes/PhysicsServer.xml
msgid "Sets the body pickable with rays if [code]enabled[/code] is set."
-msgstr "如果设置了[code]enabled[/code],则设置可使用光线拾取的物体。"
+msgstr "如果设置了 [code]enabled[/code],则设置可使用光线拾取的物体。"
#: doc/classes/PhysicsServer.xml
msgid "Sets a body state (see [enum BodyState] constants)."
@@ -56108,12 +56213,12 @@ msgstr "设置关节的优先级值。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body a of the joint."
-msgstr "返回关节在关节物体A的局部空间中的位置。"
+msgstr "返回关节在关节物体 A 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body b of the joint."
-msgstr "返回关节在关节物体B的局部空间中的位置。"
+msgstr "返回关节在关节物体 B 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
@@ -56121,11 +56226,11 @@ msgstr "获取 pin_joint 参数(见 [enum PinJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body a of the joint."
-msgstr "设置关节在关节物体A的局部空间中的位置。"
+msgstr "设置关节在关节物体 A 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body b of the joint."
-msgstr "设置关节在关节物体B的局部空间中的位置。"
+msgstr "设置关节在关节物体 B 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
@@ -56133,7 +56238,7 @@ msgstr "设置 pin_joint 参数(见 [enum PinJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Activates or deactivates the 3D physics engine."
-msgstr "激活或停用3D物理引擎。"
+msgstr "激活或停用 3D 物理引擎。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -56155,8 +56260,8 @@ msgid ""
"body or an area. To do so, you must use [method area_set_shape] or [method "
"body_set_shape]."
msgstr ""
-"创建一个[enum ShapeType]类型的形状。不把它分配给一个体或一个区域。要做到这一"
-"点,你必须使用[method area_set_shape]或[method body_set_shape]。"
+"创建一个 [enum ShapeType] 类型的形状。不把它分配给一个体或一个区域。要做到这"
+"一点,你必须使用 [method area_set_shape] 或 [method body_set_shape]。"
#: doc/classes/PhysicsServer.xml
msgid "Returns the type of shape (see [enum ShapeType] constants)."
@@ -56177,7 +56282,7 @@ msgstr ""
msgid ""
"Sets the value for a space parameter. A list of available parameters is on "
"the [enum SpaceParameter] constants."
-msgstr "设置空间参数的值。可用参数列表位于[enum SpaceParameter]常量上。"
+msgstr "设置空间参数的值。可用参数列表位于 [enum SpaceParameter] 常量上。"
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [PinJoint]."
@@ -56221,7 +56326,7 @@ msgstr ""
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"puts on its ends."
-msgstr "如果大于0,这个值就是这个关节对其两端施加的冲量的最大值。"
+msgstr "如果大于 0,这个值就是这个关节对其两端施加的冲量的最大值。"
#: doc/classes/PhysicsServer.xml
msgid "The maximum rotation across the Hinge."
@@ -56474,7 +56579,7 @@ msgid ""
"Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. "
"See also [Generic6DOFJoint]."
msgstr ""
-"3D刚体的钉关节。它将两个物体(刚体或静态体)钉在一起。参阅"
+"3D 刚体的钉关节。它将两个物体(刚体或静态体)钉在一起。另请参阅 "
"[Generic6DOFJoint]。"
#: doc/classes/PinJoint.xml
@@ -56493,7 +56598,7 @@ msgstr "被钉在一起的物体之间保持共速的力。越高,力越大。
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"produces."
-msgstr "如果大于0,这个值就是此关节产生的冲量的最大值。"
+msgstr "如果大于 0,这个值就是此关节产生的冲量的最大值。"
#: doc/classes/PinJoint2D.xml
msgid "Pin Joint for 2D shapes."
@@ -56551,7 +56656,7 @@ msgstr "返回平面的中心。"
msgid ""
"Returns the shortest distance from the plane to the position [code]point[/"
"code]."
-msgstr "返回从平面到位置[code]point[/code]的最短距离。"
+msgstr "返回从平面到位置 [code]point[/code] 的最短距离。"
#: doc/classes/Plane.xml
msgid ""
@@ -56608,7 +56713,7 @@ msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns [code]true[/code] if [code]point[/code] is located above the plane."
-msgstr "如果[code]point[/code]位于平面上方,则返回 [code]true[/code]。"
+msgstr "如果 [code]point[/code] 位于平面上方,则返回 [code]true[/code]。"
#: doc/classes/Plane.xml
msgid "Returns a copy of the plane, normalized."
@@ -56618,7 +56723,7 @@ msgstr "返回平面的一个标准化副本。"
msgid ""
"Returns the orthogonal projection of [code]point[/code] into a point in the "
"plane."
-msgstr "返回 [code]点[/code]在平面上的正交投影。"
+msgstr "返回 [code]point[/code] 在平面上的正交投影。"
#: doc/classes/Plane.xml
msgid ""
@@ -56628,9 +56733,9 @@ msgid ""
"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
"by the [member normal] property."
msgstr ""
-"从原点到平面的距离,沿[member normal]方向。这个值通常是非负的。\n"
-"在平面[code]ax + by + cz = d[/code]的标量方程中,这是[code]d[/code],而[code]"
-"(a, b, c)[/code]坐标由[member normal]属性表示。"
+"从原点到平面的距离,沿 [member normal] 方向。这个值通常是非负的。\n"
+"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是 [code]d[/code],而 "
+"[code](a, b, c)[/code] 坐标由 [member normal] 属性表示。"
#: doc/classes/Plane.xml
msgid ""
@@ -56640,8 +56745,8 @@ msgid ""
"property."
msgstr ""
"平面的法线,必须归一化。\n"
-"在平面[code]ax + by + cz = d[/code]的标量方程中,这是向量[code](a, b, c)[/"
-"code],其中[code]d[/code]是[member d]属性。"
+"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是向量 [code](a, b, c)[/"
+"code],其中 [code]d[/code] 是 [member d] 属性。"
#: doc/classes/Plane.xml
msgid "The X component of the plane's [member normal] vector."
@@ -56850,12 +56955,12 @@ msgid ""
"If [code]true[/code], polygon will be inverted, containing the area outside "
"the defined points and extending to the [code]invert_border[/code]."
msgstr ""
-"如果为 [code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到"
-"[code]invert_border[/code](反转边界)."
+"如果为 [code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到 "
+"[code]invert_border[/code](反转边界)。"
#: doc/classes/Polygon2D.xml
msgid "The offset applied to each vertex."
-msgstr "应用于每个顶点的位置偏移量."
+msgstr "应用于每个顶点的位置偏移量。"
#: doc/classes/Polygon2D.xml
msgid ""
@@ -56965,11 +57070,12 @@ msgstr ""
msgid ""
"Constructs a new [PoolByteArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
-msgstr "构建新的[PoolByteArray]。你可以选择传入一个通用的[Array],它将被转换。"
+msgstr ""
+"构建新的 [PoolByteArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolByteArray.xml
msgid "Appends a [PoolByteArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolByteArray]。"
+msgstr "在这个数组的最后添加 [PoolByteArray]。"
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -57114,6 +57220,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr "改变给定索引处的字节。"
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "从数组中删除位于索引的元素。"
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -57176,11 +57290,11 @@ msgid ""
"Constructs a new [PoolColorArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolColorArray]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolColorArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolColorArray.xml
msgid "Appends a [PoolColorArray] at the end of this array."
-msgstr "在这个数组的最后添加一个[PoolColorArray]。"
+msgstr "在这个数组的最后添加一个 [PoolColorArray]。"
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
msgid "Appends a value to the array."
@@ -57260,18 +57374,19 @@ msgstr ""
msgid ""
"Constructs a new [PoolIntArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
-msgstr "构建新的[PoolIntArray]。你可以选择传入一个通用的[Array],它将被转换。"
+msgstr ""
+"构建新的 [PoolIntArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolIntArray.xml
msgid "Appends a [PoolIntArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolIntArray]。"
+msgstr "在这个数组的最后添加 [PoolIntArray]。"
#: doc/classes/PoolIntArray.xml
msgid ""
"Inserts a new int at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
-"在数组中的指定位置插入一个新的int。这个位置必须是有效的,或者在数组的末端"
+"在数组中的指定位置插入一个新的 int。这个位置必须是有效的,或者在数组的末端"
"([code]idx == size()[/code])。"
#: doc/classes/PoolIntArray.xml
@@ -57402,11 +57517,11 @@ msgid ""
"Constructs a new [PoolStringArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolStringArray]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolStringArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolStringArray.xml
msgid "Appends a [PoolStringArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolStringArray]。"
+msgstr "在这个数组的最后添加 [PoolStringArray]。"
#: doc/classes/PoolStringArray.xml
msgid ""
@@ -57481,15 +57596,15 @@ msgid ""
"Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolVector2Array]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolVector2Array]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolVector2Array.xml
msgid "Appends a [PoolVector2Array] at the end of this array."
-msgstr "在这个数组的最后添加[PoolVector2Array]。"
+msgstr "在这个数组的最后添加 [PoolVector2Array]。"
#: doc/classes/PoolVector2Array.xml
msgid "Inserts a [Vector2] at the end."
-msgstr "在末尾插入[Vector2]。"
+msgstr "在末尾插入一个 [Vector2]。"
#: doc/classes/PoolVector2Array.xml
msgid "Changes the [Vector2] at the given index."
@@ -57548,15 +57663,15 @@ msgid ""
"Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolVector3Array]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolVector3Array]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolVector3Array.xml
msgid "Appends a [PoolVector3Array] at the end of this array."
-msgstr "在这个数组的最后添加[PoolVector3Array]。"
+msgstr "在这个数组的最后添加 [PoolVector3Array]。"
#: doc/classes/PoolVector3Array.xml
msgid "Inserts a [Vector3] at the end."
-msgstr "在末尾插入[Vector3]。"
+msgstr "在末尾插入一个 [Vector3]。"
#: doc/classes/PoolVector3Array.xml
msgid "Changes the [Vector3] at the given index."
@@ -57670,11 +57785,11 @@ msgstr "PopupDialog 是弹出对话框的基类,与 [WindowDialog] 一起。"
#: doc/classes/PopupDialog.xml
msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]."
-msgstr "为[PopupDialog]的面板设置自定义的[StyleBox]。"
+msgstr "为 [PopupDialog] 的面板设置自定义的 [StyleBox]。"
#: doc/classes/PopupMenu.xml
msgid "PopupMenu displays a list of options."
-msgstr "PopupMenu(弹出菜单)显示选项列表."
+msgstr "PopupMenu 会显示一个选项列表。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57692,6 +57807,14 @@ msgid ""
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
+"[PopupMenu] 是会显示一个选项列表的 [Control]。常见于工具栏和上下文菜单中。\n"
+"[b]增量搜索:[/b]与 [ItemList] 和 [Tree] 类似,[PopupMenu] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57724,12 +57847,13 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可检查项目,并将指定的[ShortCut]分配给它.将复选框的标签设置为"
-"ShortCut的名称.\n"
-"可以选择提供一个[code]id[/code].如果没有提供[code]id[/code],将从索引中创建一"
-"个.\n"
-"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动"
-"检查或取消检查. 参阅 [method set_item_checked]了解更多关于如何控制它的信息."
+"添加一个新的可检查项目,并将指定的 [ShortCut] 分配给它。将复选框的标签设置为 "
+"ShortCut 的名称。\n"
+"可以选择提供一个 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创"
+"建一个。\n"
+"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手"
+"动检查或取消检查。参阅 [method set_item_checked] 了解更多关于如何控制它的信"
+"息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57744,14 +57868,14 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可检查项目,带有文本[code]label[/code]和图标[code]texture[/"
+"添加一个新的可检查项目,带有文本 [code]label[/code] 和图标 [code]texture[/"
"code]。\n"
-"可以选择提供一个[code]id[/code],以及一个加速器([code]accel[/code])。如果没"
-"有提供[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],那"
-"么默认的[code]0[/code]将被分配给它。参阅[method get_item_accelerator]获取更多"
-"关于加速器的信息。\n"
+"可以选择提供一个 [code]id[/code],以及一个加速器([code]accel[/code])。如果"
+"没有提供 [code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/"
+"code],那么默认的 [code]0[/code] 将被分配给它。参阅 [method "
+"get_item_accelerator] 获取更多关于加速器的信息。\n"
"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动"
-"检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
+"检查/取消检查。参阅 [method set_item_checked] 获取更多关于如何控制它的信息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57764,12 +57888,12 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可选项目,并为其分配指定的[ShortCut]和图标[code]texture[/code]。"
-"将复选框的标签设置为[ShortCut]的名称。\n"
-"可以选择提供一个[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建"
-"一个。\n"
+"添加一个新的可选项目,并为其分配指定的 [ShortCut] 和图标 [code]texture[/"
+"code]。将复选框的标签设置为 [ShortCut] 的名称。\n"
+"可以选择提供一个 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创"
+"建一个。\n"
"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动"
-"检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
+"检查/取消检查。参阅 [method set_item_checked] 获取更多关于如何控制它的信息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57788,12 +57912,12 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Same as [method add_icon_check_item], but uses a radio check button."
-msgstr "与[method add_icon_check_item]相同,但使用单选按钮。"
+msgstr "与 [method add_icon_check_item] 相同,但使用单选按钮。"
#: doc/classes/PopupMenu.xml
msgid ""
"Same as [method add_icon_check_shortcut], but uses a radio check button."
-msgstr "与[method add_icon_check_shortcut]相同,但使用一个单选按钮。"
+msgstr "与 [method add_icon_check_shortcut] 相同,但使用一个单选按钮。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57802,9 +57926,9 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个新项,并分配指定的[ShortCut]和图标[code]texture[/code]给它。将复选框"
-"的标签设置为[ShortCut]的名称。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个新项,并分配指定的 [ShortCut] 和图标 [code]texture[/code] 给它。将复"
+"选框的标签设置为 [ShortCut] 的名称。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
@@ -57889,9 +58013,9 @@ msgid ""
"A [code]label[/code] can optionally be provided, which will appear at the "
"center of the separator."
msgstr ""
-"在项目之间添加一个分隔符。分隔符也占用一个索引,你可以通过使用[code]id[/code]"
-"参数来设置。\n"
-"可以选择提供一个标签[code]label[/code],它将出现在分隔符的中心。"
+"在项目之间添加一个分隔符。分隔符也占用一个索引,你可以通过使用 [code]id[/"
+"code] 参数来设置。\n"
+"可以选择提供一个标签 [code]label[/code],它将出现在分隔符的中心。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57899,8 +58023,8 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个[ShortCut]。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个 [ShortCut]。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
@@ -57911,14 +58035,14 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个项目,当单击父[PopupMenu]节点时,它将作为子菜单。[code]submenu[/code]"
-"参数是子节点[PopupMenu]的名称,当点击项目时显示该子节点。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个项目,当单击父 [PopupMenu] 节点时,它将作为子菜单。[code]submenu[/"
+"code] 参数是子节点 [PopupMenu] 的名称,当点击项目时显示该子节点。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
msgid "Removes all items from the [PopupMenu]."
-msgstr "从[PopupMenu]中移除所有项目。"
+msgstr "从该 [PopupMenu] 中移除所有项目。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57932,19 +58056,20 @@ msgid ""
"are special combinations of keys that activate the item, no matter which "
"control is focused."
msgstr ""
-"返回索引[code]idx[/code]处项目的加速项。加速器是一种特殊的按键组合,可以激活"
-"物品,无论哪个控制键处于焦点状态。"
+"返回索引 [code]idx[/code] 处项目的加速项。加速器是一种特殊的按键组合,可以激"
+"活物品,无论哪个控制键处于焦点状态。"
#: doc/classes/PopupMenu.xml
msgid "Returns the number of items in the [PopupMenu]."
-msgstr "返回[PopupMenu]中的项目数。"
+msgstr "返回该 [PopupMenu] 中的项目数。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be "
"manually assigned, while index can not."
msgstr ""
-"返回索引[code]idx[/code]处项目的id。[code]id[/code]可以手动分配,而索引不能。"
+"返回索引 [code]idx[/code] 处项目的 id。[code]id[/code] 可以手动分配,而索引不"
+"能。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57952,8 +58077,8 @@ msgid ""
"Index is automatically assigned to each item by the engine. Index can not be "
"set manually."
msgstr ""
-"返回包含指定的[code]id[/code]的项的索引。索引由引擎自动分配给每个项目。不能手"
-"动设置索引。"
+"返回包含指定的 [code]id[/code] 的项的索引。索引由引擎自动分配给每个项目。不能"
+"手动设置索引。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57961,26 +58086,26 @@ msgid ""
"can set it with [method set_item_metadata], which provides a simple way of "
"assigning context data to items."
msgstr ""
-"返回指定项的元数据,该项可以是任何类型。您可以使用[method set_item_metadata]"
-"来设置它,它提供了一种将上下文数据分配给项的简单方法。"
+"返回指定项的元数据,该项可以是任何类型。您可以使用 [method "
+"set_item_metadata] 来设置它,它提供了一种将上下文数据分配给项的简单方法。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the [ShortCut] associated with the specified [code]idx[/code] item."
-msgstr "返回与指定的[code]idx[/code]项关联的[ShortCut]。"
+msgstr "返回与指定的 [code]idx[/code] 项关联的 [ShortCut]。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the submenu name of the item at index [code]idx[/code]. See [method "
"add_submenu_item] for more info on how to add a submenu."
msgstr ""
-"返回在索引[code]idx[/code]处的项目的子菜单名。更多关于如何添加子菜单的信息,"
-"请参阅[method add_submenu_item]。"
+"返回在索引 [code]idx[/code] 处的项目的子菜单名。更多关于如何添加子菜单的信"
+"息,请参阅 [method add_submenu_item]。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the tooltip associated with the specified index [code]idx[/code]."
-msgstr "返回与指定索引 [code]idx[/code]关联的工具提示。"
+msgstr "返回与指定索引 [code]idx[/code] 关联的工具提示。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -58056,7 +58181,7 @@ msgstr "将当前聚焦项目设置为给定的索引 [code]index[/code]。"
#: doc/classes/PopupMenu.xml
msgid "Hides the [PopupMenu] when the window loses focus."
-msgstr "当窗口失去焦点时隐藏[PopupMenu]。"
+msgstr "当窗口失去焦点时隐藏 [PopupMenu]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -58064,7 +58189,7 @@ msgid ""
"special combinations of keys that activate the item, no matter which control "
"is focused."
msgstr ""
-"设置索引[code]idx[/code]项的加速键。加速器是一种特殊的按键组合,可以激活物"
+"设置索引 [code]idx[/code] 项的加速键。加速器是一种特殊的按键组合,可以激活物"
"品,无论哪个控制键处于焦点状态。"
#: doc/classes/PopupMenu.xml
@@ -58098,15 +58223,15 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Sets the checkstate status of the item at index [code]idx[/code]."
-msgstr "设置项目在index [code]idx[/code]处的checkstate状态。"
+msgstr "设置在索引号 [code]idx[/code] 处的项目的勾选状态。"
#: doc/classes/PopupMenu.xml
msgid ""
"Enables/disables the item at index [code]idx[/code]. When it is disabled, it "
"can't be selected and its action can't be invoked."
msgstr ""
-"启用/禁用索引[code]idx[/code]项。当它被禁用时,就无法选择它,也无法调用它的操"
-"作。"
+"启用/禁用索引 [code]idx[/code] 项。当它被禁用时,就无法选择它,也无法调用它的"
+"操作。"
#: doc/classes/PopupMenu.xml
msgid "Replaces the [Texture] icon of the specified [code]idx[/code]."
@@ -62092,7 +62217,6 @@ msgstr ""
"义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"This is the maximum number of shaders that can be compiled (or reconstructed "
"from cache) at the same time.\n"
@@ -62118,12 +62242,10 @@ msgstr ""
"能多的异步编译的同时,不对游戏的响应性造成影响,否则就会辜负异步编译所带来的"
"好处。换句话说,你可能会牺牲一点点的 FPS,总比同步编译让整个游戏停滞要好。\n"
"默认值比较保守,所以建议你根据自己的目标硬件作出调整。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
@@ -62132,15 +62254,13 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
-"默认是针对 [code]rendering/gles3/shaders/max_concurrent_compiles[/code] 的覆"
+"默认是针对 [member rendering/gles3/shaders/max_simultaneous_compiles] 的覆"
"盖,取值非常保守。\n"
"根据你所设定为目标的特定设备,你可能会想要提高这个值。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
@@ -62149,15 +62269,13 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
-"默认是针对 [code]rendering/gles3/shaders/max_concurrent_compiles[/code] 的覆"
+"默认是针对 [member rendering/gles3/shaders/max_simultaneous_compiles] 的覆"
"盖,取值非常保守。\n"
"根据你所设定为目标的特定设备,你可能会想要提高这个值。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
@@ -62167,12 +62285,10 @@ msgid ""
msgstr ""
"超级着色器缓存所能增长到的最大大小,单位为兆字节。在启动时,会删除最久未用的"
"条目,直到总大小到达范围内。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
@@ -62180,14 +62296,12 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
-"[code]rendering/gles3/shaders/ubershader_cache_size_mb[/code] 的覆盖项,为针"
-"对移动平台配置更小的最大大小,移动平台的存储空间更有限。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意"
-"义。"
+"[member rendering/gles3/shaders/shader_cache_size_mb] 的覆盖项,为针对移动平"
+"台配置更小的最大大小,移动平台的存储空间更有限。\n"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
@@ -62197,11 +62311,11 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
-"[code]rendering/gles3/shaders/ubershader_cache_size_mb[/code] 的覆盖项,为针"
-"对移动平台配置更小的最大大小,移动平台的存储空间更有限。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意"
-"义。"
+"[member rendering/gles3/shaders/shader_cache_size_mb] 的覆盖项,为针对移动平"
+"台配置更小的最大大小,移动平台的存储空间更有限。\n"
+"[b]注意:[/b]目前 Web 平台尚不支持着色器缓存。\n"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62247,28 +62361,26 @@ msgstr ""
"着色器也不会使用异步编译。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
-"[code]rendering/gles3/shaders/shader_compilation_mode[/code] 的覆盖项,用于为"
-"移动设备禁用异步编译。\n"
+"[member rendering/gles3/shaders/shader_compilation_mode] 的覆盖项,用于为移动"
+"设备禁用异步编译。\n"
"移动 GPU 通常不会支持超级着色器,因为其复杂度较高。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
-"[code]rendering/gles3/shaders/shader_compilation_mode[/code] 的覆盖项,用于为"
-"移动设备禁用异步编译。\n"
-"移动 GPU 通常不会支持超级着色器,因为其复杂度较高。"
+"[member rendering/gles3/shaders/shader_compilation_mode] 的覆盖项,用于为 "
+"Web 平台禁用异步编译。\n"
+"某些浏览器(尤其在移动平台上)通常不会支持超级着色器,因为其复杂度较高。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62887,13 +62999,12 @@ msgid ""
msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
"设置阴影图集的图像大小(用于全向光和聚光)。该值将被四舍五入到最接近的 2 的"
-"幂。"
+"幂。见阴影贴图文档。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -64170,8 +64281,8 @@ msgid ""
"it tries to separate itself from whatever is touching its far endpoint. It's "
"often useful for characters."
msgstr ""
-"二维碰撞的射线形状。射线并不是真正的碰撞体;相反,它试图将自己与接触其远端的"
-"任何东西分开。它通常对角色很有用。"
+"2D 碰撞的射线形状。射线并不是真正的碰撞体;相反,它试图将自己与接触其远端的任"
+"何东西分开。它通常对角色很有用。"
#: doc/classes/Rect2.xml
msgid "2D axis-aligned bounding box."
@@ -64315,13 +64426,13 @@ msgstr "返回一个更大的 [Rect2],其中包含这个 [Rect2] 和 [code]b[/
#: doc/classes/RectangleShape2D.xml
msgid "Rectangle shape for 2D collisions."
-msgstr "二维碰撞的矩形。"
+msgstr "2D 碰撞的矩形。"
#: doc/classes/RectangleShape2D.xml
msgid ""
"Rectangle shape for 2D collisions. This shape is useful for modeling box-"
"like 2D objects."
-msgstr "二维碰撞的矩形。这个形状对于建模盒状2D对象很有用。"
+msgstr "2D 碰撞的矩形。这个形状对于建模盒状 2D 对象很有用。"
#: doc/classes/RectangleShape2D.xml
msgid ""
@@ -66279,8 +66390,8 @@ msgid ""
"for a body."
msgstr ""
"在物理处理过程中被调用,允许你读取并安全地修改对象的模拟状态。默认情况下,它"
-"是在通常的物理行为之外工作的,但是[member custom_integrator]属性允许你禁用默"
-"认行为,为一个物体施加完全自定义的合力。"
+"会和通常的物理行为一起生效,但是你可以通过 [member custom_integrator] 属性禁"
+"用默认行为,为物体施加完全自定义的合力。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -66321,7 +66432,7 @@ msgid ""
"position uses the rotation of the global coordinate system, but is centered "
"at the object's origin."
msgstr ""
-"对物体施加一个有向的冲量。冲量是与时间无关的! 在每一帧中施加一个冲量将产生一"
+"对物体施加一个有向的冲量。冲量是与时间无关的!在每一帧中施加一个冲量将产生一"
"个与帧率相关的力。出于这个原因,它应该只在模拟一次性影响时使用。该位置使用全"
"局坐标系的旋转,但以物体的原点为中心。"
@@ -66564,12 +66675,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
-"当与另一个[PhysicsBody]或[GridMap]发生碰撞时触发。需要将[member "
-"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设"
-"置得足够高以检测所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被检"
-"测到。\n"
-"[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]"
-"的节点。"
+"当与另一个 [PhysicsBody] 或 [GridMap] 发生碰撞时触发。需要将 [member "
+"contact_monitor] 设置为 [code]true[/code],并且将 [member contacts_reported] "
+"设置得足够高以检测所有的碰撞。如果 [MeshLibrary] 有碰撞 [Shape],[GridMap] 就"
+"会被检测到。\n"
+"[code]body[/code] 的 [Node],如果它存在于树中,则是其他 [PhysicsBody] 或 "
+"[GridMap] 的节点。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -66580,12 +66691,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
-"当与另一个[PhysicsBody]或[GridMap]的碰撞结束时触发。需要将[member "
-"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设"
-"置得足够高以检测到所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被"
-"检测到。\n"
-"[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]"
-"的节点。"
+"当与另一个 [PhysicsBody]或 [GridMap] 的碰撞结束时触发。需要将 [member "
+"contact_monitor] 设置为 [code]true[/code],并且将 [member contacts_reported] "
+"设置得足够高以检测到所有的碰撞。如果 [MeshLibrary] 有碰撞 [Shape],[GridMap] "
+"就会被检测到。\n"
+"[code]body[/code]的[Node],如果它存在于树中,则是其他 [PhysicsBody] 或 "
+"[GridMap] 的节点。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -66678,35 +66789,34 @@ msgid ""
"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
msgstr ""
"当物理引擎改变物体的睡眠状态时发出。\n"
-"[b]注意:[/b]改变[member sleeping]的值不会触发这个信号。只有当物理引擎改变了"
-"睡眠状态或者使用了[code]emit_signal(\"sleeping_state_changed\")[/code]时,它"
-"才会被发出。"
+"[b]注意:[/b]改变 [member sleeping] 的值不会触发这个信号。只有当物理引擎改变"
+"了睡眠状态或者使用了 [code]emit_signal(\"sleeping_state_changed\")[/code] "
+"时,它才会被发出。"
#: doc/classes/RigidBody.xml
msgid ""
"Rigid body mode. This is the \"natural\" state of a rigid body. It is "
"affected by forces, and can move, rotate, and be affected by user code."
msgstr ""
-"刚体模式。这是一个刚体的 \"自然 \"状态。它受到力的影响,可以移动、旋转,并受"
-"到用户代码的影响。"
+"刚体模式。这是一个刚体的“自然”状态。它受到力的影响,可以移动、旋转,并受到用"
+"户代码的影响。"
#: doc/classes/RigidBody.xml
msgid ""
"Static mode. The body behaves like a [StaticBody], and can only move by user "
"code."
-msgstr "静止模式。实体的行为就像一个[StaticBody],只能通过用户代码移动。"
+msgstr "静止模式。该实体的行为与 [StaticBody] 类似,只能被用户代码移动。"
#: doc/classes/RigidBody.xml
msgid ""
"Character body mode. This behaves like a rigid body, but can not rotate."
-msgstr "角色模式。这与刚体的行为类似,但不能旋转。"
+msgstr "角色模式。与刚体的行为类似,但不能旋转。"
#: doc/classes/RigidBody.xml
msgid ""
"Kinematic body mode. The body behaves like a [KinematicBody], and can only "
"move by user code."
-msgstr ""
-"运动体模式。这个实体的行为就像一个[KinematicBody],只能通过用户代码来移动。"
+msgstr "运动体模式。该实体的行为与 [KinematicBody] 类似,只能被用户代码移动。"
#: doc/classes/RigidBody2D.xml
msgid "A body that is controlled by the 2D physics engine."
@@ -66744,7 +66854,7 @@ msgstr ""
"要记住,物理物体在自己管理变换,它会覆盖你的变换设置。所以任何直接或间接的变"
"换(包括节点或其父级的缩放)将只在编辑器中可见,并在运行时立即重置。\n"
"如果你需要覆盖默认的物理行为或者在运行时添加变换,你可以写一个自定义的合力。"
-"参阅 [member custom_integrator]。\n"
+"见 [member custom_integrator]。\n"
"质量中心总是位于节点的原点,而不考虑 [CollisionShape2D] 中心点的偏移。"
#: doc/classes/RigidBody2D.xml
@@ -66764,10 +66874,10 @@ msgid ""
"custom_integrator] allows you to disable the default behavior and write "
"custom force integration for a body."
msgstr ""
-"允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的"
-"[code]position[/code]或其他物理属性,请使用它代替[method Node."
-"_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是[member "
-"custom_integrator]允许你禁用默认行为并为一个物体编写自定义的合力。"
+"允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的 "
+"[code]position[/code] 或其他物理属性,请使用它代替 [method Node."
+"_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是 [member "
+"custom_integrator] 允许你禁用默认行为并为一个物体编写自定义的合力。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66778,8 +66888,8 @@ msgid ""
"global coordinate system, but is centered at the object's origin."
msgstr ""
"对物体施加一个有向的冲量。冲量是与时间无关的。每一帧应用一个冲量会有一个与帧"
-"相关的力。由于这个原因,它只应该在模拟一次性冲击时使用(否则就使用\"_force "
-"\"函数)。位置使用全局坐标系的旋转,但以物体的原点为中心。"
+"相关的力。由于这个原因,它只应该在模拟一次性冲击时使用(否则就使用“_force”函"
+"数)。位置使用全局坐标系的旋转,但以物体的原点为中心。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66845,8 +66955,8 @@ msgid ""
"If [code]true[/code], the body will emit signals when it collides with "
"another RigidBody2D. See also [member contacts_reported]."
msgstr ""
-"如果为 [code]true[/code],则物体在与另一个RigidBody2D碰撞时会发出信号。参阅"
-"[member contacts_reported]。"
+"如果为 [code]true[/code],则物体在与另一个 RigidBody2D 碰撞时会发出信号。另请"
+"参阅 [member contacts_reported]。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66902,7 +67012,7 @@ msgid ""
"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
msgstr ""
-"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b]中的"
+"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b] 中的"
"[b]默认重力[/b]值和/或任何由 [Area2D] 应用的额外重力向量计算出来的。"
#: doc/classes/RigidBody2D.xml
@@ -66939,7 +67049,7 @@ msgid ""
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
-"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],"
+"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都去设置[/b],"
"因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
@@ -67067,20 +67177,20 @@ msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "Static mode. The body behaves like a [StaticBody2D] and does not move."
-msgstr "静态模式。物体的行为就像一个[StaticBody2D],不会移动。"
+msgstr "静态模式。该物体的行为与 [StaticBody2D] 类似,不会移动。"
#: doc/classes/RigidBody2D.xml
msgid ""
"Character mode. Similar to [constant MODE_RIGID], but the body can not "
"rotate."
-msgstr "角色模式。与 [constant MODE_RIGID] 类似,但主体不能旋转。"
+msgstr "角色模式。与 [constant MODE_RIGID] 类似,但该实体不能旋转。"
#: doc/classes/RigidBody2D.xml
msgid ""
"Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved "
"by code."
msgstr ""
-"运动学模式。这个物体的行为就像一个 [KinematicBody2D],必须通过代码来移动。"
+"运动学模式。该物体的行为就像与 [KinematicBody2D] 类似,必须通过代码来移动。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -67104,7 +67214,7 @@ msgstr "使用形状投射启用连续碰撞检测。这是最慢的 CCD 方法
#: doc/classes/Room.xml
msgid "Room node, used to group objects together locally for [Portal] culling."
-msgstr "Room 节点,用于在本地将对象组合在一起以进行 [Portal] 剔除。"
+msgstr "房间节点,用于在本地将对象组合在一起以进行 [Portal] 剔除。"
#: doc/classes/Room.xml
msgid ""
@@ -67245,7 +67355,7 @@ msgid ""
"before unloading a level, when transitioning from level to level, or "
"returning to a main menu."
msgstr ""
-"该方法会从 [b]portal graph[/b] 清除所有转换数据。在卸载关卡、从关卡转换到关卡"
+"该方法会清除 [b]room graph[/b] 中所有的转换数据。在卸载关卡、从关卡转换到关卡"
"或返回主菜单时使用此选项。"
#: doc/classes/RoomManager.xml
@@ -67345,7 +67455,7 @@ msgstr ""
"建议您仅将对象放置在希望留在这些空间内的空间中 - 即 [code]portal mode[/code]"
"是 [code]STATIC[/code] 或 [code]DYNAMIC[/code](不穿越 Portal)。"
"[code]GLOBAL[/code] 和 [code]ROAMING[/code] 对象最好放置在场景树的另一部分,"
-"以避免混淆。有关portal模式的完整说明,请参阅 [CullInstance]。"
+"以避免混淆。有关 portal 模式的完整说明,请参阅 [CullInstance]。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -68461,7 +68571,6 @@ msgid ""
msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
"[Tween], it does not require the instantiation of a node.\n"
@@ -68543,21 +68652,21 @@ msgstr ""
"建 [SceneTreeTween]。手动创建的 [SceneTreeTween](即使用 [code]Tween.new()[/"
"code])是无效的,不能用于对值进行补间,但你可以用 [method interpolate_value] "
"来手动插值。\n"
-"[SceneTreeTween] 动画是由 [Tweener] 序列构成的,默认串行执行。向该 "
-"[SceneTreeTween] 追加 [Tweener] 即可创建序列。使用 [Tweener] 来做动画就叫做补"
-"间(Tweening)。示例补间序列是类似这样的:\n"
+"补间动画是通过向 [SceneTreeTween] 对象中添加 [Tweener] 创建的,添加的方法有 "
+"[method tween_property]、[method tween_interval]、[method tween_callback]、"
+"[method tween_method]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
-"这个序列会让 [code]$Sprite[/code] 变红,然后缩小,最后调用 [method Node."
-"queue_free] 来移除精灵。更多用法信息请参阅 [method tween_property]、[method "
-"tween_interval]、[method tween_callback]、[method tween_method] 方法。\n"
+"这个序列会让 [code]$Sprite[/code] 变红,然后缩小,最后再调用 [method Node."
+"queue_free] 来释放该精灵。[Tweener] 默认是一个接一个执行的。这个行为可以通过 "
+"[method parallel] 和 [method set_parallel] 更改。\n"
"使用 [code]tween_*[/code] 方法创建 [Tweener] 后,可以使用链式方法调用来调整"
"该 [Tweener] 的属性。例如,如果你想要在上面的例子中设置不同的过渡类型,那么你"
-"可以:\n"
+"可以使用 [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -68566,8 +68675,9 @@ msgstr ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
-"[SceneTreeTween] 的大部分方法都可以用这种方法进行链式调用。在这个示例中,我们"
-"对该 [SceneTreeTween] 进行了绑定,并设置了默认的过渡:\n"
+"[SceneTreeTween] 的大部分方法都可以用这种方法进行链式调用。在下面的示例中,我"
+"们将该 [SceneTreeTween] 绑定到了执行脚本的节点,并为其 [Tweener] 设置了默认的"
+"过渡:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@@ -68579,7 +68689,7 @@ msgstr ""
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
-" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"上面的示例中,该节点的所有子节点都会依次被移动到 (0, 0)。\n"
"一些 [Tweener] 会用到过渡和缓动。前者接受 [enum Tween.TransitionType] 常量,"
@@ -68633,7 +68743,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
@@ -68648,14 +68757,14 @@ msgid ""
msgstr ""
"使用给定的增量秒数 [code]delta[/code] 处理该 [SceneTreeTween]。最常见的用法是"
"在该 [SceneTreeTween] 暂停时对其进行手动控制。也可用于立即停止该 "
-"[SceneTreeTween] 的动画,使用比完整长度更大的 [code]delta[/code] 即可。\n"
+"[SceneTreeTween] 的动画,将 [code]delta[/code] 设得比完整长度更大即可。\n"
"如果该 [SceneTreeTween] 仍然有未完成的 [Tweener],则返回 [code]true[/"
"code]。\n"
-"[b]注意:[/b]该 [SceneTreeTween] 在完成后会失效,但你可以在 step 后调用 "
-"[method stop] 将其保留并重置。"
+"[b]注意:[/b]该 [SceneTreeTween] 完成动画后,会在下一个处理帧中失效。你可以在"
+"执行 [method custom_step] 后调用 [method stop] 将该 [SceneTreeTween] 保留并重"
+"置。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. the time since it started, not counting pauses etc.). The time is "
@@ -68716,13 +68825,14 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
"返回该 [SceneTreeTween] 是否有效。有效的 [SceneTreeTween] 是由场景树包含的 "
"[SceneTreeTween](即 [method SceneTree.get_processed_tweens] 返回的数组中包含"
"这个 [SceneTreeTween])。[SceneTreeTween] 失效的情况有:补间完成、被销毁、使"
-"用 [code]Tween.new()[/code] 创建。无效的 [SceneTreeTween] 不能追加 "
-"[Tweener],因为无法进行动画。不过 [method interpolate_value] 还是可以使用的。"
+"用 [code]SceneTreeTween.new()[/code] 创建。无效的 [SceneTreeTween] 不能追加 "
+"[Tweener]。"
#: doc/classes/SceneTreeTween.xml
msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
@@ -68773,24 +68883,25 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
"这只该补间序列的重复次数,即 [code]set_loops(2)[/code] 会让动画执行两次。\n"
"调用这个方法时如果不带参数,那么该 [SceneTreeTween] 会无限执行,直到被 "
-"[method kill] 销毁、绑定节点被释放、或者所有进行动画的对象都被释放(无法再进"
-"行任何动画)。\n"
-"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。0 时长的循环动画(例如"
-"单个不带延迟的 [CallbackTweener] 或者节点无效的 [PropertyTweener])和无限 "
-"[code]while[/code] 循环是一样的,会导致游戏冻结。如果 [SceneTreeTween] 的生命"
-"期依赖于某个节点,请一定使用 [method bind_node]。"
+"[method kill] 销毁、该 [SceneTreeTween] 绑定的节点被释放、或者所有进行动画的"
+"对象都被释放(无法再进行任何动画)。\n"
+"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。为了防止游戏冻结,0 时"
+"长的循环动画(例如单个不带延迟的 [CallbackTweener])会在循环若干次后停止,造"
+"成出乎预料的结果。如果 [SceneTreeTween] 的生命期依赖于某个节点,请一定使用 "
+"[method bind_node]。"
#: doc/classes/SceneTreeTween.xml
msgid ""
@@ -68874,7 +68985,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative to using the delay in other "
@@ -68971,7 +69081,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
@@ -69005,7 +69114,7 @@ msgstr ""
"创建并追加一个 [PropertyTweener]。这个方法会将 [code]object[/code] 对象的 "
"[code]property[/code] 属性在初始值和最终值 [code]final_val[/code] 之间进行补"
"间,持续时间为 [code]duration[/code] 秒。初始值默认为该 [PropertyTweener] 启"
-"动时的值。例如:\n"
+"动时该属性的值。例如:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -69027,7 +69136,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
@@ -69038,12 +69146,11 @@ msgid ""
msgstr ""
"在该 [SceneTreeTween] 完成所有补间时触发。该 [SceneTreeTween] 被设为无限循环"
"时不会触发(见 [method set_loops])。\n"
-"[b]注意:[/b]触发这个信号后,该 [SceneTreeTween] 会被移除(置为无效),但不是"
-"立即发生的,而是在下一个处理帧中发生。在该信号的回调中调用 [method stop] 会保"
-"留该 [SceneTreeTween]。"
+"[b]注意:[/b]触发这个信号后,该 [SceneTreeTween] 会在下一个处理帧中被移除(置"
+"为无效)。在该信号的回调中调用 [method stop] 可以防止该 [SceneTreeTween] 被移"
+"除。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after the final loop, use [signal "
@@ -69053,7 +69160,6 @@ msgstr ""
"会在最后一次循环后触发,这种情况请使用 [signal finished] 代替。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
@@ -69733,7 +69839,7 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid "The shape's custom solver bias."
-msgstr "形状的自定义求解器偏差。"
+msgstr "形状的自定义求解器偏置。"
#: doc/classes/ShortCut.xml
msgid "A shortcut for binding input."
@@ -70671,11 +70777,37 @@ msgstr ""
"视化和编辑手柄。"
#: doc/classes/Spatial.xml
+#, fuzzy
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+"局部变换的旋转部分以弧度表示,以 YXZ-Euler 角的形式表示(X 角、Y 角、Z "
+"角)。\n"
+"[b]注意:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩"
+"阵欧拉角参数化的三个独立参数,存储在 [Vector3] 数据结构中并不是因为旋转是一个"
+"矢量,而是因为 [Vector3] 是一种方便存储 3 个浮点数的数据结构。因此,对旋转“向"
+"量”应用仿射操作是没有意义的。"
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr "此节点的世界空间(全局)[Transform]。"
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -73660,6 +73792,29 @@ msgid ""
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
+"格式化字符串,将所有的 [code]placeholder[/code] 替换为 [code]values[/code] 中"
+"的元素。\n"
+"[code]values[/code] 可以是 [Dictionary] 或 [Array]。[code]placeholder[/code] "
+"中的下划线都会事先被替换为对应的键。数组元素使用其索引号作为键。\n"
+"[codeblock]\n"
+"# 输出:Waiting for Godot 是 Samuel Beckett 的戏剧,Godot 引擎由此得名。\n"
+"var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得"
+"名。\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# 输出:第 42 号用户是 Godot。\n"
+"print(\"第 {id} 号用户是 {name}。\".format({\"id\": 42, \"name\": "
+"\"Godot\"}))\n"
+"[/codeblock]\n"
+"[code]values[/code] 为数组时还会进行一些额外的处理。如果 [code]placeholder[/"
+"code] 中不包含下划线,该数组中的元素会依次对出现的占位符进行替换;如果数组元"
+"素是一个包含两个元素的数组,那么它就会被解释为键值对。\n"
+"[codeblock]\n"
+"# 输出:第 42 号用户是 Godot。\n"
+"print(\"第 {} 号用户是 {}。\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"第 {id} 号用户是 {name}。\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the base directory name."
@@ -73924,7 +74079,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
@@ -73937,11 +74091,11 @@ msgid ""
msgstr ""
"如果该字符串包含有效的整数,则返回 [code]true[/code]\n"
"[codeblock]\n"
-"print(\"7\".is_valid_int()) # 输出“True”\n"
-"print(\"14.6\".is_valid_int()) # 输出“False”\n"
-"print(\"L\".is_valid_int()) # 输出“False”\n"
-"print(\"+3\".is_valid_int()) # 输出“True”\n"
-"print(\"-12\".is_valid_int()) # 输出“True”\n"
+"print(\"7\".is_valid_integer()) # 输出“True”\n"
+"print(\"14.6\".is_valid_integer()) # 输出“False”\n"
+"print(\"L\".is_valid_integer()) # 输出“False”\n"
+"print(\"+3\".is_valid_integer()) # 输出“True”\n"
+"print(\"-12\".is_valid_integer()) # 输出“True”\n"
"[/codeblock]"
#: doc/classes/String.xml
@@ -74483,6 +74637,10 @@ msgid ""
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
+"使用由给定的 [RID] 标识的画布项绘制这个样式盒。\n"
+"[RID] 值既可以通过对现有的基于 [CanvasItem] 节点调用 [method CanvasItem."
+"get_canvas_item] 获得,也可以通过 [method VisualServer.canvas_item_create] 直"
+"接在 [VisualServer] 上创建画布项获得。"
#: doc/classes/StyleBox.xml
msgid "Returns the size of this [StyleBox] without the margins."
@@ -76334,9 +76492,8 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。"
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
-msgstr "如果为 [code]true[/code],则可以选择和编辑该值。"
+msgstr "如果为 [code]true[/code],则允许拖放选中的文本。"
#: doc/classes/TextEdit.xml
msgid ""
@@ -77018,7 +77175,7 @@ msgid ""
msgstr ""
"是 [Texture3D] 和 [TextureArray] 的基类。不能直接使用,但包含访问和使用 "
"[Texture3D] 和 [TextureArray] 的所有必要功能。数据是以每层为单位设置的。对于 "
-"[Texture3D],层指定了深度或 Z-index,它们可以被视为一堆二维切片。同样地,对"
+"[Texture3D],层指定了深度或 Z-index,它们可以被视为一堆 2D 切片。同样地,对"
"于 [TextureArray],层指定了数组层。"
#: doc/classes/TextureLayered.xml
@@ -77065,7 +77222,7 @@ msgstr ""
msgid ""
"Sets the data for the specified layer. Data takes the form of a 2-"
"dimensional [Image] resource."
-msgstr "设置指定图层的数据。数据的形式是二维的[Image]资源。"
+msgstr "设置指定图层的数据。数据的形式是二维的 [Image] 资源。"
#: doc/classes/TextureLayered.xml
msgid "Returns a dictionary with all the data used by this texture."
@@ -78398,7 +78555,7 @@ msgstr ""
#: doc/classes/TileMap.xml
msgid "The assigned [TileSet]."
-msgstr "指定的[TileSet]图块集。"
+msgstr "指定的 [TileSet] 图块集。"
#: doc/classes/TileMap.xml
msgid "Emitted when a tilemap setting has changed."
@@ -78735,7 +78892,7 @@ msgstr "返回图块的 [enum TileMode]。"
#: doc/classes/TileSet.xml
msgid "Returns the tile's Z index (drawing layer)."
-msgstr "返回图块的Z索引,即绘制层。"
+msgstr "返回图块的 Z 索引(绘制层)。"
#: doc/classes/TileSet.xml
msgid "Sets a light occluder for the tile."
@@ -78807,7 +78964,7 @@ msgstr "启用图块形状上的单向碰撞。"
#: doc/classes/TileSet.xml
msgid "Sets a [Transform2D] on a tile's shape."
-msgstr "在图块的形状上设置[Transform2D]。"
+msgstr "在图块的形状上设置 [Transform2D]。"
#: doc/classes/TileSet.xml
msgid "Sets an array of shapes for the tile, enabling collision."
@@ -78823,7 +78980,7 @@ msgstr "设置图块的纹理偏移。"
#: doc/classes/TileSet.xml
msgid "Sets the tile's [enum TileMode]."
-msgstr "设置图块的[enum TileMode]。"
+msgstr "设置图块的 [enum TileMode]。"
#: doc/classes/TileSet.xml
msgid "Sets the tile's drawing index."
@@ -79060,7 +79217,7 @@ msgid ""
"[code]name[/code]. The [code]bias[/code] value is the offset from UTC in "
"minutes, since not all time zones are multiples of an hour from UTC."
msgstr ""
-"以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏倚)和 "
+"以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏置)和 "
"[code]name[/code](名称)。[code]bias[/code] 的值是从 UTC 的偏移量,单位为"
"分,因为并不是所有时区与 UTC 的时间差都是整数倍小时。"
@@ -79431,7 +79588,7 @@ msgid ""
msgstr ""
"如果为 [code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] "
"和[signal released] ]信号,即使压力开始于按钮的有效区域之外。\n"
-"[b]注意:[/b]这是一种 \"pass-by\" 的按压模式 ,而不是 \"bypass\"。"
+"[b]注意:[/b]这是一种“pass-by”的按压模式 ,而不是“bypass”。"
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the pressed state."
@@ -79888,7 +80045,6 @@ msgid "Control to show a tree of items."
msgstr "以树状形式显示项目的控件。"
#: doc/classes/Tree.xml
-#, fuzzy
msgid ""
"This shows a tree of items that can be selected, expanded and collapsed. The "
"tree can have multiple columns with custom controls like text editing, "
@@ -79925,8 +80081,8 @@ msgid ""
msgstr ""
"这展示了一个可以选择、展开和折叠的项目树。该树可以有多列的自定义控件,如文本"
"编辑、按钮和弹出窗口。它对于结构化显示和互动很有用。\n"
-"树通过代码建立,使用[TreeItem]对象来构建结构。它们有一个单独根节点,但如果添"
-"加一个虚拟的隐藏根节点,就可以模拟多个根。\n"
+"树通过代码建立,使用 [TreeItem] 对象来构建结构。它们有一个单独根节点,但如果"
+"添加一个虚拟的隐藏根节点,就可以模拟多个根。\n"
"[codeblock]\n"
"func _ready():\n"
" var tree = Tree.new()\n"
@@ -79937,9 +80093,17 @@ msgstr ""
" var subchild1 = tree.create_item(child1)\n"
" subchild1.set_text(0, \"Subchild1\")\n"
"[/codeblock]\n"
-"要遍历一个[Tree]对象中的所有[TreeItem]对象,在通过[method get_root]获得根之"
-"后,使用[method TreeItem.get_next]和[method TreeItem.get_children]方法。你可"
-"以对一个[TreeItem]使用[method Object.free]来把它从[Tree]中移除。"
+"要遍历一个 [Tree] 对象中的所有 [TreeItem] 对象,在通过 [method get_root] 获得"
+"根之后,使用 [method TreeItem.get_next] 和 [method TreeItem.get_children] 方"
+"法。你可以对一个 [TreeItem] 使用 [method Object.free] 来把它从 [Tree] 中移"
+"除。\n"
+"[b]增量搜索:[/b]与 [ItemList] 和 [PopupMenu] 类似,[Tree] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/Tree.xml
msgid "Clears the tree. This removes all items."
@@ -80009,7 +80173,7 @@ msgid ""
"Returns the rectangle for custom popups. Helper to create custom cell "
"controls that display a popup. See [method TreeItem.set_cell_mode]."
msgstr ""
-"返回自定义弹出窗口的矩形。帮助创建显示弹出式的自定义单元格控件。参阅[method "
+"返回自定义弹出窗口的矩形。帮助创建显示弹出式的自定义单元格控件。见 [method "
"TreeItem.set_cell_mode]。"
#: doc/classes/Tree.xml
@@ -80022,10 +80186,10 @@ msgid ""
"To get the item which the returned drop section is relative to, use [method "
"get_item_at_position]."
msgstr ""
-"返回位于[code]position[/code]的放置部分,如果没有项目,则返回-100。\n"
-"在 \"项目上方\"、\"项目之上\"和 \"项目下方\"的放置部分将分别返回-1、0或1的"
-"值。请参阅[enum DropModeFlags]以了解每个放置部分的描述。\n"
-"要获得返回的放置部分相对项,请使用[method get_item_at_position]。"
+"返回位于 [code]position[/code] 的放置部分,如果没有项目,则返回 -100。\n"
+"在“项目上方”“项目之上”和“项目下方”的放置部分将分别返回 -1、0 或 1 的值。请参"
+"阅 [enum DropModeFlags] 以了解每个放置部分的描述。\n"
+"要获得返回的放置部分相对项,请使用 [method get_item_at_position]。"
#: doc/classes/Tree.xml
msgid ""
@@ -82385,7 +82549,7 @@ msgstr "[VBoxContainer] 的元素之间的垂直空间。"
#: doc/classes/Vector2.xml
msgid "Vector used for 2D math."
-msgstr "用于二维数学的向量。"
+msgstr "用于 2D 数学的向量。"
#: doc/classes/Vector2.xml
msgid ""
@@ -82995,11 +83159,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -83106,8 +83270,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -83855,7 +84019,6 @@ msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
msgstr "阴影图集上第四象限的细分量。"
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
@@ -83865,8 +84028,9 @@ msgid ""
"manually (typically at least [code]256[/code])."
msgstr ""
"阴影图集的分辨率(用于全向光和聚光)。该值将四舍五入到最接近的 2 的幂。\n"
-"[b]注意:[/b]如果设置为 0,阴影将不可见。由于用户创建的视区默认值为 0,因此必"
-"须手动将此值设置为大于 0。"
+"[b]注意:[/b]如果设置为 [code]0[/code],点阴影和方向阴影[i]都[/i]将不可见。由"
+"于用户创建的视区默认值为 [code]0[/code],因此必须手动将此值设置为大于 "
+"[code]0[/code](一般至少是 [code]256[/code])。"
#: doc/classes/Viewport.xml
msgid ""
@@ -83896,7 +84060,7 @@ msgstr "如果为 [code]true[/code],尺寸重写也会影响拉伸。"
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
-msgstr "如果为 [code]true[/code],该视窗应使其背景渲染为透明。"
+msgstr "如果为 [code]true[/code],该视区应使其背景渲染为透明。"
#: doc/classes/Viewport.xml
msgid ""
@@ -83905,6 +84069,9 @@ msgid ""
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
+"视区的渲染模式。\n"
+"[b]注意:[/b]如果设为 [constant USAGE_2D] 或 [constant "
+"USAGE_2D_NO_SAMPLING],则启用 [member hdr] 不会生效,因为 2D 不支持 HDR。"
#: doc/classes/Viewport.xml
msgid ""
@@ -89237,7 +89404,7 @@ msgstr "由六个面组成的纹理,可以在着色器中使用 [code]vec3[/co
#: doc/classes/VisualServer.xml
msgid "An array of 2-dimensional textures."
-msgstr "一组二维纹理。"
+msgstr "二维纹理的数组。"
#: doc/classes/VisualServer.xml
msgid "A 3-dimensional texture with width, height, and depth."
@@ -89473,17 +89640,17 @@ msgstr "第三次拆分所占用的阴影图集的比例。第四个拆分占据
msgid ""
"Normal bias used to offset shadow lookup by object normal. Can be used to "
"fix self-shadowing artifacts."
-msgstr "法线偏移,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。"
+msgstr "法线偏置,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。"
#: doc/classes/VisualServer.xml
msgid "Bias the shadow lookup to fix self-shadowing artifacts."
-msgstr "对阴影查找进行偏移,以修复自我阴影的假象。"
+msgstr "对阴影查找进行偏置,以修复自我阴影的假象。"
#: doc/classes/VisualServer.xml
msgid ""
"Increases bias on further splits to fix self-shadowing that only occurs far "
"away from the camera."
-msgstr "增加对进一步分割的偏差,以修复仅在远离相机的地方发生的自身阴影。"
+msgstr "增加对进一步分割的偏置,以修复仅在远离相机的地方发生的自身阴影。"
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum LightParam] enum."
@@ -89971,7 +90138,7 @@ msgid ""
"Use a specified canvas layer as the background. This can be useful for "
"instantiating a 2D scene in a 3D world."
msgstr ""
-"使用一个指定的画布层作为背景。这对在三维世界中实例化一个二维场景很有用。"
+"使用一个指定的画布层作为背景。这对在 3D 世界中实例化一个 2D 场景很有用。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -93917,7 +94084,7 @@ msgid ""
"current and potential collisions. When using multi-threaded physics, access "
"is limited to [code]_physics_process(delta)[/code] in the main thread."
msgstr ""
-"直接访问世界物理二维空间状态。用于查询当前和潜在的碰撞。使用多线程物理时,访"
+"直接访问世界物理 2D 空间状态。用于查询当前和潜在的碰撞。使用多线程物理时,访"
"问仅限于主线程中的 [code]_physics_process(delta)[/code]。"
#: doc/classes/World2D.xml
diff --git a/doc/translations/zh_TW.po b/doc/translations/zh_TW.po
index 63312338fc..cd8d5c0eb5 100644
--- a/doc/translations/zh_TW.po
+++ b/doc/translations/zh_TW.po
@@ -10080,7 +10080,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@@ -10245,7 +10251,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@@ -28566,13 +28578,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@@ -29988,9 +30001,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@@ -30564,10 +30577,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30580,6 +30596,12 @@ msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
@@ -45518,6 +45540,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54447,7 +54476,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -54487,15 +54517,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@@ -55972,11 +56003,30 @@ msgid ""
msgstr ""
#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -66021,11 +66071,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -66105,8 +66155,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
diff --git a/editor/animation_track_editor.cpp b/editor/animation_track_editor.cpp
index 19b259489f..c5fd393746 100644
--- a/editor/animation_track_editor.cpp
+++ b/editor/animation_track_editor.cpp
@@ -3725,11 +3725,11 @@ void AnimationTrackEditor::_query_insert(const InsertData &p_id) {
}
}
-void AnimationTrackEditor::_insert_track(bool p_create_reset, bool p_create_beziers) {
+void AnimationTrackEditor::_insert_track(bool p_reset_wanted, bool p_create_beziers) {
undo_redo->create_action(TTR("Anim Insert"));
Ref<Animation> reset_anim;
- if (p_create_reset) {
+ if (p_reset_wanted) {
reset_anim = _create_and_get_reset_animation();
}
@@ -3739,7 +3739,7 @@ void AnimationTrackEditor::_insert_track(bool p_create_reset, bool p_create_bezi
if (insert_data.front()->get().advance) {
advance = true;
}
- next_tracks = _confirm_insert(insert_data.front()->get(), next_tracks, p_create_reset, reset_anim, p_create_beziers);
+ next_tracks = _confirm_insert(insert_data.front()->get(), next_tracks, p_reset_wanted, reset_anim, p_create_beziers);
insert_data.pop_front();
}
@@ -4207,9 +4207,42 @@ static Vector<String> _get_bezier_subindices_for_type(Variant::Type p_type, bool
return subindices;
}
-AnimationTrackEditor::TrackIndices AnimationTrackEditor::_confirm_insert(InsertData p_id, TrackIndices p_next_tracks, bool p_create_reset, Ref<Animation> p_reset_anim, bool p_create_beziers) {
+AnimationTrackEditor::TrackIndices AnimationTrackEditor::_confirm_insert(InsertData p_id, TrackIndices p_next_tracks, bool p_reset_wanted, Ref<Animation> p_reset_anim, bool p_create_beziers) {
bool created = false;
- if (p_id.track_idx < 0) {
+
+ bool create_normal_track = p_id.track_idx < 0;
+ bool create_reset_track = p_reset_wanted && track_type_is_resettable(p_id.type);
+
+ Animation::UpdateMode update_mode = Animation::UPDATE_DISCRETE;
+ if (create_normal_track || create_reset_track) {
+ if (p_id.type == Animation::TYPE_VALUE || p_id.type == Animation::TYPE_BEZIER) {
+ // Hack.
+ NodePath np;
+ animation->add_track(p_id.type);
+ animation->track_set_path(animation->get_track_count() - 1, p_id.path);
+ PropertyInfo h = _find_hint_for_track(animation->get_track_count() - 1, np);
+ animation->remove_track(animation->get_track_count() - 1); // Hack.
+
+ if (h.type == Variant::FLOAT ||
+ h.type == Variant::VECTOR2 ||
+ h.type == Variant::RECT2 ||
+ h.type == Variant::VECTOR3 ||
+ h.type == Variant::AABB ||
+ h.type == Variant::QUATERNION ||
+ h.type == Variant::COLOR ||
+ h.type == Variant::PLANE ||
+ h.type == Variant::TRANSFORM2D ||
+ h.type == Variant::TRANSFORM3D) {
+ update_mode = Animation::UPDATE_CONTINUOUS;
+ }
+
+ if (h.usage & PROPERTY_USAGE_ANIMATE_AS_TRIGGER) {
+ update_mode = Animation::UPDATE_TRIGGER;
+ }
+ }
+ }
+
+ if (create_normal_track) {
if (p_create_beziers) {
bool valid;
Vector<String> subindices = _get_bezier_subindices_for_type(p_id.value.get_type(), &valid);
@@ -4219,7 +4252,7 @@ AnimationTrackEditor::TrackIndices AnimationTrackEditor::_confirm_insert(InsertD
id.type = Animation::TYPE_BEZIER;
id.value = p_id.value.get(subindices[i].substr(1, subindices[i].length()));
id.path = String(p_id.path) + subindices[i];
- p_next_tracks = _confirm_insert(id, p_next_tracks, p_create_reset, p_reset_anim, false);
+ p_next_tracks = _confirm_insert(id, p_next_tracks, p_reset_wanted, p_reset_anim, false);
}
return p_next_tracks;
@@ -4227,37 +4260,6 @@ AnimationTrackEditor::TrackIndices AnimationTrackEditor::_confirm_insert(InsertD
}
created = true;
undo_redo->create_action(TTR("Anim Insert Track & Key"));
- Animation::UpdateMode update_mode = Animation::UPDATE_DISCRETE;
-
- if (p_id.type == Animation::TYPE_VALUE || p_id.type == Animation::TYPE_BEZIER) {
- // Wants a new track.
-
- {
- // Hack.
- NodePath np;
- animation->add_track(p_id.type);
- animation->track_set_path(animation->get_track_count() - 1, p_id.path);
- PropertyInfo h = _find_hint_for_track(animation->get_track_count() - 1, np);
- animation->remove_track(animation->get_track_count() - 1); // Hack.
-
- if (h.type == Variant::FLOAT ||
- h.type == Variant::VECTOR2 ||
- h.type == Variant::RECT2 ||
- h.type == Variant::VECTOR3 ||
- h.type == Variant::AABB ||
- h.type == Variant::QUATERNION ||
- h.type == Variant::COLOR ||
- h.type == Variant::PLANE ||
- h.type == Variant::TRANSFORM2D ||
- h.type == Variant::TRANSFORM3D) {
- update_mode = Animation::UPDATE_CONTINUOUS;
- }
-
- if (h.usage & PROPERTY_USAGE_ANIMATE_AS_TRIGGER) {
- update_mode = Animation::UPDATE_TRIGGER;
- }
- }
- }
p_id.track_idx = p_next_tracks.normal;
@@ -4320,8 +4322,7 @@ AnimationTrackEditor::TrackIndices AnimationTrackEditor::_confirm_insert(InsertD
}
}
- if (p_create_reset && track_type_is_resettable(p_id.type)) {
- bool create_reset_track = true;
+ if (create_reset_track) {
Animation *reset_anim = p_reset_anim.ptr();
for (int i = 0; i < reset_anim->get_track_count(); i++) {
if (reset_anim->track_get_path(i) == p_id.path) {
@@ -4332,6 +4333,9 @@ AnimationTrackEditor::TrackIndices AnimationTrackEditor::_confirm_insert(InsertD
if (create_reset_track) {
undo_redo->add_do_method(reset_anim, "add_track", p_id.type);
undo_redo->add_do_method(reset_anim, "track_set_path", p_next_tracks.reset, p_id.path);
+ if (p_id.type == Animation::TYPE_VALUE) {
+ undo_redo->add_do_method(reset_anim, "value_track_set_update_mode", p_next_tracks.reset, update_mode);
+ }
undo_redo->add_do_method(reset_anim, "track_insert_key", p_next_tracks.reset, 0.0f, value);
undo_redo->add_undo_method(reset_anim, "remove_track", reset_anim->get_track_count());
p_next_tracks.reset++;
diff --git a/editor/animation_track_editor.h b/editor/animation_track_editor.h
index 55c3bd922a..dede2e9bbe 100644
--- a/editor/animation_track_editor.h
+++ b/editor/animation_track_editor.h
@@ -375,8 +375,8 @@ class AnimationTrackEditor : public VBoxContainer {
reset = p_reset_anim ? p_reset_anim->get_track_count() : 0;
}
};
- TrackIndices _confirm_insert(InsertData p_id, TrackIndices p_next_tracks, bool p_create_reset, Ref<Animation> p_reset_anim, bool p_create_beziers);
- void _insert_track(bool p_create_reset, bool p_create_beziers);
+ TrackIndices _confirm_insert(InsertData p_id, TrackIndices p_next_tracks, bool p_reset_wanted, Ref<Animation> p_reset_anim, bool p_create_beziers);
+ void _insert_track(bool p_reset_wanted, bool p_create_beziers);
void _root_removed();
diff --git a/editor/editor_help.cpp b/editor/editor_help.cpp
index 086a3ad028..68141dd4a3 100644
--- a/editor/editor_help.cpp
+++ b/editor/editor_help.cpp
@@ -1844,6 +1844,7 @@ static void _add_text_to_rt(const String &p_bbcode, RichTextLabel *p_rt) {
p_rt->push_table(1);
p_rt->push_cell();
p_rt->set_cell_row_background_color(Color(0.5, 0.5, 0.5, 0.15), Color(0.5, 0.5, 0.5, 0.15));
+ p_rt->set_cell_padding(Rect2(10 * EDSCALE, 10 * EDSCALE, 10 * EDSCALE, 10 * EDSCALE));
p_rt->push_color(code_color);
codeblock_tag = true;
pos = brk_end + 1;
diff --git a/editor/plugins/shader_editor_plugin.cpp b/editor/plugins/shader_editor_plugin.cpp
index 85a39b1c9c..d79d2e9012 100644
--- a/editor/plugins/shader_editor_plugin.cpp
+++ b/editor/plugins/shader_editor_plugin.cpp
@@ -923,6 +923,15 @@ ShaderEditor *ShaderEditorPlugin::get_shader_editor(const Ref<Shader> &p_for_sha
return nullptr;
}
+VisualShaderEditor *ShaderEditorPlugin::get_visual_shader_editor(const Ref<Shader> &p_for_shader) {
+ for (uint32_t i = 0; i < edited_shaders.size(); i++) {
+ if (edited_shaders[i].shader == p_for_shader) {
+ return edited_shaders[i].visual_shader_editor;
+ }
+ }
+ return nullptr;
+}
+
void ShaderEditorPlugin::save_external_data() {
for (uint32_t i = 0; i < edited_shaders.size(); i++) {
if (edited_shaders[i].shader_editor) {
@@ -950,6 +959,7 @@ void ShaderEditorPlugin::_close_shader(int p_index) {
memdelete(c);
edited_shaders.remove_at(index);
_update_shader_list();
+ EditorNode::get_singleton()->get_undo_redo()->clear_history(); // To prevent undo on deleted graphs.
}
void ShaderEditorPlugin::_resource_saved(Object *obj) {
diff --git a/editor/plugins/shader_editor_plugin.h b/editor/plugins/shader_editor_plugin.h
index e1e815f939..2e0dbe0d60 100644
--- a/editor/plugins/shader_editor_plugin.h
+++ b/editor/plugins/shader_editor_plugin.h
@@ -209,6 +209,7 @@ public:
virtual void selected_notify() override;
ShaderEditor *get_shader_editor(const Ref<Shader> &p_for_shader);
+ VisualShaderEditor *get_visual_shader_editor(const Ref<Shader> &p_for_shader);
virtual void save_external_data() override;
virtual void apply_changes() override;
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 94073daeda..69a125a029 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -40,6 +40,7 @@
#include "editor/editor_node.h"
#include "editor/editor_properties.h"
#include "editor/editor_scale.h"
+#include "editor/plugins/shader_editor_plugin.h"
#include "scene/animation/animation_player.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
@@ -72,6 +73,10 @@ const int MAX_FLOAT_CONST_DEFS = sizeof(float_constant_defs) / sizeof(FloatConst
///////////////////
+void VisualShaderNodePlugin::set_editor(VisualShaderEditor *p_editor) {
+ vseditor = p_editor;
+}
+
Control *VisualShaderNodePlugin::create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node) {
Object *ret;
if (GDVIRTUAL_CALL(_create_editor, p_parent_resource, p_node, ret)) {
@@ -115,6 +120,10 @@ void VisualShaderGraphPlugin::_bind_methods() {
ClassDB::bind_method("update_curve_xyz", &VisualShaderGraphPlugin::update_curve_xyz);
}
+void VisualShaderGraphPlugin::set_editor(VisualShaderEditor *p_editor) {
+ editor = p_editor;
+}
+
void VisualShaderGraphPlugin::register_shader(VisualShader *p_shader) {
visual_shader = Ref<VisualShader>(p_shader);
}
@@ -186,10 +195,6 @@ void VisualShaderGraphPlugin::set_input_port_default_value(VisualShader::Type p_
switch (p_value.get_type()) {
case Variant::COLOR: {
- VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
- if (!editor) {
- break;
- }
button->set_custom_minimum_size(Size2(30, 0) * EDSCALE);
Callable ce = callable_mp(editor, &VisualShaderEditor::_draw_color_over_button);
@@ -337,10 +342,6 @@ void VisualShaderGraphPlugin::register_uniform_name(int p_node_id, LineEdit *p_u
}
void VisualShaderGraphPlugin::update_theme() {
- VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
- if (!editor) {
- return;
- }
vector_expanded_color[0] = editor->get_theme_color(SNAME("axis_x_color"), SNAME("Editor")); // red
vector_expanded_color[1] = editor->get_theme_color(SNAME("axis_y_color"), SNAME("Editor")); // green
vector_expanded_color[2] = editor->get_theme_color(SNAME("axis_z_color"), SNAME("Editor")); // blue
@@ -351,10 +352,6 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
if (!visual_shader.is_valid() || p_type != visual_shader->get_shader_type()) {
return;
}
- VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
- if (!editor) {
- return;
- }
GraphEdit *graph = editor->graph;
if (!graph) {
return;
@@ -474,6 +471,12 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) {
node->set_custom_minimum_size(Size2(200 * EDSCALE, 0));
}
+ Ref<VisualShaderNodeUniformRef> uniform_ref = vsnode;
+ if (uniform_ref.is_valid()) {
+ uniform_ref->set_shader_rid(visual_shader->get_rid());
+ uniform_ref->update_uniform_type();
+ }
+
Ref<VisualShaderNodeUniform> uniform = vsnode;
HBoxContainer *hb = nullptr;
@@ -1035,10 +1038,6 @@ void VisualShaderGraphPlugin::remove_node(VisualShader::Type p_type, int p_id) {
}
void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
- VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
- if (!editor) {
- return;
- }
GraphEdit *graph = editor->graph;
if (!graph) {
return;
@@ -1055,10 +1054,6 @@ void VisualShaderGraphPlugin::connect_nodes(VisualShader::Type p_type, int p_fro
}
void VisualShaderGraphPlugin::disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
- VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
- if (!editor) {
- return;
- }
GraphEdit *graph = editor->graph;
if (!graph) {
return;
@@ -1085,6 +1080,10 @@ VisualShaderGraphPlugin::~VisualShaderGraphPlugin() {
/////////////////
+Vector2 VisualShaderEditor::selection_center;
+List<VisualShaderEditor::CopyItem> VisualShaderEditor::copy_items_buffer;
+List<VisualShader::Connection> VisualShaderEditor::copy_connections_buffer;
+
void VisualShaderEditor::edit(VisualShader *p_visual_shader) {
bool changed = false;
if (p_visual_shader) {
@@ -1602,7 +1601,7 @@ void VisualShaderEditor::_update_created_node(GraphNode *node) {
}
void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
- VisualShaderNodeUniformRef::clear_uniforms();
+ VisualShaderNodeUniformRef::clear_uniforms(visual_shader->get_rid());
for (int t = 0; t < VisualShader::TYPE_MAX; t++) {
Vector<int> tnodes = visual_shader->get_node_list((VisualShader::Type)t);
@@ -1640,7 +1639,7 @@ void VisualShaderEditor::_update_uniforms(bool p_update_refs) {
} else {
uniform_type = VisualShaderNodeUniformRef::UniformType::UNIFORM_TYPE_SAMPLER;
}
- VisualShaderNodeUniformRef::add_uniform(uniform->get_uniform_name(), uniform_type);
+ VisualShaderNodeUniformRef::add_uniform(visual_shader->get_rid(), uniform->get_uniform_name(), uniform_type);
}
}
}
@@ -2645,7 +2644,6 @@ void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, Stri
_setup_node(vsn, p_ops);
}
VisualShaderNodeUniformRef *uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(vsn);
-
if (uniform_ref && to_node != -1 && to_slot != -1) {
VisualShaderNode::PortType input_port_type = visual_shader->get_node(type, to_node)->get_input_port_type(to_slot);
bool success = false;
@@ -4644,10 +4642,7 @@ void VisualShaderEditor::_bind_methods() {
ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
}
-VisualShaderEditor *VisualShaderEditor::singleton = nullptr;
-
VisualShaderEditor::VisualShaderEditor() {
- singleton = this;
ShaderLanguage::get_keyword_list(&keyword_list);
graph = memnew(GraphEdit);
@@ -5635,9 +5630,11 @@ VisualShaderEditor::VisualShaderEditor() {
Ref<VisualShaderNodePluginDefault> default_plugin;
default_plugin.instantiate();
+ default_plugin->set_editor(this);
add_plugin(default_plugin);
graph_plugin.instantiate();
+ graph_plugin->set_editor(this);
property_editor = memnew(CustomPropertyEditor);
add_child(property_editor);
@@ -5648,6 +5645,7 @@ VisualShaderEditor::VisualShaderEditor() {
class VisualShaderNodePluginInputEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginInputEditor, OptionButton);
+ VisualShaderEditor *editor = nullptr;
Ref<VisualShaderNodeInput> input;
public:
@@ -5660,13 +5658,11 @@ public:
}
void _item_selected(int p_item) {
- VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
- if (editor) {
- editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
- }
+ editor->call_deferred(SNAME("_input_select_item"), input, get_item_text(p_item));
}
- void setup(const Ref<VisualShaderNodeInput> &p_input) {
+ void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeInput> &p_input) {
+ editor = p_editor;
input = p_input;
Ref<Texture2D> type_icon[] = {
EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("float"), SNAME("EditorIcons")),
@@ -5699,6 +5695,7 @@ public:
class VisualShaderNodePluginVaryingEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginVaryingEditor, OptionButton);
+ VisualShaderEditor *editor = nullptr;
Ref<VisualShaderNodeVarying> varying;
public:
@@ -5709,13 +5706,11 @@ public:
}
void _item_selected(int p_item) {
- VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
- if (editor) {
- editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
- }
+ editor->call_deferred(SNAME("_varying_select_item"), varying, get_item_text(p_item));
}
- void setup(const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
+ void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeVarying> &p_varying, VisualShader::Type p_type) {
+ editor = p_editor;
varying = p_varying;
Ref<Texture2D> type_icon[] = {
@@ -5776,6 +5771,7 @@ public:
class VisualShaderNodePluginUniformRefEditor : public OptionButton {
GDCLASS(VisualShaderNodePluginUniformRefEditor, OptionButton);
+ VisualShaderEditor *editor = nullptr;
Ref<VisualShaderNodeUniformRef> uniform_ref;
public:
@@ -5788,13 +5784,11 @@ public:
}
void _item_selected(int p_item) {
- VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
- if (editor) {
- editor->call_deferred(SNAME("_uniform_select_item"), uniform_ref, get_item_text(p_item));
- }
+ editor->call_deferred(SNAME("_uniform_select_item"), uniform_ref, get_item_text(p_item));
}
- void setup(const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
+ void setup(VisualShaderEditor *p_editor, const Ref<VisualShaderNodeUniformRef> &p_uniform_ref) {
+ editor = p_editor;
uniform_ref = p_uniform_ref;
Ref<Texture2D> type_icon[] = {
@@ -5828,6 +5822,7 @@ public:
class VisualShaderNodePluginDefaultEditor : public VBoxContainer {
GDCLASS(VisualShaderNodePluginDefaultEditor, VBoxContainer);
+ VisualShaderEditor *editor = nullptr;
Ref<Resource> parent_resource;
int node_id = 0;
VisualShader::Type shader_type;
@@ -5861,13 +5856,10 @@ public:
}
}
if (p_property != "constant") {
- VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
- if (editor) {
- VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
- if (graph_plugin) {
- undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
- undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
- }
+ VisualShaderGraphPlugin *graph_plugin = editor->get_graph_plugin();
+ if (graph_plugin) {
+ undo_redo->add_do_method(graph_plugin, "update_node_deferred", shader_type, node_id);
+ undo_redo->add_undo_method(graph_plugin, "update_node_deferred", shader_type, node_id);
}
}
undo_redo->commit_action();
@@ -5903,7 +5895,8 @@ public:
}
}
- void setup(Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const HashMap<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
+ void setup(VisualShaderEditor *p_editor, Ref<Resource> p_parent_resource, Vector<EditorProperty *> p_properties, const Vector<StringName> &p_names, const HashMap<StringName, String> &p_overrided_names, Ref<VisualShaderNode> p_node) {
+ editor = p_editor;
parent_resource = p_parent_resource;
updating = false;
node = p_node;
@@ -5956,19 +5949,19 @@ Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_par
if (p_shader.is_valid() && (p_node->is_class("VisualShaderNodeVaryingGetter") || p_node->is_class("VisualShaderNodeVaryingSetter"))) {
VisualShaderNodePluginVaryingEditor *editor = memnew(VisualShaderNodePluginVaryingEditor);
- editor->setup(p_node, p_shader->get_shader_type());
+ editor->setup(vseditor, p_node, p_shader->get_shader_type());
return editor;
}
if (p_node->is_class("VisualShaderNodeUniformRef")) {
VisualShaderNodePluginUniformRefEditor *editor = memnew(VisualShaderNodePluginUniformRefEditor);
- editor->setup(p_node);
+ editor->setup(vseditor, p_node);
return editor;
}
if (p_node->is_class("VisualShaderNodeInput")) {
VisualShaderNodePluginInputEditor *editor = memnew(VisualShaderNodePluginInputEditor);
- editor->setup(p_node);
+ editor->setup(vseditor, p_node);
return editor;
}
@@ -6023,22 +6016,22 @@ Control *VisualShaderNodePluginDefault::create_editor(const Ref<Resource> &p_par
properties.push_back(pinfo[i].name);
}
VisualShaderNodePluginDefaultEditor *editor = memnew(VisualShaderNodePluginDefaultEditor);
- editor->setup(p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
+ editor->setup(vseditor, p_parent_resource, editors, properties, p_node->get_editable_properties_names(), p_node);
return editor;
}
void EditorPropertyShaderMode::_option_selected(int p_which) {
- VisualShaderEditor *editor = VisualShaderEditor::get_singleton();
- if (!editor) {
+ Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
+ if (visual_shader->get_mode() == p_which) {
return;
}
- //will not use this, instead will do all the logic setting manually
- //emit_signal(SNAME("property_changed"), get_edited_property(), p_which);
-
- Ref<VisualShader> visual_shader(Object::cast_to<VisualShader>(get_edited_object()));
-
- if (visual_shader->get_mode() == p_which) {
+ ShaderEditorPlugin *shader_editor = Object::cast_to<ShaderEditorPlugin>(EditorNode::get_singleton()->get_editor_data().get_editor("Shader"));
+ if (!shader_editor) {
+ return;
+ }
+ VisualShaderEditor *editor = shader_editor->get_visual_shader_editor(visual_shader);
+ if (!editor) {
return;
}
@@ -6145,10 +6138,10 @@ bool EditorInspectorShaderModePlugin::can_handle(Object *p_object) {
bool EditorInspectorShaderModePlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const uint32_t p_usage, const bool p_wide) {
if (p_path == "mode" && p_object->is_class("VisualShader") && p_type == Variant::INT) {
- EditorPropertyShaderMode *editor = memnew(EditorPropertyShaderMode);
+ EditorPropertyShaderMode *mode_editor = memnew(EditorPropertyShaderMode);
Vector<String> options = p_hint_text.split(",");
- editor->setup(options);
- add_property_editor(p_path, editor);
+ mode_editor->setup(options);
+ add_property_editor(p_path, mode_editor);
return true;
}
diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h
index b8da266ed7..2feed6108a 100644
--- a/editor/plugins/visual_shader_editor_plugin.h
+++ b/editor/plugins/visual_shader_editor_plugin.h
@@ -42,15 +42,21 @@
#include "scene/gui/tree.h"
#include "scene/resources/visual_shader.h"
+class VisualShaderEditor;
+
class VisualShaderNodePlugin : public RefCounted {
GDCLASS(VisualShaderNodePlugin, RefCounted);
protected:
+ VisualShaderEditor *vseditor = nullptr;
+
+protected:
static void _bind_methods();
GDVIRTUAL2RC(Object *, _create_editor, Ref<Resource>, Ref<VisualShaderNode>)
public:
+ void set_editor(VisualShaderEditor *p_editor);
virtual Control *create_editor(const Ref<Resource> &p_parent_resource, const Ref<VisualShaderNode> &p_node);
};
@@ -58,6 +64,8 @@ class VisualShaderGraphPlugin : public RefCounted {
GDCLASS(VisualShaderGraphPlugin, RefCounted);
private:
+ VisualShaderEditor *editor = nullptr;
+
struct InputPort {
Button *default_input_button = nullptr;
};
@@ -91,6 +99,7 @@ protected:
static void _bind_methods();
public:
+ void set_editor(VisualShaderEditor *p_editor);
void register_shader(VisualShader *p_visual_shader);
void set_connections(const List<VisualShader::Connection> &p_connections);
void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node);
@@ -324,8 +333,6 @@ class VisualShaderEditor : public VBoxContainer {
void _update_preview();
String _get_description(int p_idx);
- static VisualShaderEditor *singleton;
-
struct DragOp {
VisualShader::Type type = VisualShader::Type::TYPE_MAX;
int node = 0;
@@ -403,9 +410,9 @@ class VisualShaderEditor : public VBoxContainer {
void _duplicate_nodes();
- Vector2 selection_center;
- List<CopyItem> copy_items_buffer;
- List<VisualShader::Connection> copy_connections_buffer;
+ static Vector2 selection_center;
+ static List<CopyItem> copy_items_buffer;
+ static List<VisualShader::Connection> copy_connections_buffer;
void _clear_copy_buffer();
void _copy_nodes(bool p_cut);
@@ -482,7 +489,6 @@ public:
void add_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
- static VisualShaderEditor *get_singleton() { return singleton; }
VisualShaderGraphPlugin *get_graph_plugin() { return graph_plugin.ptr(); }
void clear_custom_types();
diff --git a/editor/translations/af.po b/editor/translations/af.po
index db28610435..78dd7f2140 100644
--- a/editor/translations/af.po
+++ b/editor/translations/af.po
@@ -473,6 +473,10 @@ msgid "Pressure"
msgstr "Herset Zoem"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21471,7 +21475,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstant"
@@ -23434,6 +23438,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Anim Verander Transform"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/ar.po b/editor/translations/ar.po
index 93bc2971e8..87266564f8 100644
--- a/editor/translations/ar.po
+++ b/editor/translations/ar.po
@@ -65,13 +65,14 @@
# Awab Najim <dev.djvan@gmail.com>, 2022.
# Abderrahim <abdoudido117@gmail.com>, 2022.
# Jhon Smith <jhonsmaith3@gmail.com>, 2022.
+# Oo mohab oO <mohab9225@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-07-05 07:17+0000\n"
-"Last-Translator: Jhon Smith <jhonsmaith3@gmail.com>\n"
+"PO-Revision-Date: 2022-07-09 21:11+0000\n"
+"Last-Translator: Oo mohab oO <mohab9225@gmail.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/"
"godot/ar/>\n"
"Language: ar\n"
@@ -504,6 +505,10 @@ msgid "Pressure"
msgstr "الضغط"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "نسبي"
@@ -9299,7 +9304,7 @@ msgstr "المحاذاة الذكية"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Hide"
-msgstr ""
+msgstr "اخفاء"
#: editor/plugins/canvas_item_editor_plugin.cpp
#, fuzzy
@@ -21781,7 +21786,7 @@ msgstr "السفر"
msgid "Rotation Degrees"
msgstr "يُدير %s من الدرجات."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "ثابت"
@@ -23913,6 +23918,11 @@ msgstr ""
"قم بتغيير الحجم في أشكال تصادم الأتباع (Children) بدلاً من ذلك."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "الاحتفاظ بالتحوّل الشمولي Global"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/az.po b/editor/translations/az.po
index 3701234f3d..cd3e8def9b 100644
--- a/editor/translations/az.po
+++ b/editor/translations/az.po
@@ -464,6 +464,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20644,7 +20648,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22555,6 +22559,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Animasiyanı Təmizləmə"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/bg.po b/editor/translations/bg.po
index 105aad00db..06d16ebe96 100644
--- a/editor/translations/bg.po
+++ b/editor/translations/bg.po
@@ -492,6 +492,10 @@ msgid "Pressure"
msgstr "Натиск"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21205,7 +21209,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr "Градуси на завъртане"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Глобална константа"
@@ -23243,6 +23247,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Изчистване на трансформацията"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/bn.po b/editor/translations/bn.po
index 0e99518ac1..c2ed1a7596 100644
--- a/editor/translations/bn.po
+++ b/editor/translations/bn.po
@@ -484,6 +484,10 @@ msgid "Pressure"
msgstr "প্রিসেট..."
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "আপেক্ষিক স্ন্যাপ"
@@ -22658,7 +22662,7 @@ msgstr "ভ্রমণ"
msgid "Rotation Degrees"
msgstr "%s ডিগ্রি ঘূর্ণিত হচ্ছে।"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "ধ্রুবক/কন্সট্যান্ট"
@@ -24731,6 +24735,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "সার্বজনীন রূপান্তর রাখুন"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/br.po b/editor/translations/br.po
index 101a0f7581..2d7b6fe900 100644
--- a/editor/translations/br.po
+++ b/editor/translations/br.po
@@ -454,6 +454,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20424,7 +20428,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22317,6 +22321,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Tro Fiñvskeudenn"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/ca.po b/editor/translations/ca.po
index c9726505d3..67f0296b05 100644
--- a/editor/translations/ca.po
+++ b/editor/translations/ca.po
@@ -22,7 +22,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-06-26 16:15+0000\n"
+"PO-Revision-Date: 2022-07-09 21:11+0000\n"
"Last-Translator: Roger VC <rogervilarasau@gmail.com>\n"
"Language-Team: Catalan <https://hosted.weblate.org/projects/godot-engine/"
"godot/ca/>\n"
@@ -67,7 +67,7 @@ msgstr "Mode de Baix Us del Processador"
#: core/bind/core_bind.cpp
msgid "Low Processor Usage Mode Sleep (µsec)"
-msgstr ""
+msgstr "Mode d'ús del processador baix en repòs (µseg)"
#: core/bind/core_bind.cpp main/main.cpp platform/uwp/os_uwp.cpp
msgid "Keep Screen On"
@@ -136,8 +136,9 @@ msgid "Size"
msgstr "Mida"
#: core/bind/core_bind.cpp
+#, fuzzy
msgid "Endian Swap"
-msgstr ""
+msgstr "Intercanvi d'endian"
#: core/bind/core_bind.cpp
msgid "Editor Hint"
@@ -161,9 +162,8 @@ msgid "Time Scale"
msgstr "Escala de Temps"
#: core/bind/core_bind.cpp main/main.cpp
-#, fuzzy
msgid "Physics Jitter Fix"
-msgstr "Fotograma de Física %"
+msgstr "Correcció de fluctuacions de física"
#: core/bind/core_bind.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Error"
@@ -246,25 +246,23 @@ msgstr "Connexió"
#: core/io/http_client.cpp
msgid "Read Chunk Size"
-msgstr ""
+msgstr "Llegeix la mida del fragment"
#: core/io/marshalls.cpp
msgid "Object ID"
msgstr "ID de l'Objecte"
#: core/io/multiplayer_api.cpp core/io/packet_peer.cpp
-#, fuzzy
msgid "Allow Object Decoding"
-msgstr "Activa l'Efecte Paper Ceba"
+msgstr "Permet la descodificació d'objectes"
#: core/io/multiplayer_api.cpp scene/main/scene_tree.cpp
msgid "Refuse New Network Connections"
msgstr "Rebutja les noves connexions de xarxa"
#: core/io/multiplayer_api.cpp scene/main/scene_tree.cpp
-#, fuzzy
msgid "Network Peer"
-msgstr "Perfilador de Xarxa"
+msgstr "Parell de xarxa"
#: core/io/multiplayer_api.cpp scene/animation/animation_player.cpp
msgid "Root Node"
@@ -275,13 +273,12 @@ msgid "Refuse New Connections"
msgstr "Rebutjar Noves Connexions"
#: core/io/networked_multiplayer_peer.cpp
-#, fuzzy
msgid "Transfer Mode"
-msgstr "Tipus de Transformació"
+msgstr "Mode de transferència"
#: core/io/packet_peer.cpp
msgid "Encode Buffer Max Size"
-msgstr ""
+msgstr "Mida màxima de la memòria intermèdia de codificació"
#: core/io/packet_peer.cpp
msgid "Input Buffer Max Size"
@@ -297,7 +294,7 @@ msgstr ""
#: core/io/stream_peer.cpp
msgid "Big Endian"
-msgstr ""
+msgstr "Endian gran"
#: core/io/stream_peer.cpp
msgid "Data Array"
@@ -373,14 +370,12 @@ msgid "Max Size (KB)"
msgstr "Mida màxima (KB)"
#: core/os/input.cpp
-#, fuzzy
msgid "Mouse Mode"
-msgstr "Mode de moviment"
+msgstr "Mode ratolí"
#: core/os/input.cpp
-#, fuzzy
msgid "Use Accumulated Input"
-msgstr "Elimina l'Entrada"
+msgstr "Utilitza l'entrada acumulada"
#: core/os/input_event.cpp editor/project_settings_editor.cpp
#: servers/audio_server.cpp
@@ -388,9 +383,8 @@ msgid "Device"
msgstr "Dispositiu"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Alt"
-msgstr "Tot"
+msgstr "Alt"
#: core/os/input_event.cpp
msgid "Shift"
@@ -410,9 +404,8 @@ msgid "Command"
msgstr "Comunitat"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Physical"
-msgstr "Fotograma de Física %"
+msgstr "Físic"
#: core/os/input_event.cpp scene/2d/touch_screen_button.cpp
#: scene/gui/base_button.cpp scene/gui/texture_button.cpp
@@ -421,9 +414,8 @@ msgid "Pressed"
msgstr "Premut"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Scancode"
-msgstr "Explora"
+msgstr "Codi d'escaneig"
#: core/os/input_event.cpp
msgid "Physical Scancode"
@@ -468,6 +460,10 @@ msgid "Pressure"
msgstr "Configuracions prestablertes"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relatiu"
@@ -799,7 +795,7 @@ msgstr "Renderitzat"
#: scene/resources/multimesh.cpp servers/visual/visual_server_scene.cpp
#: servers/visual_server.cpp
msgid "Quality"
-msgstr ""
+msgstr "Qualitat"
#: core/project_settings.cpp scene/gui/file_dialog.cpp
#: scene/main/scene_tree.cpp scene/resources/navigation_mesh.cpp
@@ -808,8 +804,9 @@ msgid "Filters"
msgstr "Filtres"
#: core/project_settings.cpp scene/main/viewport.cpp
+#, fuzzy
msgid "Sharpen Intensity"
-msgstr ""
+msgstr "Intensitat d'agudització"
#: core/project_settings.cpp editor/editor_export.cpp editor/editor_node.cpp
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
@@ -834,9 +831,8 @@ msgid "Profiler"
msgstr "Perfilador"
#: core/project_settings.cpp
-#, fuzzy
msgid "Max Functions"
-msgstr "Reanomena Funció"
+msgstr "Funcions màximes"
#: core/project_settings.cpp scene/3d/vehicle_body.cpp
msgid "Compression"
@@ -848,39 +844,39 @@ msgstr "Formats"
#: core/project_settings.cpp
msgid "Zstd"
-msgstr ""
+msgstr "Zstd"
#: core/project_settings.cpp
msgid "Long Distance Matching"
-msgstr ""
+msgstr "Coincidència de llarga distància"
#: core/project_settings.cpp
msgid "Compression Level"
-msgstr ""
+msgstr "Nivell de compressió"
#: core/project_settings.cpp
msgid "Window Log Size"
-msgstr ""
+msgstr "Mida del registre de la finestra"
#: core/project_settings.cpp
msgid "Zlib"
-msgstr ""
+msgstr "Zlib"
#: core/project_settings.cpp
msgid "Gzip"
-msgstr ""
+msgstr "Gzip"
#: core/project_settings.cpp platform/android/export/export.cpp
msgid "Android"
-msgstr ""
+msgstr "Android"
#: core/project_settings.cpp
msgid "Modules"
-msgstr ""
+msgstr "Mòduls"
#: core/register_core_types.cpp
msgid "TCP"
-msgstr ""
+msgstr "TCP"
#: core/register_core_types.cpp
msgid "Connect Timeout Seconds"
@@ -892,11 +888,11 @@ msgstr ""
#: core/register_core_types.cpp
msgid "Max Buffer (Power of 2)"
-msgstr ""
+msgstr "Memòria intermèdia màxima (potència de 2)"
#: core/register_core_types.cpp editor/editor_settings.cpp main/main.cpp
msgid "SSL"
-msgstr ""
+msgstr "SSL"
#: core/register_core_types.cpp main/main.cpp
msgid "Certificates"
@@ -909,9 +905,8 @@ msgid "Resource"
msgstr "Recurs"
#: core/resource.cpp
-#, fuzzy
msgid "Local To Scene"
-msgstr "Tanca l'Escena"
+msgstr "Local a l'escena"
#: core/resource.cpp editor/dependency_editor.cpp
#: editor/editor_autoload_settings.cpp editor/plugins/path_editor_plugin.cpp
@@ -980,7 +975,7 @@ msgstr ""
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
msgid "Canvas Polygon Index Buffer Size (KB)"
-msgstr ""
+msgstr "Mida de la memòria intermèdia de l'índex del polígon de llenç (KB)"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp editor/editor_settings.cpp
@@ -992,7 +987,7 @@ msgstr ""
#: servers/physics_2d/space_2d_sw.cpp servers/physics_2d_server.cpp
#: servers/visual_server.cpp
msgid "2D"
-msgstr ""
+msgstr "2D"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
@@ -1002,14 +997,13 @@ msgstr "Ajustament Intel·ligent"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
-#, fuzzy
msgid "Use GPU Pixel Snap"
-msgstr "Utilitzar ajustament amb els Píxels"
+msgstr "Utilitza l'ajust de píxels de la GPU"
#: drivers/gles2/rasterizer_scene_gles2.cpp
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Immediate Buffer Size (KB)"
-msgstr ""
+msgstr "Mida de la memòria intermèdia immediata (KB)"
#: drivers/gles2/rasterizer_storage_gles2.cpp
#: drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1020,28 +1014,27 @@ msgstr "Precalcular Lightmaps"
#: drivers/gles2/rasterizer_storage_gles2.cpp
#: drivers/gles3/rasterizer_storage_gles3.cpp
msgid "Use Bicubic Sampling"
-msgstr ""
+msgstr "Utilitza el mostreig bicúbic"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Max Renderable Elements"
-msgstr ""
+msgstr "Elements renderitzables màxims"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Max Renderable Lights"
-msgstr ""
+msgstr "Llums màximes renderitzables"
#: drivers/gles3/rasterizer_scene_gles3.cpp
-#, fuzzy
msgid "Max Renderable Reflections"
-msgstr "Centra la Selecció"
+msgstr "Reflexions màximes renderitzables"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Max Lights Per Object"
-msgstr ""
+msgstr "Llums màximes per objecte"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Subsurface Scattering"
-msgstr ""
+msgstr "Dispersió subsuperficial"
#: drivers/gles3/rasterizer_scene_gles3.cpp editor/animation_track_editor.cpp
#: editor/import/resource_importer_texture.cpp
@@ -1057,9 +1050,8 @@ msgid "Scale"
msgstr "Escala"
#: drivers/gles3/rasterizer_scene_gles3.cpp
-#, fuzzy
msgid "Follow Surface"
-msgstr "Omple la Superfície"
+msgstr "Segueix la superfície"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Weight Samples"
@@ -1067,11 +1059,11 @@ msgstr ""
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Voxel Cone Tracing"
-msgstr ""
+msgstr "Traçat del con Voxel"
#: drivers/gles3/rasterizer_scene_gles3.cpp scene/resources/environment.cpp
msgid "High Quality"
-msgstr ""
+msgstr "Alta qualitat"
#: drivers/gles3/rasterizer_storage_gles3.cpp
msgid "Blend Shape Max Buffer Size (KB)"
@@ -1149,9 +1141,8 @@ msgstr "Canviar crida d'animació"
#: editor/animation_track_editor.cpp scene/2d/animated_sprite.cpp
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Frame"
-msgstr "% del Fotograma"
+msgstr "Fotograma"
#: editor/animation_track_editor.cpp editor/editor_profiler.cpp
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
@@ -1162,9 +1153,8 @@ msgstr "Temps"
#: editor/animation_track_editor.cpp editor/import/resource_importer_scene.cpp
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Location"
-msgstr "Localització"
+msgstr "Ubicació"
#: editor/animation_track_editor.cpp modules/gltf/gltf_node.cpp
#: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp
@@ -1184,7 +1174,7 @@ msgstr "Quantitat d'arguments"
#: editor/animation_track_editor.cpp main/main.cpp
#: modules/mono/mono_gd/gd_mono.cpp
msgid "Args"
-msgstr ""
+msgstr "Args"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
#: editor/script_editor_debugger.cpp modules/gltf/gltf_accessor.cpp
@@ -1348,9 +1338,8 @@ msgid "Position:"
msgstr "Posició:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Rotation:"
-msgstr "Pas de la Rotació:"
+msgstr "Rotació:"
#: editor/animation_track_editor.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
@@ -1373,7 +1362,7 @@ msgstr "(No vàlid, tipus esperat: %s)"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "Easing:"
-msgstr "Esmorteeix Entrada-Sortida"
+msgstr "Alleugeriment:"
#: editor/animation_track_editor.cpp
#, fuzzy
@@ -1391,19 +1380,16 @@ msgid "Stream:"
msgstr "Element de ràdio"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Start (s):"
-msgstr "Reinici (s):"
+msgstr "Inici (s):"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "End (s):"
-msgstr "Fosa d'entrada (s):"
+msgstr "Final (s):"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Animation Clip:"
-msgstr "Animacions:"
+msgstr "Clip d'animació:"
#: editor/animation_track_editor.cpp
msgid "Toggle Track Enabled"
@@ -1492,9 +1478,8 @@ msgid "Editors"
msgstr "Editors"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Confirm Insert Track"
-msgstr "Insereix una Pista i una Clau"
+msgstr "Confirmeu la inserció de pista"
#. TRANSLATORS: %s will be replaced by a phrase describing the target of track.
#: editor/animation_track_editor.cpp
@@ -1773,9 +1758,8 @@ msgid "Go to Previous Step"
msgstr "Anar al Pas Anterior"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Apply Reset"
-msgstr "Resetejar"
+msgstr "Aplica reinicialització"
#: editor/animation_track_editor.cpp
msgid "Optimize Animation"
@@ -2236,7 +2220,7 @@ msgstr "Obre"
#: editor/dependency_editor.cpp
msgid "Owners of: %s (Total: %d)"
-msgstr ""
+msgstr "Propietaris de: %s (Total: %d)"
#: editor/dependency_editor.cpp
msgid ""
@@ -2430,10 +2414,10 @@ msgid "Licenses"
msgstr "Llicències"
#: editor/editor_asset_installer.cpp
-#, fuzzy
msgid "Error opening asset file for \"%s\" (not in ZIP format)."
msgstr ""
-"S'ha produit un error en obrir el fitxer comprimit, no té el format ZIP."
+"S'ha produït un error en obrir el fitxer de recursos per a \"%s\" (no en "
+"format ZIP)."
#: editor/editor_asset_installer.cpp
msgid "%s (already exists)"
@@ -2456,9 +2440,8 @@ msgid "Uncompressing Assets"
msgstr "Descomprimint Recursos"
#: editor/editor_asset_installer.cpp
-#, fuzzy
msgid "The following files failed extraction from asset \"%s\":"
-msgstr "Ha fracassat l'extracció del paquet dels següents fitxers:"
+msgstr "Els fitxers següents no s'han pogut extraure del recurs \"%s\":"
#: editor/editor_asset_installer.cpp
msgid "(and %s more files)"
@@ -2478,9 +2461,8 @@ msgid "Install"
msgstr "Instal·la"
#: editor/editor_asset_installer.cpp
-#, fuzzy
msgid "Asset Installer"
-msgstr "Instal·lador de paquets"
+msgstr "Instal·lador de recursos"
#: editor/editor_audio_buses.cpp
msgid "Speakers"
@@ -2650,9 +2632,8 @@ msgid "Create a new Bus Layout."
msgstr "Crea un nou Disseny de Bus."
#: editor/editor_audio_buses.cpp
-#, fuzzy
msgid "Audio Bus Layout"
-msgstr "Obre un Disseny de Bus d'Àudio"
+msgstr "Disseny del bus d'àudio"
#: editor/editor_autoload_settings.cpp
msgid "Invalid name."
@@ -22126,7 +22107,7 @@ msgstr "Viatge"
msgid "Rotation Degrees"
msgstr "Rotació de %s graus."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Constant"
@@ -24240,6 +24221,11 @@ msgstr ""
"Modifica la mida de les Formes de Col. lisió Filles."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Manté la Transformació Global"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/cs.po b/editor/translations/cs.po
index 0c0b8b63ca..a166951396 100644
--- a/editor/translations/cs.po
+++ b/editor/translations/cs.po
@@ -516,6 +516,10 @@ msgid "Pressure"
msgstr "Profil"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "Přichytávat relativně"
@@ -21860,7 +21864,7 @@ msgstr "Cestovat"
msgid "Rotation Degrees"
msgstr "Rotuji %s stupňů."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstantní"
@@ -23970,6 +23974,11 @@ msgstr ""
"Změňte velikost kolizních tvarů v uzlech potomků."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Zachovat globální transformaci"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/da.po b/editor/translations/da.po
index 3b19f24ec8..b4f7334278 100644
--- a/editor/translations/da.po
+++ b/editor/translations/da.po
@@ -486,6 +486,10 @@ msgid "Pressure"
msgstr "Forudindstillet..."
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21994,7 +21998,7 @@ msgstr "Rejse"
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstant"
@@ -24018,6 +24022,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Anim Skift Transformering"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/de.po b/editor/translations/de.po
index f0c79cda0f..64b8268adb 100644
--- a/editor/translations/de.po
+++ b/editor/translations/de.po
@@ -87,7 +87,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-06-30 16:42+0000\n"
+"PO-Revision-Date: 2022-07-09 21:11+0000\n"
"Last-Translator: So Wieso <sowieso@dukun.de>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
"godot/de/>\n"
@@ -466,9 +466,8 @@ msgid "Command"
msgstr "Befehl"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Physical"
-msgstr " (physisch)"
+msgstr "Physisch"
#: core/os/input_event.cpp scene/2d/touch_screen_button.cpp
#: scene/gui/base_button.cpp scene/gui/texture_button.cpp
@@ -521,6 +520,11 @@ msgid "Pressure"
msgstr "Druck"
#: core/os/input_event.cpp
+#, fuzzy
+msgid "Pen Inverted"
+msgstr "Umkehren"
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relativ"
@@ -5560,9 +5564,8 @@ msgid "Mouse Extra Buttons Navigate History"
msgstr "Extramaustasten blättern durch Verlauf"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Drag And Drop Selection"
-msgstr "GridMap-Auswahl"
+msgstr "Auswahl ziehen und fallen lassen"
#: editor/editor_settings.cpp
msgid "Appearance"
@@ -18449,9 +18452,8 @@ msgid "The package must have at least one '.' separator."
msgstr "Das Paket muss mindestens einen Punkt-Unterteiler ‚.‘ haben."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Custom Build"
-msgstr "Einen Build verwenden"
+msgstr "Eigener Build"
#: platform/android/export/export_plugin.cpp
msgid "Use Custom Build"
@@ -18743,66 +18745,69 @@ msgstr ""
"„Use Custom Build“ muss aktiviert werden um die Plugins nutzen zu können."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"\"Hand Tracking\" is only valid when \"XR Mode\" is \"Oculus Mobile VrApi\" "
"or \"OpenXR\"."
msgstr ""
-"„Hand Tracking“ ist nur gültig wenn „Xr Mode“ als „Occulus Mobile VrApi“ "
-"oder „OpenXR“ gesetzt wurde."
+"„Hand Tracking“ ist nur gültig wenn „XR Mode“ als „Oculus Mobile VrApi“ oder "
+"„OpenXR“ gesetzt wurde."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "\"Passthrough\" is only valid when \"XR Mode\" is \"OpenXR\"."
msgstr ""
-"„Passthrough“ ist nur gültig wenn „Xr Mode“ als „OpenXR“ gesetzt wurde."
+"„Passthrough“ ist nur gültig wenn „XR Mode“ als „OpenXR“ gesetzt wurde."
#: platform/android/export/export_plugin.cpp
msgid "\"Export AAB\" is only valid when \"Use Custom Build\" is enabled."
msgstr "„Export AAB“ ist nur gültig wenn „Use Custom Build“ aktiviert ist."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"\"Min SDK\" can only be overridden when \"Use Custom Build\" is enabled."
msgstr ""
-"Das „Min Sdk“ zu ändern ist nur möglich wenn „Use Custom Build“ aktiviert "
-"ist."
+"Das „Min SDK“ zu überschreiben ist nur möglich wenn „Use Custom Build“ "
+"aktiviert ist."
#: platform/android/export/export_plugin.cpp
msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid."
msgstr ""
+"„Min SDK“ sollte eine gültige Ganzzahl sein, war aber „%s“, was ungültig ist."
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Min SDK\" cannot be lower than %d, which is the version needed by the "
"Godot library."
msgstr ""
+"„Min SDK“ kann nicht niedriger als %d sein, der Version, die die Godot-"
+"Bibliothek benötigt."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"\"Target SDK\" can only be overridden when \"Use Custom Build\" is enabled."
msgstr ""
-"Das „Target Sdk“ zu ändern ist nur möglich wenn „Use Custom Build“ aktiviert "
+"„Target SDK“ kann nur überschrieben werden wenn „Use Custom Build“ aktiviert "
"ist."
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid."
msgstr ""
+"„Taret SDK“ sollte eine gültige Ganzzahl sein, war aber „%s“, was ungültig "
+"ist."
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Target SDK\" %d is higher than the default version %d. This may work, but "
"wasn't tested and may be unstable."
msgstr ""
+"„Target SDK“ %d ist höher als die Standardversion %d. Diese Kombination "
+"könnte funktionieren, wurde aber nicht getestet und könnte gegebenenfalls "
+"instabil sein."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version."
msgstr ""
-"Die Version des „Target Sdk“ muss größer gleich der des „Min Sdk“ sein."
+"Die „Target SDK“-Version muss größer gleich der „Min SDK“-Version sein."
#: platform/android/export/export_plugin.cpp platform/osx/export/export.cpp
#: platform/windows/export/export.cpp
@@ -21093,9 +21098,8 @@ msgstr ""
"map_get_path()‘ zu verwenden."
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Pathfinding"
-msgstr "Zuordnung"
+msgstr "Pfadfinden"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Path Desired Distance"
@@ -21110,9 +21114,8 @@ msgid "Path Max Distance"
msgstr "Max Pfad-Distanz"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Avoidance"
-msgstr "Erweitert"
+msgstr "Vermeiden"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Avoidance Enabled"
@@ -21177,7 +21180,7 @@ msgstr "Reisekosten"
msgid "Rotation Degrees"
msgstr "Rotationswinkel"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr "Globale Rotation"
@@ -23106,6 +23109,11 @@ msgstr ""
"geändert werden."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Globales Transform"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr "Matrix"
@@ -24213,9 +24221,8 @@ msgid "Fold Gutter"
msgstr "Einklappenspalte"
#: scene/gui/text_edit.cpp
-#, fuzzy
msgid "Drag And Drop Selection Enabled"
-msgstr "Textauswahl möglich"
+msgstr "Ziehen-und-Fallenlassen-Auswahl aktiviert"
#: scene/gui/text_edit.cpp
msgid "Hiding Enabled"
@@ -24592,6 +24599,11 @@ msgid ""
"Effects.\n"
"HDR will be disabled for this Viewport."
msgstr ""
+"In diesem Ansichtsfenster ist HDR aktiv, jedoch wurde dessen Nutzung auf 2D "
+"oder 2D-No-Sampling eingestellt.\n"
+"HDR wird nur in Ansichtsfenstern deren Nutzung auf 3D oder 3D-No-Effects "
+"eingestellt sind unterstützt.\n"
+"HDR wird für dieses Ansichtsfenster deaktiviert."
#: scene/main/viewport.cpp
msgid "ARVR"
diff --git a/editor/translations/editor.pot b/editor/translations/editor.pot
index 5d2d5f1cbc..231863615b 100644
--- a/editor/translations/editor.pot
+++ b/editor/translations/editor.pot
@@ -435,6 +435,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20231,7 +20235,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22046,6 +22050,10 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+msgid "Global Translation"
+msgstr ""
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/el.po b/editor/translations/el.po
index a061cc5a59..8511b4fdd2 100644
--- a/editor/translations/el.po
+++ b/editor/translations/el.po
@@ -469,6 +469,10 @@ msgid "Pressure"
msgstr "Πίεση"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "Σχετικό"
@@ -22038,7 +22042,7 @@ msgstr "Ταξίδι"
msgid "Rotation Degrees"
msgstr "Περιστροφή %s μοίρες."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Σταθερή"
@@ -24163,6 +24167,11 @@ msgstr ""
"Αλλάξτε μέγεθος στα σχήματα σύγκρουσης των παιδιών."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Διατήρηση παγκόσμιου μετασχηματισμού"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/en_Shaw.po b/editor/translations/en_Shaw.po
index 1f648844a2..d69ca8d97f 100644
--- a/editor/translations/en_Shaw.po
+++ b/editor/translations/en_Shaw.po
@@ -447,6 +447,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20337,7 +20341,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22218,6 +22222,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "𐑓𐑳𐑙𐑒𐑖𐑩𐑯𐑟:"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/eo.po b/editor/translations/eo.po
index 2eef4fc0d0..3b651b3e97 100644
--- a/editor/translations/eo.po
+++ b/editor/translations/eo.po
@@ -493,6 +493,10 @@ msgid "Pressure"
msgstr "Antaŭagordo"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "Kapti relative"
@@ -21632,7 +21636,7 @@ msgstr "Vojaĝa"
msgid "Rotation Degrees"
msgstr "Rotacia paŝo:"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstanto"
@@ -23654,6 +23658,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Transformo"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/es.po b/editor/translations/es.po
index febff41060..3c21955a46 100644
--- a/editor/translations/es.po
+++ b/editor/translations/es.po
@@ -522,6 +522,10 @@ msgid "Pressure"
msgstr "Presionado"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relativo"
@@ -21650,7 +21654,7 @@ msgstr "Viaje"
msgid "Rotation Degrees"
msgstr "Grados de Rotación"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Constante Global"
@@ -23770,6 +23774,11 @@ msgstr ""
"En su lugar, cambia el tamaño en las formas de colisión de los hijos."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Mantener transformación global"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/es_AR.po b/editor/translations/es_AR.po
index eeea3a9922..de1187f08f 100644
--- a/editor/translations/es_AR.po
+++ b/editor/translations/es_AR.po
@@ -473,6 +473,11 @@ msgstr "Preset"
#: core/os/input_event.cpp
#, fuzzy
+msgid "Pen Inverted"
+msgstr "Invertir"
+
+#: core/os/input_event.cpp
+#, fuzzy
msgid "Relative"
msgstr "Ajuste Relativo"
@@ -21890,7 +21895,7 @@ msgstr "Viaje"
msgid "Rotation Degrees"
msgstr "Rotando %s grados."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Constante Global"
@@ -23995,6 +24000,11 @@ msgstr ""
"En su lugar, cambiá el tamaño de los collision shapes hijos."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Mantener Transformación Global"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr "Matriz"
diff --git a/editor/translations/et.po b/editor/translations/et.po
index b7ed666bb0..b355c9c343 100644
--- a/editor/translations/et.po
+++ b/editor/translations/et.po
@@ -477,6 +477,10 @@ msgid "Pressure"
msgstr "Eelseadistus"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21068,7 +21072,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstant"
@@ -23041,6 +23045,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Tõlked"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/eu.po b/editor/translations/eu.po
index ff9601ad57..fc753e6cb9 100644
--- a/editor/translations/eu.po
+++ b/editor/translations/eu.po
@@ -451,6 +451,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "Atxikitze erlatiboa"
@@ -20844,7 +20848,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstantea"
@@ -22790,6 +22794,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Translazio atzikitzea:"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/fa.po b/editor/translations/fa.po
index ae8a37388a..f43848b065 100644
--- a/editor/translations/fa.po
+++ b/editor/translations/fa.po
@@ -503,6 +503,10 @@ msgid "Pressure"
msgstr "بازنشانی بزرگنمایی"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "GDNative"
@@ -21832,7 +21836,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "ثابت"
@@ -23857,6 +23861,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "انتقال را در انیمیشن تغییر بده"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/fi.po b/editor/translations/fi.po
index 7613bdfcce..b83c7d11fa 100644
--- a/editor/translations/fi.po
+++ b/editor/translations/fi.po
@@ -501,6 +501,10 @@ msgid "Pressure"
msgstr "Esiasetukset"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "Suhteellinen tarttuminen"
@@ -21899,7 +21903,7 @@ msgstr "Matkaa"
msgid "Rotation Degrees"
msgstr "Kierto %s astetta."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Globaali vakio"
@@ -24049,6 +24053,11 @@ msgstr ""
"Muuta kokoa sen sijaan alisolmujen törmäysmuodoissa."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Pidä globaali muunnos"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/fil.po b/editor/translations/fil.po
index 24a5742ef6..c4e02900d7 100644
--- a/editor/translations/fil.po
+++ b/editor/translations/fil.po
@@ -448,6 +448,10 @@ msgid "Pressure"
msgstr "Presyur"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relatibo"
@@ -20496,7 +20500,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22368,6 +22372,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "3D Transform Track"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/fr.po b/editor/translations/fr.po
index 8822d35687..e4f5a2feff 100644
--- a/editor/translations/fr.po
+++ b/editor/translations/fr.po
@@ -99,13 +99,15 @@
# HOUA <ninjacowzx@gmail.com>, 2022.
# DinosaurHorseSword <ewenlandry@mailfence.com>, 2022.
# Arnaud Lier <arnaud@ric-rac.org>, 2022.
+# Jérémie Guegain <mirejai@orange.fr>, 2022.
+# cwulveryck <cwulveryck@online.fr>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-07-03 00:44+0000\n"
-"Last-Translator: Sofiane <Sofiane-77@caramail.fr>\n"
+"PO-Revision-Date: 2022-07-16 06:20+0000\n"
+"Last-Translator: cwulveryck <cwulveryck@online.fr>\n"
"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
"godot/fr/>\n"
"Language: fr\n"
@@ -113,7 +115,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -314,8 +316,9 @@ msgid "Page Size"
msgstr "Taille de page"
#: core/io/file_access_network.cpp
+#, fuzzy
msgid "Page Read Ahead"
-msgstr ""
+msgstr "Page lue devant"
#: core/io/http_client.cpp
msgid "Blocking Mode Enabled"
@@ -326,8 +329,9 @@ msgid "Connection"
msgstr "Connexion"
#: core/io/http_client.cpp
+#, fuzzy
msgid "Read Chunk Size"
-msgstr ""
+msgstr "Lire la taille du tronçon"
#: core/io/marshalls.cpp
msgid "Object ID"
@@ -359,15 +363,15 @@ msgstr "Mode de Transfert"
#: core/io/packet_peer.cpp
msgid "Encode Buffer Max Size"
-msgstr ""
+msgstr "Taille maximale du tampon d'encodage"
#: core/io/packet_peer.cpp
msgid "Input Buffer Max Size"
-msgstr ""
+msgstr "Taille maximale du tampon d'entrée"
#: core/io/packet_peer.cpp
msgid "Output Buffer Max Size"
-msgstr ""
+msgstr "Taille maximale du tampon de sortie"
#: core/io/packet_peer.cpp
msgid "Stream Peer"
@@ -539,6 +543,11 @@ msgid "Pressure"
msgstr "Pression"
#: core/os/input_event.cpp
+#, fuzzy
+msgid "Pen Inverted"
+msgstr "Inverser"
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relatif"
@@ -732,11 +741,11 @@ msgstr "Noms de scènes"
#: core/project_settings.cpp
msgid "Search In File Extensions"
-msgstr ""
+msgstr "Rechercher dans les extensions de fichiers"
#: core/project_settings.cpp
msgid "Script Templates Search Path"
-msgstr ""
+msgstr "Chemin où chercher les modèles de scripts"
#: core/project_settings.cpp
msgid "Version Control Autoload On Startup"
@@ -753,15 +762,13 @@ msgstr "Entrée"
#: core/project_settings.cpp
msgid "UI Accept"
-msgstr ""
+msgstr "Accepter"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Select"
msgstr "Sélectionner"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Cancel"
msgstr "Annuler"
@@ -783,7 +790,7 @@ msgstr "Droite"
#: core/project_settings.cpp
msgid "UI Up"
-msgstr ""
+msgstr "Haut"
#: core/project_settings.cpp
msgid "UI Down"
@@ -796,11 +803,11 @@ msgstr "Page Haut"
#: core/project_settings.cpp
msgid "UI Page Down"
-msgstr ""
+msgstr "Page Bas"
#: core/project_settings.cpp
msgid "UI Home"
-msgstr ""
+msgstr "Accueil Interface Utilisateur"
#: core/project_settings.cpp
msgid "UI End"
@@ -862,7 +869,7 @@ msgstr "Filtres"
#: core/project_settings.cpp scene/main/viewport.cpp
msgid "Sharpen Intensity"
-msgstr ""
+msgstr "Augmenter l'intensité"
#: core/project_settings.cpp editor/editor_export.cpp editor/editor_node.cpp
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
@@ -900,19 +907,20 @@ msgstr "Formats"
#: core/project_settings.cpp
msgid "Zstd"
-msgstr ""
+msgstr "Zstd"
#: core/project_settings.cpp
msgid "Long Distance Matching"
-msgstr ""
+msgstr "Appairement longue distance"
#: core/project_settings.cpp
msgid "Compression Level"
msgstr "Niveau de Compression"
#: core/project_settings.cpp
+#, fuzzy
msgid "Window Log Size"
-msgstr ""
+msgstr "Taille de la fenêtre du journal"
#: core/project_settings.cpp
msgid "Zlib"
@@ -928,7 +936,7 @@ msgstr "Android"
#: core/project_settings.cpp
msgid "Modules"
-msgstr ""
+msgstr "Modules"
#: core/register_core_types.cpp
msgid "TCP"
@@ -943,8 +951,9 @@ msgid "Packet Peer Stream"
msgstr ""
#: core/register_core_types.cpp
+#, fuzzy
msgid "Max Buffer (Power of 2)"
-msgstr ""
+msgstr "Tampon Max (puissance de 2)"
#: core/register_core_types.cpp editor/editor_settings.cpp main/main.cpp
msgid "SSL"
@@ -984,8 +993,9 @@ msgid "Test"
msgstr "Test"
#: core/translation.cpp scene/resources/font.cpp
+#, fuzzy
msgid "Fallback"
-msgstr ""
+msgstr "Repli"
#: core/ustring.cpp scene/resources/segment_shape_2d.cpp
msgid "B"
@@ -1021,7 +1031,7 @@ msgstr "Eio"
#: drivers/gles3/rasterizer_scene_gles3.cpp
#: drivers/gles3/rasterizer_storage_gles3.cpp modules/gltf/gltf_state.cpp
msgid "Buffers"
-msgstr ""
+msgstr "Tampons"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
@@ -1043,7 +1053,7 @@ msgstr ""
#: servers/physics_2d/space_2d_sw.cpp servers/physics_2d_server.cpp
#: servers/visual_server.cpp
msgid "2D"
-msgstr ""
+msgstr "2D"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
@@ -1060,7 +1070,7 @@ msgstr "Aligner au pixel près"
#: drivers/gles2/rasterizer_scene_gles2.cpp
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Immediate Buffer Size (KB)"
-msgstr ""
+msgstr "Taille du tampon immédiat (Ko)"
#: drivers/gles2/rasterizer_storage_gles2.cpp
#: drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1071,28 +1081,28 @@ msgstr "Précalculer les lightmaps"
#: drivers/gles2/rasterizer_storage_gles2.cpp
#: drivers/gles3/rasterizer_storage_gles3.cpp
msgid "Use Bicubic Sampling"
-msgstr ""
+msgstr "Utiliser l’échantillonnage bicubique"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Max Renderable Elements"
-msgstr ""
+msgstr "Maximum d'éléments pouvant être rendus"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Max Renderable Lights"
-msgstr ""
+msgstr "Maximum de lumières pouvant être rendues"
#: drivers/gles3/rasterizer_scene_gles3.cpp
-#, fuzzy
msgid "Max Renderable Reflections"
-msgstr "Centrer sur la sélection"
+msgstr "Nombre maximum de reflets pouvant être rendus"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Max Lights Per Object"
-msgstr ""
+msgstr "Maximum de lumières par objet"
#: drivers/gles3/rasterizer_scene_gles3.cpp
+#, fuzzy
msgid "Subsurface Scattering"
-msgstr ""
+msgstr "Transluminescence"
#: drivers/gles3/rasterizer_scene_gles3.cpp editor/animation_track_editor.cpp
#: editor/import/resource_importer_texture.cpp
@@ -1112,8 +1122,9 @@ msgid "Follow Surface"
msgstr "Suivre la surface"
#: drivers/gles3/rasterizer_scene_gles3.cpp
+#, fuzzy
msgid "Weight Samples"
-msgstr ""
+msgstr "Échantillons de poids"
#: drivers/gles3/rasterizer_scene_gles3.cpp
msgid "Voxel Cone Tracing"
@@ -1199,9 +1210,8 @@ msgstr "Changer l’appel de l’animation"
#: editor/animation_track_editor.cpp scene/2d/animated_sprite.cpp
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Frame"
-msgstr "Image %"
+msgstr "Trame"
#: editor/animation_track_editor.cpp editor/editor_profiler.cpp
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
@@ -1227,14 +1237,13 @@ msgid "Value"
msgstr "Valeur"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Arg Count"
-msgstr "Compte"
+msgstr "Nombre d'arguments"
#: editor/animation_track_editor.cpp main/main.cpp
#: modules/mono/mono_gd/gd_mono.cpp
msgid "Args"
-msgstr ""
+msgstr "Args"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
#: editor/script_editor_debugger.cpp modules/gltf/gltf_accessor.cpp
@@ -1258,17 +1267,16 @@ msgstr "Définir la poignée"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp
#: scene/audio/audio_stream_player.cpp scene/gui/video_player.cpp
msgid "Stream"
-msgstr ""
+msgstr "Flux"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Start Offset"
-msgstr "Décalage du Pivot"
+msgstr "Décalage du Départ"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "End Offset"
-msgstr "Décalage :"
+msgstr "Décalage à la fin"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
#: editor/import/resource_importer_scene.cpp
@@ -1418,9 +1426,8 @@ msgid "Type:"
msgstr "Type :"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "(Invalid, expected type: %s)"
-msgstr "Modèle d'exportation non valide :"
+msgstr "(Invalide, type attendu : %s)"
#: editor/animation_track_editor.cpp
#, fuzzy
@@ -1438,9 +1445,8 @@ msgid "Out-Handle:"
msgstr "Définir la poignée"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Stream:"
-msgstr "Item radio"
+msgstr "Flux :"
#: editor/animation_track_editor.cpp
#, fuzzy
@@ -1695,7 +1701,7 @@ msgstr "Méthodes"
#: editor/animation_track_editor.cpp
msgid "Bezier"
-msgstr ""
+msgstr "Bezier"
#: editor/animation_track_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
@@ -2289,7 +2295,7 @@ msgstr "Ouvrir"
#: editor/dependency_editor.cpp
msgid "Owners of: %s (Total: %d)"
-msgstr ""
+msgstr "Possesseur de : %s (Total : %d)"
#: editor/dependency_editor.cpp
msgid ""
@@ -2857,22 +2863,19 @@ msgstr "Choisir"
#: editor/editor_export.cpp
msgid "Project export for platform:"
-msgstr ""
+msgstr "Exportation du projet pour la plateforme :"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Completed with errors."
-msgstr "Copier le chemin du nœud"
+msgstr "Terminé avec des erreurs."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Completed successfully."
-msgstr "Paquetage installé avec succès !"
+msgstr "Terminé avec succès."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed."
-msgstr "Échec :"
+msgstr "Échec."
#: editor/editor_export.cpp
msgid "Storing File:"
@@ -2887,29 +2890,24 @@ msgid "Packing"
msgstr "Empaquetage"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Save PCK"
-msgstr "Enregistrer sous"
+msgstr "Enregistrer PCK"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Cannot create file \"%s\"."
-msgstr "Impossible de créer le dossier."
+msgstr "Impossible de créer le fichier \"%s\"."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed to export project files."
-msgstr "Impossible d'exporter les fichiers du projet"
+msgstr "Impossible d'exporter les fichiers du projet."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Can't open file to read from path \"%s\"."
-msgstr "Impossible d'ouvrir le fichier pour écriture :"
+msgstr "Impossible d'ouvrir le fichier en lecture depuis le chemin \"%s\"."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Save ZIP"
-msgstr "Enregistrer sous"
+msgstr "Enregistrer le ZIP"
#: editor/editor_export.cpp
msgid ""
@@ -2989,29 +2987,29 @@ msgid "64 Bits"
msgstr "64 Bits"
#: editor/editor_export.cpp
+#, fuzzy
msgid "Embed PCK"
-msgstr ""
+msgstr "PCK Intégré"
#: editor/editor_export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Texture Format"
-msgstr "RegionDeTexture"
+msgstr "Format de la texture"
#: editor/editor_export.cpp
msgid "BPTC"
-msgstr ""
+msgstr "BPTC"
#: editor/editor_export.cpp platform/osx/export/export.cpp
msgid "S3TC"
-msgstr ""
+msgstr "S3TC"
#: editor/editor_export.cpp platform/osx/export/export.cpp
msgid "ETC"
-msgstr ""
+msgstr "ETC"
#: editor/editor_export.cpp platform/osx/export/export.cpp
msgid "ETC2"
-msgstr ""
+msgstr "ETC2"
#: editor/editor_export.cpp
msgid "No BPTC Fallbacks"
@@ -3035,25 +3033,22 @@ msgid "Prepare Template"
msgstr "Gérer les modèles"
#: editor/editor_export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "The given export path doesn't exist."
-msgstr "Le chemin de l'exportation donné n'existe pas :"
+msgstr "Le chemin de l'exportation donné n'existe pas."
#: editor/editor_export.cpp platform/javascript/export/export.cpp
-#, fuzzy
msgid "Template file not found: \"%s\"."
-msgstr "Fichier modèle introuvable :"
+msgstr "Fichier modèle introuvable : \"%s\"."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed to copy export template."
-msgstr "Modèle d'exportation non valide :"
+msgstr "La copie du modèle d'exportation a échoué."
#: editor/editor_export.cpp platform/windows/export/export.cpp
#: platform/x11/export/export.cpp
#, fuzzy
msgid "PCK Embedding"
-msgstr "Remplissage(Padding)"
+msgstr "Intégration du PCK"
#: editor/editor_export.cpp
msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
@@ -3061,7 +3056,7 @@ msgstr "Le PCK inclus dans un export 32-bits ne peut dépasser 4 Go."
#: editor/editor_export.cpp
msgid "Convert Text Resources To Binary On Export"
-msgstr ""
+msgstr "Convertir les ressources textuelles en binaire lors de l'exportation"
#: editor/editor_feature_profile.cpp
msgid "3D Editor"
@@ -3387,8 +3382,9 @@ msgid "Show Hidden Files"
msgstr "Afficher les fichiers cachés"
#: editor/editor_file_dialog.cpp
+#, fuzzy
msgid "Disable Overwrite Warning"
-msgstr ""
+msgstr "Désactiver l'avertissement de réécriture"
#: editor/editor_file_dialog.cpp
msgid "Go Back"
@@ -3491,7 +3487,7 @@ msgstr "Ré-importation des assets"
#: editor/editor_file_system.cpp
msgid "Reimport Missing Imported Files"
-msgstr ""
+msgstr "Réimporter les fichiers importés manquants"
#: editor/editor_help.cpp scene/2d/camera_2d.cpp scene/gui/control.cpp
#: scene/gui/nine_patch_rect.cpp scene/resources/dynamic_font.cpp
@@ -3602,7 +3598,7 @@ msgstr "Aide"
#: editor/editor_help.cpp
msgid "Sort Functions Alphabetically"
-msgstr ""
+msgstr "Trier les fonctions par ordre alphabétique"
#: editor/editor_help_search.cpp editor/editor_node.cpp
#: editor/plugins/script_editor_plugin.cpp
@@ -4085,7 +4081,8 @@ msgstr "Sauvegarder & Recharger"
#: editor/editor_node.cpp
#, fuzzy
msgid "Save changes to '%s' before reloading?"
-msgstr "Sauvegarder les modifications effectuées à « %s » avant de quitter ?"
+msgstr ""
+"Sauvegarder les modifications effectuées dans « %s » avant de recharger ?"
#: editor/editor_node.cpp
msgid "Save & Close"
@@ -4404,6 +4401,8 @@ msgstr "%d fichiers supplémentaires"
msgid ""
"Unable to write to file '%s', file in use, locked or lacking permissions."
msgstr ""
+"Impossible d'écrire dans le fichier '%s', le fichier est peut être utilisé, "
+"verrouillé ou vous n'avez pas les permissions pour écrire dessus."
#: editor/editor_node.cpp editor/editor_settings.cpp editor/scene_tree_dock.cpp
#: servers/arvr/arvr_interface.cpp
@@ -4416,53 +4415,49 @@ msgid "Scene Tabs"
msgstr "Basculer entre onglets de scène"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Always Show Close Button"
-msgstr "Toujours afficher la grille"
+msgstr "Toujours afficher le bouton fermer"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Resize If Many Tabs"
-msgstr ""
+msgstr "Redimensionner si plusieurs onglets"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Minimum Width"
-msgstr ""
+msgstr "Largeur Minimum"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Output"
msgstr "Sortie"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Always Clear Output On Play"
-msgstr "Effacer la sortie"
+msgstr "Toujours nettoyer la sortie lors du lancement"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Always Open Output On Play"
-msgstr ""
+msgstr "Toujours afficher la sortie lors du lancement"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Always Close Output On Stop"
-msgstr ""
+msgstr "Toujours fermer la sortie à l'arrêt"
#: editor/editor_node.cpp
msgid "Save On Focus Loss"
-msgstr ""
+msgstr "Enregistrer lorsque le focus est perdu"
#: editor/editor_node.cpp editor/editor_settings.cpp
#, fuzzy
msgid "Save Each Scene On Quit"
-msgstr "Sauvegarder la branche comme scène"
+msgstr "Enregistrer toutes les scènes à la fermeture"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Quit Confirmation"
-msgstr "Voir information"
+msgstr "Confirmer avant de quitter"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Show Update Spinner"
-msgstr "Cacher l'indicateur d'activité"
+msgstr "Afficher l'indicateur d'activité"
#: editor/editor_node.cpp
msgid "Update Continuously"
@@ -4481,11 +4476,11 @@ msgstr "Localisation"
#: editor/editor_node.cpp
#, fuzzy
msgid "Restore Scenes On Load"
-msgstr "Le nœud de la scène"
+msgstr "Restaurer les scènes au chargement"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Show Thumbnail On Hover"
-msgstr ""
+msgstr "Afficher l’aperçu au survol"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Inspector"
@@ -4494,11 +4489,11 @@ msgstr "Inspecteur"
#: editor/editor_node.cpp
#, fuzzy
msgid "Default Property Name Style"
-msgstr "Chemin du projet :"
+msgstr "Style par défaut des noms de propriétés"
#: editor/editor_node.cpp
msgid "Default Float Step"
-msgstr ""
+msgstr "Pas par défaut des flottant"
#: editor/editor_node.cpp scene/gui/tree.cpp
#, fuzzy
@@ -4506,30 +4501,32 @@ msgid "Disable Folding"
msgstr "Bouton désactivé"
#: editor/editor_node.cpp
+#, fuzzy
msgid "Auto Unfold Foreign Scenes"
-msgstr ""
+msgstr "Déplier automatiquement les scènes étrangères"
#: editor/editor_node.cpp
msgid "Horizontal Vector2 Editing"
-msgstr ""
+msgstr "Édition horizontale de Vector2"
#: editor/editor_node.cpp
+#, fuzzy
msgid "Horizontal Vector Types Editing"
-msgstr ""
+msgstr "Édition de Types de Vecteur Horizontal"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Open Resources In Current Inspector"
-msgstr "Ouvrir dans l'Inspecteur"
+msgstr "Ouvrir les ressources dans l'inspecteur actuel"
#: editor/editor_node.cpp
#, fuzzy
msgid "Resources To Open In New Inspector"
-msgstr "Ouvrir dans l'Inspecteur"
+msgstr "Ressources à ouvrir dans un nouvel inspecteur"
#: editor/editor_node.cpp
+#, fuzzy
msgid "Default Color Picker Mode"
-msgstr ""
+msgstr "Mode par défaut du sélectionneur de couleur"
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Version Control"
@@ -5189,8 +5186,9 @@ msgid "Debugger"
msgstr "Débogueur"
#: editor/editor_profiler.cpp
+#, fuzzy
msgid "Profiler Frame History Size"
-msgstr ""
+msgstr "Taille de l'historique de la trame du profileur"
#: editor/editor_profiler.cpp
#, fuzzy
@@ -5328,20 +5326,17 @@ msgstr "Nouveau %s"
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_nodes.cpp
#: modules/visual_script/visual_script_yield_nodes.cpp
-#, fuzzy
msgid "Base Type"
-msgstr "Changer le type de base"
+msgstr "Type de base"
#: editor/editor_resource_picker.cpp
-#, fuzzy
msgid "Edited Resource"
-msgstr "Ajouter une ressource"
+msgstr "Ressource modifiée"
#: editor/editor_resource_picker.cpp scene/gui/line_edit.cpp
#: scene/gui/slider.cpp scene/gui/spin_box.cpp
-#, fuzzy
msgid "Editable"
-msgstr "Élément modifiable"
+msgstr "Modifiable"
#: editor/editor_resource_picker.cpp editor/property_editor.cpp
msgid "New Script"
@@ -5365,9 +5360,8 @@ msgstr ""
"Ajoutez un préréglage exécutable dans le menu d'exportation."
#: editor/editor_run_native.cpp
-#, fuzzy
msgid "Project Run"
-msgstr "Projet"
+msgstr "Exécution du projet"
#: editor/editor_run_script.cpp
msgid "Write your logic in the _run() method."
@@ -5394,34 +5388,34 @@ msgid "Did you forget the '_run' method?"
msgstr "Avez-vous oublié la méthode « _run » ?"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Editor Language"
-msgstr "Disposition de l'éditeur"
+msgstr "Langue de l'Éditeur"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Display Scale"
-msgstr "Tout afficher"
+msgstr "Échelle de l'affichage"
#: editor/editor_settings.cpp
msgid "Custom Display Scale"
-msgstr ""
+msgstr "Échelle personnalisé de l'affichage"
#: editor/editor_settings.cpp
msgid "Main Font Size"
-msgstr ""
+msgstr "Taille de la police principale"
#: editor/editor_settings.cpp
msgid "Code Font Size"
-msgstr ""
+msgstr "Taille de la police du code"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Font Antialiased"
-msgstr ""
+msgstr "Anticrénelage appliqué sur la police"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Font Hinting"
-msgstr ""
+msgstr "Indication de police"
#: editor/editor_settings.cpp
msgid "Main Font"
@@ -5429,7 +5423,7 @@ msgstr "Police Principale"
#: editor/editor_settings.cpp
msgid "Main Font Bold"
-msgstr ""
+msgstr "Principale police grasse"
#: editor/editor_settings.cpp
msgid "Code Font"
@@ -5437,11 +5431,12 @@ msgstr "Police du Code"
#: editor/editor_settings.cpp
msgid "Dim Editor On Dialog Popup"
-msgstr ""
+msgstr "Assombrir l'éditeur à l'ouverture d'un dialogue"
#: editor/editor_settings.cpp main/main.cpp
+#, fuzzy
msgid "Low Processor Mode Sleep (µsec)"
-msgstr ""
+msgstr "Mode de faible latence Processeur"
#: editor/editor_settings.cpp
msgid "Unfocused Low Processor Mode Sleep (µsec)"
@@ -5454,7 +5449,7 @@ msgstr "Mode Sans Distraction"
#: editor/editor_settings.cpp
msgid "Automatically Open Screenshots"
-msgstr ""
+msgstr "Ouvrir automatiquement les captures d'écran"
#: editor/editor_settings.cpp
msgid "Max Array Dictionary Items Per Page"
@@ -5472,7 +5467,7 @@ msgstr "Préréglage"
#: editor/editor_settings.cpp
msgid "Icon And Font Color"
-msgstr ""
+msgstr "Couleur de police et d'icône"
#: editor/editor_settings.cpp
msgid "Base Color"
@@ -5485,7 +5480,7 @@ msgstr "Prélever une couleur"
#: editor/editor_settings.cpp scene/resources/environment.cpp
msgid "Contrast"
-msgstr ""
+msgstr "Contraste"
#: editor/editor_settings.cpp
msgid "Relationship Line Opacity"
@@ -5502,8 +5497,9 @@ msgid "Border Size"
msgstr "Pixels de bordure"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Use Graph Node Headers"
-msgstr ""
+msgstr "Utiliser les en-tête de noeud Graph"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5539,13 +5535,13 @@ msgid "On Save"
msgstr "Enregistrer"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Compress Binary Resources"
-msgstr "Copier la ressource"
+msgstr "Compresser les ressources binaires"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Safe Save On Backup Then Rename"
-msgstr ""
+msgstr "Sauvegarde sécurisée lors de l'archivage puis renommer"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5565,8 +5561,9 @@ msgid "Scene Tree"
msgstr "une arborescence, arbre des scènes"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Start Create Dialog Fully Expanded"
-msgstr ""
+msgstr "Lancer le dialogue de Création totalement expandu"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5579,7 +5576,7 @@ msgstr "Éditeur de Propriétés"
#: editor/editor_settings.cpp
msgid "Auto Refresh Interval"
-msgstr ""
+msgstr "Intervalle d’autorafraîchissement"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5593,8 +5590,9 @@ msgstr "Thème de l'éditeur"
#: editor/editor_settings.cpp scene/3d/label_3d.cpp
#: scene/resources/default_theme/default_theme.cpp
+#, fuzzy
msgid "Line Spacing"
-msgstr ""
+msgstr "Espace entre les lignes"
#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp
#: modules/gdscript/editor/gdscript_highlighter.cpp
@@ -5609,15 +5607,16 @@ msgstr "Coloration syntaxique"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "Highlight All Occurrences"
-msgstr ""
+msgstr "Mettre en évidence toutes les occurrences"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "Highlight Current Line"
-msgstr ""
+msgstr "Mettre en évidence la ligne actuelle"
#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp
+#, fuzzy
msgid "Highlight Type Safe Lines"
-msgstr ""
+msgstr "Surligner les lignes Typées"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5634,9 +5633,8 @@ msgid "Convert Indent On Save"
msgstr "Convertir indentations en espaces"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Draw Tabs"
-msgstr "Appels de dessin :"
+msgstr "Montrer les tabulations"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
#, fuzzy
@@ -5652,11 +5650,11 @@ msgstr "Navigation"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "Smooth Scrolling"
-msgstr ""
+msgstr "Défilement Doux"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "V Scroll Speed"
-msgstr ""
+msgstr "Vitesse du défilement vertical"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5665,7 +5663,7 @@ msgstr "Afficher l'origine"
#: editor/editor_settings.cpp
msgid "Minimap Width"
-msgstr ""
+msgstr "Largeur de la mini-carte"
#: editor/editor_settings.cpp
msgid "Mouse Extra Buttons Navigate History"
@@ -5678,7 +5676,7 @@ msgstr "Sélection de la GridMap"
#: editor/editor_settings.cpp
msgid "Appearance"
-msgstr ""
+msgstr "Apparence"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "Show Line Numbers"
@@ -5691,7 +5689,7 @@ msgstr "Numéro de ligne :"
#: editor/editor_settings.cpp
msgid "Show Bookmark Gutter"
-msgstr ""
+msgstr "Montrer le bandeau de marque-page"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5699,12 +5697,13 @@ msgid "Show Breakpoint Gutter"
msgstr "Passer les points d'arrêt"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Show Info Gutter"
-msgstr ""
+msgstr "Montrer le bandeau d'information"
#: editor/editor_settings.cpp
msgid "Code Folding"
-msgstr ""
+msgstr "Rétrécir le code"
#: editor/editor_settings.cpp
msgid "Word Wrap"
@@ -5727,8 +5726,9 @@ msgid "Script List"
msgstr "Liste des Scripts"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Show Members Overview"
-msgstr ""
+msgstr "Montrer l'ensemble des Membres"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
msgid "Files"
@@ -5740,16 +5740,19 @@ msgid "Trim Trailing Whitespace On Save"
msgstr "Supprimer les espaces de fin de ligne"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Autosave Interval Secs"
-msgstr ""
+msgstr "Intervalle entre les auto-sauvegarde (en secondes)"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
+#, fuzzy
msgid "Restore Scripts On Load"
-msgstr ""
+msgstr "Restaurer les scripts lors du chargement"
#: editor/editor_settings.cpp
msgid "Auto Reload And Parse Scripts On Save"
msgstr ""
+"Recharger et parcourir les scripts automatiquement lors de la sauvegarde"
#: editor/editor_settings.cpp
msgid "Auto Reload Scripts On External Change"
@@ -5766,23 +5769,23 @@ msgstr ""
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Cursor"
-msgstr ""
+msgstr "Curseur"
#: editor/editor_settings.cpp
msgid "Scroll Past End Of File"
-msgstr ""
+msgstr "Défiler au-delà de la fin du fichier"
#: editor/editor_settings.cpp
msgid "Block Caret"
-msgstr ""
+msgstr "Caret bloc"
#: editor/editor_settings.cpp
msgid "Caret Blink"
-msgstr ""
+msgstr "Clignotement du caret"
#: editor/editor_settings.cpp
msgid "Caret Blink Speed"
-msgstr ""
+msgstr "Vitesse du clignotement du caret"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5801,11 +5804,11 @@ msgstr ""
#: editor/editor_settings.cpp
msgid "Auto Brace Complete"
-msgstr ""
+msgstr "Complétion automatique des accolades"
#: editor/editor_settings.cpp
msgid "Code Complete Delay"
-msgstr ""
+msgstr "Délai d'auto-complétion du code"
#: editor/editor_settings.cpp
msgid "Put Callhint Tooltip Below Current Line"
@@ -5844,8 +5847,9 @@ msgid "Help Source Font Size"
msgstr "Taille de la police de l'aide de la source"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Help Title Font Size"
-msgstr ""
+msgstr "Taille de la police du titre Aide"
#: editor/editor_settings.cpp modules/gridmap/grid_map_editor_plugin.cpp
msgid "Grid Map"
@@ -5862,11 +5866,11 @@ msgstr "Aperçu de la taille"
#: editor/editor_settings.cpp
msgid "Primary Grid Color"
-msgstr ""
+msgstr "Couleur de la grille principale"
#: editor/editor_settings.cpp
msgid "Secondary Grid Color"
-msgstr ""
+msgstr "Couleur de la grille secondaire"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5903,7 +5907,7 @@ msgstr "Point"
#: scene/resources/particles_material.cpp servers/physics_2d_server.cpp
#: servers/physics_server.cpp
msgid "Shape"
-msgstr ""
+msgstr "Forme"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5916,11 +5920,11 @@ msgstr "Taille de la Grille"
#: editor/editor_settings.cpp
msgid "Grid Division Level Max"
-msgstr ""
+msgstr "Niveau maximal de division de la grille"
#: editor/editor_settings.cpp
msgid "Grid Division Level Min"
-msgstr ""
+msgstr "Niveau minimal de division de la grille"
#: editor/editor_settings.cpp
msgid "Grid Division Level Bias"
@@ -5957,7 +5961,7 @@ msgstr "Défaut"
#: editor/editor_settings.cpp
msgid "Lightmap Baking Number Of CPU Threads"
-msgstr ""
+msgstr "Nombre de fils CPU pour calculer les cartes de lumières"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5980,11 +5984,11 @@ msgstr "Style de Zoom"
#: editor/editor_settings.cpp
msgid "Emulate Numpad"
-msgstr ""
+msgstr "Émuler un pavé numérique"
#: editor/editor_settings.cpp
msgid "Emulate 3 Button Mouse"
-msgstr ""
+msgstr "Émuler souris à 3 boutons"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5997,9 +6001,8 @@ msgid "Pan Modifier"
msgstr "Mode navigation"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Zoom Modifier"
-msgstr "Modifié"
+msgstr "Multiplicateur de Zoom"
#: editor/editor_settings.cpp editor/plugins/spatial_editor_plugin.cpp
msgid "Warped Mouse Panning"
@@ -6077,7 +6080,7 @@ msgstr "Magnétisme intelligent"
#: editor/editor_settings.cpp
msgid "Bone Width"
-msgstr ""
+msgstr "Largeur des os"
#: editor/editor_settings.cpp
#, fuzzy
@@ -6099,8 +6102,9 @@ msgid "Bone IK Color"
msgstr ""
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Bone Outline Color"
-msgstr ""
+msgstr "Couleur de bordure de l'Os"
#: editor/editor_settings.cpp
#, fuzzy
@@ -6108,12 +6112,14 @@ msgid "Bone Outline Size"
msgstr "Taille du contour :"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Viewport Border Color"
-msgstr ""
+msgstr "Couleur de bordure de la fenêtre d'affichage"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Constrain Editor View"
-msgstr ""
+msgstr "Restreindre la fenêtre d'Éditeur"
#: editor/editor_settings.cpp
msgid "Simple Panning"
@@ -6157,12 +6163,14 @@ msgid "Default Create Reset Tracks"
msgstr "Créer des pistes RESET"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Onion Layers Past Color"
-msgstr ""
+msgstr "Couleur de couche Oignon précedente"
#: editor/editor_settings.cpp
+#, fuzzy
msgid "Onion Layers Future Color"
-msgstr ""
+msgstr "Couleur de la couche d'Oignon suivante"
#: editor/editor_settings.cpp
#, fuzzy
@@ -6171,11 +6179,11 @@ msgstr "Editeur de groupe"
#: editor/editor_settings.cpp
msgid "Minimap Opacity"
-msgstr ""
+msgstr "Opacité de la mini-carte"
#: editor/editor_settings.cpp
msgid "Window Placement"
-msgstr ""
+msgstr "Placement de la fenêtre"
#: editor/editor_settings.cpp scene/2d/back_buffer_copy.cpp scene/2d/sprite.cpp
#: scene/2d/visibility_notifier_2d.cpp scene/3d/sprite_3d.cpp
@@ -6190,7 +6198,7 @@ msgstr "Définir la position de sortie de la courbe"
#: editor/editor_settings.cpp platform/android/export/export_plugin.cpp
msgid "Screen"
-msgstr ""
+msgstr "Écran"
#: editor/editor_settings.cpp
#, fuzzy
@@ -6223,17 +6231,17 @@ msgstr "Paramètres de l'éditeur"
#: editor/editor_settings.cpp
msgid "HTTP Proxy"
-msgstr ""
+msgstr "Proxy HTTP"
#: editor/editor_settings.cpp
msgid "Host"
-msgstr ""
+msgstr "Hôte"
#: editor/editor_settings.cpp editor/fileserver/editor_file_server.cpp
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Port"
-msgstr ""
+msgstr "Port"
#. TRANSLATORS: Project Manager here refers to the tool used to create/manage Godot projects.
#: editor/editor_settings.cpp
@@ -6251,7 +6259,7 @@ msgstr ""
#: editor/editor_settings.cpp
msgid "Keyword Color"
-msgstr ""
+msgstr "Couleur des mots-clés"
#: editor/editor_settings.cpp
msgid "Control Flow Keyword Color"
@@ -6272,7 +6280,7 @@ msgstr ""
#: editor/editor_settings.cpp
msgid "Comment Color"
-msgstr ""
+msgstr "Couleur des commentaires"
#: editor/editor_settings.cpp
#, fuzzy
@@ -6322,7 +6330,7 @@ msgstr "Numéro de ligne :"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Caret Color"
-msgstr ""
+msgstr "Couleur du caret"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -6357,7 +6365,7 @@ msgstr "Coloration syntaxique"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Number Color"
-msgstr ""
+msgstr "Couleur des nombres"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -6385,8 +6393,9 @@ msgid "Breakpoint Color"
msgstr "Point d'arrêts"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
+#, fuzzy
msgid "Executing Line Color"
-msgstr ""
+msgstr "Couleur de la ligne d’exécution"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Code Folding Color"
@@ -6713,8 +6722,9 @@ msgstr ""
"téléchargement est terminé."
#: editor/fileserver/editor_file_server.cpp
+#, fuzzy
msgid "File Server"
-msgstr ""
+msgstr "Serveur de fichiers"
#: editor/fileserver/editor_file_server.cpp
#: editor/plugins/version_control_editor_plugin.cpp
@@ -7087,7 +7097,7 @@ msgstr "Gérer les groupes"
#: editor/import/editor_import_collada.cpp
msgid "Collada"
-msgstr ""
+msgstr "Collada"
#: editor/import/editor_import_collada.cpp
msgid "Use Ambient"
@@ -7121,7 +7131,7 @@ msgstr "Correction de Couleur"
#: editor/import/resource_importer_layered_texture.cpp
msgid "No BPTC If RGB"
-msgstr ""
+msgstr "Pas de BPTC si RVB"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp scene/2d/cpu_particles_2d.cpp
@@ -7129,13 +7139,13 @@ msgstr ""
#: scene/resources/material.cpp scene/resources/particles_material.cpp
#: scene/resources/texture.cpp scene/resources/visual_shader.cpp
msgid "Flags"
-msgstr ""
+msgstr "Paramètres"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp scene/animation/tween.cpp
#: scene/resources/texture.cpp
msgid "Repeat"
-msgstr ""
+msgstr "Répéter"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp scene/2d/light_2d.cpp
@@ -7145,24 +7155,24 @@ msgstr "Filtre"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Mipmaps"
-msgstr "Signaux"
+msgstr "Mipmaps"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
+#, fuzzy
msgid "Anisotropic"
-msgstr ""
+msgstr "Anisotropie"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
msgid "sRGB"
-msgstr ""
+msgstr "sRGB"
#: editor/import/resource_importer_layered_texture.cpp
#, fuzzy
msgid "Slices"
-msgstr "Coupe automatique"
+msgstr "Coupures"
#: editor/import/resource_importer_layered_texture.cpp
#: scene/gui/aspect_ratio_container.cpp scene/gui/control.cpp
@@ -7179,30 +7189,26 @@ msgid "Vertical"
msgstr "Vertical"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Generate Tangents"
-msgstr "Générer des points"
+msgstr "Générer les tangentes"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Scale Mesh"
-msgstr "Mode mise à l'échelle"
+msgstr "Échelle du maillage"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Offset Mesh"
-msgstr "Décalage :"
+msgstr "Décalage du maillage"
#: editor/import/resource_importer_obj.cpp
#: editor/import/resource_importer_scene.cpp
#, fuzzy
msgid "Octahedral Compression"
-msgstr "Expression"
+msgstr "Compression Octaédrique"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Optimize Mesh Flags"
-msgstr "Optimiser les drapeaux de Mesh"
+msgstr "Optimiser les paramètres du maillage"
#: editor/import/resource_importer_scene.cpp
msgid "Import as Single Scene"
@@ -7258,9 +7264,8 @@ msgid "Root Name"
msgstr "Nom de la Racine"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Root Scale"
-msgstr "Mode mise à l'échelle"
+msgstr "Échelle de la racine"
#: editor/import/resource_importer_scene.cpp
msgid "Custom Script"
@@ -7271,17 +7276,17 @@ msgid "Storage"
msgstr "Stockage"
#: editor/import/resource_importer_scene.cpp
+#, fuzzy
msgid "Use Legacy Names"
-msgstr ""
+msgstr "Utiliser des noms classiques"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
msgid "Materials"
msgstr "Matériaux"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Keep On Reimport"
-msgstr "Réimporter"
+msgstr "Conserver à la réimportation"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
msgid "Meshes"
@@ -7295,12 +7300,11 @@ msgstr "Modifier la tangente de courbes"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
msgid "Light Baking"
-msgstr "Précalculer les lightmaps"
+msgstr "Pré-calculer les cartes de lumières"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Lightmap Texel Size"
-msgstr "LightMap Bake"
+msgstr "Taille des Texels dans la carte de lumières"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
msgid "Skins"
@@ -7312,13 +7316,13 @@ msgid "Use Named Skins"
msgstr "Utiliser le magnétisme d'échelle"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "External Files"
-msgstr "Ouvrir un fichier"
+msgstr "Fichiers externes"
#: editor/import/resource_importer_scene.cpp
+#, fuzzy
msgid "Store In Subdir"
-msgstr ""
+msgstr "Stocker dans un sous-dossier"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
@@ -7326,14 +7330,12 @@ msgid "Filter Script"
msgstr "Filtrer les scripts"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Keep Custom Tracks"
-msgstr "Transformation"
+msgstr "Conserver les pistes personnalisées"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Optimizer"
-msgstr "Optimiser"
+msgstr "Optimiseur"
#: editor/import/resource_importer_scene.cpp
#: editor/plugins/item_list_editor_plugin.cpp main/main.cpp
@@ -7347,9 +7349,8 @@ msgstr "Optimiser"
#: scene/3d/sprite_3d.cpp scene/gui/graph_edit.cpp
#: scene/gui/rich_text_label.cpp scene/resources/curve.cpp
#: scene/resources/environment.cpp scene/resources/material.cpp
-#, fuzzy
msgid "Enabled"
-msgstr "Activer"
+msgstr "Activé"
#: editor/import/resource_importer_scene.cpp
msgid "Max Linear Error"
@@ -7427,30 +7428,34 @@ msgid ""
"%s: Texture detected as used as a normal map in 3D. Enabling red-green "
"texture compression to reduce memory usage (blue channel is discarded)."
msgstr ""
+"%s : La texture a été utilisé comme carte de normales dans la 3D. Activation "
+"de la compression rouge-verte pour réduire l'utilisation de la mémoire (le "
+"canal bleu est désactivé)."
#: editor/import/resource_importer_texture.cpp
msgid ""
"%s: Texture detected as used in 3D. Enabling filter, repeat, mipmap "
"generation and VRAM texture compression."
msgstr ""
+"%s : La texture a été détecter comme étant utilisé dans la 3D. Activation du "
+"filtrage, de la répétition, de la génération de mipmap et de la compression "
+"de la texture dans la mémoire vidéo."
#: editor/import/resource_importer_texture.cpp
msgid "2D, Detect 3D"
-msgstr ""
+msgstr "2D, Détecter la 3D"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "2D Pixel"
-msgstr "Pixels pleins"
+msgstr "Pixel 2D"
#: editor/import/resource_importer_texture.cpp scene/resources/texture.cpp
msgid "Lossy Quality"
-msgstr ""
+msgstr "Mauvaise qualité"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "HDR Mode"
-msgstr "Mode sélection"
+msgstr "Mode HDR"
#: editor/import/resource_importer_texture.cpp
msgid "BPTC LDR"
@@ -7461,16 +7466,15 @@ msgstr ""
#: scene/2d/mesh_instance_2d.cpp scene/2d/multimesh_instance_2d.cpp
#: scene/2d/particles_2d.cpp scene/2d/sprite.cpp scene/resources/style_box.cpp
msgid "Normal Map"
-msgstr ""
+msgstr "Carte de normales"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Process"
-msgstr "Post-traitement"
+msgstr "Processus"
#: editor/import/resource_importer_texture.cpp
msgid "Fix Alpha Border"
-msgstr ""
+msgstr "Corriger la bordure alpha"
#: editor/import/resource_importer_texture.cpp
#, fuzzy
@@ -7479,37 +7483,36 @@ msgstr "Modifier le polygone"
#: editor/import/resource_importer_texture.cpp
msgid "Hdr As Srgb"
-msgstr ""
+msgstr "Hdr en tant que Srgb"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Invert Color"
-msgstr "Vertex"
+msgstr "Inverser la couleur"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Normal Map Invert Y"
-msgstr "Échelle aléatoire :"
+msgstr "Inverser l'axe Y de la carte de normales"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Size Limit"
-msgstr "Limites"
+msgstr "Limite de taille"
#: editor/import/resource_importer_texture.cpp
msgid "Detect 3D"
-msgstr ""
+msgstr "Détecter la 3D"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "SVG"
-msgstr "HSV"
+msgstr "SVG"
#: editor/import/resource_importer_texture.cpp
msgid ""
"Warning, no suitable PC VRAM compression enabled in Project Settings. This "
"texture will not display correctly on PC."
msgstr ""
+"Attention, aucune compression de la mémoire vidéo qui aille sur PC n'est "
+"activé dans les paramètres du projet. Cette texture ne s'affichera pas "
+"correctement sur PC."
#: editor/import/resource_importer_texture_atlas.cpp
msgid "Atlas File"
@@ -7529,55 +7532,48 @@ msgid "Trim Alpha Border From Region"
msgstr ""
#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp
-#, fuzzy
msgid "Force"
-msgstr "Force-pousser"
+msgstr "Force"
#: editor/import/resource_importer_wav.cpp
msgid "8 Bit"
-msgstr ""
+msgstr "8 Bit"
#: editor/import/resource_importer_wav.cpp main/main.cpp
#: modules/mono/editor/csharp_project.cpp modules/mono/mono_gd/gd_mono.cpp
msgid "Mono"
-msgstr ""
+msgstr "Mono"
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Max Rate"
-msgstr "Mélanger le nœud"
+msgstr "Taux maximal"
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Max Rate Hz"
-msgstr "Mélanger le nœud"
+msgstr "Taux maximal en Hz"
#: editor/import/resource_importer_wav.cpp
msgid "Trim"
msgstr ""
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Normalize"
-msgstr "Format"
+msgstr "Normaliser"
#: editor/import/resource_importer_wav.cpp
#: scene/resources/audio_stream_sample.cpp
-#, fuzzy
msgid "Loop Mode"
-msgstr "Mode déplacement"
+msgstr "Mode de bouclage"
#: editor/import/resource_importer_wav.cpp
#: scene/resources/audio_stream_sample.cpp
-#, fuzzy
msgid "Loop Begin"
-msgstr "Mode déplacement"
+msgstr "Début de la boucle"
#: editor/import/resource_importer_wav.cpp
#: scene/resources/audio_stream_sample.cpp
-#, fuzzy
msgid "Loop End"
-msgstr "Mode déplacement"
+msgstr "Fin de la boucle"
#: editor/import_defaults_editor.cpp
msgid "Select Importer"
@@ -7658,9 +7654,8 @@ msgid "Failed to load resource."
msgstr "Impossible de charger la ressource."
#: editor/inspector_dock.cpp
-#, fuzzy
msgid "Property Name Style"
-msgstr "Nom du projet :"
+msgstr "Style des noms de propriétés"
#: editor/inspector_dock.cpp scene/gui/color_picker.cpp
msgid "Raw"
@@ -7672,13 +7667,12 @@ msgid "Capitalized"
msgstr "Majuscule à chaque mot"
#: editor/inspector_dock.cpp
-#, fuzzy
msgid "Localized"
-msgstr "Localisation"
+msgstr "Traduit"
#: editor/inspector_dock.cpp
msgid "Localization not available for current language."
-msgstr ""
+msgstr "La traduction n'est pas disponible pour la langue actuel."
#: editor/inspector_dock.cpp
msgid "Copy Properties"
@@ -8229,9 +8223,8 @@ msgid "New"
msgstr "Nouveau"
#: editor/plugins/animation_player_editor_plugin.cpp
-#, fuzzy
msgid "Paste As Reference"
-msgstr "Référence de classe %s"
+msgstr "Collé en tant que référence"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Edit Transitions..."
@@ -8561,7 +8554,7 @@ msgstr "Filtres…"
#: editor/plugins/asset_library_editor_plugin.cpp scene/main/http_request.cpp
msgid "Use Threads"
-msgstr ""
+msgstr "Utiliser le multitâche"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Contents:"
@@ -8724,25 +8717,21 @@ msgid "Loading..."
msgstr "Chargement..."
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "First"
msgstr "Premier"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Previous"
msgstr "Précédent"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Next"
msgstr "Suivant"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Last"
msgstr "Dernier"
@@ -8793,7 +8782,7 @@ msgstr "En période de test"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Failed to get repository configuration."
-msgstr ""
+msgstr "N'a pas réussi à récupérer la configuration du dépôt."
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Assets ZIP File"
@@ -9360,23 +9349,20 @@ msgid "View"
msgstr "Affichage"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Show"
-msgstr "Afficher la grille"
+msgstr "Afficher"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Show When Snapping"
-msgstr "Magnétisme intelligent"
+msgstr "Afficher lors de la magnétisation"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Hide"
-msgstr ""
+msgstr "Cacher"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Toggle Grid"
-msgstr "Basculer le mode"
+msgstr "Activer/Désactiver la grille"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/polygon_2d_editor_plugin.cpp
@@ -9728,16 +9714,16 @@ msgstr "Dégradé édité"
#: editor/plugins/gradient_texture_2d_editor_plugin.cpp
msgid "Swap GradientTexture2D Fill Points"
-msgstr ""
+msgstr "Échanger les points de remplissage du GradientTexture2D"
#: editor/plugins/gradient_texture_2d_editor_plugin.cpp
+#, fuzzy
msgid "Swap Gradient Fill Points"
-msgstr ""
+msgstr "Échanger les points de remplissage du dégradé"
#: editor/plugins/gradient_texture_2d_editor_plugin.cpp
-#, fuzzy
msgid "Toggle Grid Snap"
-msgstr "Basculer le mode"
+msgstr "Activer/Désactiver le magnétisme de la grille"
#: editor/plugins/item_list_editor_plugin.cpp editor/project_export.cpp
#: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/dialogs.cpp
@@ -9756,13 +9742,12 @@ msgstr "Icône"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "ID"
-msgstr ""
+msgstr "ID"
#: editor/plugins/item_list_editor_plugin.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Separator"
-msgstr "Séparation :"
+msgstr "Séparateur"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item %d"
@@ -10006,7 +9991,6 @@ msgstr ""
"%s"
#: editor/plugins/mesh_library_editor_plugin.cpp
-#, fuzzy
msgid "MeshLibrary"
msgstr "Librairie de maillages"
@@ -10569,7 +10553,7 @@ msgstr "Synchroniser les os avec le polygone"
#: editor/plugins/ray_cast_2d_editor_plugin.cpp
msgid "Set cast_to"
-msgstr ""
+msgstr "Définir cast_to"
#: editor/plugins/resource_preloader_editor_plugin.cpp
msgid "ERROR: Couldn't load resource!"
@@ -10900,21 +10884,19 @@ msgstr "Résultats de recherche"
#: editor/plugins/script_editor_plugin.cpp
msgid "Open Dominant Script On Scene Change"
-msgstr ""
+msgstr "Ouvrir le script principal lors du changement de scène"
#: editor/plugins/script_editor_plugin.cpp
msgid "External"
-msgstr ""
+msgstr "Externe"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Use External Editor"
-msgstr "Déboguer avec un éditeur externe"
+msgstr "Utiliser un éditeur externe"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Exec Path"
-msgstr "Chemin d'exportation"
+msgstr "Chemin d'exécution"
#: editor/plugins/script_editor_plugin.cpp
#, fuzzy
@@ -10923,7 +10905,7 @@ msgstr "Sélectionner le fichier de modèles"
#: editor/plugins/script_editor_plugin.cpp
msgid "Highlight Current Script"
-msgstr ""
+msgstr "Mettre en évidence le script actuel"
#: editor/plugins/script_editor_plugin.cpp
msgid "Script Temperature History Size"
@@ -10939,18 +10921,16 @@ msgid "Group Help Pages"
msgstr "Groupe sélectionné"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Sort Scripts By"
-msgstr "Créer un script"
+msgstr "Trier les scripts par"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "List Script Names As"
-msgstr "Nom du script :"
+msgstr "Lister les noms de scripts en tant que"
#: editor/plugins/script_editor_plugin.cpp
msgid "Exec Flags"
-msgstr ""
+msgstr "Paramètres d'exécution"
#: editor/plugins/script_editor_plugin.cpp
msgid "Clear Recent Scripts"
@@ -11471,10 +11451,11 @@ msgid "(Not in GLES2)"
msgstr "(Non disponible dans GLES2)"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid ""
"Debug draw modes are only available when using the GLES3 renderer, not GLES2."
-msgstr "Non disponible quand le moteur de rendu GLES2 est utilisé."
+msgstr ""
+"Les modes de rendu de débogage ne sont disponibles qu'avec le moteur GLES3, "
+"et pas GLES2."
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Left"
@@ -11777,9 +11758,8 @@ msgid "Manipulator Gizmo Opacity"
msgstr ""
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Show Viewport Rotation Gizmo"
-msgstr "Verrouiller la rotation de la vue"
+msgstr "Afficher le manipulateur de rotation dans le viewport"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Unnamed Gizmo"
@@ -11832,9 +11812,8 @@ msgid "Invalid geometry, can't replace by mesh."
msgstr "Géométrie invalide, impossible de remplacer par un maillage."
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Convert to MeshInstance2D"
-msgstr "Convertir en Mesh2D"
+msgstr "Convertir en MeshInstance2D"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Invalid geometry, can't create polygon."
@@ -12238,9 +12217,8 @@ msgstr ""
"Fermer tout de même ?"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Remove Type"
-msgstr "Supprimer la tuile"
+msgstr "Supprimer le type"
#: editor/plugins/theme_editor_plugin.cpp
msgid ""
@@ -12285,14 +12263,12 @@ msgstr ""
"thème."
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Add Theme Type"
-msgstr "Ajouter un item de type"
+msgstr "Ajouter un type de thème"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Remove Theme Type"
-msgstr "Retirer le dépôt distant"
+msgstr "Supprimer un type de thème"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Add Color Item"
@@ -12411,7 +12387,7 @@ msgstr "Sélectionnez une autre ressource Theme :"
#: editor/plugins/theme_editor_plugin.cpp
#, fuzzy
msgid "Theme Resource"
-msgstr "Renommer une ressource"
+msgstr "Ressource de Thème"
#: editor/plugins/theme_editor_plugin.cpp
msgid "Another Theme"
@@ -12472,7 +12448,6 @@ msgid "Set Variation Base Type"
msgstr "Définir type de variable"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Set Base Type"
msgstr "Changer le type de base"
@@ -12498,10 +12473,13 @@ msgid "Select the variation base type from a list of available types."
msgstr ""
#: editor/plugins/theme_editor_plugin.cpp
+#, fuzzy
msgid ""
"A type associated with a built-in class cannot be marked as a variation of "
"another type."
msgstr ""
+"Un type affilié à une classe intégré ne peut pas être marqué comme une "
+"variante d'un autre type."
#: editor/plugins/theme_editor_plugin.cpp
msgid "Theme:"
@@ -12742,14 +12720,13 @@ msgid "Clear Transform"
msgstr "Supprimer la transformation"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Tile Map"
-msgstr "Peindre sur la TileMap"
+msgstr "Carte de Tuiles"
#: editor/plugins/tile_map_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
msgid "Palette Min Width"
-msgstr ""
+msgstr "Largeur minimale de la palette"
#: editor/plugins/tile_map_editor_plugin.cpp
#, fuzzy
@@ -12757,19 +12734,16 @@ msgid "Palette Item H Separation"
msgstr "Séparateur nommé"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Show Tile Names"
-msgstr "Afficher toutes les langues"
+msgstr "Afficher les noms des tuiles"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Show Tile Ids"
-msgstr "Afficher les règles"
+msgstr "Afficher les IDs des tuiles"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Sort Tiles By Name"
-msgstr "Trier les fichiers"
+msgstr "Trier les tuiles par nom"
#: editor/plugins/tile_map_editor_plugin.cpp
#, fuzzy
@@ -12778,19 +12752,16 @@ msgstr "Remplissage du seau"
#: editor/plugins/tile_map_editor_plugin.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
-#, fuzzy
msgid "Editor Side"
-msgstr "Éditeur"
+msgstr "Coté Éditeur"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Display Grid"
-msgstr "Affichage des surimpressions"
+msgstr "Afficher la grille"
#: editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Axis Color"
-msgstr "Prélever une couleur"
+msgstr "Couleur des axes"
#: editor/plugins/tile_set_editor_plugin.cpp
msgid "Add Texture(s) to TileSet."
@@ -13129,7 +13100,6 @@ msgid "This property can't be changed."
msgstr "Cette propriété ne peut être changée."
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Snap Options"
msgstr "Options de magnétisme"
@@ -13154,14 +13124,12 @@ msgstr "Pas"
#: editor/plugins/tile_set_editor_plugin.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Separation"
-msgstr "Séparation :"
+msgstr "Séparation"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Tile"
-msgstr "Sélectionner"
+msgstr "Tuile sélectionné"
#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/cpu_particles_2d.cpp
#: scene/2d/light_2d.cpp scene/2d/line_2d.cpp scene/2d/mesh_instance_2d.cpp
@@ -13170,9 +13138,8 @@ msgstr "Sélectionner"
#: scene/gui/nine_patch_rect.cpp scene/gui/texture_rect.cpp
#: scene/resources/material.cpp scene/resources/sky.cpp
#: scene/resources/style_box.cpp scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Texture"
-msgstr "Texte"
+msgstr "Texture"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
@@ -13187,9 +13154,8 @@ msgstr "Matériau"
#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/canvas_item.cpp
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp scene/resources/style_box.cpp
-#, fuzzy
msgid "Modulate"
-msgstr "Peupler"
+msgstr "Moduler"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
@@ -13202,39 +13168,32 @@ msgid "Autotile Bitmask Mode"
msgstr "Mode Bitmask"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Subtile Size"
-msgstr "Taille de Contour"
+msgstr "Taille des sous-tuiles"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Subtile Spacing"
-msgstr "Bouclage de l’animation"
+msgstr "Espacement des sous-tuiles"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Occluder Offset"
-msgstr "Créer un polygone occulteur"
+msgstr "Décalage de l’occulteur"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Navigation Offset"
-msgstr "Mode Navigation"
+msgstr "Décalage de la navigation"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Shape Offset"
-msgstr "Décalage :"
+msgstr "Décalage de la forme"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Shape Transform"
-msgstr "Transformation"
+msgstr "Transformation de la forme"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Collision"
-msgstr "Collision"
+msgstr "Collision sélectionné"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
@@ -13247,9 +13206,8 @@ msgid "Selected Collision One Way Margin"
msgstr "Mode collision"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Selected Navigation"
-msgstr "Navigation visible"
+msgstr "Navigation sélectionnée"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
@@ -14354,11 +14312,13 @@ msgstr "Exécutable"
#: editor/project_export.cpp
msgid "Export the project for all the presets defined."
-msgstr ""
+msgstr "Exporter le projet pour tous les préréglages définis."
#: editor/project_export.cpp
msgid "All presets must have an export path defined for Export All to work."
msgstr ""
+"Tous les préréglages doivent avoir un chemin d'exportation défini pour "
+"pouvoir tous les exportés."
#: editor/project_export.cpp
msgid "Delete preset '%s'?"
@@ -14471,53 +14431,48 @@ msgid ""
"Note: Encryption key needs to be stored in the binary,\n"
"you need to build the export templates from source."
msgstr ""
+"Note : La clé de cryptage doit être stocké dans le binaire,\n"
+"vous devez compiler les modèles d'exportation depuis les sources."
#: editor/project_export.cpp
-#, fuzzy
msgid "More Info..."
-msgstr "Déplacer vers…"
+msgstr "Plus d'informations..."
#: editor/project_export.cpp
-#, fuzzy
msgid "Export PCK/Zip..."
msgstr "Exporter le PCK/ZIP"
#: editor/project_export.cpp
-#, fuzzy
msgid "Export Project..."
-msgstr "Exporter le projet"
+msgstr "Exporter le projet..."
#: editor/project_export.cpp
msgid "Export All"
msgstr "Tout exporter"
#: editor/project_export.cpp
-#, fuzzy
msgid "Choose an export mode:"
-msgstr "Veuillez choisir un dossier vide."
+msgstr "Choisissez un mode d'exportation :"
#: editor/project_export.cpp
-#, fuzzy
msgid "Export All..."
-msgstr "Tout exporter"
+msgstr "Tout exporter..."
#: editor/project_export.cpp editor/project_manager.cpp
msgid "ZIP File"
msgstr "Fichier ZIP"
#: editor/project_export.cpp
-#, fuzzy
msgid "Godot Project Pack"
-msgstr "Archive Godot"
+msgstr "Pack de Projet Godot"
#: editor/project_export.cpp
msgid "Export templates for this platform are missing:"
msgstr "Modèles d'exportation manquants pour cette plateforme :"
#: editor/project_export.cpp
-#, fuzzy
msgid "Project Export"
-msgstr "Fondateurs du projet"
+msgstr "Exportation du projet"
#: editor/project_export.cpp
msgid "Manage Export Templates"
@@ -14835,7 +14790,6 @@ msgstr ""
#. TRANSLATORS: This refers to the application where users manage their Godot projects.
#: editor/project_manager.cpp
-#, fuzzy
msgctxt "Application"
msgid "Project Manager"
msgstr "Gestionnaire de projets"
@@ -15644,17 +15598,15 @@ msgstr "Rendre local"
#: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp
msgid "Another node already uses this unique name in the scene."
-msgstr ""
+msgstr "Un autre Nœud utilise ce nom unique dans la scène."
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Enable Scene Unique Name"
-msgstr "Nom unique"
+msgstr "Activer le nom unique de la scène"
#: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp
-#, fuzzy
msgid "Disable Scene Unique Name"
-msgstr "Nom unique"
+msgstr "Désactiver le nom unique de la scène"
#: editor/scene_tree_dock.cpp
msgid "New Scene Root"
@@ -15833,7 +15785,7 @@ msgstr "Effacer l'héritage ? (Pas de retour en arrière !)"
#: editor/scene_tree_dock.cpp
#, fuzzy
msgid "Show Scene Tree Root Selection"
-msgstr "Centrer sur la sélection"
+msgstr "Afficher la sélection de la racine de l'arborescence"
#: editor/scene_tree_dock.cpp
msgid "Derive Script Globals By Name"
@@ -15870,6 +15822,9 @@ msgid ""
"with the '%s' prefix in a node path.\n"
"Click to disable this."
msgstr ""
+"Ce Nœud est accessible de n'importe où dans la scène en le préfixant de '%s' "
+"dans un chemin de Nœud.\n"
+"Cliquer pour désactiver cela."
#: editor/scene_tree_editor.cpp
msgid ""
@@ -16156,9 +16111,8 @@ msgid "Stack Frames"
msgstr "Pile des appels"
#: editor/script_editor_debugger.cpp
-#, fuzzy
msgid "Filter stack variables"
-msgstr "Filtrer les tuiles"
+msgstr "Filtrer les variables de la pile"
#: editor/script_editor_debugger.cpp
msgid "Auto Switch To Remote Scene Tree"
@@ -16166,7 +16120,7 @@ msgstr ""
#: editor/script_editor_debugger.cpp
msgid "Remote Scene Tree Refresh Interval"
-msgstr ""
+msgstr "Intervalle de rafraîchissement de l'arborescence distante"
#: editor/script_editor_debugger.cpp
msgid "Remote Inspect Refresh Interval"
@@ -16268,8 +16222,9 @@ msgid "Change Light Radius"
msgstr "Changer le rayon d'une lumière"
#: editor/spatial_editor_gizmos.cpp
+#, fuzzy
msgid "Stream Player 3D"
-msgstr ""
+msgstr "Émetteur de flux sonore 3D"
#: editor/spatial_editor_gizmos.cpp
msgid "Change AudioStreamPlayer3D Emission Angle"
@@ -16279,7 +16234,7 @@ msgstr "Changer l'angle d'émission AudioStreamPlayer3D"
#: platform/osx/export/export.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Camera"
-msgstr ""
+msgstr "Caméra"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Camera FOV"
@@ -16291,7 +16246,7 @@ msgstr "Changer la taille d'une caméra"
#: editor/spatial_editor_gizmos.cpp
msgid "Visibility Notifier"
-msgstr ""
+msgstr "Notifiant de visibilité"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Notifier AABB"
@@ -16302,18 +16257,16 @@ msgid "Change Particles AABB"
msgstr "Changer particules AABB"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Reflection Probe"
-msgstr "Sélectionnez une propriété"
+msgstr "Sonde de Réflexion"
#: editor/spatial_editor_gizmos.cpp
msgid "Change Probe Extents"
msgstr "Changer les ampleurs de la sonde"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "GI Probe"
-msgstr "Créer sonde IG (Illumination Globale)"
+msgstr "Sonde GI"
#: editor/spatial_editor_gizmos.cpp
#, fuzzy
@@ -16349,14 +16302,12 @@ msgid "Change Ray Shape Length"
msgstr "Changer la longueur d'une forme en rayon"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Navigation Edge"
-msgstr "Mode Navigation"
+msgstr "Bord de la Navigation"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Navigation Edge Disabled"
-msgstr "Mode Navigation"
+msgstr "Bord de la Navigation Désactivé"
#: editor/spatial_editor_gizmos.cpp
#, fuzzy
@@ -16378,7 +16329,7 @@ msgstr ""
#: editor/spatial_editor_gizmos.cpp
msgid "Room Edge"
-msgstr ""
+msgstr "Bord de la pièce"
#: editor/spatial_editor_gizmos.cpp
msgid "Room Overlap"
@@ -16389,13 +16340,12 @@ msgid "Set Room Point Position"
msgstr "Définir la position du point de la pièce"
#: editor/spatial_editor_gizmos.cpp scene/3d/portal.cpp
-#, fuzzy
msgid "Portal Margin"
-msgstr "Définir la marge"
+msgstr "Marge du portail"
#: editor/spatial_editor_gizmos.cpp
msgid "Portal Edge"
-msgstr ""
+msgstr "Bords du portail"
#: editor/spatial_editor_gizmos.cpp
msgid "Portal Arrow"
@@ -16407,18 +16357,16 @@ msgstr "Définir la position du point du Portal"
#: editor/spatial_editor_gizmos.cpp
msgid "Portal Front"
-msgstr ""
+msgstr "Avant du Portail"
#: editor/spatial_editor_gizmos.cpp
-#, fuzzy
msgid "Portal Back"
-msgstr "Retourner"
+msgstr "Arrière du Portail"
#: editor/spatial_editor_gizmos.cpp scene/2d/light_occluder_2d.cpp
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Occluder"
-msgstr "Mode Occlusion"
+msgstr "Occulteur"
#: editor/spatial_editor_gizmos.cpp
msgid "Set Occluder Sphere Radius"
@@ -16469,39 +16417,36 @@ msgid "BVH Collision Margin"
msgstr "Mode collision"
#: main/main.cpp
-#, fuzzy
msgid "Crash Handler"
-msgstr "Définir la poignée"
+msgstr "Gestionnaire de Crash"
#: main/main.cpp
-#, fuzzy
msgid "Multithreaded Server"
-msgstr "Ensemble multi-nœud"
+msgstr "Serveur à tâches parallèles"
#: main/main.cpp
msgid "RID Pool Prealloc"
msgstr ""
#: main/main.cpp
-#, fuzzy
msgid "Debugger stdout"
-msgstr "Débogueur"
+msgstr "Sortie standard du débogueur"
#: main/main.cpp
msgid "Max Chars Per Second"
-msgstr ""
+msgstr "Maximum de Caractères par seconde"
#: main/main.cpp
msgid "Max Messages Per Frame"
-msgstr ""
+msgstr "Maximum de messages par image"
#: main/main.cpp
msgid "Max Errors Per Second"
-msgstr ""
+msgstr "Maximum d'erreurs par seconde"
#: main/main.cpp
msgid "Max Warnings Per Second"
-msgstr ""
+msgstr "Maximum d'avertissements par secondes"
#: main/main.cpp
msgid "Flush stdout On Print"
@@ -16509,38 +16454,35 @@ msgstr ""
#: main/main.cpp servers/visual_server.cpp
msgid "Logging"
-msgstr ""
+msgstr "Journalisation"
#: main/main.cpp
msgid "File Logging"
-msgstr ""
+msgstr "Journalisation dans un fichier"
#: main/main.cpp
-#, fuzzy
msgid "Enable File Logging"
-msgstr "Activer le filtrage"
+msgstr "Activer la journalisation dans un fichier"
#: main/main.cpp
-#, fuzzy
msgid "Log Path"
-msgstr "Copier le chemin"
+msgstr "Chemin du Journal"
#: main/main.cpp
msgid "Max Log Files"
-msgstr ""
+msgstr "Maximum de fichiers journaux"
#: main/main.cpp
msgid "Driver"
-msgstr ""
+msgstr "Pilote"
#: main/main.cpp
-#, fuzzy
msgid "Driver Name"
-msgstr "Nom du script :"
+msgstr "Nom du Pilote"
#: main/main.cpp
msgid "Fallback To GLES2"
-msgstr ""
+msgstr "Se replier sur GLES2"
#: main/main.cpp
msgid "Use Nvidia Rect Flicker Workaround"
@@ -16555,45 +16497,40 @@ msgid "Allow hiDPI"
msgstr ""
#: main/main.cpp
-#, fuzzy
msgid "V-Sync"
-msgstr "Synchroniser"
+msgstr "Synchronisation Vertical"
#: main/main.cpp
-#, fuzzy
msgid "Use V-Sync"
-msgstr "Utiliser l’aimantation"
+msgstr "Utiliser la Synchronisation Vertical"
#: main/main.cpp
msgid "Per Pixel Transparency"
-msgstr ""
+msgstr "Transparence par pixel"
#: main/main.cpp
msgid "Allowed"
-msgstr ""
+msgstr "Autorisé"
#: main/main.cpp
msgid "Intended Usage"
-msgstr ""
+msgstr "Usage prévu"
#: main/main.cpp
-#, fuzzy
msgid "Framebuffer Allocation"
-msgstr "Encadrer la sélection"
+msgstr "Allocation du tampon d'image (Framebuffer)"
#: main/main.cpp platform/uwp/os_uwp.cpp
-#, fuzzy
msgid "Energy Saving"
-msgstr "Erreur d'enregistrement"
+msgstr "Économie d'Énergie"
#: main/main.cpp
msgid "Threads"
-msgstr ""
+msgstr "Tâches Parallèles"
#: main/main.cpp servers/physics_2d/physics_2d_server_wrap_mt.h
-#, fuzzy
msgid "Thread Model"
-msgstr "Basculer le mode"
+msgstr "Modèle de Parallélisme"
#: main/main.cpp
msgid "Thread Safe BVH"
@@ -16605,25 +16542,21 @@ msgstr ""
#: main/main.cpp platform/javascript/export/export.cpp
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Orientation"
-msgstr "Documentation en ligne"
+msgstr "Orientation"
#: main/main.cpp scene/gui/scroll_container.cpp scene/gui/text_edit.cpp
#: scene/main/scene_tree.cpp scene/register_scene_types.cpp
-#, fuzzy
msgid "Common"
-msgstr "Communauté"
+msgstr "Commun"
#: main/main.cpp
-#, fuzzy
msgid "Physics FPS"
-msgstr "Image physique %"
+msgstr "TPS de la physique"
#: main/main.cpp
-#, fuzzy
msgid "Force FPS"
-msgstr "Force-pousser"
+msgstr "Forces les trames par seconde"
#: main/main.cpp
msgid "Enable Pause Aware Picking"
@@ -16641,7 +16574,7 @@ msgstr ""
#: main/main.cpp
msgid "stdout"
-msgstr ""
+msgstr "Sortie Standard"
#: main/main.cpp
msgid "Print FPS"
@@ -16649,26 +16582,23 @@ msgstr ""
#: main/main.cpp
msgid "Verbose stdout"
-msgstr ""
+msgstr "Détailler La Sortie Standard"
#: main/main.cpp scene/main/scene_tree.cpp scene/resources/multimesh.cpp
-#, fuzzy
msgid "Physics Interpolation"
-msgstr "Mode d’interpolation"
+msgstr "Interpolation de la physique"
#: main/main.cpp
-#, fuzzy
msgid "Enable Warnings"
-msgstr "Activer le filtrage"
+msgstr "Activer les avertissements"
#: main/main.cpp
-#, fuzzy
msgid "Frame Delay Msec"
-msgstr "Encadrer la sélection"
+msgstr "Délai des trames en millisecondes"
#: main/main.cpp
msgid "Low Processor Mode"
-msgstr ""
+msgstr "Mode Processeur Faible"
#: main/main.cpp
msgid "Delta Sync After Draw"
@@ -16676,21 +16606,19 @@ msgstr ""
#: main/main.cpp
msgid "iOS"
-msgstr ""
+msgstr "iOS"
#: main/main.cpp
msgid "Hide Home Indicator"
-msgstr ""
+msgstr "Masquer l'indicateur d’accueil"
#: main/main.cpp
-#, fuzzy
msgid "Input Devices"
-msgstr "Tous les périphérique"
+msgstr "Périphériques d'entrée"
#: main/main.cpp
-#, fuzzy
msgid "Pointing"
-msgstr "Point"
+msgstr "Pointage"
#: main/main.cpp
msgid "Touch Delay"
@@ -16698,12 +16626,11 @@ msgstr ""
#: main/main.cpp servers/visual_server.cpp
msgid "GLES3"
-msgstr ""
+msgstr "GLES3"
#: main/main.cpp servers/visual_server.cpp
-#, fuzzy
msgid "Shaders"
-msgstr "Ombrage"
+msgstr "Shaders"
#: main/main.cpp
#, fuzzy
@@ -16713,49 +16640,44 @@ msgstr "Forcer les replis du shader"
#: main/main.cpp scene/3d/baked_lightmap.cpp scene/3d/camera.cpp
#: scene/3d/world_environment.cpp scene/main/scene_tree.cpp
#: scene/resources/world.cpp
-#, fuzzy
msgid "Environment"
-msgstr "Voir environnement"
+msgstr "Environnement"
#: main/main.cpp
msgid "Default Clear Color"
-msgstr ""
+msgstr "Couleur d'effacement par défaut"
#: main/main.cpp
msgid "Boot Splash"
-msgstr ""
+msgstr "Écran de démarrage"
#: main/main.cpp
-#, fuzzy
msgid "Show Image"
-msgstr "Afficher les os"
+msgstr "Afficher l'image"
#: main/main.cpp
msgid "Image"
-msgstr ""
+msgstr "Image"
#: main/main.cpp
msgid "Fullsize"
-msgstr ""
+msgstr "Pleine taille"
#: main/main.cpp scene/resources/dynamic_font.cpp
-#, fuzzy
msgid "Use Filter"
-msgstr "Filtre :"
+msgstr "Utiliser le filtrage"
#: main/main.cpp scene/resources/style_box.cpp
-#, fuzzy
msgid "BG Color"
-msgstr "Couleurs"
+msgstr "Couleur d'arrière-plan"
#: main/main.cpp
-#, fuzzy
msgid "macOS Native Icon"
-msgstr "Définir l'icône de la tuile"
+msgstr "Icône native de macOS"
#: main/main.cpp
msgid "Windows Native Icon"
-msgstr ""
+msgstr "Icône native de Windows"
#: main/main.cpp
msgid "Buffering"
@@ -16767,30 +16689,27 @@ msgstr ""
#: main/main.cpp
msgid "Emulate Touch From Mouse"
-msgstr ""
+msgstr "Émuler le toucher tactile avec la souris"
#: main/main.cpp
msgid "Emulate Mouse From Touch"
-msgstr ""
+msgstr "Émuler la souris avec le toucher tactile"
#: main/main.cpp
-#, fuzzy
msgid "Mouse Cursor"
-msgstr "Bouton de souris"
+msgstr "Curseur de la souris"
#: main/main.cpp
-#, fuzzy
msgid "Custom Image"
-msgstr "Nœud Personnalisé"
+msgstr "Image personnalisée"
#: main/main.cpp
msgid "Custom Image Hotspot"
msgstr ""
#: main/main.cpp
-#, fuzzy
msgid "Tooltip Position Offset"
-msgstr "Décalage de la rotation :"
+msgstr "Décalage de la position des info-bulles"
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
#, fuzzy
@@ -16798,9 +16717,8 @@ msgid "Debugger Agent"
msgstr "Débogueur"
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
-#, fuzzy
msgid "Wait For Debugger"
-msgstr "Débogueur"
+msgstr "Attendre le débogueur"
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
msgid "Wait Timeout"
@@ -16815,28 +16733,25 @@ msgid "Unhandled Exception Policy"
msgstr ""
#: main/main.cpp
-#, fuzzy
msgid "Main Loop Type"
-msgstr "Rechercher le type de nœud"
+msgstr "Type de boucle principale"
#: main/main.cpp scene/gui/texture_progress.cpp
#: scene/gui/viewport_container.cpp
-#, fuzzy
msgid "Stretch"
-msgstr "Actualiser"
+msgstr "Étirement"
#: main/main.cpp
-#, fuzzy
msgid "Aspect"
-msgstr "Inspecteur"
+msgstr "Aspect"
#: main/main.cpp
msgid "Shrink"
-msgstr ""
+msgstr "Rétrécissement"
#: main/main.cpp scene/main/scene_tree.cpp
msgid "Auto Accept Quit"
-msgstr ""
+msgstr "Accepter automatiquement la fermeture"
#: main/main.cpp scene/main/scene_tree.cpp
#, fuzzy
@@ -16850,7 +16765,7 @@ msgstr "Aimanter aux flancs du nœud"
#: main/main.cpp
msgid "Dynamic Fonts"
-msgstr ""
+msgstr "Polices Dynamiques"
#: main/main.cpp
msgid "Use Oversampling"
@@ -16887,7 +16802,7 @@ msgstr "Options"
#: modules/csg/csg_shape.cpp
msgid "Calculate Tangents"
-msgstr ""
+msgstr "Calculer les Tangentes"
#: modules/csg/csg_shape.cpp
#, fuzzy
@@ -16993,9 +16908,8 @@ msgid "Path Simplify Angle"
msgstr ""
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Rotation"
-msgstr "Rotation aléatoire :"
+msgstr "Rotation du chemin"
#: modules/csg/csg_shape.cpp
#, fuzzy
@@ -17018,24 +16932,20 @@ msgid "Path Joined"
msgstr "Rotation aléatoire :"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Compression Mode"
-msgstr "Mode collision"
+msgstr "Mode de compression"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Transfer Channel"
-msgstr "Modification de la transformation"
+msgstr "Canal de transfert"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Channel Count"
-msgstr "Instance"
+msgstr "Nombre de canaux"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Always Ordered"
-msgstr "Toujours afficher la grille"
+msgstr "Toujours ordonnée"
#: modules/enet/networked_multiplayer_enet.cpp
msgid "Server Relay"
@@ -17043,24 +16953,23 @@ msgstr ""
#: modules/enet/networked_multiplayer_enet.cpp
msgid "DTLS Verify"
-msgstr ""
+msgstr "Vérification DTLS"
#: modules/enet/networked_multiplayer_enet.cpp
msgid "DTLS Hostname"
-msgstr ""
+msgstr "Nom de l'hôte DTLS"
#: modules/enet/networked_multiplayer_enet.cpp
-#, fuzzy
msgid "Use DTLS"
-msgstr "Utiliser l’aimantation"
+msgstr "Utiliser DTLS"
#: modules/fbx/editor_scene_importer_fbx.cpp
msgid "FBX"
-msgstr ""
+msgstr "FBX"
#: modules/fbx/editor_scene_importer_fbx.cpp
msgid "Use FBX"
-msgstr ""
+msgstr "Utiliser FBX"
#: modules/gdnative/gdnative.cpp
msgid "Config File"
@@ -17073,19 +16982,16 @@ msgstr "Charger une ressource"
#: modules/gdnative/gdnative.cpp
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Singleton"
-msgstr "Squelette"
+msgstr "Singleton"
#: modules/gdnative/gdnative.cpp
-#, fuzzy
msgid "Symbol Prefix"
-msgstr "Préfixe :"
+msgstr "Préfixe du symbole"
#: modules/gdnative/gdnative.cpp
-#, fuzzy
msgid "Reloadable"
-msgstr "Recharger"
+msgstr "Rechargeable"
#: modules/gdnative/gdnative.cpp
#: modules/gdnative/gdnative_library_singleton_editor.cpp
@@ -17146,14 +17052,12 @@ msgid "Class Name"
msgstr "Nom de la Classe"
#: modules/gdnative/nativescript/nativescript.cpp
-#, fuzzy
msgid "Script Class"
-msgstr "Nom du script :"
+msgstr "Classe de Script"
#: modules/gdnative/nativescript/nativescript.cpp
-#, fuzzy
msgid "Icon Path"
-msgstr "Focaliser le chemin"
+msgstr "Chemin de l'icône"
#: modules/gdnative/register_types.cpp
msgid "GDNative"
@@ -17161,34 +17065,32 @@ msgstr "GDNative"
#: modules/gdscript/editor/gdscript_highlighter.cpp
#: modules/gdscript/gdscript.cpp
-#, fuzzy
msgid "GDScript"
-msgstr "Script"
+msgstr "GDScript"
#: modules/gdscript/editor/gdscript_highlighter.cpp
msgid "Function Definition Color"
-msgstr ""
+msgstr "Couleur de définition de fonction"
#: modules/gdscript/editor/gdscript_highlighter.cpp
-#, fuzzy
msgid "Node Path Color"
-msgstr "Copier le chemin du nœud"
+msgstr "Couleur des chemins de nœud"
#: modules/gdscript/gdscript.cpp modules/visual_script/visual_script.cpp
msgid "Max Call Stack"
-msgstr ""
+msgstr "Maximum de la pile d'appel"
#: modules/gdscript/gdscript.cpp
msgid "Treat Warnings As Errors"
-msgstr ""
+msgstr "Traiter les avertissements comme des erreurs"
#: modules/gdscript/gdscript.cpp
msgid "Exclude Addons"
-msgstr ""
+msgstr "Exclure les extensions"
#: modules/gdscript/gdscript.cpp
msgid "Autocomplete Setters And Getters"
-msgstr ""
+msgstr "Auto-compléter les setters et les getters"
#: modules/gdscript/gdscript_functions.cpp
msgid "Step argument is zero!"
@@ -17235,17 +17137,16 @@ msgid "Language Server"
msgstr "Serveur de Langues"
#: modules/gdscript/language_server/gdscript_language_server.cpp
-#, fuzzy
msgid "Enable Smart Resolve"
-msgstr "Impossible à résoudre"
+msgstr "Activer la résolution intelligente"
#: modules/gdscript/language_server/gdscript_language_server.cpp
msgid "Show Native Symbols In Editor"
-msgstr ""
+msgstr "Afficher les symboles natifs dans l'éditeur"
#: modules/gdscript/language_server/gdscript_language_server.cpp
msgid "Use Thread"
-msgstr ""
+msgstr "Utiliser le parallélisme"
#: modules/gltf/editor_scene_exporter_gltf_plugin.cpp
msgid "Export Mesh GLTF2"
@@ -17256,37 +17157,32 @@ msgid "Export GLTF..."
msgstr "Exporter en GLTF..."
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Buffer View"
-msgstr "Vue de derrière"
+msgstr "Vue du tampon"
#: modules/gltf/gltf_accessor.cpp modules/gltf/gltf_buffer_view.cpp
msgid "Byte Offset"
msgstr "Décalage d’Octet"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Component Type"
-msgstr "Composants"
+msgstr "Type de composant"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Normalized"
-msgstr "Format"
+msgstr "Normalisé"
#: modules/gltf/gltf_accessor.cpp
msgid "Count"
msgstr "Compte"
#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Min"
-msgstr "Mio"
+msgstr "Min"
#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Max"
-msgstr "Mixer"
+msgstr "Max"
#: modules/gltf/gltf_accessor.cpp
#, fuzzy
@@ -17315,14 +17211,12 @@ msgid "Sparse Values Byte Offset"
msgstr ""
#: modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Buffer"
-msgstr "Vue de derrière"
+msgstr "Tampon"
#: modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Byte Length"
-msgstr "Thème par défaut"
+msgstr "Longueur de byte"
#: modules/gltf/gltf_buffer_view.cpp
msgid "Byte Stride"
@@ -17354,19 +17248,17 @@ msgstr "Linéaire"
#: scene/resources/environment.cpp scene/resources/material.cpp
#: scene/resources/particles_material.cpp scene/resources/sky.cpp
#: scene/resources/style_box.cpp
-#, fuzzy
msgid "Color"
-msgstr "Couleurs"
+msgstr "Couleur"
#: modules/gltf/gltf_light.cpp scene/3d/reflection_probe.cpp
#: scene/resources/environment.cpp
msgid "Intensity"
-msgstr ""
+msgstr "Intensité"
#: modules/gltf/gltf_light.cpp scene/2d/light_2d.cpp scene/3d/light.cpp
-#, fuzzy
msgid "Range"
-msgstr "Changer"
+msgstr "Plage"
#: modules/gltf/gltf_light.cpp
msgid "Inner Cone Angle"
@@ -17387,9 +17279,8 @@ msgid "Instance Materials"
msgstr "Changements de matériau :"
#: modules/gltf/gltf_node.cpp scene/3d/skeleton.cpp
-#, fuzzy
msgid "Parent"
-msgstr "Re-parenter"
+msgstr "Parent"
#: modules/gltf/gltf_node.cpp
#, fuzzy
@@ -17416,12 +17307,13 @@ msgid "Joints"
msgstr "Point"
#: modules/gltf/gltf_skeleton.cpp modules/gltf/gltf_skin.cpp
+#, fuzzy
msgid "Roots"
-msgstr ""
+msgstr "Racines"
#: modules/gltf/gltf_skeleton.cpp modules/gltf/gltf_state.cpp
msgid "Unique Names"
-msgstr ""
+msgstr "Noms Uniques"
#: modules/gltf/gltf_skeleton.cpp
#, fuzzy
@@ -17460,16 +17352,18 @@ msgid "Godot Skin"
msgstr ""
#: modules/gltf/gltf_spec_gloss.cpp
+#, fuzzy
msgid "Diffuse Img"
-msgstr ""
+msgstr "Image Diffuse"
#: modules/gltf/gltf_spec_gloss.cpp
+#, fuzzy
msgid "Diffuse Factor"
-msgstr ""
+msgstr "Facteur de diffusion"
#: modules/gltf/gltf_spec_gloss.cpp
msgid "Gloss Factor"
-msgstr ""
+msgstr "Facteur de brillance"
#: modules/gltf/gltf_spec_gloss.cpp
msgid "Specular Factor"
@@ -17528,11 +17422,11 @@ msgstr "Fonctionnalités"
#: modules/gltf/gltf_state.cpp platform/uwp/export/export.cpp
msgid "Images"
-msgstr ""
+msgstr "Images"
#: modules/gltf/gltf_state.cpp
msgid "Cameras"
-msgstr ""
+msgstr "Caméras"
#: modules/gltf/gltf_state.cpp servers/visual_server.cpp
#, fuzzy
@@ -17579,7 +17473,7 @@ msgstr "Précalculer les lightmaps"
#: modules/gridmap/grid_map.cpp scene/2d/tile_map.cpp
msgid "Cell"
-msgstr ""
+msgstr "Cellule"
#: modules/gridmap/grid_map.cpp
#, fuzzy
@@ -17605,7 +17499,7 @@ msgstr "Centre"
#: scene/2d/tile_map.cpp scene/3d/collision_object.cpp scene/3d/soft_body.cpp
#: scene/resources/material.cpp
msgid "Mask"
-msgstr ""
+msgstr "Masque"
#: modules/gridmap/grid_map.cpp scene/2d/tile_map.cpp
#, fuzzy
@@ -17784,19 +17678,19 @@ msgstr "Précalculer les lightmaps"
#: modules/lightmapper_cpu/register_types.cpp
msgid "Low Quality Ray Count"
-msgstr ""
+msgstr "Nombre de rayons de basse qualité"
#: modules/lightmapper_cpu/register_types.cpp
msgid "Medium Quality Ray Count"
-msgstr ""
+msgstr "Nombre de rayons de qualité moyenne"
#: modules/lightmapper_cpu/register_types.cpp
msgid "High Quality Ray Count"
-msgstr ""
+msgstr "Nombre de rayons de haute qualité"
#: modules/lightmapper_cpu/register_types.cpp
msgid "Ultra Quality Ray Count"
-msgstr ""
+msgstr "Nombre de rayons de qualité extrême"
#: modules/minimp3/audio_stream_mp3.cpp
#: modules/minimp3/resource_importer_mp3.cpp
@@ -17806,17 +17700,17 @@ msgid "Loop Offset"
msgstr "Décalage de Boucle"
#: modules/mobile_vr/mobile_vr_interface.cpp
+#, fuzzy
msgid "Eye Height"
-msgstr ""
+msgstr "Hauteur de l’œil"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "IOD"
msgstr ""
#: modules/mobile_vr/mobile_vr_interface.cpp
-#, fuzzy
msgid "Display Width"
-msgstr "Affichage en fil de fer"
+msgstr "Afficher la largeur"
#: modules/mobile_vr/mobile_vr_interface.cpp
#, fuzzy
@@ -17844,9 +17738,8 @@ msgid "Build Solution"
msgstr "Compiler la solution"
#: modules/mono/editor/csharp_project.cpp
-#, fuzzy
msgid "Auto Update Project"
-msgstr "Projet sans titre"
+msgstr "Mettre à jour le projet automatiquement"
#: modules/mono/mono_gd/gd_mono_utils.cpp
msgid "End of inner exception stack trace"
@@ -17924,17 +17817,17 @@ msgid "Seamless"
msgstr ""
#: modules/opensimplex/noise_texture.cpp
-#, fuzzy
msgid "As Normal Map"
-msgstr "Échelle aléatoire :"
+msgstr "En tant que carte de normales"
#: modules/opensimplex/noise_texture.cpp
+#, fuzzy
msgid "Bump Strength"
-msgstr ""
+msgstr "Force du bossage"
#: modules/opensimplex/noise_texture.cpp
msgid "Noise"
-msgstr ""
+msgstr "Bruit"
#: modules/opensimplex/noise_texture.cpp
#, fuzzy
@@ -17942,12 +17835,13 @@ msgid "Noise Offset"
msgstr "Décalage de la grille :"
#: modules/opensimplex/open_simplex_noise.cpp
+#, fuzzy
msgid "Octaves"
-msgstr ""
+msgstr "Octaves"
#: modules/opensimplex/open_simplex_noise.cpp
msgid "Period"
-msgstr ""
+msgstr "Période"
#: modules/opensimplex/open_simplex_noise.cpp
#, fuzzy
@@ -17959,8 +17853,9 @@ msgid "Lacunarity"
msgstr ""
#: modules/regex/regex.cpp
+#, fuzzy
msgid "Subject"
-msgstr ""
+msgstr "Sujet"
#: modules/regex/regex.cpp
#, fuzzy
@@ -17982,7 +17877,7 @@ msgstr ""
#: modules/upnp/upnp.cpp
msgid "Discover IPv6"
-msgstr ""
+msgstr "Découvrir IPv6"
#: modules/upnp/upnp_device.cpp
#, fuzzy
@@ -18682,7 +18577,7 @@ msgstr "Sous-appel"
#: modules/visual_script/visual_script_nodes.cpp scene/gui/graph_node.cpp
msgid "Title"
-msgstr ""
+msgstr "Titre"
#: modules/visual_script/visual_script_nodes.cpp
msgid "Construct %s"
@@ -18752,19 +18647,20 @@ msgstr "Mode prioritaire"
#: modules/webrtc/webrtc_data_channel.h
msgid "WebRTC"
-msgstr ""
+msgstr "WebRTC"
#: modules/webrtc/webrtc_data_channel.h
+#, fuzzy
msgid "Max Channel In Buffer (KB)"
-msgstr ""
+msgstr "Maximum de canal dans le tampon (Ko)"
#: modules/websocket/websocket_client.cpp
msgid "Verify SSL"
-msgstr ""
+msgstr "Vérifier la SSL"
#: modules/websocket/websocket_client.cpp
msgid "Trusted SSL Certificate"
-msgstr ""
+msgstr "Certificat SSL Fiable"
#: modules/websocket/websocket_macros.h
#, fuzzy
@@ -18777,8 +18673,9 @@ msgid "Max In Buffer (KB)"
msgstr "Taille Maximale (KB)"
#: modules/websocket/websocket_macros.h
+#, fuzzy
msgid "Max In Packets"
-msgstr ""
+msgstr "Maximum par paquet"
#: modules/websocket/websocket_macros.h
#, fuzzy
@@ -18805,7 +18702,7 @@ msgstr "Chemin de la clé privée SSH"
#: modules/websocket/websocket_server.cpp platform/javascript/export/export.cpp
msgid "SSL Certificate"
-msgstr ""
+msgstr "Certificat SSL"
#: modules/websocket/websocket_server.cpp
#, fuzzy
@@ -18855,7 +18752,7 @@ msgstr "Magnétisme intelligent"
#: platform/android/export/export.cpp
msgid "Android SDK Path"
-msgstr ""
+msgstr "Chemin du SDK Android"
#: platform/android/export/export.cpp
#, fuzzy
@@ -18879,20 +18776,21 @@ msgid "Shutdown ADB On Exit"
msgstr ""
#: platform/android/export/export_plugin.cpp
+#, fuzzy
msgid "Launcher Icons"
-msgstr ""
+msgstr "Icônes du lanceur"
#: platform/android/export/export_plugin.cpp
msgid "Main 192 X 192"
-msgstr ""
+msgstr "Principal 192 X 192"
#: platform/android/export/export_plugin.cpp
msgid "Adaptive Foreground 432 X 432"
-msgstr ""
+msgstr "Avant-Plan Adaptatif 432 X 432"
#: platform/android/export/export_plugin.cpp
msgid "Adaptive Background 432 X 432"
-msgstr ""
+msgstr "Arrière-Plan Adaptatif 432 X 432"
#: platform/android/export/export_plugin.cpp
msgid "Package name is missing."
@@ -18924,18 +18822,16 @@ msgid "The package must have at least one '.' separator."
msgstr "Le paquet doit comporter au moins un séparateur « . »."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Custom Build"
-msgstr "Nœud Personnalisé"
+msgstr "Construction personnalisé"
#: platform/android/export/export_plugin.cpp
msgid "Use Custom Build"
-msgstr ""
+msgstr "Utiliser une construction personnalisé"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Export Format"
-msgstr "Chemin d'exportation"
+msgstr "Format d'exportation"
#: platform/android/export/export_plugin.cpp
msgid "Min SDK"
@@ -18943,12 +18839,11 @@ msgstr "Min SDK"
#: platform/android/export/export_plugin.cpp
msgid "Target SDK"
-msgstr "Target SDK"
+msgstr "SDK Cible"
#: platform/android/export/export_plugin.cpp platform/iphone/export/export.cpp
-#, fuzzy
msgid "Architectures"
-msgstr "Ajouter une entrée architecture"
+msgstr "Architectures"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18976,17 +18871,17 @@ msgid "Release Password"
msgstr "Mot de passe"
#: platform/android/export/export_plugin.cpp
+#, fuzzy
msgid "One Click Deploy"
-msgstr ""
+msgstr "Déploiement en un clic"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Clear Previous Install"
-msgstr "Inspecter l'instance précédente"
+msgstr "Nettoyer l'installation précédente"
#: platform/android/export/export_plugin.cpp
msgid "Code"
-msgstr ""
+msgstr "Code"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
#, fuzzy
@@ -19008,7 +18903,7 @@ msgstr "Classer En Tant Que Jeu"
#: platform/android/export/export_plugin.cpp
msgid "Retain Data On Uninstall"
-msgstr ""
+msgstr "Conserver les données lors de la désinstallation"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -19016,14 +18911,12 @@ msgid "Exclude From Recents"
msgstr "Supprimer des nœuds"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Graphics"
-msgstr "Décalage de la grille :"
+msgstr "Graphismes"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "OpenGL Debug"
-msgstr "Ouvrir"
+msgstr "Débogage OpenGL"
#: platform/android/export/export_plugin.cpp
msgid "XR Features"
@@ -19047,9 +18940,8 @@ msgid "Passthrough"
msgstr ""
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Immersive Mode"
-msgstr "Mode prioritaire"
+msgstr "Mode immersif"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -19078,12 +18970,11 @@ msgstr "Interface utilisateur"
#: platform/android/export/export_plugin.cpp
msgid "Allow"
-msgstr ""
+msgstr "Autoriser"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
-#, fuzzy
msgid "Command Line"
-msgstr "Communauté"
+msgstr "Ligne de commande"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
msgid "Extra Args"
@@ -19096,22 +18987,19 @@ msgstr "Expression"
#: platform/android/export/export_plugin.cpp
msgid "Salt"
-msgstr ""
+msgstr "Sel"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Public Key"
-msgstr "Chemin de la clé publique SSH"
+msgstr "Clé Publique"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Permissions"
-msgstr "Masque d'émission"
+msgstr "Permissions"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Custom Permissions"
-msgstr "Jouer une scène personnalisée"
+msgstr "Permissions Personnalisées"
#: platform/android/export/export_plugin.cpp
msgid "Select device from the list"
@@ -19231,6 +19119,11 @@ msgid ""
"Note that the singleton was also renamed from \"GodotPayments\" to "
"\"GodotGooglePlayBilling\"."
msgstr ""
+"Le module \"GodotPaymentV3\" inclus dans les paramètres du projet à "
+"\"android/modules\" est invalide (Changé dans Godot 3.2.2).\n"
+"Remplacez-le avec le plugin tiers \"GodotGooglePlayBilling\".\n"
+"Notez que ce singleton a aussi été renommé de \"GodotPayments\" en "
+"\"GodotGooglePlayBilling\"."
#: platform/android/export/export_plugin.cpp
msgid "\"Use Custom Build\" must be enabled to use the plugins."
@@ -19265,12 +19158,16 @@ msgstr ""
#: platform/android/export/export_plugin.cpp
msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid."
msgstr ""
+"\"Min SDK\" devrait être un nombre entier valide, mais \"%s\" n'est pas "
+"valide."
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Min SDK\" cannot be lower than %d, which is the version needed by the "
"Godot library."
msgstr ""
+"« Min SDK » ne peut être inférieur à %d, la version requise par la libraire "
+"de Godot."
#: platform/android/export/export_plugin.cpp
msgid ""
@@ -19283,12 +19180,16 @@ msgstr ""
msgid ""
"\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid."
msgstr ""
+"« SDK Cible » devrait être un nombre entier valide, mais « %s » n'en est pas "
+"un."
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Target SDK\" %d is higher than the default version %d. This may work, but "
"wasn't tested and may be unstable."
msgstr ""
+"« SDK Cible » %d est plus grande que la version par défaut %d. Cela pourrait "
+"fonctionner, mais ça n'a pas été testé. Le résultat pourrait être instable."
#: platform/android/export/export_plugin.cpp
msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version."
@@ -19492,19 +19393,19 @@ msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPhone 2436 X 1125"
-msgstr ""
+msgstr "iPhone 2436 X 1125"
#: platform/iphone/export/export.cpp
msgid "iPhone 2208 X 1242"
-msgstr ""
+msgstr "iPhone 2208 X 1242"
#: platform/iphone/export/export.cpp
msgid "iPad 1024 X 768"
-msgstr ""
+msgstr "iPad 1024 X 768"
#: platform/iphone/export/export.cpp
msgid "iPad 2048 X 1536"
-msgstr ""
+msgstr "iPad 2048 X 1536"
#: platform/iphone/export/export.cpp
msgid "Portrait Launch Screens"
@@ -19512,31 +19413,31 @@ msgstr ""
#: platform/iphone/export/export.cpp
msgid "iPhone 640 X 960"
-msgstr ""
+msgstr "iPhone 640 X 960"
#: platform/iphone/export/export.cpp
msgid "iPhone 640 X 1136"
-msgstr ""
+msgstr "iPhone 640 X 1136"
#: platform/iphone/export/export.cpp
msgid "iPhone 750 X 1334"
-msgstr ""
+msgstr "iPhone 750 X 1334"
#: platform/iphone/export/export.cpp
msgid "iPhone 1125 X 2436"
-msgstr ""
+msgstr "iPhone 1125 X 2436"
#: platform/iphone/export/export.cpp
msgid "iPad 768 X 1024"
-msgstr ""
+msgstr "iPad 768 X 1024"
#: platform/iphone/export/export.cpp
msgid "iPad 1536 X 2048"
-msgstr ""
+msgstr "iPad 1536 X 2048"
#: platform/iphone/export/export.cpp
msgid "iPhone 1242 X 2208"
-msgstr ""
+msgstr "iPhone 1242 X 2208"
#: platform/iphone/export/export.cpp
msgid "App Store Team ID"
@@ -19569,37 +19470,34 @@ msgid "Export Method Release"
msgstr "Mode d'exportation :"
#: platform/iphone/export/export.cpp
+#, fuzzy
msgid "Targeted Device Family"
-msgstr ""
+msgstr "Famille de système cible"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
msgid "Info"
-msgstr ""
+msgstr "Info"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
msgid "Identifier"
msgstr "Identifiant"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Signature"
-msgstr "Signaux"
+msgstr "Signature"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Short Version"
-msgstr "Version"
+msgstr "Version courte"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Copyright"
-msgstr "En haut à droite"
+msgstr "Copyright"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Capabilities"
-msgstr "Coller les propriétés"
+msgstr "Capacités"
#: platform/iphone/export/export.cpp
msgid "Access Wi-Fi"
@@ -19611,9 +19509,8 @@ msgid "Push Notifications"
msgstr "Rotation aléatoire :"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "User Data"
-msgstr "Interface utilisateur"
+msgstr "Données Utilisateur"
#: platform/iphone/export/export.cpp
msgid "Accessible From Files App"
@@ -19624,9 +19521,8 @@ msgid "Accessible From iTunes Sharing"
msgstr ""
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Privacy"
-msgstr "Chemin de la clé privée SSH"
+msgstr "Confidentialité"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
#, fuzzy
@@ -19644,20 +19540,21 @@ msgid "Photolibrary Usage Description"
msgstr "Description des propriétés"
#: platform/iphone/export/export.cpp
+#, fuzzy
msgid "iPhone 120 X 120"
-msgstr ""
+msgstr "iPhone 120 X 120"
#: platform/iphone/export/export.cpp
msgid "iPhone 180 X 180"
-msgstr ""
+msgstr "iPhone 180 X 180"
#: platform/iphone/export/export.cpp
msgid "iPad 76 X 76"
-msgstr ""
+msgstr "iPad 76 X 76"
#: platform/iphone/export/export.cpp
msgid "iPad 152 X 152"
-msgstr ""
+msgstr "iPad 152 X 152"
#: platform/iphone/export/export.cpp
msgid "iPad 167 X 167"
@@ -19699,25 +19596,21 @@ msgid "Custom Image @3x"
msgstr "Nœud Personnalisé"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Use Custom BG Color"
-msgstr "Nœud Personnalisé"
+msgstr "Utiliser la couleur d'arrière-plan personnalisée"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Custom BG Color"
-msgstr "Nœud Personnalisé"
+msgstr "Couleur d'arrière-plan personnalisée"
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Prepare Templates"
-msgstr "Gérer les modèles"
+msgstr "Préparer les modèles"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Export template not found."
-msgstr "Modèle de version personnalisée introuvable."
+msgstr "Modèle d'exportation introuvable."
#: platform/iphone/export/export.cpp
msgid "App Store Team ID not specified - cannot configure the project."
@@ -19740,29 +19633,24 @@ msgid "Run exported HTML in the system's default browser."
msgstr "Exécutez le HTML exporté dans le navigateur par défaut du système."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not open template for export: \"%s\"."
-msgstr "Impossible d'ouvrir le modèle pour exportation :"
+msgstr "Impossible d'ouvrir le modèle pour exportation : « %s »."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Invalid export template: \"%s\"."
-msgstr "Modèle d'exportation non valide :"
+msgstr "Modèle d'exportation invalide : « %s »."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not write file: \"%s\"."
-msgstr "Impossible d'écrire le fichier :"
+msgstr "Impossible d'écrire le fichier : « %s »."
#: platform/javascript/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Icon Creation"
-msgstr "Définir la marge"
+msgstr "Création de l'icône"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not read file: \"%s\"."
-msgstr "Impossible de lire le fichier :"
+msgstr "Impossible de lire le fichier : «%s »."
#: platform/javascript/export/export.cpp
msgid "PWA"
@@ -19773,36 +19661,32 @@ msgid "Variant"
msgstr "Variant"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Export Type"
-msgstr "Exporter"
+msgstr "Type d'exportation"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "VRAM Texture Compression"
-msgstr "Expression"
+msgstr "Compression des textures dans la mémoire vidéo"
#: platform/javascript/export/export.cpp
msgid "For Desktop"
-msgstr ""
+msgstr "Pour PC"
#: platform/javascript/export/export.cpp
msgid "For Mobile"
-msgstr ""
+msgstr "Pour Mobile"
#: platform/javascript/export/export.cpp
msgid "HTML"
-msgstr ""
+msgstr "HTML"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Export Icon"
-msgstr "Développer tout"
+msgstr "Icône d'exportation"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Custom HTML Shell"
-msgstr "Nœud Personnalisé"
+msgstr "Shell HTML personnalisé"
#: platform/javascript/export/export.cpp
msgid "Head Include"
@@ -19817,65 +19701,60 @@ msgid "Focus Canvas On Start"
msgstr ""
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Experimental Virtual Keyboard"
-msgstr "Filtrer les signaux"
+msgstr "Clavier virtuel expérimental"
#: platform/javascript/export/export.cpp
msgid "Progressive Web App"
-msgstr ""
+msgstr "Application web progressive"
#: platform/javascript/export/export.cpp
msgid "Offline Page"
-msgstr ""
+msgstr "Page hors ligne"
#: platform/javascript/export/export.cpp
msgid "Icon 144 X 144"
-msgstr ""
+msgstr "Icône 144 X 144"
#: platform/javascript/export/export.cpp
msgid "Icon 180 X 180"
-msgstr ""
+msgstr "Icône 180 X 180"
#: platform/javascript/export/export.cpp
msgid "Icon 512 X 512"
-msgstr ""
+msgstr "Icône 512 X 512"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not read HTML shell: \"%s\"."
-msgstr "Impossible de lire le shell HTML :"
+msgstr "Impossible de lire le shell HTML : « %s »."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not create HTTP server directory: %s."
-msgstr "Impossible de créer le répertoire du serveur HTTP :"
+msgstr "Impossible de créer le répertoire du serveur HTTP : %s."
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Error starting HTTP server: %d."
-msgstr "Erreur de démarrage du serveur HTTP :"
+msgstr "Erreur de démarrage du serveur HTTP : %d."
#: platform/javascript/export/export.cpp
msgid "Web"
-msgstr ""
+msgstr "Web"
#: platform/javascript/export/export.cpp
msgid "HTTP Host"
-msgstr ""
+msgstr "Hôte HTTP"
#: platform/javascript/export/export.cpp
msgid "HTTP Port"
-msgstr ""
+msgstr "Port HTTP"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Use SSL"
-msgstr "Utiliser l’aimantation"
+msgstr "Utiliser SSL"
#: platform/javascript/export/export.cpp
msgid "SSL Key"
-msgstr ""
+msgstr "Clé SSL"
#: platform/osx/export/codesign.cpp
msgid "Can't get filesystem access."
@@ -19903,7 +19782,7 @@ msgstr "Échec de création du sous-dossier « %s »."
#: platform/osx/export/codesign.cpp
msgid "Failed to extract thin binary."
-msgstr ""
+msgstr "Échec lors de l'extraction du binaire."
#: platform/osx/export/codesign.cpp
msgid "Invalid binary format."
@@ -19920,7 +19799,7 @@ msgstr "Impossible de charger la ressource."
#: platform/osx/export/codesign.cpp
msgid "Failed to create _CodeSignature subfolder."
-msgstr ""
+msgstr "Échec lors de la création du sous-dossier _CodeSignature."
#: platform/osx/export/codesign.cpp
#, fuzzy
@@ -19937,29 +19816,30 @@ msgid "Invalid executable file."
msgstr "Fichier exécutable invalide."
#: platform/osx/export/codesign.cpp
+#, fuzzy
msgid "Can't resize signature load command."
-msgstr ""
+msgstr "Impossible de redimensionner la commande de chargement des signatures."
#: platform/osx/export/codesign.cpp
msgid "Failed to create fat binary."
-msgstr ""
+msgstr "Échec lors de la création du binaire."
#: platform/osx/export/codesign.cpp
msgid "Unknown bundle type."
-msgstr ""
+msgstr "Type de paquet inconnu."
#: platform/osx/export/codesign.cpp
msgid "Unknown object type."
msgstr "Type d'objet inconnu."
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "App Category"
-msgstr "Catégorie :"
+msgstr "Catégorie de l'application"
#: platform/osx/export/export.cpp
+#, fuzzy
msgid "High Res"
-msgstr ""
+msgstr "Haute Résolution"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -20039,7 +19919,7 @@ msgstr "Nœud Personnalisé"
#: platform/osx/export/export.cpp
msgid "Allow JIT Code Execution"
-msgstr ""
+msgstr "Autoriser l'exécution du code JIT"
#: platform/osx/export/export.cpp
msgid "Allow Unsigned Executable Memory"
@@ -20050,27 +19930,24 @@ msgid "Allow Dyld Environment Variables"
msgstr ""
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Disable Library Validation"
-msgstr "Bouton désactivé"
+msgstr "Désactiver la validation des librairies"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Audio Input"
-msgstr "Ajouter une entrée"
+msgstr "Entrée Audio"
#: platform/osx/export/export.cpp
msgid "Address Book"
-msgstr ""
+msgstr "Carnet d'Adresses"
#: platform/osx/export/export.cpp
msgid "Calendars"
-msgstr ""
+msgstr "Calendrier"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Photos Library"
-msgstr "Bibliothèque d'exportation"
+msgstr "Bibliothèque de photos"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -20083,8 +19960,9 @@ msgid "Debugging"
msgstr "Débogage"
#: platform/osx/export/export.cpp
+#, fuzzy
msgid "App Sandbox"
-msgstr ""
+msgstr "Bac à sable de l'application"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -20172,18 +20050,24 @@ msgid ""
"The notarization process generally takes less than an hour. When the process "
"is completed, you'll receive an email."
msgstr ""
+"Le processus de certification prend généralement moins d'une heure. Quand le "
+"processus sera achevé, vous recevrez un e-mail."
#: platform/osx/export/export.cpp
msgid ""
"You can check progress manually by opening a Terminal and running the "
"following command:"
msgstr ""
+"Vous pouvez contrôler la progression manuellement en ouvrant un Terminal et "
+"en exécutant la commande suivante :"
#: platform/osx/export/export.cpp
msgid ""
"Run the following command to staple the notarization ticket to the exported "
"application (optional):"
msgstr ""
+"Exécutez la commande suivante pour lier le ticket de certification avec "
+"l'application exporté (optionnel) :"
#: platform/osx/export/export.cpp
msgid "Timestamping is not compatible with ad-hoc signature, and was disabled!"
@@ -20207,6 +20091,8 @@ msgid ""
"Could not start codesign executable, make sure Xcode command line tools are "
"installed."
msgstr ""
+"Ne peut lancer l'exécutable codesign, vérifiez que les outils en ligne de "
+"commande de Xcode sont installés."
#: platform/osx/export/export.cpp platform/windows/export/export.cpp
msgid "No identity found."
@@ -20220,6 +20106,8 @@ msgstr "Erreur lors de l'enregistrement du fichier : %s"
#: platform/osx/export/export.cpp
msgid "Relative symlinks are not supported, exported \"%s\" might be broken!"
msgstr ""
+"Les liens symboliques relatifs ne sont pas supportés, « %s » pourrait être "
+"cassé !"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -20232,12 +20120,13 @@ msgid "Could not start hdiutil executable."
msgstr "Impossible de démarrer le sous-processus !"
#: platform/osx/export/export.cpp
+#, fuzzy
msgid "`hdiutil create` failed - file exists."
-msgstr ""
+msgstr "`hdiutil create` a échoué - le fichier existe."
#: platform/osx/export/export.cpp
msgid "`hdiutil create` failed."
-msgstr ""
+msgstr "`hdiutil create` a échoué."
#: platform/osx/export/export.cpp
#, fuzzy
@@ -20259,12 +20148,16 @@ msgid ""
"Relative symlinks are not supported on this OS, the exported project might "
"be broken!"
msgstr ""
+"Les liens symboliques relatifs ne sont pas supportés sur ce système "
+"d'exploitation, le projet exporté pourrait être cassé !"
#: platform/osx/export/export.cpp
msgid ""
"Requested template binary \"%s\" not found. It might be missing from your "
"template archive."
msgstr ""
+"Le binaire modèle requis « %s » n'a pas été trouvé. Il doit être absent de "
+"votre archive de modèles."
#: platform/osx/export/export.cpp
msgid "Making PKG"
@@ -20297,10 +20190,12 @@ msgid ""
"Notarization requires the app to be archived first, select the DMG or ZIP "
"export format instead."
msgstr ""
+"La certification nécessite que l'application soit préalablement archivé. "
+"Sélectionnez le format d'exportation DMG ou ZIP à la place."
#: platform/osx/export/export.cpp
msgid "Sending archive for notarization"
-msgstr ""
+msgstr "Envoi de l'archive pour la certification"
#: platform/osx/export/export.cpp
#, fuzzy
@@ -20321,16 +20216,23 @@ msgid ""
"Warning: Built-in \"codesign\" is selected in the Editor Settings. Code "
"signing is limited to ad-hoc signature only."
msgstr ""
+"Attention : Le « codesign » embarqué est sélectionné dans les paramètres de "
+"l'éditeur. La signature du code se limite à la signature ad-hoc seulement."
#: platform/osx/export/export.cpp
msgid ""
"Warning: Xcode command line tools are not installed, using built-in "
"\"codesign\". Code signing is limited to ad-hoc signature only."
msgstr ""
+"Attention : Les outils en ligne de commande de Xcode ne sont pas installés, "
+"utilisation du « codesign » embarqué. La signature du code se limite à la "
+"signature ad-hoc seulement."
#: platform/osx/export/export.cpp
msgid "Notarization: Notarization with an ad-hoc signature is not supported."
msgstr ""
+"Certification : La certification avec une signature ad-hoc n'est pas "
+"supporté."
#: platform/osx/export/export.cpp
#, fuzzy
@@ -20360,12 +20262,17 @@ msgid ""
"Warning: Notarization is disabled. The exported project will be blocked by "
"Gatekeeper if it's downloaded from an unknown source."
msgstr ""
+"Attention : La certification est désactivé. Le projet exporté sera bloqué "
+"par Gatekeeper si il est téléchargé depuis une source inconnue."
#: platform/osx/export/export.cpp
msgid ""
"Code signing is disabled. The exported project will not run on Macs with "
"enabled Gatekeeper and Apple Silicon powered Macs."
msgstr ""
+"La signature du code est désactivé. Le projet exporté ne fonctionnera pas "
+"sur les Macs avec Gatekeeper activé et sous les Macs fonctionnant sous Apple "
+"Silicon."
#: platform/osx/export/export.cpp
msgid ""
@@ -20383,6 +20290,9 @@ msgid ""
"Warning: Notarization is not supported from this OS. The exported project "
"will be blocked by Gatekeeper if it's downloaded from an unknown source."
msgstr ""
+"Attention : La certification n'est pas compatible avec ce système "
+"d'exploitation. Le projet exporté sera bloqué par Gatekeeper si il est "
+"téléchargé depuis une source inconnue."
#: platform/osx/export/export.cpp
msgid ""
@@ -20432,7 +20342,7 @@ msgstr ""
#: platform/osx/export/export.cpp
msgid "macOS"
-msgstr ""
+msgstr "macOS"
#: platform/osx/export/export.cpp
msgid "Force Builtin Codesign"
@@ -20487,11 +20397,11 @@ msgstr "Débogueur"
#: platform/uwp/export/export.cpp
msgid "Major"
-msgstr ""
+msgstr "Majeur"
#: platform/uwp/export/export.cpp
msgid "Minor"
-msgstr ""
+msgstr "Mineur"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20505,7 +20415,7 @@ msgstr "Expression"
#: platform/uwp/export/export.cpp
msgid "Landscape"
-msgstr ""
+msgstr "Paysage"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20514,11 +20424,11 @@ msgstr "Retourner les Portals"
#: platform/uwp/export/export.cpp
msgid "Landscape Flipped"
-msgstr ""
+msgstr "Paysage Inversé"
#: platform/uwp/export/export.cpp
msgid "Portrait Flipped"
-msgstr ""
+msgstr "Portrait Inversé"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20527,23 +20437,23 @@ msgstr "Mode mise à l'échelle"
#: platform/uwp/export/export.cpp
msgid "Square 44 X 44 Logo"
-msgstr ""
+msgstr "Logo 44 X 44 Carré"
#: platform/uwp/export/export.cpp
msgid "Square 71 X 71 Logo"
-msgstr ""
+msgstr "Logo 71 X 71 Carré"
#: platform/uwp/export/export.cpp
msgid "Square 150 X 150 Logo"
-msgstr ""
+msgstr "Logo 150 X 150 Carré"
#: platform/uwp/export/export.cpp
msgid "Square 310 X 310 Logo"
-msgstr ""
+msgstr "Logo 310 X 310 Carré"
#: platform/uwp/export/export.cpp
msgid "Wide 310 X 150 Logo"
-msgstr ""
+msgstr "Logo 310 X 150 Large"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20557,15 +20467,15 @@ msgstr "Fichier"
#: platform/uwp/export/export.cpp
msgid "Show Name On Square 150 X 150"
-msgstr ""
+msgstr "Afficher le nom sur le carré 150 X 150"
#: platform/uwp/export/export.cpp
msgid "Show Name On Wide 310 X 150"
-msgstr ""
+msgstr "Afficher le nom sur le large 310 X 150"
#: platform/uwp/export/export.cpp
msgid "Show Name On Square 310 X 310"
-msgstr ""
+msgstr "Afficher le nom sur le carré 310 X 310"
#: platform/uwp/export/export.cpp
msgid "Invalid package short name."
@@ -20634,7 +20544,7 @@ msgstr ""
#: platform/uwp/export/export.cpp
msgid "UWP"
-msgstr ""
+msgstr "UWP"
#: platform/uwp/export/export.cpp platform/windows/export/export.cpp
#, fuzzy
@@ -20643,7 +20553,7 @@ msgstr "Signaux"
#: platform/uwp/export/export.cpp
msgid "Debug Certificate"
-msgstr ""
+msgstr "Certificat de Débogage"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20656,8 +20566,9 @@ msgid "Failed to rename temporary file \"%s\"."
msgstr "Impossible de supprimer le fichier temporaire :"
#: platform/windows/export/export.cpp
+#, fuzzy
msgid "Identity Type"
-msgstr ""
+msgstr "Type d'identité"
#: platform/windows/export/export.cpp
msgid "Timestamp Server URL"
@@ -20697,7 +20608,7 @@ msgstr "Description"
#: platform/windows/export/export.cpp
msgid "Trademarks"
-msgstr ""
+msgstr "Marques Déposées"
#: platform/windows/export/export.cpp
#, fuzzy
@@ -20729,6 +20640,8 @@ msgid ""
"rcedit failed to modify executable:\n"
"%s"
msgstr ""
+"rcedit n'a pas réussi à modifier l'exécutable :\n"
+"%s"
#: platform/windows/export/export.cpp
#, fuzzy
@@ -21582,12 +21495,12 @@ msgstr "Bouton désactivé"
#: scene/2d/joints_2d.cpp scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
msgid "Softness"
-msgstr ""
+msgstr "Douceur"
#: scene/2d/joints_2d.cpp scene/resources/animation.cpp
#: scene/resources/ray_shape.cpp scene/resources/segment_shape_2d.cpp
msgid "Length"
-msgstr ""
+msgstr "Longueur"
#: scene/2d/joints_2d.cpp
#, fuzzy
@@ -21600,7 +21513,7 @@ msgstr ""
#: scene/2d/joints_2d.cpp scene/3d/physics_joint.cpp scene/3d/vehicle_body.cpp
msgid "Stiffness"
-msgstr ""
+msgstr "Rigidité"
#: scene/2d/light_2d.cpp
msgid ""
@@ -21624,15 +21537,15 @@ msgstr "RegionDeTexture"
#: scene/3d/light.cpp scene/resources/environment.cpp
#: scene/resources/material.cpp scene/resources/sky.cpp
msgid "Energy"
-msgstr ""
+msgstr "Énergie"
#: scene/2d/light_2d.cpp
msgid "Z Min"
-msgstr ""
+msgstr "Minimum Z"
#: scene/2d/light_2d.cpp
msgid "Z Max"
-msgstr ""
+msgstr "Maximum Z"
#: scene/2d/light_2d.cpp
#, fuzzy
@@ -21703,7 +21616,7 @@ msgstr "Défaut"
#: scene/2d/line_2d.cpp scene/resources/texture.cpp
msgid "Fill"
-msgstr ""
+msgstr "Remplissage"
#: scene/2d/line_2d.cpp scene/resources/texture.cpp
#, fuzzy
@@ -21716,8 +21629,9 @@ msgid "Texture Mode"
msgstr "RegionDeTexture"
#: scene/2d/line_2d.cpp
+#, fuzzy
msgid "Capping"
-msgstr ""
+msgstr "Recouvrement"
#: scene/2d/line_2d.cpp
#, fuzzy
@@ -21745,7 +21659,7 @@ msgstr ""
#: scene/2d/line_2d.cpp
msgid "Round Precision"
-msgstr ""
+msgstr "Précision de l’arrondissement"
#: scene/2d/line_2d.cpp scene/2d/polygon_2d.cpp
#: scene/resources/dynamic_font.cpp
@@ -21762,7 +21676,7 @@ msgstr "Multiplier %s"
#: scene/3d/navigation.cpp scene/animation/root_motion_view.cpp
#: scene/resources/world_2d.cpp servers/physics_2d/physics_2d_server_sw.cpp
msgid "Cell Size"
-msgstr ""
+msgstr "Taille des Cellules"
#: scene/2d/navigation_2d.cpp scene/3d/navigation.cpp
#, fuzzy
@@ -21775,6 +21689,9 @@ msgid ""
"will be removed in a future version. Use 'Navigation2DServer.map_get_path()' "
"instead."
msgstr ""
+"Le nœud « Navigation2D » et « Navigation2D.get_simple_path() » sont "
+"obsolètes et seront supprimés dans une future version. Utilisez « "
+"Navigation2DServer.map_get_path() » à la place."
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
#, fuzzy
@@ -21788,7 +21705,7 @@ msgstr "Choisissez distance :"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Target Desired Distance"
-msgstr ""
+msgstr "Distance Désirée de la Cible"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
#, fuzzy
@@ -21807,11 +21724,11 @@ msgstr "Activer"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Neighbor Dist"
-msgstr ""
+msgstr "Distance des voisins"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Max Neighbors"
-msgstr ""
+msgstr "Maximum de voisins"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
#, fuzzy
@@ -21819,9 +21736,8 @@ msgid "Time Horizon"
msgstr "Retourner horizontalement"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Max Speed"
-msgstr "Vitesse :"
+msgstr "Vitesse Max"
#: scene/2d/navigation_agent_2d.cpp
#, fuzzy
@@ -21830,9 +21746,8 @@ msgid ""
msgstr "Le NavigationAgent2D ne peut être utilisé que sous un nœud Node2D."
#: scene/2d/navigation_obstacle_2d.cpp scene/3d/navigation_obstacle.cpp
-#, fuzzy
msgid "Estimate Radius"
-msgstr "Changer le rayon extérieur de la tour"
+msgstr "Estimer le rayon"
#: scene/2d/navigation_obstacle_2d.cpp
msgid ""
@@ -21870,57 +21785,50 @@ msgstr "Se déplacer"
msgid "Rotation Degrees"
msgstr "Degrés de Rotation"
-#: scene/2d/node_2d.cpp
-#, fuzzy
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
-msgstr "Constante globale"
+msgstr "Rotation Globale"
#: scene/2d/node_2d.cpp
msgid "Global Rotation Degrees"
msgstr "Degrés de Rotation Globale"
#: scene/2d/node_2d.cpp
-#, fuzzy
msgid "Global Scale"
-msgstr "Échelle aléatoire :"
+msgstr "Échelle Globale"
#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
-#, fuzzy
msgid "Global Transform"
-msgstr "Conserver la transformation globale"
+msgstr "Transformation Globale"
#: scene/2d/node_2d.cpp
-#, fuzzy
msgid "Z As Relative"
-msgstr "Alignement relatif"
+msgstr "Z En tant que relatif"
#: scene/2d/parallax_background.cpp scene/gui/scroll_container.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Scroll"
-msgstr ""
+msgstr "Défilement"
#: scene/2d/parallax_background.cpp
-#, fuzzy
msgid "Base Offset"
-msgstr "Décalage :"
+msgstr "Décalage de Base"
#: scene/2d/parallax_background.cpp
-#, fuzzy
msgid "Base Scale"
-msgstr "Utiliser le magnétisme d'échelle"
+msgstr "Échelle de Base"
#: scene/2d/parallax_background.cpp
msgid "Limit Begin"
-msgstr ""
+msgstr "Début de la limite"
#: scene/2d/parallax_background.cpp
-#, fuzzy
msgid "Limit End"
-msgstr "À la fin"
+msgstr "Fin de la limite"
#: scene/2d/parallax_background.cpp
msgid "Ignore Camera Zoom"
-msgstr ""
+msgstr "Ignorer le zoom de la Caméra"
#: scene/2d/parallax_layer.cpp
msgid ""
@@ -21932,9 +21840,8 @@ msgstr ""
#: scene/2d/parallax_layer.cpp scene/2d/physics_body_2d.cpp
#: scene/3d/physics_body.cpp scene/3d/vehicle_body.cpp
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Motion"
-msgstr "Action"
+msgstr "Déplacement"
#: scene/2d/parallax_layer.cpp
#, fuzzy
@@ -21983,19 +21890,17 @@ msgstr ""
"Animation » activé."
#: scene/2d/particles_2d.cpp
-#, fuzzy
msgid "Visibility Rect"
-msgstr "Mode prioritaire"
+msgstr "Zone de Visibilité"
#: scene/2d/particles_2d.cpp scene/3d/particles.cpp
msgid "Process Material"
-msgstr ""
+msgstr "Matériau"
#: scene/2d/path_2d.cpp scene/3d/path.cpp scene/resources/sky.cpp
#: scene/resources/texture.cpp
-#, fuzzy
msgid "Curve"
-msgstr "Scinder la courbe"
+msgstr "Courbe"
#: scene/2d/path_2d.cpp
msgid "PathFollow2D only works when set as a child of a Path2D node."
@@ -22009,58 +21914,51 @@ msgid "Unit Offset"
msgstr "Décalage de la grille :"
#: scene/2d/path_2d.cpp scene/3d/camera.cpp scene/3d/path.cpp
-#, fuzzy
msgid "H Offset"
-msgstr "Décalage :"
+msgstr "Décalage Horizontal"
#: scene/2d/path_2d.cpp scene/3d/camera.cpp scene/3d/path.cpp
-#, fuzzy
msgid "V Offset"
-msgstr "Décalage :"
+msgstr "Décalage Vertical"
#: scene/2d/path_2d.cpp scene/3d/path.cpp
msgid "Cubic Interp"
-msgstr ""
+msgstr "Interpolation Cubique"
#: scene/2d/path_2d.cpp
msgid "Lookahead"
msgstr ""
#: scene/2d/physics_body_2d.cpp scene/3d/visual_instance.cpp
-#, fuzzy
msgid "Layers"
-msgstr "Calque"
+msgstr "Calques"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Constant Linear Velocity"
-msgstr "Initialiser"
+msgstr "Vélocité Linéaire Constante"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Constant Angular Velocity"
-msgstr "Initialiser"
+msgstr "Vélocité Angulaire Constante"
#: scene/2d/physics_body_2d.cpp scene/2d/tile_map.cpp scene/3d/physics_body.cpp
#: scene/resources/physics_material.cpp
-#, fuzzy
msgid "Friction"
-msgstr "Fonction"
+msgstr "Friction"
#: scene/2d/physics_body_2d.cpp scene/2d/tile_map.cpp scene/3d/physics_body.cpp
#: scene/resources/physics_material.cpp
msgid "Bounce"
-msgstr ""
+msgstr "Rebond"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Physics Material Override"
-msgstr ""
+msgstr "Surcharge du Matériau Des Physiques"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#: scene/resources/world.cpp scene/resources/world_2d.cpp
-#, fuzzy
msgid "Default Gravity"
-msgstr "Aperçu par défaut"
+msgstr "Gravité par Défaut"
#: scene/2d/physics_body_2d.cpp
msgid ""
@@ -22074,21 +21972,19 @@ msgstr ""
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Mass"
-msgstr ""
+msgstr "Masse"
#: scene/2d/physics_body_2d.cpp
-#, fuzzy
msgid "Inertia"
-msgstr "Vertical :"
+msgstr "Inertie"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Weight"
-msgstr "Lumière"
+msgstr "Poids"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Gravity Scale"
-msgstr ""
+msgstr "Échelle de la Gravité"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
@@ -22102,44 +21998,40 @@ msgstr "Continu"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Contacts Reported"
-msgstr ""
+msgstr "Contact Rapporté"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Contact Monitor"
-msgstr "Prélever une couleur"
+msgstr "Moniteur de Contact"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Sleeping"
-msgstr "Magnétisme intelligent"
+msgstr "Sommeil"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Can Sleep"
-msgstr "Vitesse :"
+msgstr "Peut Dormir"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Damp"
-msgstr ""
+msgstr "Atténuation"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Angular"
-msgstr ""
+msgstr "Angulaire"
#: scene/2d/physics_body_2d.cpp
msgid "Applied Forces"
-msgstr ""
+msgstr "Forces Appliquées"
#: scene/2d/physics_body_2d.cpp
msgid "Torque"
msgstr ""
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Safe Margin"
-msgstr "Définir la marge"
+msgstr "Marge de sécurité"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Sync To Physics"
@@ -22158,9 +22050,8 @@ msgstr ""
#: scene/3d/physics_body.cpp scene/gui/texture_button.cpp
#: scene/resources/default_theme/default_theme.cpp
#: scene/resources/line_shape_2d.cpp scene/resources/material.cpp
-#, fuzzy
msgid "Normal"
-msgstr "Format"
+msgstr "Normale"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
@@ -22168,61 +22059,53 @@ msgid "Remainder"
msgstr "Moteur de rendu :"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Local Shape"
-msgstr "Localisation"
+msgstr "Forme Locale"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collider"
-msgstr "Mode collision"
+msgstr "Collisionneur"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Collider ID"
-msgstr ""
+msgstr "ID Du Collisionneur"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collider RID"
-msgstr "RID invalide"
+msgstr "RID Du Collisionneur"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collider Shape"
-msgstr "Mode collision"
+msgstr "Forme Du Collisionneur"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Collider Shape Index"
-msgstr "Mode collision"
+msgstr "Index De La Forme Du Collisionneur"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collider Velocity"
-msgstr "Vue de l'orbite vers la droite"
+msgstr "Vélocité Du Collisionneur"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Collider Metadata"
-msgstr ""
+msgstr "Méta-Données Du Collisionneur"
#: scene/2d/polygon_2d.cpp
msgid "Invert"
-msgstr ""
+msgstr "Inverser"
#: scene/2d/polygon_2d.cpp
-#, fuzzy
msgid "Vertex Colors"
-msgstr "Vertex"
+msgstr "Couleurs Des Sommets"
#: scene/2d/polygon_2d.cpp
-#, fuzzy
msgid "Internal Vertex Count"
-msgstr "Créer un vertex interne"
+msgstr "Nombre de Sommet Interne"
#: scene/2d/position_2d.cpp
#, fuzzy
@@ -22231,7 +22114,7 @@ msgstr "Gadgets"
#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp
msgid "Exclude Parent"
-msgstr ""
+msgstr "Exclure Le Parent"
#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp
#, fuzzy
@@ -22240,7 +22123,7 @@ msgstr "Créer un nœud Shader"
#: scene/2d/ray_cast_2d.cpp scene/3d/ray_cast.cpp
msgid "Collide With"
-msgstr ""
+msgstr "Collisionne Avec"
#: scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp scene/3d/ray_cast.cpp
msgid "Areas"
@@ -22248,7 +22131,7 @@ msgstr ""
#: scene/2d/ray_cast_2d.cpp scene/3d/camera.cpp scene/3d/ray_cast.cpp
msgid "Bodies"
-msgstr ""
+msgstr "Corps"
#: scene/2d/remote_transform_2d.cpp
msgid "Path property must point to a valid Node2D node to work."
@@ -22352,51 +22235,44 @@ msgid "Y Sort"
msgstr "Trier"
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Show Collision"
-msgstr "Collision"
+msgstr "Afficher la Collision"
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Compatibility Mode"
-msgstr "Mode prioritaire"
+msgstr "Mode de Compatibilité"
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Centered Textures"
-msgstr "Fonctionnalités principales :"
+msgstr "Textures Centrées"
#: scene/2d/tile_map.cpp
msgid "Cell Clip UV"
msgstr ""
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Use Parent"
-msgstr "Mode collision"
+msgstr "Utiliser le Parent"
#: scene/2d/tile_map.cpp
msgid "Use Kinematic"
-msgstr ""
+msgstr "Utiliser Kinematic"
#: scene/2d/touch_screen_button.cpp
-#, fuzzy
msgid "Shape Centered"
-msgstr "Aimanter au centre du nœud"
+msgstr "Forme Centrée"
#: scene/2d/touch_screen_button.cpp
-#, fuzzy
msgid "Shape Visible"
-msgstr "Rendre visible"
+msgstr "Forme Visible"
#: scene/2d/touch_screen_button.cpp
msgid "Passby Press"
msgstr ""
#: scene/2d/touch_screen_button.cpp
-#, fuzzy
msgid "Visibility Mode"
-msgstr "Mode prioritaire"
+msgstr "Mode de Visibilité"
#: scene/2d/visibility_notifier_2d.cpp
msgid ""
@@ -22413,7 +22289,7 @@ msgstr "Coller l'animation"
#: scene/2d/visibility_notifier_2d.cpp scene/3d/visibility_notifier.cpp
msgid "Freeze Bodies"
-msgstr ""
+msgstr "Geler les corps"
#: scene/2d/visibility_notifier_2d.cpp
#, fuzzy
@@ -22426,22 +22302,20 @@ msgid "Pause Animated Sprites"
msgstr "Coller l'animation"
#: scene/2d/visibility_notifier_2d.cpp
-#, fuzzy
msgid "Process Parent"
-msgstr "Activer la priorité"
+msgstr "Parent du Processus"
#: scene/2d/visibility_notifier_2d.cpp
msgid "Physics Process Parent"
-msgstr ""
+msgstr "Parent du Processus Physique"
#: scene/3d/area.cpp
msgid "Reverb Bus"
msgstr ""
#: scene/3d/area.cpp
-#, fuzzy
msgid "Uniformity"
-msgstr "Définir le nom de l'uniforme"
+msgstr "Uniformité"
#: scene/3d/arvr_nodes.cpp
msgid "ARVRCamera must have an ARVROrigin node as its parent."
@@ -22449,7 +22323,7 @@ msgstr "ARVRCamera doit avoir un nœud ARVROrigin comme parent."
#: scene/3d/arvr_nodes.cpp
msgid "Controller ID"
-msgstr ""
+msgstr "ID Du Contrôleur"
#: scene/3d/arvr_nodes.cpp servers/arvr/arvr_positional_tracker.cpp
msgid "Rumble"
@@ -22489,9 +22363,8 @@ msgid "ARVROrigin requires an ARVRCamera child node."
msgstr "ARVROrigin requiert un nœud enfant ARVRCamera."
#: scene/3d/arvr_nodes.cpp servers/arvr_server.cpp
-#, fuzzy
msgid "World Scale"
-msgstr "Échelle aléatoire :"
+msgstr "Échelle du Monde"
#: scene/3d/audio_stream_player_3d.cpp
#, fuzzy
@@ -24023,6 +23896,11 @@ msgstr ""
"Modifiez les tailles dans les formes de collision enfants à la place."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Transformation Globale"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/ga.po b/editor/translations/ga.po
index 65ffebf3e5..db42dda6ed 100644
--- a/editor/translations/ga.po
+++ b/editor/translations/ga.po
@@ -450,6 +450,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20453,7 +20457,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22332,6 +22336,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Athrú: "
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/gl.po b/editor/translations/gl.po
index c8dd75ade3..b42b50e5a7 100644
--- a/editor/translations/gl.po
+++ b/editor/translations/gl.po
@@ -488,6 +488,10 @@ msgid "Pressure"
msgstr "Axustes de Importación"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "Axuste Relativo"
@@ -21645,7 +21649,7 @@ msgstr "Viaxe"
msgid "Rotation Degrees"
msgstr "Rotando % graos."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Constante"
@@ -23712,6 +23716,11 @@ msgstr ""
"lugar."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Transformación"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/he.po b/editor/translations/he.po
index d37f806bb7..a89d117ead 100644
--- a/editor/translations/he.po
+++ b/editor/translations/he.po
@@ -483,6 +483,10 @@ msgid "Pressure"
msgstr "לחץ"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "GDNative"
@@ -21808,7 +21812,7 @@ msgstr "טיול"
msgid "Rotation Degrees"
msgstr "הטיה של %s מעלות."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "קבוע"
@@ -23890,6 +23894,11 @@ msgstr ""
"במקום זאת יש לשנות את גודל צורות ההתנגשות של הצאצאים."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "התמרה"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/hi.po b/editor/translations/hi.po
index 0e6bb551e4..a598e43071 100644
--- a/editor/translations/hi.po
+++ b/editor/translations/hi.po
@@ -466,6 +466,10 @@ msgid "Pressure"
msgstr "प्रीसेट"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21363,7 +21367,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "कोन्स्टन्ट"
@@ -23338,6 +23342,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "एनीमेशन परिवर्तन परिणत"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/hr.po b/editor/translations/hr.po
index c1a9a444cc..61aeaeeb10 100644
--- a/editor/translations/hr.po
+++ b/editor/translations/hr.po
@@ -465,6 +465,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20844,7 +20848,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22783,6 +22787,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Uredi Tranzicije..."
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/hu.po b/editor/translations/hu.po
index 5bfd5b0995..9f0d894b2a 100644
--- a/editor/translations/hu.po
+++ b/editor/translations/hu.po
@@ -507,6 +507,10 @@ msgid "Pressure"
msgstr "Előre beállított"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "Relatív Illesztés"
@@ -21595,7 +21599,7 @@ msgstr "Utazás"
msgid "Rotation Degrees"
msgstr "Forgatási Léptetés:"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Állandó"
@@ -23628,6 +23632,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Globális Transzformáció Megtartása"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/id.po b/editor/translations/id.po
index 57c1a69e92..24547a7464 100644
--- a/editor/translations/id.po
+++ b/editor/translations/id.po
@@ -26,7 +26,7 @@
# Ade Fikri Malihuddin <ade.fm97@gmail.com>, 2020.
# zephyroths <ridho.hikaru@gmail.com>, 2020, 2021, 2022.
# Richard Urban <redasuio1@gmail.com>, 2020.
-# yusuf afandi <afandi.yusuf.04@gmail.com>, 2020.
+# yusuf afandi <afandi.yusuf.04@gmail.com>, 2020, 2022.
# Habib Rohman <revolusi147id@gmail.com>, 2020.
# Hanz <hanzhaxors@gmail.com>, 2021.
# Reza Almanda <rezaalmanda27@gmail.com>, 2021, 2022.
@@ -44,8 +44,8 @@ msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-05-15 09:38+0000\n"
-"Last-Translator: Tsaqib Fadhlurrahman Soka <sokatsaqib@gmail.com>\n"
+"PO-Revision-Date: 2022-07-09 21:12+0000\n"
+"Last-Translator: yusuf afandi <afandi.yusuf.04@gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot/id/>\n"
"Language: id\n"
@@ -53,7 +53,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -481,6 +481,11 @@ msgid "Pressure"
msgstr "Tekanan"
#: core/os/input_event.cpp
+#, fuzzy
+msgid "Pen Inverted"
+msgstr "Balik"
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relatif"
@@ -21753,7 +21758,7 @@ msgstr "Menjelajah"
msgid "Rotation Degrees"
msgstr "Derajat Putaran"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr "Rotasi Global"
@@ -23822,6 +23827,11 @@ msgstr ""
"Ubah ukurannya melalui \"collision shape\"-anaknya saja."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Transformasi Global"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr "Matriks"
@@ -24742,7 +24752,7 @@ msgstr ""
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Caret"
-msgstr ""
+msgstr "Tanda sisipan"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Blink"
diff --git a/editor/translations/is.po b/editor/translations/is.po
index d5353421d4..b7eb0e4b88 100644
--- a/editor/translations/is.po
+++ b/editor/translations/is.po
@@ -457,6 +457,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20739,7 +20743,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22640,6 +22644,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Breyta umbreytingu"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/it.po b/editor/translations/it.po
index e693139e21..36757b891d 100644
--- a/editor/translations/it.po
+++ b/editor/translations/it.po
@@ -508,6 +508,10 @@ msgid "Pressure"
msgstr "Pressione"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relativo"
@@ -21493,7 +21497,7 @@ msgstr "Spostamento"
msgid "Rotation Degrees"
msgstr "Rotazione in Gradi"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Costante"
@@ -23642,6 +23646,11 @@ msgstr ""
"Modifica invece la dimensione nelle forme di collisione figlie."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Mantieni Transform Globale"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/ja.po b/editor/translations/ja.po
index 3abcd5529f..5c6358a4c4 100644
--- a/editor/translations/ja.po
+++ b/editor/translations/ja.po
@@ -487,6 +487,11 @@ msgid "Pressure"
msgstr "圧力"
#: core/os/input_event.cpp
+#, fuzzy
+msgid "Pen Inverted"
+msgstr "反転"
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "相対的"
@@ -21573,7 +21578,7 @@ msgstr "トラベル"
msgid "Rotation Degrees"
msgstr "%s 度回転。"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "コンスタント"
@@ -23711,6 +23716,11 @@ msgstr ""
"代わりに、子の衝突シェイプのサイズを変更してください。"
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "グローバル トランスフォームを保持"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/ka.po b/editor/translations/ka.po
index 14599ca68e..f67e7c0bdd 100644
--- a/editor/translations/ka.po
+++ b/editor/translations/ka.po
@@ -466,6 +466,10 @@ msgid "Pressure"
msgstr "ზუმის საწყისზე დაყენება"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21235,7 +21239,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "მუდმივი"
@@ -23190,6 +23194,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "ანიმაციის გარდაქმნის ცვლილება"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/km.po b/editor/translations/km.po
index 32175987ef..2da1ccac99 100644
--- a/editor/translations/km.po
+++ b/editor/translations/km.po
@@ -440,6 +440,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20294,7 +20298,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22117,6 +22121,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Anim ផ្លាស់ប្តូរ Transition"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/ko.po b/editor/translations/ko.po
index 8800745e09..ff2f4ecb80 100644
--- a/editor/translations/ko.po
+++ b/editor/translations/ko.po
@@ -477,6 +477,10 @@ msgid "Pressure"
msgstr "압력"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "상대적"
@@ -21542,7 +21546,7 @@ msgstr "진행"
msgid "Rotation Degrees"
msgstr "%s도로 회전."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "상수"
@@ -23666,6 +23670,11 @@ msgstr ""
"대신 자식 콜리전 모양의 크기를 변경하세요."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "전역 변형 유지"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/lt.po b/editor/translations/lt.po
index 51428b68f4..8daa544db9 100644
--- a/editor/translations/lt.po
+++ b/editor/translations/lt.po
@@ -476,6 +476,10 @@ msgid "Pressure"
msgstr "Atstatyti Priartinimą"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21259,7 +21263,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstanta"
@@ -23223,6 +23227,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Animacija: Pakeisti Transformaciją"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/lv.po b/editor/translations/lv.po
index 0d2e4afec9..2dabcb40bf 100644
--- a/editor/translations/lv.po
+++ b/editor/translations/lv.po
@@ -479,6 +479,10 @@ msgid "Pressure"
msgstr "Sagatave"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21083,7 +21087,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstante"
@@ -23065,6 +23069,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Pāreja eksistē!"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/mk.po b/editor/translations/mk.po
index b35fce0168..ef9a504af6 100644
--- a/editor/translations/mk.po
+++ b/editor/translations/mk.po
@@ -444,6 +444,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "GDNative(ГДДомороден)"
@@ -20345,7 +20349,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22175,6 +22179,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Анимација Промени Прелаз"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/ml.po b/editor/translations/ml.po
index b2f6c17059..1b5bc9e68f 100644
--- a/editor/translations/ml.po
+++ b/editor/translations/ml.po
@@ -450,6 +450,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20389,7 +20393,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22247,6 +22251,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "ചലനം ചുറ്റൽ"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/mr.po b/editor/translations/mr.po
index d9943d0a5e..8dffed5d4e 100644
--- a/editor/translations/mr.po
+++ b/editor/translations/mr.po
@@ -450,6 +450,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20406,7 +20410,7 @@ msgstr "प्रवास"
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22268,6 +22272,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "संक्रमण: "
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/ms.po b/editor/translations/ms.po
index a1955bb027..caef354c6c 100644
--- a/editor/translations/ms.po
+++ b/editor/translations/ms.po
@@ -451,6 +451,10 @@ msgid "Pressure"
msgstr "Tekanan"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relatif"
@@ -21295,7 +21299,7 @@ msgstr "Perjalanan"
msgid "Rotation Degrees"
msgstr "Langkah Putaran:"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Pemalar"
@@ -23297,6 +23301,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Kosongkan Transformasi"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/nb.po b/editor/translations/nb.po
index 11bf857f4b..68de0259c2 100644
--- a/editor/translations/nb.po
+++ b/editor/translations/nb.po
@@ -473,6 +473,10 @@ msgid "Pressure"
msgstr "Trykk"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relativ"
@@ -22145,7 +22149,7 @@ msgstr "Reise"
msgid "Rotation Degrees"
msgstr "Roterer %s grader."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstant"
@@ -24190,6 +24194,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Nullstill Transformasjon"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/nl.po b/editor/translations/nl.po
index def707ac8b..756bf78add 100644
--- a/editor/translations/nl.po
+++ b/editor/translations/nl.po
@@ -547,6 +547,10 @@ msgid "Pressure"
msgstr "Voorinstellingen"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "Relatief kleven"
@@ -22069,7 +22073,7 @@ msgstr "Verplaats"
msgid "Rotation Degrees"
msgstr "Roteren %s graden."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Constante"
@@ -24184,6 +24188,11 @@ msgstr ""
"Verander in plaats daarvan de grootte van de onderliggende botsingsvormen."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Houd Globale Transformatie"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/pl.po b/editor/translations/pl.po
index 9fdaafae3e..264d623676 100644
--- a/editor/translations/pl.po
+++ b/editor/translations/pl.po
@@ -67,7 +67,7 @@ msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-07-05 23:51+0000\n"
+"PO-Revision-Date: 2022-07-10 14:38+0000\n"
"Last-Translator: Dawid Skubij <davidsd@tlen.pl>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/"
"godot/pl/>\n"
@@ -270,7 +270,7 @@ msgstr "Sieć"
#: core/io/file_access_network.cpp
msgid "Remote FS"
-msgstr "Zdalny System Plików"
+msgstr "Zdalny System Plików"
#: core/io/file_access_network.cpp
msgid "Page Size"
@@ -450,9 +450,8 @@ msgid "Command"
msgstr "Command"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Physical"
-msgstr " (fizyczny)"
+msgstr "Fizyczny"
#: core/os/input_event.cpp scene/2d/touch_screen_button.cpp
#: scene/gui/base_button.cpp scene/gui/texture_button.cpp
@@ -505,6 +504,10 @@ msgid "Pressure"
msgstr "Ciśnienie"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relatywny"
@@ -5505,7 +5508,7 @@ msgstr "Miniatura..."
#: editor/editor_settings.cpp
msgid "Docks"
-msgstr ""
+msgstr "Doki"
#: editor/editor_settings.cpp
#, fuzzy
@@ -7123,7 +7126,7 @@ msgstr ""
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
msgid "sRGB"
-msgstr ""
+msgstr "sRGB"
#: editor/import/resource_importer_layered_texture.cpp
#, fuzzy
@@ -7441,7 +7444,7 @@ msgstr ""
#: scene/2d/mesh_instance_2d.cpp scene/2d/multimesh_instance_2d.cpp
#: scene/2d/particles_2d.cpp scene/2d/sprite.cpp scene/resources/style_box.cpp
msgid "Normal Map"
-msgstr ""
+msgstr "Mapa normalnych"
#: editor/import/resource_importer_texture.cpp
#, fuzzy
@@ -9851,7 +9854,7 @@ msgstr "Utwórz obrys"
#: scene/resources/multimesh.cpp scene/resources/primitive_meshes.cpp
#: scene/resources/texture.cpp
msgid "Mesh"
-msgstr "Siatka"
+msgstr "Mesh"
#: editor/plugins/mesh_instance_editor_plugin.cpp
msgid "Create Trimesh Static Body"
@@ -17095,9 +17098,8 @@ msgstr "GDNative"
#: modules/gdscript/editor/gdscript_highlighter.cpp
#: modules/gdscript/gdscript.cpp
-#, fuzzy
msgid "GDScript"
-msgstr "Skrypt"
+msgstr "GDScript"
#: modules/gdscript/editor/gdscript_highlighter.cpp
msgid "Function Definition Color"
@@ -19304,9 +19306,8 @@ msgid "Invalid filename! Android APK requires the *.apk extension."
msgstr "Nieprawidłowa nazwa pliku! APK Androida wymaga rozszerzenia *.apk."
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Unsupported export format!"
-msgstr "Nieobsługiwany format eksportu!\n"
+msgstr "Nieobsługiwany format eksportu!"
#: platform/android/export/export_plugin.cpp
msgid ""
@@ -19336,9 +19337,8 @@ msgstr ""
"projektu"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not export project files to gradle project."
-msgstr "Nie udało się eksportować plików projektu do projektu gradle\n"
+msgstr "Nie udało się eksportować plików projektu do projektu gradle."
#: platform/android/export/export_plugin.cpp
msgid "Could not write expansion package file!"
@@ -20267,9 +20267,8 @@ msgid "ZIP Creation"
msgstr "Projekt"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not open file to read from path \"%s\"."
-msgstr "Nie udało się eksportować plików projektu do projektu gradle\n"
+msgstr "Nie udało się otworzyć pliku do odczytu ze ścieżki \"%s\"."
#: platform/osx/export/export.cpp
msgid "Invalid bundle identifier:"
@@ -21255,26 +21254,23 @@ msgstr ""
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp scene/main/timer.cpp
-#, fuzzy
msgid "One Shot"
-msgstr "Jednorazowy Węzeł"
+msgstr "Wyemituj raz"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
-#, fuzzy
msgid "Preprocess"
-msgstr "Przetwarzanie końcowe"
+msgstr "Przetwarzanie wstępne"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
msgid "Explosiveness"
-msgstr ""
+msgstr "Wybuchowość"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
-#, fuzzy
msgid "Randomness"
-msgstr "Losowy restart (s):"
+msgstr "Losowość"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21849,7 +21845,7 @@ msgstr "Przejdź"
msgid "Rotation Degrees"
msgstr "Obracanie o %s stopni."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Stała globalna"
@@ -21963,9 +21959,8 @@ msgstr ""
"\"Particles Animation\"."
#: scene/2d/particles_2d.cpp
-#, fuzzy
msgid "Visibility Rect"
-msgstr "Tryb priorytetów"
+msgstr "Prostokąt widoczności"
#: scene/2d/particles_2d.cpp scene/3d/particles.cpp
msgid "Process Material"
@@ -24000,6 +23995,11 @@ msgstr ""
"Zamiast tego, zmień rozmiary kształtów kolizji w węzłach podrzędnych."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Zachowaj globalną transformację"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
@@ -24916,7 +24916,7 @@ msgstr ""
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Caret"
-msgstr ""
+msgstr "Karetka"
#: scene/gui/line_edit.cpp scene/gui/text_edit.cpp
msgid "Blink"
diff --git a/editor/translations/pr.po b/editor/translations/pr.po
index d0e041aba9..5c33524652 100644
--- a/editor/translations/pr.po
+++ b/editor/translations/pr.po
@@ -470,6 +470,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21300,7 +21304,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Rename Variable"
@@ -23249,6 +23253,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Change yer Anim Transform"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/pt.po b/editor/translations/pt.po
index edbc6971fb..0b2fa35ae5 100644
--- a/editor/translations/pt.po
+++ b/editor/translations/pt.po
@@ -24,13 +24,14 @@
# Renu <ifpilucas@gmail.com>, 2022.
# El_ExpertPlayer <xpertnathan37@gmail.com>, 2022.
# Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>, 2022.
+# Ednaldo Pereira Confia <filat51823@storypo.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-06-29 10:04+0000\n"
-"Last-Translator: Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>\n"
+"PO-Revision-Date: 2022-07-11 21:32+0000\n"
+"Last-Translator: Ednaldo Pereira Confia <filat51823@storypo.com>\n"
"Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
"godot/pt/>\n"
"Language: pt\n"
@@ -38,7 +39,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -463,6 +464,10 @@ msgid "Pressure"
msgstr "Pressione"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relativo"
@@ -2293,7 +2298,6 @@ msgstr "Desenvolvedor-chefe"
#. TRANSLATORS: This refers to a job title.
#: editor/editor_about.cpp
-#, fuzzy
msgctxt "Job Title"
msgid "Project Manager"
msgstr "Gestor de Projetos"
@@ -2540,9 +2544,8 @@ msgid "There is no '%s' file."
msgstr "Não existe ficheiro '%s'."
#: editor/editor_audio_buses.cpp
-#, fuzzy
msgid "Layout:"
-msgstr "Esquema"
+msgstr "Esquema:"
#: editor/editor_audio_buses.cpp
msgid "Invalid file, not an audio bus layout."
@@ -2591,9 +2594,8 @@ msgid "Create a new Bus Layout."
msgstr "Criar um novo Modelo de Barramento."
#: editor/editor_audio_buses.cpp
-#, fuzzy
msgid "Audio Bus Layout"
-msgstr "Abrir Modelo de barramento de áudio"
+msgstr "Modelo de barramento de áudio"
#: editor/editor_autoload_settings.cpp
msgid "Invalid name."
@@ -2750,18 +2752,16 @@ msgid "Project export for platform:"
msgstr "Exportação do projeto para plataforma:"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Completed with errors."
-msgstr "Copiar Caminho do Nó"
+msgstr "Concluído com erros."
#: editor/editor_export.cpp
msgid "Completed successfully."
-msgstr "Completado com sucesso."
+msgstr "Concluído com sucesso."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed."
-msgstr "Falhou:"
+msgstr "Falhou."
#: editor/editor_export.cpp
msgid "Storing File:"
@@ -21543,7 +21543,7 @@ msgstr "Viagem"
msgid "Rotation Degrees"
msgstr "Graus de Rotação"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Constante Global"
@@ -23681,6 +23681,11 @@ msgstr ""
"Em vez disso, mude o tamanho das formas de colisão filhas."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Manter Transformação Global"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/pt_BR.po b/editor/translations/pt_BR.po
index 41301db983..a812335e4b 100644
--- a/editor/translations/pt_BR.po
+++ b/editor/translations/pt_BR.po
@@ -127,7 +127,7 @@
# Mário Victor Ribeiro Silva <mariovictorrs@gmail.com>, 2021.
# jak3z <jose_renato06@outlook.com>, 2021.
# Henrique Darko <henridark00@gmail.com>, 2021.
-# Cearaj <pmoraisleal@gmail.com>, 2021.
+# Cearaj <pmoraisleal@gmail.com>, 2021, 2022.
# Alefy San <alefyferreiradeoliveira@outlook.com>, 2021.
# Joel Gomes da Silva <joelgomes1994@hotmail.com>, 2021, 2022.
# Orangotango De tanga <luizinho0045@gmail.com>, 2021.
@@ -141,13 +141,14 @@
# José Miranda Neto <dodimi95@gmail.com>, 2022.
# lucas rossy brasil coelho <lucasrossy270@gmail.com>, 2022.
# Kaycke <kaycke@ymail.com>, 2022.
+# Ednaldo Pereira Confia <filat51823@storypo.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: 2016-05-30\n"
-"PO-Revision-Date: 2022-06-29 10:04+0000\n"
-"Last-Translator: Douglas Leão <djlsplays@gmail.com>\n"
+"PO-Revision-Date: 2022-07-16 06:20+0000\n"
+"Last-Translator: Cearaj <pmoraisleal@gmail.com>\n"
"Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
"godot-engine/godot/pt_BR/>\n"
"Language: pt_BR\n"
@@ -155,7 +156,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -524,9 +525,8 @@ msgid "Command"
msgstr "Comando"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Physical"
-msgstr " (Físico)"
+msgstr "Físico"
#: core/os/input_event.cpp scene/2d/touch_screen_button.cpp
#: scene/gui/base_button.cpp scene/gui/texture_button.cpp
@@ -579,6 +579,11 @@ msgid "Pressure"
msgstr "Pressão"
#: core/os/input_event.cpp
+#, fuzzy
+msgid "Pen Inverted"
+msgstr "Inverter"
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relativo"
@@ -715,7 +720,6 @@ msgstr "Nome do Diretório de Usuário Personalizado"
#: core/project_settings.cpp main/main.cpp
#: platform/javascript/export/export.cpp platform/osx/export/export.cpp
#: platform/uwp/os_uwp.cpp
-#, fuzzy
msgid "Display"
msgstr "Exibição"
@@ -739,14 +743,12 @@ msgid "Always On Top"
msgstr "Sempre no topo"
#: core/project_settings.cpp
-#, fuzzy
msgid "Test Width"
msgstr "Largura de teste"
#: core/project_settings.cpp
-#, fuzzy
msgid "Test Height"
-msgstr "Teste de altura"
+msgstr "Altura de teste"
#: core/project_settings.cpp editor/animation_track_editor.cpp
#: editor/editor_audio_buses.cpp main/main.cpp servers/audio_server.cpp
@@ -781,9 +783,8 @@ msgid "Script Templates Search Path"
msgstr "Caminho de Pesquisa de Modelos de Script"
#: core/project_settings.cpp
-#, fuzzy
msgid "Version Control Autoload On Startup"
-msgstr "Carregamento Automático na Inicialização"
+msgstr "Carregamento Automático do Controle de Versão na Inicialização"
#: core/project_settings.cpp
msgid "Version Control Plugin Name"
@@ -1091,9 +1092,8 @@ msgstr "Encaixe inteligente"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
-#, fuzzy
msgid "Use GPU Pixel Snap"
-msgstr "Usar Encaixe de Pixel"
+msgstr "Usar Encaixe de Pixels da GPU"
#: drivers/gles2/rasterizer_scene_gles2.cpp
#: drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1313,7 +1313,6 @@ msgid "Animation"
msgstr "Animação"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Easing"
msgstr "Facilitar Entrada-Saída"
@@ -1450,14 +1449,13 @@ msgid "Type:"
msgstr "Tipo:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "(Invalid, expected type: %s)"
-msgstr "Template de exportação inválido:"
+msgstr "(Inválido, tipo esperado: %s)"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "Easing:"
-msgstr "Facilitar Entrada-Saída"
+msgstr "Facilitar Entrada-Saída:"
#: editor/animation_track_editor.cpp
msgid "In-Handle:"
@@ -1473,9 +1471,8 @@ msgid "Stream:"
msgstr "Transmissão:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Start (s):"
-msgstr "Início(s):"
+msgstr "Início (s):"
#: editor/animation_track_editor.cpp
msgid "End (s):"
@@ -1571,9 +1568,8 @@ msgid "Editors"
msgstr "Editores"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Confirm Insert Track"
-msgstr "Inserir Trilha e Chave na Anim"
+msgstr "Confirmar Inserção de Trilha"
#. TRANSLATORS: %s will be replaced by a phrase describing the target of track.
#: editor/animation_track_editor.cpp
@@ -2667,9 +2663,8 @@ msgid "There is no '%s' file."
msgstr "Não existe o arquivo '%s'."
#: editor/editor_audio_buses.cpp
-#, fuzzy
msgid "Layout:"
-msgstr "Layout"
+msgstr "Layout:"
#: editor/editor_audio_buses.cpp
msgid "Invalid file, not an audio bus layout."
@@ -2718,9 +2713,8 @@ msgid "Create a new Bus Layout."
msgstr "Criar um novo Layout de Canais."
#: editor/editor_audio_buses.cpp
-#, fuzzy
msgid "Audio Bus Layout"
-msgstr "Abrir Layout de Canais de Áudio"
+msgstr "Layout de Canais de Áudio"
#: editor/editor_autoload_settings.cpp
msgid "Invalid name."
@@ -2900,14 +2894,12 @@ msgid "Packing"
msgstr "Empacotando"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Save PCK"
-msgstr "Salvar Como"
+msgstr "Salvar PCK"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Cannot create file \"%s\"."
-msgstr "Não foi possível criar a pasta."
+msgstr "Não foi possível criar arquivo \"%s\"."
#: editor/editor_export.cpp
msgid "Failed to export project files."
@@ -2918,9 +2910,8 @@ msgid "Can't open file to read from path \"%s\"."
msgstr "Não é possível abrir arquivo para leitura a partir do caminho \"%s\"."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Save ZIP"
-msgstr "Salvar Como"
+msgstr "Salvar ZIP"
#: editor/editor_export.cpp
msgid ""
@@ -3005,9 +2996,8 @@ msgid "Embed PCK"
msgstr "Incorporar PCK"
#: editor/editor_export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Texture Format"
-msgstr "Região da Textura"
+msgstr "Formato da Textura"
#: editor/editor_export.cpp
msgid "BPTC"
@@ -3028,7 +3018,7 @@ msgstr "ETC2"
#: editor/editor_export.cpp
#, fuzzy
msgid "No BPTC Fallbacks"
-msgstr "Forçar Fallbacks do Shader"
+msgstr "Sem Fallbacks do BPTC"
#: editor/editor_export.cpp platform/android/export/export_plugin.cpp
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
@@ -3040,12 +3030,11 @@ msgstr "Modelo customizado de depuração não encontrado."
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
#: platform/osx/export/export.cpp platform/uwp/export/export.cpp
msgid "Custom release template not found."
-msgstr "Template customizado de release não encontrado."
+msgstr "Modelo customizado de lançamento não encontrado."
#: editor/editor_export.cpp
-#, fuzzy
msgid "Prepare Template"
-msgstr "Gerenciar Templates"
+msgstr "Preparar Modelo"
#: editor/editor_export.cpp platform/osx/export/export.cpp
msgid "The given export path doesn't exist."
@@ -3061,9 +3050,8 @@ msgstr "Falha ao copiar o modelo de exportação."
#: editor/editor_export.cpp platform/windows/export/export.cpp
#: platform/x11/export/export.cpp
-#, fuzzy
msgid "PCK Embedding"
-msgstr "Preenchimento"
+msgstr "Incorporação de PCK"
#: editor/editor_export.cpp
msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
@@ -3278,9 +3266,8 @@ msgid "Manage Editor Feature Profiles"
msgstr "Gerenciar perfis de recurso do editor"
#: editor/editor_feature_profile.cpp
-#, fuzzy
msgid "Default Feature Profile"
-msgstr "Perfil de funcionalidade do Godot"
+msgstr "Perfil de funcionalidade Padrão"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Select Current Folder"
@@ -3688,7 +3675,7 @@ msgstr "Propriedade:"
#: editor/editor_inspector.cpp editor/editor_spin_slider.cpp
#, fuzzy
msgid "Label"
-msgstr "Valor"
+msgstr "Etiqueta"
#: editor/editor_inspector.cpp editor/editor_spin_slider.cpp
#: scene/resources/default_theme/default_theme.cpp
@@ -4072,18 +4059,16 @@ msgid "Quick Open Script..."
msgstr "Abrir Script Rapidamente..."
#: editor/editor_node.cpp
-#, fuzzy
msgid "Save & Reload"
-msgstr "Salvar e Reiniciar"
+msgstr "Salvar & Recarregar"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Save changes to '%s' before reloading?"
-msgstr "Salvar alterações em '%s' antes de fechar?"
+msgstr "Salvar alterações em '%s' antes de recarregar?"
#: editor/editor_node.cpp
msgid "Save & Close"
-msgstr "Salvar e Fechar"
+msgstr "Salvar & Fechar"
#: editor/editor_node.cpp
msgid "Save changes to '%s' before closing?"
@@ -4198,9 +4183,8 @@ msgid "Open Project Manager?"
msgstr "Abrir Gerenciador de Projetos?"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Save changes to the following scene(s) before reloading?"
-msgstr "Salvar alterações na(s) seguinte(s) cena(s) antes de sair?"
+msgstr "Salvar alterações na(s) seguinte(s) cena(s) antes de recarregar?"
#: editor/editor_node.cpp
msgid "Save & Quit"
@@ -4406,9 +4390,8 @@ msgid "Scene Tabs"
msgstr "Abas de Cena"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Always Show Close Button"
-msgstr "Sempre Mostrar Grade"
+msgstr "Sempre mostrar o botão de fechar."
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Resize If Many Tabs"
@@ -4423,9 +4406,8 @@ msgid "Output"
msgstr "Saída"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Always Clear Output On Play"
-msgstr "Limpar Saída"
+msgstr "Sempre limpar saída ao jogar"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Always Open Output On Play"
@@ -4440,19 +4422,16 @@ msgid "Save On Focus Loss"
msgstr "Salvar em caso de perda de foco"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Save Each Scene On Quit"
-msgstr "Salvar Ramo como Cena"
+msgstr "Salvar cada cena ao sair"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Quit Confirmation"
-msgstr "Visualizar Informações"
+msgstr "Confirmação de saída"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Show Update Spinner"
-msgstr "Ocultar Spinner de Atualização"
+msgstr "Mostrar Spinner de Atualização"
#: editor/editor_node.cpp
msgid "Update Continuously"
@@ -4479,18 +4458,16 @@ msgid "Inspector"
msgstr "Inspetor"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Default Property Name Style"
-msgstr "Caminho Padrão do Projeto"
+msgstr "Estilo de Nome de Propriedade Padrão"
#: editor/editor_node.cpp
msgid "Default Float Step"
msgstr "Passo de ponto flutuante padrão"
#: editor/editor_node.cpp scene/gui/tree.cpp
-#, fuzzy
msgid "Disable Folding"
-msgstr "Botão Desativado"
+msgstr "Desativar Dobragem"
#: editor/editor_node.cpp
msgid "Auto Unfold Foreign Scenes"
@@ -4502,21 +4479,19 @@ msgstr "Edição Horizontal do Vector2"
#: editor/editor_node.cpp
msgid "Horizontal Vector Types Editing"
-msgstr ""
+msgstr "Edição Horizontal de Tipos de Vetor"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Open Resources In Current Inspector"
-msgstr "Abrir no inspetor"
+msgstr "Abrir Recursos no Inspetor Atual"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Resources To Open In New Inspector"
-msgstr "Abrir no inspetor"
+msgstr "Recursos para abrir em Novo Inspetor"
#: editor/editor_node.cpp
msgid "Default Color Picker Mode"
-msgstr ""
+msgstr "Modo de Seletor de Cores Padrão"
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "Version Control"
@@ -21730,7 +21705,7 @@ msgstr "Viagem"
msgid "Rotation Degrees"
msgstr "Graus de Rotação"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr "Rotação Global"
@@ -23808,6 +23783,11 @@ msgstr ""
"Altere o tamanho em formas de colisão de crianças."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Manter Transformação Global"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/ro.po b/editor/translations/ro.po
index cdd11f3980..395185bd3e 100644
--- a/editor/translations/ro.po
+++ b/editor/translations/ro.po
@@ -477,6 +477,10 @@ msgid "Pressure"
msgstr "Presiune"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Relativ"
@@ -21815,7 +21819,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr "Pas Rotație:"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Permanent"
@@ -23840,6 +23844,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Anim Schimbare transformare"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/ru.po b/editor/translations/ru.po
index 84762459c8..befaceac4c 100644
--- a/editor/translations/ru.po
+++ b/editor/translations/ru.po
@@ -117,13 +117,14 @@
# FuzzMix <fmwolfiechad@gmail.com>, 2022.
# Jasuse <jasusemaele@gmail.com>, 2022.
# Vadim Mitroshkin <Vadim7540@yandex.ru>, 2022.
+# Maksim Marchukov <mar.maksim63@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-07-03 00:44+0000\n"
-"Last-Translator: Vadim Mitroshkin <Vadim7540@yandex.ru>\n"
+"PO-Revision-Date: 2022-07-17 07:14+0000\n"
+"Last-Translator: Maksim Marchukov <mar.maksim63@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
"godot/ru/>\n"
"Language: ru\n"
@@ -132,7 +133,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
"n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -506,7 +507,7 @@ msgstr "Command"
#: core/os/input_event.cpp
#, fuzzy
msgid "Physical"
-msgstr " (Физическая)"
+msgstr "(Физическая)"
#: core/os/input_event.cpp scene/2d/touch_screen_button.cpp
#: scene/gui/base_button.cpp scene/gui/texture_button.cpp
@@ -559,6 +560,10 @@ msgid "Pressure"
msgstr "Давление"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Относительный"
@@ -21425,7 +21430,7 @@ msgstr "Переместится"
msgid "Rotation Degrees"
msgstr "Градусы вращения"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr "Глобальный поворот"
@@ -23531,6 +23536,11 @@ msgstr ""
"shapes)."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Глобальное преобразование"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/si.po b/editor/translations/si.po
index ae1abeaa5a..bfba193a6a 100644
--- a/editor/translations/si.po
+++ b/editor/translations/si.po
@@ -454,6 +454,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20628,7 +20632,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr ""
@@ -22539,6 +22543,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Anim පරිවර්තනය වෙනස් කරන්න"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/sk.po b/editor/translations/sk.po
index 6e20ee48da..f711be3039 100644
--- a/editor/translations/sk.po
+++ b/editor/translations/sk.po
@@ -493,6 +493,10 @@ msgid "Pressure"
msgstr "Preset"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "Prichytiť Relatívne"
@@ -21746,7 +21750,7 @@ msgstr "Cestovať"
msgid "Rotation Degrees"
msgstr "Krok Rotácie:"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konštant"
@@ -23771,6 +23775,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Preložiť Preloženie:"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/sl.po b/editor/translations/sl.po
index 43eb784a39..aae6c8ba68 100644
--- a/editor/translations/sl.po
+++ b/editor/translations/sl.po
@@ -466,6 +466,10 @@ msgid "Pressure"
msgstr "Prednastavitev..."
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "Pripni Relativno"
@@ -22040,7 +22044,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr "Rotacijski Korak:"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstanta"
@@ -24060,6 +24064,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Preoblikovanje"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/sq.po b/editor/translations/sq.po
index b11dc2f46f..f405b8b8a9 100644
--- a/editor/translations/sq.po
+++ b/editor/translations/sq.po
@@ -478,6 +478,10 @@ msgid "Pressure"
msgstr "Ngarko Gabimet"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21475,7 +21479,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstantet"
@@ -23425,6 +23429,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Binari i Transformimeve 3D"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/sr_Cyrl.po b/editor/translations/sr_Cyrl.po
index e4a0475e3f..9d7c4c5db8 100644
--- a/editor/translations/sr_Cyrl.po
+++ b/editor/translations/sr_Cyrl.po
@@ -494,6 +494,10 @@ msgid "Pressure"
msgstr "Поставке"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "Залепи релативно"
@@ -23499,7 +23503,7 @@ msgstr "Путуј"
msgid "Rotation Degrees"
msgstr "Ротација за %s степени."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Константан"
@@ -25648,6 +25652,11 @@ msgstr ""
"рада."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Сачувај Глобалну Трансформу"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/sr_Latn.po b/editor/translations/sr_Latn.po
index 9bbc31e19a..d3f588aca6 100644
--- a/editor/translations/sr_Latn.po
+++ b/editor/translations/sr_Latn.po
@@ -463,6 +463,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20735,7 +20739,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Kontanta"
@@ -22675,6 +22679,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Animacija Promjeni Transformaciju"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/sv.po b/editor/translations/sv.po
index 010299e2cf..08b57d1a25 100644
--- a/editor/translations/sv.po
+++ b/editor/translations/sv.po
@@ -505,6 +505,10 @@ msgid "Pressure"
msgstr "Återställ Zoom"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "GDNative"
@@ -21814,7 +21818,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr "Roterar %s grader."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Konstant"
@@ -23848,6 +23852,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Transformera"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/te.po b/editor/translations/te.po
index 9e49f9dcc5..98eb54ce5c 100644
--- a/editor/translations/te.po
+++ b/editor/translations/te.po
@@ -444,6 +444,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -20306,7 +20310,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "స్థిరాంకాలు"
@@ -22146,6 +22150,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "గణనలు"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/th.po b/editor/translations/th.po
index 1a6a4b71be..9460318ef8 100644
--- a/editor/translations/th.po
+++ b/editor/translations/th.po
@@ -501,6 +501,10 @@ msgid "Pressure"
msgstr "พรีเซ็ต"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "จำกัดโดยใช้ตำแหน่งปัจจุบัน"
@@ -21830,7 +21834,7 @@ msgstr "การเคลื่อนที่"
msgid "Rotation Degrees"
msgstr "หมุน %s องศา"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "คงที่"
@@ -23918,6 +23922,11 @@ msgstr ""
"เปลี่ยนขนาดของขอบเขตการชนลูกแทน"
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "เก็บ Global Transform"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/tl.po b/editor/translations/tl.po
index d5a5d52332..a7a9bacaeb 100644
--- a/editor/translations/tl.po
+++ b/editor/translations/tl.po
@@ -476,6 +476,10 @@ msgid "Pressure"
msgstr "Preset"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
#, fuzzy
msgid "Relative"
msgstr "GDNative"
@@ -21035,7 +21039,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Constant"
@@ -23032,6 +23036,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Transisyon: "
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/tr.po b/editor/translations/tr.po
index 1e4ab521bf..3cbd52b7e4 100644
--- a/editor/translations/tr.po
+++ b/editor/translations/tr.po
@@ -522,6 +522,10 @@ msgid "Pressure"
msgstr "Baskı"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Göreceli"
@@ -21799,7 +21803,7 @@ msgstr "Seyahat"
msgid "Rotation Degrees"
msgstr "%s Düzey Dönüyor."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Genel Sabit"
@@ -23938,6 +23942,11 @@ msgstr ""
"Bunun yerine alt düğümlerde çarpışma şekillerindeki boyutu değiştirin."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Bütünsel Dönüşümü Tut"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/uk.po b/editor/translations/uk.po
index 4d22a47dea..fd20ea0a29 100644
--- a/editor/translations/uk.po
+++ b/editor/translations/uk.po
@@ -467,6 +467,11 @@ msgid "Pressure"
msgstr "Тиск"
#: core/os/input_event.cpp
+#, fuzzy
+msgid "Pen Inverted"
+msgstr "Інвертувати"
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Відносний"
@@ -21149,7 +21154,7 @@ msgstr "Подорож"
msgid "Rotation Degrees"
msgstr "Грудуси обертання"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr "Загальна стала"
@@ -23109,6 +23114,11 @@ msgstr ""
"Замість цієї зміни, вам варто змінити розміри дочірніх форм зіткнення."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Зберегти загальне перетворення"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr "Матриця"
diff --git a/editor/translations/ur_PK.po b/editor/translations/ur_PK.po
index e1bae41d6b..46cd56a57b 100644
--- a/editor/translations/ur_PK.po
+++ b/editor/translations/ur_PK.po
@@ -465,6 +465,10 @@ msgid "Pressure"
msgstr ""
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21088,7 +21092,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "مستقل"
@@ -23012,6 +23016,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "سب سکریپشن بنائیں"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/vi.po b/editor/translations/vi.po
index c8eae36ad6..32fe3c1087 100644
--- a/editor/translations/vi.po
+++ b/editor/translations/vi.po
@@ -470,6 +470,10 @@ msgid "Pressure"
msgstr "Áp lực"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "Tương đối"
@@ -21691,7 +21695,7 @@ msgstr "Di chuyển"
msgid "Rotation Degrees"
msgstr "Xoay %s độ."
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "Hằng số"
@@ -23778,6 +23782,11 @@ msgstr ""
"Hãy sửa kích cỡ khối va chạm của nút con ý."
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "Xóa biến đổi"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/zh_CN.po b/editor/translations/zh_CN.po
index 976fe38138..a2183dd550 100644
--- a/editor/translations/zh_CN.po
+++ b/editor/translations/zh_CN.po
@@ -89,7 +89,7 @@ msgstr ""
"Project-Id-Version: Chinese (Simplified) (Godot Engine)\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: 2018-01-20 12:15+0200\n"
-"PO-Revision-Date: 2022-06-30 16:42+0000\n"
+"PO-Revision-Date: 2022-07-09 21:12+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot/zh_Hans/>\n"
@@ -467,9 +467,8 @@ msgid "Command"
msgstr "Command"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Physical"
-msgstr " (物理)"
+msgstr "物理"
#: core/os/input_event.cpp scene/2d/touch_screen_button.cpp
#: scene/gui/base_button.cpp scene/gui/texture_button.cpp
@@ -522,6 +521,11 @@ msgid "Pressure"
msgstr "压力"
#: core/os/input_event.cpp
+#, fuzzy
+msgid "Pen Inverted"
+msgstr "翻转"
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr "相对"
@@ -5436,9 +5440,8 @@ msgid "Mouse Extra Buttons Navigate History"
msgstr "使用专门鼠标按键查看历史"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Drag And Drop Selection"
-msgstr "GridMap 选择"
+msgstr "拖放选中内容"
#: editor/editor_settings.cpp
msgid "Appearance"
@@ -5672,7 +5675,7 @@ msgstr "网格细分级别下限"
#: editor/editor_settings.cpp
msgid "Grid Division Level Bias"
-msgstr "网格细分级别偏倚"
+msgstr "网格细分级别偏置"
#: editor/editor_settings.cpp
msgid "Grid XZ Plane"
@@ -14180,7 +14183,7 @@ msgid ""
"Please edit the project and set the main scene in the Project Settings under "
"the \"Application\" category."
msgstr ""
-"无法运行项目:未定义主场景。 \n"
+"无法运行项目:未定义主场景。\n"
"请编辑项目并在 “项目设置” 的 “Application” 类别下设置主场景。"
#: editor/project_manager.cpp
@@ -18075,9 +18078,8 @@ msgid "The package must have at least one '.' separator."
msgstr "包必须至少有一个 “.” 分隔符。"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Custom Build"
-msgstr "使用自定义构建"
+msgstr "自定义构建"
#: platform/android/export/export_plugin.cpp
msgid "Use Custom Build"
@@ -18354,51 +18356,52 @@ msgstr "必须启用 “使用自定义构建” 才能使用插件。"
msgid ""
"\"Hand Tracking\" is only valid when \"XR Mode\" is \"Oculus Mobile VrApi\" "
"or \"OpenXR\"."
-msgstr ""
-"“Hand Tracking”只有在当“XR Mode”是“Oculus Mobile VrApi”或“OpenXR”时才有效。"
+msgstr "“手势跟踪”只有在当“XR 模式”是“Oculus Mobile VrApi”或“OpenXR”时才有效。"
#: platform/android/export/export_plugin.cpp
msgid "\"Passthrough\" is only valid when \"XR Mode\" is \"OpenXR\"."
-msgstr "“Passthrough”只有在当“XR Mode”是“OpenXR”时才有效。"
+msgstr "“穿透”只有在当“XR Mode”是“OpenXR”时才有效。"
#: platform/android/export/export_plugin.cpp
msgid "\"Export AAB\" is only valid when \"Use Custom Build\" is enabled."
-msgstr "“Export AAB”只有在当启用“Use Custom Build”时才有效。"
+msgstr "“Export AAB”只有在当启用“使用自定义构建”时才有效。"
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Min SDK\" can only be overridden when \"Use Custom Build\" is enabled."
-msgstr "修改“Min SDK”只有在当启用“Use Custom Build”时才有效。"
+msgstr "修改“最小 SDK”只有在当启用“使用自定义构建”时才有效。"
#: platform/android/export/export_plugin.cpp
msgid "\"Min SDK\" should be a valid integer, but got \"%s\" which is invalid."
-msgstr ""
+msgstr "“最小 SDK”应当为有效的整数,但获得了无效的“%s”。"
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Min SDK\" cannot be lower than %d, which is the version needed by the "
"Godot library."
-msgstr ""
+msgstr "“最小 SDK”不能低于 %d,这是 Godot 库所需要的版本。"
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Target SDK\" can only be overridden when \"Use Custom Build\" is enabled."
-msgstr "修改“Target SDK”只有在当启用“Use Custom Build”时才有效。"
+msgstr "修改“目标 SDK”只有在当启用“使用自定义构建”时才有效。"
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Target SDK\" should be a valid integer, but got \"%s\" which is invalid."
-msgstr ""
+msgstr "“目标 SDK”应当为有效的整数,但获得了无效的“%s”。"
#: platform/android/export/export_plugin.cpp
msgid ""
"\"Target SDK\" %d is higher than the default version %d. This may work, but "
"wasn't tested and may be unstable."
msgstr ""
+"“目标 SDK”%d 比默认版本 %d 要高。这样做也许可行,但并没有经过测试,可能不稳"
+"定。"
#: platform/android/export/export_plugin.cpp
msgid "\"Target SDK\" version must be greater or equal to \"Min SDK\" version."
-msgstr "“Target SDK”版本必须大于等于“Min SDK”版本。"
+msgstr "“目标 SDK”版本必须大于等于“最小 SDK”版本。"
#: platform/android/export/export_plugin.cpp platform/osx/export/export.cpp
#: platform/windows/export/export.cpp
@@ -19725,8 +19728,8 @@ msgid ""
"The rcedit tool must be configured in the Editor Settings (Export > Windows "
"> Rcedit) to change the icon or app information data."
msgstr ""
-"必须在编辑器设置中配置 rcedit 工具(Export > Windows > Rcedit)才能修改图标或"
-"应用信息数据。"
+"必须在编辑器设置中配置 rcedit 工具(导出 > Windows > Rcedit)才能修改图标或应"
+"用信息数据。"
#: platform/windows/export/export.cpp
msgid "Invalid icon path:"
@@ -20429,7 +20432,7 @@ msgstr "节点 B"
#: scene/3d/light.cpp scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
#: scene/resources/environment.cpp
msgid "Bias"
-msgstr "偏倚"
+msgstr "偏置"
#: scene/2d/joints_2d.cpp
msgid "Disable Collision"
@@ -20606,9 +20609,8 @@ msgstr ""
"移除。请用“Navigation2DServer.map_get_path()”替代。"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Pathfinding"
-msgstr "绑定"
+msgstr "寻路"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Path Desired Distance"
@@ -20623,9 +20625,8 @@ msgid "Path Max Distance"
msgstr "路径最大距离"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Avoidance"
-msgstr "高级"
+msgstr "避障"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Avoidance Enabled"
@@ -20686,7 +20687,7 @@ msgstr "移动消耗"
msgid "Rotation Degrees"
msgstr "旋转角度"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
msgid "Global Rotation"
msgstr "全局旋转"
@@ -21590,7 +21591,7 @@ msgstr "动态范围"
#: scene/3d/gi_probe.cpp scene/3d/light.cpp
msgid "Normal Bias"
-msgstr "法线偏倚"
+msgstr "法线偏置"
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp
#: scene/resources/primitive_meshes.cpp
@@ -21701,7 +21702,7 @@ msgstr "混合拆分"
#: scene/3d/light.cpp
msgid "Bias Split Scale"
-msgstr "偏倚拆分缩放"
+msgstr "偏置拆分缩放"
#: scene/3d/light.cpp
msgid "Depth Range"
@@ -21935,7 +21936,7 @@ msgstr "角度下限"
#: scene/3d/physics_body.cpp
msgid "Angular Limit Bias"
-msgstr "角度限制偏倚"
+msgstr "角度限制偏置"
#: scene/3d/physics_body.cpp
msgid "Angular Limit Softness"
@@ -22561,6 +22562,11 @@ msgstr ""
"建议修改子节点的碰撞体形状尺寸。"
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "全局变换"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr "矩阵"
@@ -23651,9 +23657,8 @@ msgid "Fold Gutter"
msgstr "折叠栏"
#: scene/gui/text_edit.cpp
-#, fuzzy
msgid "Drag And Drop Selection Enabled"
-msgstr "启用选择"
+msgstr "启用拖放选中内容"
#: scene/gui/text_edit.cpp
msgid "Hiding Enabled"
@@ -24024,6 +24029,9 @@ msgid ""
"Effects.\n"
"HDR will be disabled for this Viewport."
msgstr ""
+"这个 Viewport 启用了 HDR,但其 Usage 为 2D 或 2D No-Sampling。\n"
+"HDR 仅在 Usage 为 3D 或 3D No-Effects 的 Viewport 中支持。\n"
+"这个 Viewport 将禁用 HDR。"
#: scene/main/viewport.cpp
msgid "ARVR"
@@ -25662,7 +25670,7 @@ msgstr "A"
#: scene/resources/shape_2d.cpp
msgid "Custom Solver Bias"
-msgstr "自定义求解器偏倚"
+msgstr "自定义求解器偏置"
#: scene/resources/skin.cpp
msgid "Bind Count"
diff --git a/editor/translations/zh_HK.po b/editor/translations/zh_HK.po
index 201811d543..dcd0403c6a 100644
--- a/editor/translations/zh_HK.po
+++ b/editor/translations/zh_HK.po
@@ -479,6 +479,10 @@ msgid "Pressure"
msgstr "重設縮放比例"
#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
+
+#: core/os/input_event.cpp
msgid "Relative"
msgstr ""
@@ -21926,7 +21930,7 @@ msgstr ""
msgid "Rotation Degrees"
msgstr ""
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "常數"
@@ -23919,6 +23923,11 @@ msgid ""
msgstr ""
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "翻譯"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
diff --git a/editor/translations/zh_TW.po b/editor/translations/zh_TW.po
index 9021c16fc8..d56bc9ec23 100644
--- a/editor/translations/zh_TW.po
+++ b/editor/translations/zh_TW.po
@@ -33,13 +33,16 @@
# Haoyu Qiu <timothyqiu32@gmail.com>, 2022.
# Otis Kao <momoslim@gmail.com>, 2022.
# YuChiang Chang <chiang.c.tw@gmail.com>, 2022.
+# 菘菘 <rrt467778@gmail.com>, 2022.
+# marktwtn <marktwtn@gmail.com>, 2022.
+# Shi-Xun Hong <jimmy3421@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine editor\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"POT-Creation-Date: \n"
-"PO-Revision-Date: 2022-05-30 16:17+0000\n"
-"Last-Translator: YuChiang Chang <chiang.c.tw@gmail.com>\n"
+"PO-Revision-Date: 2022-07-18 08:11+0000\n"
+"Last-Translator: 菘菘 <rrt467778@gmail.com>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot/zh_Hant/>\n"
"Language: zh_TW\n"
@@ -47,7 +50,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Tablet Driver"
@@ -70,27 +73,22 @@ msgid "V-Sync Enabled"
msgstr "啟用垂直同步"
#: core/bind/core_bind.cpp main/main.cpp
-#, fuzzy
msgid "V-Sync Via Compositor"
msgstr "透過合成器垂直同步"
#: core/bind/core_bind.cpp main/main.cpp
-#, fuzzy
msgid "Delta Smoothing"
-msgstr "變量平滑"
+msgstr "差量平滑"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Low Processor Usage Mode"
msgstr "低處理器使用率模式"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Low Processor Usage Mode Sleep (µsec)"
msgstr "低處理器使用率模式睡眠(微秒)"
#: core/bind/core_bind.cpp main/main.cpp platform/uwp/os_uwp.cpp
-#, fuzzy
msgid "Keep Screen On"
msgstr "保持螢幕開啟"
@@ -157,9 +155,8 @@ msgid "Size"
msgstr "大小"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Endian Swap"
-msgstr "切換端序"
+msgstr "切換字節序"
#: core/bind/core_bind.cpp
msgid "Editor Hint"
@@ -178,9 +175,8 @@ msgid "Target FPS"
msgstr "標準FPS"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Time Scale"
-msgstr "TimeScale 節點"
+msgstr "時間縮放"
#: core/bind/core_bind.cpp main/main.cpp
msgid "Physics Jitter Fix"
@@ -199,9 +195,8 @@ msgid "Error Line"
msgstr "發生錯誤之行數"
#: core/bind/core_bind.cpp
-#, fuzzy
msgid "Result"
-msgstr "搜尋結果"
+msgstr "結果"
#: core/command_queue_mt.cpp core/message_queue.cpp main/main.cpp
msgid "Memory"
@@ -230,7 +225,6 @@ msgstr "多執行緒佇列大小(KB)"
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_nodes.cpp
#: scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Function"
msgstr "函式"
@@ -260,17 +254,14 @@ msgid "Page Read Ahead"
msgstr "預先讀取頁數"
#: core/io/http_client.cpp
-#, fuzzy
msgid "Blocking Mode Enabled"
-msgstr "啟用阻礙模式"
+msgstr "啟用阻塞模式"
#: core/io/http_client.cpp
-#, fuzzy
msgid "Connection"
msgstr "連接"
#: core/io/http_client.cpp
-#, fuzzy
msgid "Read Chunk Size"
msgstr "讀取區塊大小"
@@ -287,12 +278,10 @@ msgid "Refuse New Network Connections"
msgstr "拒絕新網路連接"
#: core/io/multiplayer_api.cpp scene/main/scene_tree.cpp
-#, fuzzy
msgid "Network Peer"
-msgstr "對等網路使用者"
+msgstr "對等網路"
#: core/io/multiplayer_api.cpp scene/animation/animation_player.cpp
-#, fuzzy
msgid "Root Node"
msgstr "根節點"
@@ -301,9 +290,8 @@ msgid "Refuse New Connections"
msgstr "拒絕新網路連接"
#: core/io/networked_multiplayer_peer.cpp
-#, fuzzy
msgid "Transfer Mode"
-msgstr "轉換類型"
+msgstr "傳輸模式"
#: core/io/packet_peer.cpp
msgid "Encode Buffer Max Size"
@@ -353,9 +341,8 @@ msgid "Not enough bytes for decoding bytes, or invalid format."
msgstr "位元組長度不足以進行解碼或或格式無效。"
#: core/math/expression.cpp
-#, fuzzy
msgid "Invalid input %d (not passed) in expression"
-msgstr "運算式中的輸入 %i 無效 (未傳遞)"
+msgstr "運算式的輸入%d 無效(未傳遞)"
#: core/math/expression.cpp
msgid "self can't be used because instance is null (not passed)"
@@ -387,7 +374,6 @@ msgid "Seed"
msgstr "種子"
#: core/math/random_number_generator.cpp
-#, fuzzy
msgid "State"
msgstr "狀態"
@@ -400,14 +386,12 @@ msgid "Max Size (KB)"
msgstr "最大大小(KB)"
#: core/os/input.cpp
-#, fuzzy
msgid "Mouse Mode"
-msgstr "移動模式"
+msgstr "滑鼠模式"
#: core/os/input.cpp
-#, fuzzy
msgid "Use Accumulated Input"
-msgstr "刪除輸入"
+msgstr "使用累積輸入"
#: core/os/input_event.cpp editor/project_settings_editor.cpp
#: servers/audio_server.cpp
@@ -435,14 +419,12 @@ msgid "Command"
msgstr "Command"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Physical"
-msgstr " (物理)"
+msgstr "物理"
#: core/os/input_event.cpp scene/2d/touch_screen_button.cpp
#: scene/gui/base_button.cpp scene/gui/texture_button.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Pressed"
msgstr "按下"
@@ -451,21 +433,18 @@ msgid "Scancode"
msgstr "鍵盤掃描碼"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Physical Scancode"
-msgstr "實體鍵盤掃描碼"
+msgstr "物理掃描碼"
#: core/os/input_event.cpp
msgid "Unicode"
msgstr "Unicode"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Echo"
-msgstr "Echo"
+msgstr "回聲"
#: core/os/input_event.cpp scene/gui/base_button.cpp
-#, fuzzy
msgid "Button Mask"
msgstr "按鍵遮罩"
@@ -474,7 +453,6 @@ msgid "Global Position"
msgstr "全域位置"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Factor"
msgstr "因素"
@@ -491,12 +469,14 @@ msgid "Tilt"
msgstr "傾斜"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Pressure"
-msgstr "按壓"
+msgstr "壓力"
+
+#: core/os/input_event.cpp
+msgid "Pen Inverted"
+msgstr ""
#: core/os/input_event.cpp
-#, fuzzy
msgid "Relative"
msgstr "相對"
@@ -532,12 +512,10 @@ msgid "Strength"
msgstr "強度"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Delta"
-msgstr "變量"
+msgstr "差量"
#: core/os/input_event.cpp
-#, fuzzy
msgid "Channel"
msgstr "頻道"
@@ -613,14 +591,12 @@ msgid "Main Scene"
msgstr "主場景"
#: core/project_settings.cpp
-#, fuzzy
msgid "Disable stdout"
-msgstr "禁用自動圖塊"
+msgstr "停用標準輸出"
#: core/project_settings.cpp
-#, fuzzy
msgid "Disable stderr"
-msgstr "已停用的項目"
+msgstr "停用標準錯誤輸出"
#: core/project_settings.cpp
msgid "Use Hidden Project Data Directory"
@@ -637,15 +613,14 @@ msgstr "自訂使用者目錄名稱"
#: core/project_settings.cpp main/main.cpp
#: platform/javascript/export/export.cpp platform/osx/export/export.cpp
#: platform/uwp/os_uwp.cpp
-#, fuzzy
msgid "Display"
-msgstr "全部顯示"
+msgstr "顯示"
#: core/project_settings.cpp main/main.cpp modules/csg/csg_shape.cpp
#: modules/opensimplex/noise_texture.cpp scene/2d/line_2d.cpp
#: scene/3d/label_3d.cpp scene/gui/text_edit.cpp scene/resources/texture.cpp
msgid "Width"
-msgstr ""
+msgstr "寬"
#: core/project_settings.cpp main/main.cpp modules/csg/csg_shape.cpp
#: modules/gltf/gltf_node.cpp modules/opensimplex/noise_texture.cpp
@@ -653,23 +628,20 @@ msgstr ""
#: scene/resources/capsule_shape_2d.cpp scene/resources/cylinder_shape.cpp
#: scene/resources/font.cpp scene/resources/navigation_mesh.cpp
#: scene/resources/primitive_meshes.cpp scene/resources/texture.cpp
-#, fuzzy
msgid "Height"
-msgstr "燈光"
+msgstr "高度"
#: core/project_settings.cpp
msgid "Always On Top"
-msgstr ""
+msgstr "置頂"
#: core/project_settings.cpp
-#, fuzzy
msgid "Test Width"
-msgstr "左延展"
+msgstr "測試寬度"
#: core/project_settings.cpp
-#, fuzzy
msgid "Test Height"
-msgstr "測試"
+msgstr "測試高度"
#: core/project_settings.cpp editor/animation_track_editor.cpp
#: editor/editor_audio_buses.cpp main/main.cpp servers/audio_server.cpp
@@ -688,33 +660,28 @@ msgid "Editor"
msgstr "編輯器"
#: core/project_settings.cpp
-#, fuzzy
msgid "Main Run Args"
msgstr "主執行引數"
#: core/project_settings.cpp
-#, fuzzy
msgid "Scene Naming"
-msgstr "場景路徑:"
+msgstr "場景命名"
#: core/project_settings.cpp
-#, fuzzy
msgid "Search In File Extensions"
-msgstr "以副檔名搜尋"
+msgstr "以檔案副檔名搜尋"
#: core/project_settings.cpp
msgid "Script Templates Search Path"
msgstr "腳本樣板搜尋路徑"
#: core/project_settings.cpp
-#, fuzzy
msgid "Version Control Autoload On Startup"
-msgstr "啟動時自動載入"
+msgstr "啟動時自動載入版本控制"
#: core/project_settings.cpp
-#, fuzzy
msgid "Version Control Plugin Name"
-msgstr "版本控制"
+msgstr "版本控制外掛名稱"
#: core/project_settings.cpp scene/2d/collision_object_2d.cpp
#: scene/3d/collision_object.cpp scene/gui/control.cpp
@@ -722,9 +689,8 @@ msgid "Input"
msgstr "輸入"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Accept"
-msgstr "UI確定"
+msgstr "確定 (UI)"
#: core/project_settings.cpp
msgid "UI Select"
@@ -735,43 +701,36 @@ msgid "UI Cancel"
msgstr "UI取消"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Focus Next"
-msgstr "聚焦路徑"
+msgstr "聚焦下一個 (UI)"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Focus Prev"
-msgstr "聚焦路徑"
+msgstr "聚焦上一個 (UI)"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Left"
-msgstr "左上"
+msgstr "左 (UI)"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Right"
-msgstr "右上"
+msgstr "右 (UI)"
#: core/project_settings.cpp
msgid "UI Up"
msgstr "UI上"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Down"
-msgstr "UI下"
+msgstr "下 (UI)"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Page Up"
-msgstr "UI頁面向上滾動"
+msgstr "頁面上滾 (UI)"
#: core/project_settings.cpp
-#, fuzzy
msgid "UI Page Down"
-msgstr "UI頁面向下滾動"
+msgstr "頁面下滾 (UI)"
#: core/project_settings.cpp
msgid "UI Home"
@@ -803,7 +762,6 @@ msgid "3D"
msgstr "3D"
#: core/project_settings.cpp
-#, fuzzy
msgid "Smooth Trimesh Collision"
msgstr "平滑三角網格碰撞"
@@ -832,12 +790,10 @@ msgstr "品質"
#: core/project_settings.cpp scene/gui/file_dialog.cpp
#: scene/main/scene_tree.cpp scene/resources/navigation_mesh.cpp
#: servers/visual_server.cpp
-#, fuzzy
msgid "Filters"
msgstr "篩選器"
#: core/project_settings.cpp scene/main/viewport.cpp
-#, fuzzy
msgid "Sharpen Intensity"
msgstr "銳化強度"
@@ -864,9 +820,8 @@ msgid "Profiler"
msgstr "分析工具"
#: core/project_settings.cpp
-#, fuzzy
msgid "Max Functions"
-msgstr "最大值函式"
+msgstr "最大函式數"
#: core/project_settings.cpp scene/3d/vehicle_body.cpp
msgid "Compression"
@@ -881,18 +836,16 @@ msgid "Zstd"
msgstr "Zstd"
#: core/project_settings.cpp
-#, fuzzy
msgid "Long Distance Matching"
-msgstr "長距配對"
+msgstr "長距離匹配"
#: core/project_settings.cpp
msgid "Compression Level"
msgstr "壓縮等級"
#: core/project_settings.cpp
-#, fuzzy
msgid "Window Log Size"
-msgstr "視窗日誌大小"
+msgstr "視窗對數大小"
#: core/project_settings.cpp
msgid "Zlib"
@@ -915,14 +868,12 @@ msgid "TCP"
msgstr "TCP"
#: core/register_core_types.cpp
-#, fuzzy
msgid "Connect Timeout Seconds"
-msgstr "連接逾時秒數"
+msgstr "連線逾時秒數"
#: core/register_core_types.cpp
-#, fuzzy
msgid "Packet Peer Stream"
-msgstr "封包對等串流"
+msgstr "封包對等流"
#: core/register_core_types.cpp
msgid "Max Buffer (Power of 2)"
@@ -933,7 +884,6 @@ msgid "SSL"
msgstr "SSL"
#: core/register_core_types.cpp main/main.cpp
-#, fuzzy
msgid "Certificates"
msgstr "憑證"
@@ -944,9 +894,8 @@ msgid "Resource"
msgstr "資源"
#: core/resource.cpp
-#, fuzzy
msgid "Local To Scene"
-msgstr "關閉場景"
+msgstr "僅限本場景"
#: core/resource.cpp editor/dependency_editor.cpp
#: editor/editor_autoload_settings.cpp editor/plugins/path_editor_plugin.cpp
@@ -964,14 +913,12 @@ msgid "Locale"
msgstr "地區"
#: core/translation.cpp
-#, fuzzy
msgid "Test"
msgstr "測試"
#: core/translation.cpp scene/resources/font.cpp
-#, fuzzy
msgid "Fallback"
-msgstr "遞補"
+msgstr "後備語言"
#: core/ustring.cpp scene/resources/segment_shape_2d.cpp
msgid "B"
@@ -1033,27 +980,23 @@ msgstr "2D"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
-#, fuzzy
msgid "Snapping"
msgstr "吸附"
#: drivers/gles2/rasterizer_canvas_base_gles2.cpp
#: drivers/gles3/rasterizer_canvas_base_gles3.cpp
-#, fuzzy
msgid "Use GPU Pixel Snap"
-msgstr "使用GPU像素吸附"
+msgstr "使用 GPU 像素吸附"
#: drivers/gles2/rasterizer_scene_gles2.cpp
#: drivers/gles3/rasterizer_scene_gles3.cpp
-#, fuzzy
msgid "Immediate Buffer Size (KB)"
msgstr "即時緩衝區大小(KB)"
#: drivers/gles2/rasterizer_storage_gles2.cpp
#: drivers/gles3/rasterizer_storage_gles3.cpp
-#, fuzzy
msgid "Lightmapping"
-msgstr "烘焙光照圖"
+msgstr "光照貼圖"
#: drivers/gles2/rasterizer_storage_gles2.cpp
#: drivers/gles3/rasterizer_storage_gles3.cpp
@@ -1102,9 +1045,8 @@ msgid "Weight Samples"
msgstr "權重採樣"
#: drivers/gles3/rasterizer_scene_gles3.cpp
-#, fuzzy
msgid "Voxel Cone Tracing"
-msgstr "體素椎體描摹"
+msgstr "體素錐追踪"
#: drivers/gles3/rasterizer_scene_gles3.cpp scene/resources/environment.cpp
msgid "High Quality"
@@ -1186,9 +1128,8 @@ msgstr "更改動畫呼叫"
#: editor/animation_track_editor.cpp scene/2d/animated_sprite.cpp
#: scene/2d/sprite.cpp scene/3d/sprite_3d.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Frame"
-msgstr "影格 %"
+msgstr "影格"
#: editor/animation_track_editor.cpp editor/editor_profiler.cpp
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
@@ -1199,16 +1140,14 @@ msgstr "時間"
#: editor/animation_track_editor.cpp editor/import/resource_importer_scene.cpp
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Location"
-msgstr "本地化"
+msgstr "位置"
#: editor/animation_track_editor.cpp modules/gltf/gltf_node.cpp
#: scene/2d/polygon_2d.cpp scene/2d/remote_transform_2d.cpp
#: scene/3d/remote_transform.cpp scene/3d/spatial.cpp scene/gui/control.cpp
-#, fuzzy
msgid "Rotation"
-msgstr "旋轉步長:"
+msgstr "旋轉"
#: editor/animation_track_editor.cpp editor/script_editor_debugger.cpp
#: modules/visual_script/visual_script_nodes.cpp scene/gui/range.cpp
@@ -1216,14 +1155,13 @@ msgid "Value"
msgstr "數值"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Arg Count"
-msgstr "數量:"
+msgstr "引數數量"
#: editor/animation_track_editor.cpp main/main.cpp
#: modules/mono/mono_gd/gd_mono.cpp
msgid "Args"
-msgstr ""
+msgstr "參數"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
#: editor/script_editor_debugger.cpp modules/gltf/gltf_accessor.cpp
@@ -1235,29 +1173,27 @@ msgstr "型別"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "In Handle"
-msgstr "設定處理程式"
+msgstr "輸入把手"
#: editor/animation_track_editor.cpp
#, fuzzy
msgid "Out Handle"
-msgstr "設定處理程式"
+msgstr "輸出把手"
#: editor/animation_track_editor.cpp
#: editor/import/resource_importer_texture.cpp
#: scene/2d/audio_stream_player_2d.cpp scene/3d/audio_stream_player_3d.cpp
#: scene/audio/audio_stream_player.cpp scene/gui/video_player.cpp
msgid "Stream"
-msgstr ""
+msgstr "流"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Start Offset"
-msgstr "網格偏移量:"
+msgstr "起點偏移"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "End Offset"
-msgstr "偏移:"
+msgstr "終點偏移"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
#: editor/import/resource_importer_scene.cpp
@@ -1270,7 +1206,6 @@ msgid "Animation"
msgstr "動畫"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Easing"
msgstr "緩入緩出"
@@ -1381,19 +1316,16 @@ msgid "Remove this track."
msgstr "移除該動畫軌。"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Time (s):"
-msgstr "時間(秒) : "
+msgstr "時間(秒):"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Position:"
-msgstr "位置"
+msgstr "位置:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Rotation:"
-msgstr "旋轉步長:"
+msgstr "旋轉:"
#: editor/animation_track_editor.cpp
#: editor/plugins/animation_tree_player_editor_plugin.cpp
@@ -1410,14 +1342,12 @@ msgid "Type:"
msgstr "型別:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "(Invalid, expected type: %s)"
-msgstr "無效的輸出樣板:"
+msgstr "(無效,預期型別:%s)"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Easing:"
-msgstr "緩入緩出"
+msgstr "緩入緩出:"
#: editor/animation_track_editor.cpp
#, fuzzy
@@ -1430,24 +1360,20 @@ msgid "Out-Handle:"
msgstr "設定處理程式"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Stream:"
-msgstr "串流使用者"
+msgstr "流:"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Start (s):"
-msgstr "重新開始(秒):"
+msgstr "開始(秒):"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "End (s):"
-msgstr "淡入(秒):"
+msgstr "結束(秒):"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Animation Clip:"
-msgstr "動畫:"
+msgstr "動畫片段:"
#: editor/animation_track_editor.cpp
msgid "Toggle Track Enabled"
@@ -1501,9 +1427,8 @@ msgid "Duplicate Key(s)"
msgstr "重複關鍵畫格"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Add RESET Value(s)"
-msgstr "新增 %d 個影格"
+msgstr "新增 RESET 值"
#: editor/animation_track_editor.cpp
msgid "Delete Key(s)"
@@ -1532,14 +1457,12 @@ msgstr "刪除動畫軌"
#: editor/plugins/tile_map_editor_plugin.cpp editor/scene_tree_dock.cpp
#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp
#: modules/gridmap/grid_map_editor_plugin.cpp
-#, fuzzy
msgid "Editors"
msgstr "編輯器"
#: editor/animation_track_editor.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Confirm Insert Track"
-msgstr "新增動畫軌道與關鍵畫格"
+msgstr "確認插入軌道"
#. TRANSLATORS: %s will be replaced by a phrase describing the target of track.
#: editor/animation_track_editor.cpp
@@ -1663,9 +1586,8 @@ msgid "Add Method Track Key"
msgstr "新增方法軌道關鍵畫格"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Method not found in object:"
-msgstr "在物件中找不到方法: "
+msgstr "在物件中找不到該方法:"
#: editor/animation_track_editor.cpp
msgid "Anim Move Keys"
@@ -1706,9 +1628,8 @@ msgid ""
msgstr "該選項不適用貝茲曲線編輯,因曲線僅有單一軌道。"
#: editor/animation_track_editor.cpp
-#, fuzzy
msgid "Anim Add RESET Keys"
-msgstr "動畫縮放關鍵影格"
+msgstr "新增動畫 RESET 鍵"
#: editor/animation_track_editor.cpp
msgid ""
@@ -1722,7 +1643,7 @@ msgid ""
"Alternatively, use an import preset that imports animations to separate "
"files."
msgstr ""
-"該動畫屬於外部匯入之場景,套用於匯入軌道的修改將不會被保存。\n"
+"該動畫屬於外部匯入之場景,套用於匯入軌道的修改將不會被儲存。\n"
"\n"
"若要開啟「加入客制軌」的功能,請在場景在匯入設定中將 [Animation] -> "
"[Storage] 設定為\n"
@@ -2268,7 +2189,7 @@ msgstr "開啟"
#: editor/dependency_editor.cpp
msgid "Owners of: %s (Total: %d)"
-msgstr ""
+msgstr "%s 的所有者(總計:%d)"
#: editor/dependency_editor.cpp
msgid ""
@@ -2377,7 +2298,6 @@ msgstr "主要開發者"
#. TRANSLATORS: This refers to a job title.
#: editor/editor_about.cpp
-#, fuzzy
msgctxt "Job Title"
msgid "Project Manager"
msgstr "專案管理員"
@@ -2619,9 +2539,8 @@ msgid "There is no '%s' file."
msgstr "檔案「%s」不存在。"
#: editor/editor_audio_buses.cpp
-#, fuzzy
msgid "Layout:"
-msgstr "畫面配置"
+msgstr "佈局:"
#: editor/editor_audio_buses.cpp
msgid "Invalid file, not an audio bus layout."
@@ -2655,7 +2574,7 @@ msgstr "另存新檔"
#: editor/editor_audio_buses.cpp
msgid "Save this Bus Layout to a file."
-msgstr "將該匯流排配置保存至檔案。"
+msgstr "將該匯流排配置儲存至檔案。"
#: editor/editor_audio_buses.cpp editor/import_dock.cpp
msgid "Load Default"
@@ -2670,9 +2589,8 @@ msgid "Create a new Bus Layout."
msgstr "建立新匯流排配置。"
#: editor/editor_audio_buses.cpp
-#, fuzzy
msgid "Audio Bus Layout"
-msgstr "開啟音訊匯流排配置"
+msgstr "音訊匯流排佈局"
#: editor/editor_autoload_settings.cpp
msgid "Invalid name."
@@ -2790,7 +2708,7 @@ msgstr "[空]"
#: editor/plugins/text_editor.cpp
#: modules/visual_script/visual_script_editor.cpp
msgid "[unsaved]"
-msgstr "[未保存]"
+msgstr "[未儲存]"
#: editor/editor_dir_dialog.cpp
msgid "Please select a base directory first."
@@ -2825,22 +2743,19 @@ msgstr "選擇"
#: editor/editor_export.cpp
msgid "Project export for platform:"
-msgstr ""
+msgstr "專案匯出平台:"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Completed with errors."
-msgstr "複製節點路徑"
+msgstr "已完成,存在錯誤。"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Completed successfully."
-msgstr "套件安裝成功!"
+msgstr "套件安裝成功。"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed."
-msgstr "失敗:"
+msgstr "失敗。"
#: editor/editor_export.cpp
msgid "Storing File:"
@@ -2855,29 +2770,24 @@ msgid "Packing"
msgstr "正在打包"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Save PCK"
-msgstr "另存新檔"
+msgstr "儲存 PCK"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Cannot create file \"%s\"."
-msgstr "無法新增資料夾。"
+msgstr "無法建立「%s」檔案。"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed to export project files."
-msgstr "無法匯出專案檔案"
+msgstr "無法匯出專案檔。"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Can't open file to read from path \"%s\"."
-msgstr "無法開啟欲寫入的檔案:"
+msgstr "無法打開位於「%s」的檔案用於讀取。"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Save ZIP"
-msgstr "另存新檔"
+msgstr "儲存 ZIP"
#: editor/editor_export.cpp
msgid ""
@@ -2902,7 +2812,7 @@ msgid ""
"Enable 'Import Etc' in Project Settings, or disable 'Driver Fallback "
"Enabled'."
msgstr ""
-"目標平台上的 GLES2 回退驅動器功能必須使用「ETC」紋理壓縮。\n"
+"目標平台上的 GLES2 後備驅動器功能必須使用「ETC」紋理壓縮。\n"
"請在專案設定中啟用「Import Etc」或是禁用「Driver Fallback Enabled」。"
#: editor/editor_export.cpp
@@ -2928,15 +2838,14 @@ msgid ""
"Enable 'Import Pvrtc' in Project Settings, or disable 'Driver Fallback "
"Enabled'."
msgstr ""
-"目標平台上的 GLES2 回退驅動器功能必須使用「PVRTC」紋理壓縮。\n"
+"目標平台上的 GLES2 後備驅動器功能必須使用「PVRTC」紋理壓縮。\n"
"請在專案設定中啟用「Import Pvrtc」或是禁用「Driver Fallback Enabled」。"
#: editor/editor_export.cpp platform/android/export/export_plugin.cpp
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
#: platform/osx/export/export.cpp platform/uwp/export/export.cpp
-#, fuzzy
msgid "Custom Template"
-msgstr "編輯器主題"
+msgstr "自訂模板"
#: editor/editor_export.cpp editor/project_export.cpp
#: platform/android/export/export_plugin.cpp platform/iphone/export/export.cpp
@@ -2946,9 +2855,8 @@ msgid "Release"
msgstr "發行"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Binary Format"
-msgstr "色彩運算子。"
+msgstr "二進位格式"
#: editor/editor_export.cpp
msgid "64 Bits"
@@ -2959,9 +2867,8 @@ msgid "Embed PCK"
msgstr "內嵌PCK"
#: editor/editor_export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Texture Format"
-msgstr "紋理貼圖區域"
+msgstr "紋理貼圖格式"
#: editor/editor_export.cpp
msgid "BPTC"
@@ -2980,9 +2887,8 @@ msgid "ETC2"
msgstr "ETC2"
#: editor/editor_export.cpp
-#, fuzzy
msgid "No BPTC Fallbacks"
-msgstr "無BPTC回落"
+msgstr "無 BPTC 後備"
#: editor/editor_export.cpp platform/android/export/export_plugin.cpp
#: platform/iphone/export/export.cpp platform/javascript/export/export.cpp
@@ -2997,30 +2903,25 @@ msgid "Custom release template not found."
msgstr "找不到自定義發行樣板。"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Prepare Template"
-msgstr "管理樣板"
+msgstr "管理模板"
#: editor/editor_export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "The given export path doesn't exist."
-msgstr "給定的匯出路徑不存在:"
+msgstr "給定的匯出路徑不存在。"
#: editor/editor_export.cpp platform/javascript/export/export.cpp
-#, fuzzy
msgid "Template file not found: \"%s\"."
-msgstr "找不到樣板檔案:"
+msgstr "找不到模板檔案:「%s」。"
#: editor/editor_export.cpp
-#, fuzzy
msgid "Failed to copy export template."
-msgstr "無效的輸出樣板:"
+msgstr "複製匯出模板失敗。"
#: editor/editor_export.cpp platform/windows/export/export.cpp
#: platform/x11/export/export.cpp
-#, fuzzy
msgid "PCK Embedding"
-msgstr "填充"
+msgstr "PCK 內嵌"
#: editor/editor_export.cpp
msgid "On 32-bit exports the embedded PCK cannot be bigger than 4 GiB."
@@ -3228,9 +3129,8 @@ msgid "Manage Editor Feature Profiles"
msgstr "管理編輯器功能設定檔"
#: editor/editor_feature_profile.cpp
-#, fuzzy
msgid "Default Feature Profile"
-msgstr "Godot 功能設定檔"
+msgstr "預設功能設定檔"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Select Current Folder"
@@ -3295,21 +3195,19 @@ msgstr "開啟檔案或資料夾"
#: editor/plugins/script_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp scene/gui/file_dialog.cpp
msgid "Save"
-msgstr "保存"
+msgstr "儲存"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
msgid "Save a File"
-msgstr "保存檔案"
+msgstr "儲存檔案"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Access"
-msgstr "成功!"
+msgstr "存取"
#: editor/editor_file_dialog.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Display Mode"
-msgstr "播放模式:"
+msgstr "顯示模式"
#: editor/editor_file_dialog.cpp
#: editor/import/resource_importer_layered_texture.cpp
@@ -3322,30 +3220,25 @@ msgstr "播放模式:"
#: scene/resources/environment.cpp scene/resources/material.cpp
#: scene/resources/visual_shader.cpp
#: servers/audio/effects/audio_effect_distortion.cpp
-#, fuzzy
msgid "Mode"
-msgstr "平移模式"
+msgstr "模式"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Current Dir"
-msgstr "目前:"
+msgstr "目前目錄"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Current File"
-msgstr "目前設定檔:"
+msgstr "所在檔案"
#: editor/editor_file_dialog.cpp scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Current Path"
-msgstr "目前:"
+msgstr "所在目錄"
#: editor/editor_file_dialog.cpp editor/editor_settings.cpp
#: scene/gui/file_dialog.cpp
-#, fuzzy
msgid "Show Hidden Files"
-msgstr "顯示/取消顯示隱藏檔案"
+msgstr "顯示隱藏的檔案"
#: editor/editor_file_dialog.cpp
msgid "Disable Overwrite Warning"
@@ -3480,9 +3373,8 @@ msgid "Properties"
msgstr "屬性"
#: editor/editor_help.cpp
-#, fuzzy
msgid "overrides %s:"
-msgstr "複寫:"
+msgstr "覆蓋 %s:"
#: editor/editor_help.cpp
msgid "default:"
@@ -3640,46 +3532,39 @@ msgid "Property:"
msgstr "屬性:"
#: editor/editor_inspector.cpp editor/editor_spin_slider.cpp
-#, fuzzy
msgid "Label"
-msgstr "數值"
+msgstr "標籤"
#: editor/editor_inspector.cpp editor/editor_spin_slider.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Read Only"
-msgstr "僅顯示方法"
+msgstr "只讀"
#: editor/editor_inspector.cpp editor/plugins/item_list_editor_plugin.cpp
-#, fuzzy
msgid "Checkable"
-msgstr "檢查項目"
+msgstr "可勾選"
#: editor/editor_inspector.cpp editor/plugins/item_list_editor_plugin.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Checked"
-msgstr "已檢查的項目"
+msgstr "已勾選"
#: editor/editor_inspector.cpp
-#, fuzzy
msgid "Draw Red"
-msgstr "繪製呼叫:"
+msgstr "繪製紅色"
#: editor/editor_inspector.cpp
-#, fuzzy
msgid "Keying"
-msgstr "執行"
+msgstr "輸入"
#: editor/editor_inspector.cpp
-#, fuzzy
msgid "Pin value"
-msgstr "(數值)"
+msgstr "固定值"
#: editor/editor_inspector.cpp
msgid ""
"Pinning a value forces it to be saved even if it's equal to the default."
-msgstr "釘選的數值將被迫保存,即使其值與預設值相同。"
+msgstr "釘選的數值將被迫儲存,即使其值與預設值相同。"
#: editor/editor_inspector.cpp
msgid "Pin value [Disabled because '%s' is editor-only]"
@@ -3707,19 +3592,16 @@ msgid "Unpinned %s"
msgstr "已解除釘選%s"
#: editor/editor_inspector.cpp
-#, fuzzy
msgid "Copy Property"
msgstr "複製屬性"
#: editor/editor_inspector.cpp
-#, fuzzy
msgid "Paste Property"
msgstr "貼上屬性"
#: editor/editor_inspector.cpp
-#, fuzzy
msgid "Copy Property Path"
-msgstr "複製腳本路徑"
+msgstr "複製屬性路徑"
#: editor/editor_log.cpp
msgid "Output:"
@@ -3809,7 +3691,7 @@ msgstr "編輯器視窗重新繪製時旋轉。"
#: editor/editor_node.cpp
msgid "Imported resources can't be saved."
-msgstr "匯入的資源無法保存。"
+msgstr "匯入的資源無法儲存。"
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp
@@ -3825,7 +3707,7 @@ msgstr "保存資源時發生錯誤!"
msgid ""
"This resource can't be saved because it does not belong to the edited scene. "
"Make it unique first."
-msgstr "由於該資源不屬於已編輯的場景,無法保存該資源。請先使其獨立化。"
+msgstr "由於該資源不屬於已編輯的場景,無法儲存該資源。請先使其獨立化。"
#: editor/editor_node.cpp editor/plugins/animation_player_editor_plugin.cpp
msgid "Save Resource As..."
@@ -3884,22 +3766,22 @@ msgid ""
"This scene can't be saved because there is a cyclic instancing inclusion.\n"
"Please resolve it and then attempt to save again."
msgstr ""
-"該場景有循環性實體化問題,無法保存。\n"
+"該場景有循環性實體化問題,無法儲存。\n"
"請先解決此問題後再試一次。"
#: editor/editor_node.cpp
msgid ""
"Couldn't save scene. Likely dependencies (instances or inheritance) couldn't "
"be satisfied."
-msgstr "無法保存場景。可能是由於相依性(實體或繼承)無法滿足。"
+msgstr "無法儲存場景。可能是由於相依性(實體或繼承)無法滿足。"
#: editor/editor_node.cpp
msgid "Could not save one or more scenes!"
-msgstr "無法保存一或多個場景!"
+msgstr "無法儲存一或多個場景!"
#: editor/editor_node.cpp
msgid "Save All Scenes"
-msgstr "保存所有場景"
+msgstr "儲存所有場景"
#: editor/editor_node.cpp editor/scene_tree_dock.cpp
msgid "Can't overwrite scene that is still open!"
@@ -3926,7 +3808,7 @@ msgid ""
"An error occurred while trying to save the editor layout.\n"
"Make sure the editor's user data path is writable."
msgstr ""
-"保存編輯器畫面配置時發生錯誤。\n"
+"儲存編輯器畫面配置時發生錯誤。\n"
"請確認編輯器的使用者資料路徑是否可寫入。"
#: editor/editor_node.cpp
@@ -3995,7 +3877,7 @@ msgstr "未定義欲執行之場景。"
#: editor/editor_node.cpp
msgid "Save scene before running..."
-msgstr "執行前先保存場景..."
+msgstr "執行前先儲存場景..."
#: editor/editor_node.cpp
msgid "Could not start subprocess!"
@@ -4022,38 +3904,36 @@ msgid "Quick Open Script..."
msgstr "快速開啟腳本…"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Save & Reload"
-msgstr "保存並重新啟動"
+msgstr "儲存並重新載入"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Save changes to '%s' before reloading?"
-msgstr "關閉前是否保存對「%s」的更改?"
+msgstr "是否在重新載入前儲存對「%s」的變更?"
#: editor/editor_node.cpp
msgid "Save & Close"
-msgstr "保存並關閉"
+msgstr "儲存並關閉"
#: editor/editor_node.cpp
msgid "Save changes to '%s' before closing?"
-msgstr "關閉前是否保存對「%s」的更改?"
+msgstr "關閉前是否儲存對「%s」的更改?"
#: editor/editor_node.cpp
msgid "%s no longer exists! Please specify a new save location."
-msgstr "%s不存在!請指定新的保存位置。"
+msgstr "%s不存在!請指定新的儲存位置。"
#: editor/editor_node.cpp
msgid ""
"The current scene has no root node, but %d modified external resource(s) "
"were saved anyway."
-msgstr "目前的場景無根節點,但%d個被更改的外部資源已被保存。"
+msgstr "目前的場景無根節點,但%d個被更改的外部資源已被儲存。"
#: editor/editor_node.cpp
msgid ""
"A root node is required to save the scene. You can add a root node using the "
"Scene tree dock."
-msgstr "必須有根節點才可保存場景。您可使用場景停佇列以加入一個根節點。"
+msgstr "必須有根節點才可儲存場景。您可使用場景停佇列以加入一個根節點。"
#: editor/editor_node.cpp
msgid "Save Scene As..."
@@ -4081,7 +3961,7 @@ msgstr "請先選擇節點以執行該操作。"
#: editor/editor_node.cpp
msgid "Current scene not saved. Open anyway?"
-msgstr "尚未保存目前場景。仍然要開啟嗎?"
+msgstr "尚未儲存目前場景。仍然要開啟嗎?"
#: editor/editor_node.cpp
msgid "Can't undo while mouse buttons are pressed."
@@ -4109,18 +3989,18 @@ msgstr "取消復原:%s"
#: editor/editor_node.cpp
msgid "Can't reload a scene that was never saved."
-msgstr "無法重新載入從未保存過的場景。"
+msgstr "無法重新載入從未儲存過的場景。"
#: editor/editor_node.cpp
msgid "Reload Saved Scene"
-msgstr "重新載入已保存的場景"
+msgstr "重新載入已儲存的場景"
#: editor/editor_node.cpp
msgid ""
"The current scene has unsaved changes.\n"
"Reload the saved scene anyway? This action cannot be undone."
msgstr ""
-"目前場景有未保存的改動。\n"
+"目前場景有未儲存的改動。\n"
"仍要重新載入場景嗎?此操作將無法復原。"
#: editor/editor_node.cpp
@@ -4144,21 +4024,20 @@ msgid "Open Project Manager?"
msgstr "要開啟專案管理員嗎?"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Save changes to the following scene(s) before reloading?"
-msgstr "退出前要先保存下列場景嗎?"
+msgstr "重新載入前要儲存下列場景的變更嗎?"
#: editor/editor_node.cpp
msgid "Save & Quit"
-msgstr "保存並退出"
+msgstr "儲存並退出"
#: editor/editor_node.cpp
msgid "Save changes to the following scene(s) before quitting?"
-msgstr "退出前要先保存下列場景嗎?"
+msgstr "退出前要先儲存下列場景嗎?"
#: editor/editor_node.cpp
msgid "Save changes to the following scene(s) before opening Project Manager?"
-msgstr "開啟專案管理員前要先保存以下場景嗎?"
+msgstr "開啟專案管理員前要先儲存以下場景嗎?"
#: editor/editor_node.cpp
msgid ""
@@ -4222,7 +4101,7 @@ msgid ""
"open the scene, then save it inside the project path."
msgstr ""
"載入場景時發生錯誤,場景必須置於專案路徑內。請使用 [匯入] 來開啟該場景,並將"
-"其保存於專案路徑內。"
+"其儲存於專案路徑內。"
#: editor/editor_node.cpp
msgid "Scene '%s' has broken dependencies:"
@@ -4324,19 +4203,16 @@ msgstr "無法寫入檔案'%s',該檔案正被使用、鎖定或因權限不
#: editor/editor_node.cpp editor/editor_settings.cpp editor/scene_tree_dock.cpp
#: servers/arvr/arvr_interface.cpp
-#, fuzzy
msgid "Interface"
-msgstr "使用者界面"
+msgstr "界面"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Scene Tabs"
-msgstr "切換場景分頁"
+msgstr "場景分頁"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Always Show Close Button"
-msgstr "永遠顯示網格"
+msgstr "永遠顯示關閉按鈕"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Resize If Many Tabs"
@@ -4351,14 +4227,12 @@ msgid "Output"
msgstr "輸出"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Always Clear Output On Play"
-msgstr "清除輸出"
+msgstr "執行時永遠清除輸出"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Always Open Output On Play"
-msgstr "播放時永遠開啟輸出"
+msgstr "執行時永遠開啟輸出"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Always Close Output On Stop"
@@ -4366,41 +4240,35 @@ msgstr "停止時永遠關閉輸出"
#: editor/editor_node.cpp
msgid "Save On Focus Loss"
-msgstr "失去焦點時保存"
+msgstr "失去焦點時儲存"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Save Each Scene On Quit"
-msgstr "保存分支為場景"
+msgstr "退出時儲存各場景"
#: editor/editor_node.cpp editor/editor_settings.cpp
-#, fuzzy
msgid "Quit Confirmation"
-msgstr "檢視資訊"
+msgstr "退出確認"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Show Update Spinner"
-msgstr "隱藏更新旋轉圖"
+msgstr "顯示更新旋轉圖"
#: editor/editor_node.cpp
msgid "Update Continuously"
msgstr "持續更新"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Update Vital Only"
-msgstr "材質變更:"
+msgstr "僅更新 Vital"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Localize Settings"
-msgstr "本地化"
+msgstr "在地化設定"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Restore Scenes On Load"
-msgstr "TimeSeek 節點"
+msgstr "載入時恢復場景"
#: editor/editor_node.cpp editor/editor_settings.cpp
msgid "Show Thumbnail On Hover"
@@ -4411,23 +4279,20 @@ msgid "Inspector"
msgstr "屬性面板"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Default Property Name Style"
-msgstr "專案路徑:"
+msgstr "預設屬性名稱樣式"
#: editor/editor_node.cpp
msgid "Default Float Step"
msgstr "預設浮點數間隔"
#: editor/editor_node.cpp scene/gui/tree.cpp
-#, fuzzy
msgid "Disable Folding"
-msgstr "已停用的按鈕"
+msgstr "停用折疊"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Auto Unfold Foreign Scenes"
-msgstr "自動展開對外場景"
+msgstr "自動展開場景"
#: editor/editor_node.cpp
msgid "Horizontal Vector2 Editing"
@@ -4438,14 +4303,12 @@ msgid "Horizontal Vector Types Editing"
msgstr "水平Vector類別編輯"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Open Resources In Current Inspector"
-msgstr "在屬性面板中開啟"
+msgstr "在目前的屬性面板打開資源"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Resources To Open In New Inspector"
-msgstr "在屬性面板中開啟"
+msgstr "在新的屬性面板開啟資源"
#: editor/editor_node.cpp
msgid "Default Color Picker Mode"
@@ -4456,9 +4319,8 @@ msgid "Version Control"
msgstr "版本控制"
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Username"
-msgstr "重新命名"
+msgstr "使用者名稱"
#: editor/editor_node.cpp editor/plugins/version_control_editor_plugin.cpp
msgid "SSH Public Key Path"
@@ -4530,7 +4392,7 @@ msgstr "最近開啟的場景"
#: editor/editor_node.cpp
msgid "Save Scene"
-msgstr "保存場景"
+msgstr "儲存場景"
#: editor/editor_node.cpp
msgid "Convert To..."
@@ -4584,9 +4446,8 @@ msgid "Install Android Build Template..."
msgstr "安裝 Android 建置樣板..."
#: editor/editor_node.cpp
-#, fuzzy
msgid "Open User Data Folder"
-msgstr "開啟編輯器資料目錄"
+msgstr "打開使用者資料資料夾"
#: editor/editor_node.cpp editor/editor_settings.cpp
#: editor/plugins/tile_set_editor_plugin.cpp
@@ -4662,12 +4523,10 @@ msgid ""
msgstr "開啟該選項後,導航網格與多邊形將在專案執行時可見。"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Force Shader Fallbacks"
-msgstr "強制著色器回落"
+msgstr "強制著色器後備"
#: editor/editor_node.cpp
-#, fuzzy
msgid ""
"When this option is enabled, shaders will be used in their fallback form "
"(either visible via an ubershader or hidden) during all the run time.\n"
@@ -4676,10 +4535,10 @@ msgid ""
"Asynchronous shader compilation must be enabled in the project settings for "
"this option to make a difference."
msgstr ""
-"當該選項啟用時,著色器將以回落的形式於執行時作用(透過Ubershader顯示或隱"
+"啟用該選項時,著色器在運行時會使用其後備形式(透過 ubershader 顯示或隱"
"藏)。\n"
-"可用於驗證回落的外觀和效能,其在正常的情形下只會短暫地顯示。\n"
-"需啟用專案設定中的非同步著色器編譯以使該選項發揮效果。"
+"可用於驗證後備外觀和效能,正常情況下只會短暫顯示。\n"
+"必須在專案設定中啟用非同步著色器編譯,該選項才會有效果。"
#: editor/editor_node.cpp
msgid "Synchronize Scene Changes"
@@ -4706,7 +4565,7 @@ msgid ""
"When used remotely on a device, this is more efficient when the network "
"filesystem option is enabled."
msgstr ""
-"開啟該選項後,保存腳本時會於執行中的遊戲內重新載入腳本。\n"
+"開啟該選項後,儲存腳本時會於執行中的遊戲內重新載入腳本。\n"
"若在遠端裝置上使用,可使用網路檔案系統 NFS 以獲得最佳效能。"
#: editor/editor_node.cpp
@@ -4824,17 +4683,15 @@ msgstr "更改視訊驅動程式需要重新啟動編輯器。"
#: editor/editor_node.cpp editor/project_settings_editor.cpp
#: editor/settings_config_dialog.cpp
msgid "Save & Restart"
-msgstr "保存並重新啟動"
+msgstr "儲存並重新啟動"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Update All Changes"
-msgstr "更改時更新"
+msgstr "更新所有變更"
#: editor/editor_node.cpp
-#, fuzzy
msgid "Update Vital Changes"
-msgstr "材質變更:"
+msgstr "更新 Vital 更動"
#: editor/editor_node.cpp
msgid "Hide Update Spinner"
@@ -4852,7 +4709,7 @@ msgstr "展開底部面板"
#: editor/editor_node.cpp
msgid "Don't Save"
-msgstr "不保存"
+msgstr "不儲存"
#: editor/editor_node.cpp
msgid "Android build template is missing, please install relevant templates."
@@ -4938,7 +4795,7 @@ msgstr "重新載入"
#: editor/editor_node.cpp editor/plugins/script_editor_plugin.cpp
#: editor/plugins/shader_editor_plugin.cpp
msgid "Resave"
-msgstr "重新保存"
+msgstr "重新儲存"
#: editor/editor_node.cpp
msgid "New Inherited"
@@ -5090,14 +4947,12 @@ msgid "Debugger"
msgstr "除錯工具"
#: editor/editor_profiler.cpp
-#, fuzzy
msgid "Profiler Frame History Size"
-msgstr "效能分析工具幀數歷史日誌大小"
+msgstr "分析工具影格歷史大小"
#: editor/editor_profiler.cpp
-#, fuzzy
msgid "Profiler Frame Max Functions"
-msgstr "重新命名函式"
+msgstr "分析工具影格最大函式數"
#: editor/editor_properties.cpp
msgid "Edit Text:"
@@ -5136,7 +4991,7 @@ msgid ""
"Can't create a ViewportTexture on resources saved as a file.\n"
"Resource needs to belong to a scene."
msgstr ""
-"無法為欲保存成檔案之資源建立 ViewportTexture。\n"
+"無法為欲儲存成檔案之資源建立 ViewportTexture。\n"
"資源必須屬於一個場景。"
#: editor/editor_properties.cpp
@@ -5164,9 +5019,8 @@ msgid "Size:"
msgstr "大小:"
#: editor/editor_properties_array_dict.cpp
-#, fuzzy
msgid "Page:"
-msgstr "頁: "
+msgstr "頁:"
#: editor/editor_properties_array_dict.cpp
#: editor/plugins/theme_editor_plugin.cpp
@@ -5226,20 +5080,17 @@ msgstr "新增 %s"
#: modules/visual_script/visual_script_func_nodes.cpp
#: modules/visual_script/visual_script_nodes.cpp
#: modules/visual_script/visual_script_yield_nodes.cpp
-#, fuzzy
msgid "Base Type"
-msgstr "更改基礎型別"
+msgstr "基礎型別"
#: editor/editor_resource_picker.cpp
-#, fuzzy
msgid "Edited Resource"
-msgstr "新增資源"
+msgstr "已經編輯資"
#: editor/editor_resource_picker.cpp scene/gui/line_edit.cpp
#: scene/gui/slider.cpp scene/gui/spin_box.cpp
-#, fuzzy
msgid "Editable"
-msgstr "可編輯的項目"
+msgstr "可編輯"
#: editor/editor_resource_picker.cpp editor/property_editor.cpp
msgid "New Script"
@@ -5250,9 +5101,8 @@ msgid "Extend Script"
msgstr "擴充腳本"
#: editor/editor_resource_picker.cpp
-#, fuzzy
msgid "Script Owner"
-msgstr "腳本名稱:"
+msgstr "腳本所有者"
#: editor/editor_run_native.cpp
msgid ""
@@ -5264,9 +5114,8 @@ msgstr ""
"請在 [匯出] 選單中新增一個可執行的預設設定,或將現有的預設設定設為可執行。"
#: editor/editor_run_native.cpp
-#, fuzzy
msgid "Project Run"
-msgstr "專案"
+msgstr "執行專案"
#: editor/editor_run_script.cpp
msgid "Write your logic in the _run() method."
@@ -5293,21 +5142,18 @@ msgid "Did you forget the '_run' method?"
msgstr "是否未新增「_run」方法?"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Editor Language"
-msgstr "編輯器配置"
+msgstr "編輯器語言"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Display Scale"
-msgstr "全部顯示"
+msgstr "顯示縮放"
#: editor/editor_settings.cpp
msgid "Custom Display Scale"
msgstr "自訂顯示縮放"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Main Font Size"
msgstr "主要字體大小"
@@ -5324,32 +5170,28 @@ msgid "Font Hinting"
msgstr "字體微調"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Main Font"
-msgstr "主場景"
+msgstr "主要字體"
#: editor/editor_settings.cpp
msgid "Main Font Bold"
msgstr "主要字體粗體"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Code Font"
-msgstr "新增節點頂點"
+msgstr "程式碼字體"
#: editor/editor_settings.cpp
msgid "Dim Editor On Dialog Popup"
msgstr "對話框彈出時使編輯器變暗"
#: editor/editor_settings.cpp main/main.cpp
-#, fuzzy
msgid "Low Processor Mode Sleep (µsec)"
-msgstr "低處理器使用模式睡眠(微秒)"
+msgstr "低處理器睡眠模式(微秒)"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Unfocused Low Processor Mode Sleep (µsec)"
-msgstr "非聚焦低處理器使用模式睡眠(微秒)"
+msgstr "未聚焦低處理器睡眠模式(微秒)"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5361,9 +5203,8 @@ msgid "Automatically Open Screenshots"
msgstr "自動開啟截圖"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Max Array Dictionary Items Per Page"
-msgstr "每頁最大陣列字典項目數"
+msgstr "每頁最大陣列字典物品數"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
#: editor/plugins/theme_editor_plugin.cpp scene/gui/control.cpp
@@ -5380,131 +5221,108 @@ msgid "Icon And Font Color"
msgstr "圖標及字體顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Base Color"
-msgstr "顏色"
+msgstr "基礎顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Accent Color"
-msgstr "選擇顏色"
+msgstr "強調顏色"
#: editor/editor_settings.cpp scene/resources/environment.cpp
msgid "Contrast"
msgstr "對比"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Relationship Line Opacity"
msgstr "關係線不透明度"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Highlight Tabs"
-msgstr "正在保存光照圖"
+msgstr "突顯選項卡"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Border Size"
-msgstr "邊界像素"
+msgstr "邊框大小"
#: editor/editor_settings.cpp
msgid "Use Graph Node Headers"
msgstr "使用圖形節點標題"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Additional Spacing"
-msgstr "重複動畫"
+msgstr "額外間距"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Custom Theme"
-msgstr "編輯器主題"
+msgstr "自訂主題"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Script Button"
-msgstr "滾輪向右按鍵"
+msgstr "顯示腳本按鈕"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Directories"
msgstr "方向"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Autoscan Project Path"
-msgstr "專案路徑:"
+msgstr "自動掃描專案路徑"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default Project Path"
-msgstr "專案路徑:"
+msgstr "預設專案路徑"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "On Save"
-msgstr "保存"
+msgstr "儲存時"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Compress Binary Resources"
-msgstr "複製資源"
+msgstr "壓縮二進位資源"
#: editor/editor_settings.cpp
msgid "Safe Save On Backup Then Rename"
-msgstr "備份時安全保存後重新命名"
+msgstr "備份時安全儲存後重新命名"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "File Dialog"
-msgstr "XForm 對話框"
+msgstr "檔案對話框"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Thumbnail Size"
-msgstr "縮圖…"
+msgstr "縮圖大小"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Docks"
-msgstr "功能介面"
+msgstr "面板"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Scene Tree"
-msgstr "正在編輯場景樹"
+msgstr "場景樹"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Start Create Dialog Fully Expanded"
-msgstr "開始新建完全展開對話"
+msgstr "預設完全展開建立對話框"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Always Show Folders"
-msgstr "永遠顯示網格"
+msgstr "永遠顯示資料夾"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Property Editor"
-msgstr "群組編輯器"
+msgstr "屬性編輯器"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Auto Refresh Interval"
-msgstr "自動刷新間隔"
+msgstr "自動更新頻率"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Subresource Hue Tint"
-msgstr "子資源"
+msgstr "子資源彩色顯示"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Color Theme"
-msgstr "編輯器主題"
+msgstr "顏色主題"
#: editor/editor_settings.cpp scene/3d/label_3d.cpp
#: scene/resources/default_theme/default_theme.cpp
@@ -5513,52 +5331,44 @@ msgstr "行間距"
#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp
#: modules/gdscript/editor/gdscript_highlighter.cpp
-#, fuzzy
msgid "Highlighting"
-msgstr "向性光照"
+msgstr "突出顯示"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Syntax Highlighting"
-msgstr "高亮顯示語法"
+msgstr "語法突出顯示"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
msgid "Highlight All Occurrences"
msgstr "凸顯所有符合項目"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Highlight Current Line"
-msgstr "凸顯目前行"
+msgstr "突顯目前行"
#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp
-#, fuzzy
msgid "Highlight Type Safe Lines"
msgstr "凸顯型別安全的行"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Indent"
-msgstr "向左縮排"
+msgstr "縮排"
#: editor/editor_settings.cpp editor/plugins/script_text_editor.cpp
msgid "Auto Indent"
msgstr "自動縮排"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Convert Indent On Save"
-msgstr "轉換縮排為空白"
+msgstr "儲存時轉換縮排"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Draw Tabs"
-msgstr "繪製呼叫:"
+msgstr "繪製分頁"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Draw Spaces"
-msgstr "繪製呼叫:"
+msgstr "繪製空格"
#: editor/editor_settings.cpp editor/plugins/spatial_editor_plugin.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/tile_map.cpp
@@ -5576,42 +5386,36 @@ msgid "V Scroll Speed"
msgstr "垂直滾動速度"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Minimap"
-msgstr "顯示原點"
+msgstr "顯示迷你地圖"
#: editor/editor_settings.cpp
msgid "Minimap Width"
msgstr "迷你地圖寬度"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Mouse Extra Buttons Navigate History"
-msgstr "滑鼠額外按鍵操作歷史紀錄"
+msgstr "使用額外滑鼠按鍵查看歷史"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Drag And Drop Selection"
-msgstr "選擇網格地圖"
+msgstr "拖移選擇的檔案"
#: editor/editor_settings.cpp
msgid "Appearance"
msgstr "外觀"
#: editor/editor_settings.cpp scene/gui/text_edit.cpp
-#, fuzzy
msgid "Show Line Numbers"
-msgstr "行號:"
+msgstr "顯示行號"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Line Numbers Zero Padded"
-msgstr "行號:"
+msgstr "行號歸零"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Bookmark Gutter"
-msgstr "顯示書籤欄位"
+msgstr "顯示書籤欄"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5619,44 +5423,38 @@ msgid "Show Breakpoint Gutter"
msgstr "跳過中斷點"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Info Gutter"
-msgstr "顯示資訊欄位"
+msgstr "顯示資訊欄"
#: editor/editor_settings.cpp
msgid "Code Folding"
msgstr "程式碼折疊"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Word Wrap"
-msgstr "換行"
+msgstr "自動換行"
#: editor/editor_settings.cpp
msgid "Show Line Length Guidelines"
msgstr "顯示行長度參考線"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Line Length Guideline Soft Column"
-msgstr "行長度參考線軟列"
+msgstr "行長度參考線軟列數"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Line Length Guideline Hard Column"
-msgstr "行長度參考線硬列"
+msgstr "行長度參考線硬列數"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Script List"
-msgstr "腳本編輯器"
+msgstr "腳本列表"
#: editor/editor_settings.cpp
msgid "Show Members Overview"
msgstr "顯示成員概要"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Files"
msgstr "檔案"
@@ -5667,7 +5465,7 @@ msgstr "移除後方空白字元"
#: editor/editor_settings.cpp
msgid "Autosave Interval Secs"
-msgstr "自動保存間隔秒數"
+msgstr "自動儲存間隔秒數"
#: editor/editor_settings.cpp editor/plugins/script_editor_plugin.cpp
msgid "Restore Scripts On Load"
@@ -5675,11 +5473,11 @@ msgstr "載入時恢復腳本"
#: editor/editor_settings.cpp
msgid "Auto Reload And Parse Scripts On Save"
-msgstr ""
+msgstr "儲存時自動重新載入與解析腳本"
#: editor/editor_settings.cpp
msgid "Auto Reload Scripts On External Change"
-msgstr ""
+msgstr "從外部更改時自動重新載入腳本"
#: editor/editor_settings.cpp
msgid "Create Signal Callbacks"
@@ -5694,14 +5492,12 @@ msgid "Cursor"
msgstr "游標"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Scroll Past End Of File"
-msgstr "滾動超過檔案結尾"
+msgstr "滾動超過檔案末尾"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Block Caret"
-msgstr "方形插入符"
+msgstr "方形 Caret"
#: editor/editor_settings.cpp
msgid "Caret Blink"
@@ -5719,7 +5515,6 @@ msgstr "右鍵點擊以新增控制點"
#: editor/editor_settings.cpp modules/gdscript/gdscript.cpp
#: modules/gdscript/gdscript_editor.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Completion"
msgstr "自動完成"
@@ -5728,22 +5523,20 @@ msgid "Idle Parse Delay"
msgstr "閒置解析延遲"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Auto Brace Complete"
msgstr "自動補齊括號"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Code Complete Delay"
-msgstr "程式碼完成延遲"
+msgstr "程式碼自動完成延遲"
#: editor/editor_settings.cpp
msgid "Put Callhint Tooltip Below Current Line"
-msgstr ""
+msgstr "將呼叫提示工具提示框置於當前行之下"
#: editor/editor_settings.cpp
msgid "Callhint Tooltip Offset"
-msgstr ""
+msgstr "呼叫提示工具提示框偏移量"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5751,80 +5544,71 @@ msgid "Complete File Paths"
msgstr "複製節點路徑"
#: editor/editor_settings.cpp modules/gdscript/gdscript_editor.cpp
-#, fuzzy
msgid "Add Type Hints"
-msgstr "新增類別"
+msgstr "新增類別提示"
#: editor/editor_settings.cpp
msgid "Use Single Quotes"
msgstr "使用單引號"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Show Help Index"
-msgstr "顯示輔助資訊"
+msgstr "顯示輔助索引"
#: editor/editor_settings.cpp
msgid "Help Font Size"
-msgstr ""
+msgstr "幫助字體大小"
#: editor/editor_settings.cpp
msgid "Help Source Font Size"
-msgstr ""
+msgstr "幫助源字體大小"
#: editor/editor_settings.cpp
msgid "Help Title Font Size"
-msgstr ""
+msgstr "幫助標題字體大小"
#: editor/editor_settings.cpp modules/gridmap/grid_map_editor_plugin.cpp
msgid "Grid Map"
msgstr "網格地圖"
#: editor/editor_settings.cpp modules/gridmap/grid_map_editor_plugin.cpp
-#, fuzzy
msgid "Pick Distance"
-msgstr "選擇距離:"
+msgstr "拾取距離"
#: editor/editor_settings.cpp editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Preview Size"
-msgstr "預覽"
+msgstr "預覽大小"
#: editor/editor_settings.cpp
msgid "Primary Grid Color"
-msgstr ""
+msgstr "主要網格顏色"
#: editor/editor_settings.cpp
msgid "Secondary Grid Color"
-msgstr ""
+msgstr "次要網格顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Selection Box Color"
-msgstr "僅搜尋所選區域"
+msgstr "所選區域顏色"
#: editor/editor_settings.cpp editor/plugins/path_editor_plugin.cpp
#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp
-#, fuzzy
msgid "3D Gizmos"
-msgstr "Gizmo"
+msgstr "3D 控制項"
#: editor/editor_settings.cpp editor/plugins/path_editor_plugin.cpp
#: editor/spatial_editor_gizmos.cpp modules/csg/csg_gizmos.cpp
-#, fuzzy
msgid "Gizmo Colors"
-msgstr "發射色彩"
+msgstr "控制項顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Instanced"
-msgstr "實體"
+msgstr "已實體化"
#: editor/editor_settings.cpp modules/gltf/gltf_node.cpp
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Joint"
-msgstr "點"
+msgstr "交點"
#: editor/editor_settings.cpp scene/2d/collision_shape_2d.cpp
#: scene/2d/cpu_particles_2d.cpp scene/2d/touch_screen_button.cpp
@@ -5833,110 +5617,95 @@ msgstr "點"
#: scene/resources/particles_material.cpp servers/physics_2d_server.cpp
#: servers/physics_server.cpp
msgid "Shape"
-msgstr ""
+msgstr "形狀"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Primary Grid Steps"
-msgstr "網格大小:"
+msgstr "主網格步長"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Grid Size"
-msgstr "網格大小:"
+msgstr "網格大小"
#: editor/editor_settings.cpp
msgid "Grid Division Level Max"
-msgstr ""
+msgstr "網格劃分級別最大值"
#: editor/editor_settings.cpp
msgid "Grid Division Level Min"
-msgstr ""
+msgstr "網格劃分級別最小值"
#: editor/editor_settings.cpp
msgid "Grid Division Level Bias"
-msgstr ""
+msgstr "網格劃分級別偏差值"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Grid XZ Plane"
-msgstr "網格地圖繪圖"
+msgstr "網格XZ平面"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Grid XY Plane"
-msgstr "網格地圖繪圖"
+msgstr "網格XY平面"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Grid YZ Plane"
-msgstr "網格地圖繪圖"
+msgstr "網格YZ平面"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default FOV"
-msgstr "預設"
+msgstr "預設FOV"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default Z Near"
-msgstr "預設主題"
+msgstr "預設Z近處"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default Z Far"
-msgstr "預設"
+msgstr "預設Z遠處"
#: editor/editor_settings.cpp
msgid "Lightmap Baking Number Of CPU Threads"
-msgstr ""
+msgstr "光照圖烘焙中央處理器線程數"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Navigation Scheme"
-msgstr "導航模式"
+msgstr "導引模式"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Invert Y Axis"
-msgstr "編輯 Y 軸"
+msgstr "翻轉 Y 軸"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Invert X Axis"
-msgstr "編輯 X 軸"
+msgstr "翻轉 X 軸"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Zoom Style"
-msgstr "縮小"
+msgstr "縮放樣式"
#: editor/editor_settings.cpp
msgid "Emulate Numpad"
-msgstr ""
+msgstr "模擬數字鍵盤"
#: editor/editor_settings.cpp
msgid "Emulate 3 Button Mouse"
-msgstr ""
+msgstr "模擬三鍵滑鼠"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Orbit Modifier"
-msgstr "按最早修改時間排序"
+msgstr "軌道修改器"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Pan Modifier"
-msgstr "平移模式"
+msgstr "平移修改器"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Zoom Modifier"
-msgstr "已修改"
+msgstr "縮放修改器"
#: editor/editor_settings.cpp editor/plugins/spatial_editor_plugin.cpp
msgid "Warped Mouse Panning"
-msgstr ""
+msgstr "彎曲滑鼠平移"
#: editor/editor_settings.cpp
#, fuzzy
@@ -5945,235 +5714,205 @@ msgstr "導航模式"
#: editor/editor_settings.cpp
msgid "Orbit Sensitivity"
-msgstr ""
+msgstr "軌道靈敏度"
#: editor/editor_settings.cpp
msgid "Orbit Inertia"
-msgstr ""
+msgstr "軌道慣性"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Translation Inertia"
-msgstr "翻譯"
+msgstr "平移慣性"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Zoom Inertia"
-msgstr "放大"
+msgstr "變焦慣性"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook"
-msgstr "自由視圖 上"
+msgstr "自由觀看"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Navigation Scheme"
-msgstr "建立導航網格"
+msgstr "自由觀看瀏覽模式"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Sensitivity"
-msgstr "自由視圖 左"
+msgstr "自由觀看靈敏度"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Inertia"
-msgstr "自由視圖 左"
+msgstr "自由觀看慣性"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Base Speed"
-msgstr "加速自由視圖速度"
+msgstr "自由觀看基本速度"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Activation Modifier"
-msgstr "放慢自由視圖速度"
+msgstr "自由觀看啟動修飾符"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Freelook Speed Zoom Link"
-msgstr "加速自由視圖速度"
+msgstr "自由觀看速度縮放連結"
#: editor/editor_settings.cpp editor/plugins/tile_map_editor_plugin.cpp
-#, fuzzy
msgid "Grid Color"
-msgstr "選擇顏色"
+msgstr "網格顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Guides Color"
-msgstr "選擇顏色"
+msgstr "參考線顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Smart Snapping Line Color"
-msgstr "智慧型吸附"
+msgstr "智慧捕捉線顏色"
#: editor/editor_settings.cpp
msgid "Bone Width"
-msgstr ""
+msgstr "骨骼寬度"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Bone Color 1"
-msgstr "重新命名顏色項目"
+msgstr "骨骼顏色1"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Bone Color 2"
-msgstr "重新命名顏色項目"
+msgstr "骨骼顏色2"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Bone Selected Color"
-msgstr "設定所選之設定檔:"
+msgstr "所選之骨骼顏色"
#: editor/editor_settings.cpp
msgid "Bone IK Color"
-msgstr ""
+msgstr "骨骼IK顏色"
#: editor/editor_settings.cpp
msgid "Bone Outline Color"
-msgstr ""
+msgstr "骨骼輪廓顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Bone Outline Size"
-msgstr "輪廓尺寸:"
+msgstr "骨骼輪廓大小"
#: editor/editor_settings.cpp
msgid "Viewport Border Color"
-msgstr ""
+msgstr "檢視區邊框顏色"
#: editor/editor_settings.cpp
msgid "Constrain Editor View"
-msgstr ""
+msgstr "限制編輯器視圖"
#: editor/editor_settings.cpp
msgid "Simple Panning"
-msgstr ""
+msgstr "簡易平移"
#: editor/editor_settings.cpp
msgid "Scroll To Pan"
-msgstr ""
+msgstr "滾動以平移"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Pan Speed"
-msgstr "速度:"
+msgstr "平移速度"
#: editor/editor_settings.cpp editor/plugins/polygon_2d_editor_plugin.cpp
-#, fuzzy
msgid "Poly Editor"
-msgstr "Polygon2D UV 編輯器"
+msgstr "多邊形編輯器"
#: editor/editor_settings.cpp
msgid "Point Grab Radius"
-msgstr ""
+msgstr "點抓取半徑"
#: editor/editor_settings.cpp editor/plugins/polygon_2d_editor_plugin.cpp
-#, fuzzy
msgid "Show Previous Outline"
-msgstr "上一個平面"
+msgstr "顯示上一個大綱"
#: editor/editor_settings.cpp editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Autorename Animation Tracks"
-msgstr "重新命名動畫"
+msgstr "自動重新命名動畫軌道"
#: editor/editor_settings.cpp
msgid "Default Create Bezier Tracks"
-msgstr ""
+msgstr "預設建立貝茲軌道"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Default Create Reset Tracks"
-msgstr "貼上關鍵畫格"
+msgstr "預設建立重置軌道"
#: editor/editor_settings.cpp
msgid "Onion Layers Past Color"
-msgstr ""
+msgstr "洋蔥層先前顏色"
#: editor/editor_settings.cpp
msgid "Onion Layers Future Color"
-msgstr ""
+msgstr "洋蔥層未來顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Visual Editors"
-msgstr "群組編輯器"
+msgstr "視覺化編輯器"
#: editor/editor_settings.cpp
msgid "Minimap Opacity"
-msgstr ""
+msgstr "迷你地圖不透明度"
#: editor/editor_settings.cpp
msgid "Window Placement"
-msgstr ""
+msgstr "視窗擺放"
#: editor/editor_settings.cpp scene/2d/back_buffer_copy.cpp scene/2d/sprite.cpp
#: scene/2d/visibility_notifier_2d.cpp scene/3d/sprite_3d.cpp
#: scene/gui/control.cpp
-#, fuzzy
msgid "Rect"
-msgstr "全矩形"
+msgstr "矩形"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Rect Custom Position"
-msgstr "設定曲線外控制點位置"
+msgstr "矩形自定義位置"
#: editor/editor_settings.cpp platform/android/export/export_plugin.cpp
msgid "Screen"
-msgstr ""
+msgstr "螢幕"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Auto Save"
-msgstr "自動剪裁"
+msgstr "自動保存"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Save Before Running"
-msgstr "執行前先保存場景..."
+msgstr "執行前儲存"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Font Size"
-msgstr "前視圖"
+msgstr "字體大小"
#: editor/editor_settings.cpp
#: modules/gdscript/language_server/gdscript_language_server.cpp
-#, fuzzy
msgid "Remote Host"
-msgstr "遠端 "
+msgstr "遠端主機"
#: editor/editor_settings.cpp
#: modules/gdscript/language_server/gdscript_language_server.cpp
-#, fuzzy
msgid "Remote Port"
-msgstr "移除控制點"
+msgstr "遠端阜"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Editor SSL Certificates"
-msgstr "編輯器設定"
+msgstr "編輯SSL認證"
#: editor/editor_settings.cpp
msgid "HTTP Proxy"
-msgstr ""
+msgstr "HTTP 代理程式"
#: editor/editor_settings.cpp
msgid "Host"
-msgstr ""
+msgstr "主機"
#: editor/editor_settings.cpp editor/fileserver/editor_file_server.cpp
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
#: scene/resources/default_theme/default_theme.cpp
msgid "Port"
-msgstr ""
+msgstr "連接埠"
#. TRANSLATORS: Project Manager here refers to the tool used to create/manage Godot projects.
#: editor/editor_settings.cpp
@@ -6182,55 +5921,50 @@ msgstr "專案管理員"
#. TRANSLATORS: Project Manager here refers to the tool used to create/manage Godot projects.
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Sorting Order"
-msgstr "重新命名資料夾:"
+msgstr "排序方式"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Symbol Color"
-msgstr ""
+msgstr "符號顏色"
#: editor/editor_settings.cpp
msgid "Keyword Color"
-msgstr ""
+msgstr "關鍵字顏色"
#: editor/editor_settings.cpp
msgid "Control Flow Keyword Color"
-msgstr ""
+msgstr "控制流關鍵字顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Base Type Color"
-msgstr "更改基礎型別"
+msgstr "基礎型別顏色"
#: editor/editor_settings.cpp
msgid "Engine Type Color"
-msgstr ""
+msgstr "引擎類別顏色"
#: editor/editor_settings.cpp
msgid "User Type Color"
-msgstr ""
+msgstr "使用者類別顏色"
#: editor/editor_settings.cpp
msgid "Comment Color"
-msgstr ""
+msgstr "註解顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "String Color"
-msgstr "儲存檔案:"
+msgstr "字串顏色"
#: editor/editor_settings.cpp platform/javascript/export/export.cpp
#: platform/uwp/export/export.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Background Color"
-msgstr "無效的背景顏色。"
+msgstr "背景顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Completion Background Color"
-msgstr "無效的背景顏色。"
+msgstr "自動補全背景顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -6239,128 +5973,111 @@ msgstr "匯入所選"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Completion Existing Color"
-msgstr ""
+msgstr "完成存在中顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Completion Scroll Color"
-msgstr ""
+msgstr "完成滾動顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Completion Font Color"
-msgstr ""
+msgstr "完成字型顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Text Color"
-msgstr "下一個地板"
+msgstr "文字顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Line Number Color"
-msgstr "行號:"
+msgstr "行號顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Safe Line Number Color"
-msgstr "行號:"
+msgstr "安全行號顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Caret Color"
-msgstr ""
+msgstr "跳脫字元顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Caret Background Color"
-msgstr "無效的背景顏色。"
+msgstr "跳脫字元背景顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Text Selected Color"
-msgstr "刪除所選"
+msgstr "所選文字顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Selection Color"
-msgstr "僅搜尋所選區域"
+msgstr "所選顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Brace Mismatch Color"
-msgstr ""
+msgstr "大括號不對稱顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Current Line Color"
-msgstr "目前場景"
+msgstr "目前行顏色"
#: editor/editor_settings.cpp
msgid "Line Length Guideline Color"
-msgstr ""
+msgstr "線長導引顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Word Highlighted Color"
-msgstr "高亮顯示語法"
+msgstr "單字醒目顯示顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Number Color"
-msgstr ""
+msgstr "數字顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Function Color"
-msgstr "函式"
+msgstr "函式顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Member Variable Color"
-msgstr "重新命名變數"
+msgstr "成員變數顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Mark Color"
-msgstr "選擇顏色"
+msgstr "標記顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Bookmark Color"
-msgstr "書籤"
+msgstr "書籤顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Breakpoint Color"
-msgstr "中斷點"
+msgstr "中斷點顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Executing Line Color"
-msgstr ""
+msgstr "執行列顏色"
#: editor/editor_settings.cpp scene/resources/default_theme/default_theme.cpp
msgid "Code Folding Color"
-msgstr ""
+msgstr "程式碼摺疊顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Search Result Color"
-msgstr "搜尋結果"
+msgstr "搜尋結果顏色"
#: editor/editor_settings.cpp
-#, fuzzy
msgid "Search Result Border Color"
-msgstr "搜尋結果"
+msgstr "搜尋結果邊界顏色"
#: editor/editor_spin_slider.cpp
msgid "Hold %s to round to integers. Hold Shift for more precise changes."
msgstr "按住 %s 以取整數。按住 Shift 以進行更精確的更動。"
#: editor/editor_spin_slider.cpp scene/gui/button.cpp
-#, fuzzy
msgid "Flat"
-msgstr "平面0"
+msgstr "平面"
#: editor/editor_spin_slider.cpp
-#, fuzzy
msgid "Hide Slider"
-msgstr "碰撞模式"
+msgstr "隱藏拖曳條"
#: editor/editor_sub_scene.cpp
msgid "Select Node(s) to Import"
@@ -6380,9 +6097,8 @@ msgstr "自節點中匯入:"
#. TRANSLATORS: %s refers to the name of a version control system (e.g. "Git").
#: editor/editor_vcs_interface.cpp
-#, fuzzy
msgid "%s Error"
-msgstr "錯誤"
+msgstr "%s 錯誤"
#: editor/export_template_manager.cpp
msgid "Open the folder containing these templates."
@@ -6646,13 +6362,13 @@ msgstr ""
#: editor/fileserver/editor_file_server.cpp
msgid "File Server"
-msgstr ""
+msgstr "檔案伺服器"
#: editor/fileserver/editor_file_server.cpp
#: editor/plugins/version_control_editor_plugin.cpp
#: platform/uwp/export/export.cpp platform/windows/export/export.cpp
msgid "Password"
-msgstr ""
+msgstr "密碼"
#: editor/filesystem_dock.cpp
msgid "Favorites"
@@ -6710,6 +6426,9 @@ msgid ""
"After renaming to an unknown extension, the file won't be shown in the "
"editor anymore."
msgstr ""
+"編輯器無法辨識該檔案副檔名。\n"
+"如果你仍要重新命名,請使用系統的檔案管理員。\n"
+"重新命名為未知副檔名後,該檔案不會在編輯器中顯示。"
#: editor/filesystem_dock.cpp
msgid ""
@@ -6929,14 +6648,12 @@ msgid "Replace..."
msgstr "取代..."
#: editor/find_in_files.cpp editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Replace in Files"
-msgstr "取代全部"
+msgstr "在檔案中取代"
#: editor/find_in_files.cpp
-#, fuzzy
msgid "Replace All (NO UNDO)"
-msgstr "取代全部"
+msgstr "取代全部(不可復原)"
#: editor/find_in_files.cpp
msgid "Searching..."
@@ -7009,21 +6726,20 @@ msgstr "管理群組"
#: editor/import/editor_import_collada.cpp
msgid "Collada"
-msgstr ""
+msgstr "Collada"
#: editor/import/editor_import_collada.cpp
msgid "Use Ambient"
-msgstr ""
+msgstr "使用環境通道"
#: editor/import/resource_importer_bitmask.cpp
-#, fuzzy
msgid "Create From"
-msgstr "建立資料夾"
+msgstr "從某處建立"
#: editor/import/resource_importer_bitmask.cpp
#: servers/audio/effects/audio_effect_compressor.cpp
msgid "Threshold"
-msgstr ""
+msgstr "臨界值"
#: editor/import/resource_importer_csv_translation.cpp
#: editor/import/resource_importer_layered_texture.cpp
@@ -7036,16 +6752,15 @@ msgstr "元件"
#: editor/import/resource_importer_csv_translation.cpp
msgid "Delimiter"
-msgstr ""
+msgstr "分隔符號"
#: editor/import/resource_importer_layered_texture.cpp
-#, fuzzy
msgid "ColorCorrect"
-msgstr "顏色函式。"
+msgstr "顏色校正"
#: editor/import/resource_importer_layered_texture.cpp
msgid "No BPTC If RGB"
-msgstr ""
+msgstr "假設是RGB不使用BPTC"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp scene/2d/cpu_particles_2d.cpp
@@ -7053,36 +6768,34 @@ msgstr ""
#: scene/resources/material.cpp scene/resources/particles_material.cpp
#: scene/resources/texture.cpp scene/resources/visual_shader.cpp
msgid "Flags"
-msgstr ""
+msgstr "旗標"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp scene/animation/tween.cpp
#: scene/resources/texture.cpp
msgid "Repeat"
-msgstr ""
+msgstr "重覆"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp scene/2d/light_2d.cpp
#: scene/gui/control.cpp
-#, fuzzy
msgid "Filter"
-msgstr "篩選:"
+msgstr "篩選"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Mipmaps"
-msgstr "訊號"
+msgstr "Mipmap"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
msgid "Anisotropic"
-msgstr ""
+msgstr "異向性"
#: editor/import/resource_importer_layered_texture.cpp
#: editor/import/resource_importer_texture.cpp
msgid "sRGB"
-msgstr ""
+msgstr "sRGB"
#: editor/import/resource_importer_layered_texture.cpp
#, fuzzy
@@ -7093,17 +6806,15 @@ msgstr "自動剪裁"
#: scene/gui/aspect_ratio_container.cpp scene/gui/control.cpp
#: scene/gui/nine_patch_rect.cpp scene/gui/scroll_container.cpp
#: scene/resources/style_box.cpp
-#, fuzzy
msgid "Horizontal"
-msgstr "水平:"
+msgstr "水平"
#: editor/import/resource_importer_layered_texture.cpp
#: scene/gui/aspect_ratio_container.cpp scene/gui/control.cpp
#: scene/gui/nine_patch_rect.cpp scene/gui/scroll_container.cpp
#: scene/resources/style_box.cpp
-#, fuzzy
msgid "Vertical"
-msgstr "垂直:"
+msgstr "垂直"
#: editor/import/resource_importer_obj.cpp
#, fuzzy
@@ -7111,14 +6822,12 @@ msgid "Generate Tangents"
msgstr "產生點"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Scale Mesh"
-msgstr "縮放模式"
+msgstr "縮放網格"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Offset Mesh"
-msgstr "偏移:"
+msgstr "Mesh 偏移"
#: editor/import/resource_importer_obj.cpp
#: editor/import/resource_importer_scene.cpp
@@ -7127,9 +6836,8 @@ msgid "Octahedral Compression"
msgstr "設定表示式"
#: editor/import/resource_importer_obj.cpp
-#, fuzzy
msgid "Optimize Mesh Flags"
-msgstr "大小: "
+msgstr "優化 Mesh 標誌"
#: editor/import/resource_importer_scene.cpp
msgid "Import as Single Scene"
@@ -7173,51 +6881,42 @@ msgstr "匯入為多個場景 + 素材"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Nodes"
msgstr "節點"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Root Type"
-msgstr "成員型別"
+msgstr "根型別"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Root Name"
-msgstr "遠端 "
+msgstr "根名稱"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Root Scale"
-msgstr "縮放"
+msgstr "根縮放"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Custom Script"
-msgstr "剪下節點"
+msgstr "自訂腳本"
#: editor/import/resource_importer_scene.cpp scene/resources/texture.cpp
-#, fuzzy
msgid "Storage"
-msgstr "儲存檔案:"
+msgstr "儲存"
#: editor/import/resource_importer_scene.cpp
msgid "Use Legacy Names"
-msgstr ""
+msgstr "使用既有名稱"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Materials"
-msgstr "材質變更:"
+msgstr "材質"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Keep On Reimport"
-msgstr "重新匯入"
+msgstr "保持或重新匯入"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Meshes"
msgstr "網格"
@@ -7227,9 +6926,8 @@ msgid "Ensure Tangents"
msgstr "修改曲線切線"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Light Baking"
-msgstr "烘焙光照圖"
+msgstr "光照烘焙"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
@@ -7238,7 +6936,7 @@ msgstr "烘焙光照圖"
#: editor/import/resource_importer_scene.cpp modules/gltf/gltf_state.cpp
msgid "Skins"
-msgstr ""
+msgstr "Skin"
#: editor/import/resource_importer_scene.cpp
#, fuzzy
@@ -7246,16 +6944,14 @@ msgid "Use Named Skins"
msgstr "使用縮放吸附"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "External Files"
-msgstr "開啟檔案"
+msgstr "額外檔案"
#: editor/import/resource_importer_scene.cpp
msgid "Store In Subdir"
-msgstr ""
+msgstr "儲存於子目錄"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Filter Script"
msgstr "篩選腳本"
@@ -7265,9 +6961,8 @@ msgid "Keep Custom Tracks"
msgstr "變換"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Optimizer"
-msgstr "最佳化"
+msgstr "最佳化器"
#: editor/import/resource_importer_scene.cpp
#: editor/plugins/item_list_editor_plugin.cpp main/main.cpp
@@ -7281,41 +6976,34 @@ msgstr "最佳化"
#: scene/3d/sprite_3d.cpp scene/gui/graph_edit.cpp
#: scene/gui/rich_text_label.cpp scene/resources/curve.cpp
#: scene/resources/environment.cpp scene/resources/material.cpp
-#, fuzzy
msgid "Enabled"
-msgstr "啟用"
+msgstr "已啟用"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Max Linear Error"
-msgstr "最大線性誤差:"
+msgstr "最大線性誤差"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Max Angular Error"
-msgstr "最大角度誤差:"
+msgstr "最大角度誤差"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Max Angle"
-msgstr "數值"
+msgstr "最大角度"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Remove Unused Tracks"
-msgstr "刪除動畫軌"
+msgstr "移除未使用的動畫軌"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Clips"
msgstr "動畫片段"
#: editor/import/resource_importer_scene.cpp scene/2d/cpu_particles_2d.cpp
#: scene/2d/particles_2d.cpp scene/3d/area.cpp scene/3d/cpu_particles.cpp
#: scene/3d/particles.cpp scene/resources/environment.cpp
-#, fuzzy
msgid "Amount"
-msgstr "數量:"
+msgstr "數量"
#: editor/import/resource_importer_scene.cpp
#: editor/plugins/mesh_library_editor_plugin.cpp
@@ -7331,9 +7019,8 @@ msgid "Generating Lightmaps"
msgstr "正在產生光照圖"
#: editor/import/resource_importer_scene.cpp
-#, fuzzy
msgid "Generating for Mesh:"
-msgstr "正在產生網格: "
+msgstr "生成 Mesh 中:"
#: editor/import/resource_importer_scene.cpp
msgid "Running Custom Script..."
@@ -7364,159 +7051,144 @@ msgid ""
"%s: Texture detected as used as a normal map in 3D. Enabling red-green "
"texture compression to reduce memory usage (blue channel is discarded)."
msgstr ""
+"%s: 偵測到使用在3D上的法線貼圖。啟用紅-綠材質壓縮來減少記憶體用量(藍色通道已"
+"被捨棄)。"
#: editor/import/resource_importer_texture.cpp
msgid ""
"%s: Texture detected as used in 3D. Enabling filter, repeat, mipmap "
"generation and VRAM texture compression."
-msgstr ""
+msgstr "%s: 偵測到使用在3D上的材質。啟用濾鏡、重覆、Mipmap產生和VRAM材質壓縮。"
#: editor/import/resource_importer_texture.cpp
msgid "2D, Detect 3D"
-msgstr ""
+msgstr "2D,偵測3D"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "2D Pixel"
-msgstr "實體像素"
+msgstr "2D像素"
#: editor/import/resource_importer_texture.cpp scene/resources/texture.cpp
msgid "Lossy Quality"
-msgstr ""
+msgstr "低品質"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "HDR Mode"
-msgstr "選擇模式"
+msgstr "HDR模式"
#: editor/import/resource_importer_texture.cpp
msgid "BPTC LDR"
-msgstr ""
+msgstr "BPTC LDR"
#: editor/import/resource_importer_texture.cpp
#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/cpu_particles_2d.cpp
#: scene/2d/mesh_instance_2d.cpp scene/2d/multimesh_instance_2d.cpp
#: scene/2d/particles_2d.cpp scene/2d/sprite.cpp scene/resources/style_box.cpp
msgid "Normal Map"
-msgstr ""
+msgstr "法線貼圖"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Process"
-msgstr "後處理"
+msgstr "處理"
#: editor/import/resource_importer_texture.cpp
msgid "Fix Alpha Border"
-msgstr ""
+msgstr "修正Alpha邊界"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Premult Alpha"
-msgstr "編輯多邊形"
+msgstr "預乘 Alpha"
#: editor/import/resource_importer_texture.cpp
msgid "Hdr As Srgb"
-msgstr ""
+msgstr "Hdr作為SRGB"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Invert Color"
-msgstr "頂點"
+msgstr "翻轉顏色"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Normal Map Invert Y"
-msgstr "隨機縮放:"
+msgstr "法線貼圖反轉 Y"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "Size Limit"
-msgstr "大小: "
+msgstr "大小限制"
#: editor/import/resource_importer_texture.cpp
msgid "Detect 3D"
-msgstr ""
+msgstr "偵測3D"
#: editor/import/resource_importer_texture.cpp
-#, fuzzy
msgid "SVG"
-msgstr "HSV"
+msgstr "SVG"
#: editor/import/resource_importer_texture.cpp
msgid ""
"Warning, no suitable PC VRAM compression enabled in Project Settings. This "
"texture will not display correctly on PC."
msgstr ""
+"注意,專案設定內啟用了非適合的PC VRAM壓縮。此材質將無法在PC上正確顯示。"
#: editor/import/resource_importer_texture_atlas.cpp
-#, fuzzy
msgid "Atlas File"
-msgstr "輪廓尺寸:"
+msgstr "合集檔案"
#: editor/import/resource_importer_texture_atlas.cpp
-#, fuzzy
msgid "Import Mode"
-msgstr "匯出模式:"
+msgstr "匯入模式"
#: editor/import/resource_importer_texture_atlas.cpp
-#, fuzzy
msgid "Crop To Region"
-msgstr "選擇圖塊區域"
+msgstr "裁剪至區域"
#: editor/import/resource_importer_texture_atlas.cpp
msgid "Trim Alpha Border From Region"
-msgstr ""
+msgstr "從區域簡化Alpha邊界"
#: editor/import/resource_importer_wav.cpp scene/2d/physics_body_2d.cpp
-#, fuzzy
msgid "Force"
-msgstr "來源網格:"
+msgstr "強制"
#: editor/import/resource_importer_wav.cpp
msgid "8 Bit"
-msgstr ""
+msgstr "8位元組"
#: editor/import/resource_importer_wav.cpp main/main.cpp
#: modules/mono/editor/csharp_project.cpp modules/mono/mono_gd/gd_mono.cpp
msgid "Mono"
-msgstr ""
+msgstr "Mono"
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Max Rate"
-msgstr "Mix 節點"
+msgstr "最大頻率"
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Max Rate Hz"
-msgstr "Mix 節點"
+msgstr "最大頻率Hz"
#: editor/import/resource_importer_wav.cpp
msgid "Trim"
-msgstr ""
+msgstr "簡化"
#: editor/import/resource_importer_wav.cpp
-#, fuzzy
msgid "Normalize"
-msgstr "格式"
+msgstr "正規化"
#: editor/import/resource_importer_wav.cpp
#: scene/resources/audio_stream_sample.cpp
-#, fuzzy
msgid "Loop Mode"
-msgstr "移動模式"
+msgstr "重覆模式"
#: editor/import/resource_importer_wav.cpp
#: scene/resources/audio_stream_sample.cpp
-#, fuzzy
msgid "Loop Begin"
-msgstr "移動模式"
+msgstr "開始重覆"
#: editor/import/resource_importer_wav.cpp
#: scene/resources/audio_stream_sample.cpp
-#, fuzzy
msgid "Loop End"
-msgstr "移動模式"
+msgstr "結束重覆"
#: editor/import_defaults_editor.cpp
msgid "Select Importer"
@@ -7567,7 +7239,7 @@ msgstr "匯入為:"
#: editor/import_dock.cpp
msgid "Save Scenes, Re-Import, and Restart"
-msgstr "保存場景、重新匯入、並重新啟動"
+msgstr "儲存場景、重新匯入、並重新啟動"
#: editor/import_dock.cpp
msgid "Changing the type of an imported file requires editor restart."
@@ -7582,34 +7254,31 @@ msgstr "警告:有素材使用該資源,將無法正確加載。"
msgid ""
"Select a resource file in the filesystem or in the inspector to adjust "
"import settings."
-msgstr ""
+msgstr "從檔案系統中選擇資源檔,或是在面板上調整匯入設定。"
#: editor/inspector_dock.cpp
msgid "Failed to load resource."
msgstr "加載資源失敗。"
#: editor/inspector_dock.cpp
-#, fuzzy
msgid "Property Name Style"
-msgstr "專案名稱:"
+msgstr "屬性名稱樣式"
#: editor/inspector_dock.cpp scene/gui/color_picker.cpp
msgid "Raw"
msgstr "原始"
#: editor/inspector_dock.cpp
-#, fuzzy
msgid "Capitalized"
msgstr "首字母大寫"
#: editor/inspector_dock.cpp
-#, fuzzy
msgid "Localized"
-msgstr "地區"
+msgstr "已本地化"
#: editor/inspector_dock.cpp
msgid "Localization not available for current language."
-msgstr ""
+msgstr "目前的語言不支援本地化。"
#: editor/inspector_dock.cpp
msgid "Copy Properties"
@@ -7633,7 +7302,7 @@ msgstr "從磁碟中載入現有的資源並編輯。"
#: editor/inspector_dock.cpp
msgid "Save the currently edited resource."
-msgstr "保存目前編輯的資源。"
+msgstr "儲存目前編輯的資源。"
#: editor/inspector_dock.cpp editor/plugins/animation_player_editor_plugin.cpp
#: editor/plugins/script_editor_plugin.cpp
@@ -8146,9 +7815,8 @@ msgid "New"
msgstr "新增"
#: editor/plugins/animation_player_editor_plugin.cpp
-#, fuzzy
msgid "Paste As Reference"
-msgstr "%s 類別參照"
+msgstr "複製為參照"
#: editor/plugins/animation_player_editor_plugin.cpp
msgid "Edit Transitions..."
@@ -8337,9 +8005,8 @@ msgid "Set the end animation. This is useful for sub-transitions."
msgstr "設定結尾動畫。適用於子轉場。"
#: editor/plugins/animation_state_machine_editor.cpp
-#, fuzzy
msgid "Transition:"
-msgstr "轉場: "
+msgstr "轉場效果:"
#: editor/plugins/animation_state_machine_editor.cpp
msgid "Play Mode:"
@@ -8476,7 +8143,7 @@ msgstr "篩選..."
#: editor/plugins/asset_library_editor_plugin.cpp scene/main/http_request.cpp
msgid "Use Threads"
-msgstr ""
+msgstr "使用執行緒"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Contents:"
@@ -8524,7 +8191,7 @@ msgstr "要求失敗,回傳代碼:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Cannot save response to:"
-msgstr "無法保存回覆至:"
+msgstr "無法儲存回覆至:"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Write error."
@@ -8603,9 +8270,8 @@ msgid "Download Error"
msgstr "下載錯誤"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgid "Available URLs"
-msgstr "可用設定檔:"
+msgstr "可用 URL"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Download for this asset is already in progress!"
@@ -8640,28 +8306,24 @@ msgid "Loading..."
msgstr "正在載入..."
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "First"
-msgstr "首頁"
+msgstr "第一個"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Previous"
-msgstr "上一頁"
+msgstr "上一個"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Next"
-msgstr "下一頁"
+msgstr "下一個"
#: editor/plugins/asset_library_editor_plugin.cpp
-#, fuzzy
msgctxt "Pagination"
msgid "Last"
-msgstr "最後"
+msgstr "最後一個"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "All"
@@ -8709,7 +8371,7 @@ msgstr "測試"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Failed to get repository configuration."
-msgstr ""
+msgstr "無法取得倉儲設定。"
#: editor/plugins/asset_library_editor_plugin.cpp
msgid "Assets ZIP File"
@@ -8724,8 +8386,8 @@ msgid ""
"Can't determine a save path for lightmap images.\n"
"Save your scene and try again."
msgstr ""
-"無法判斷光照圖的保存路徑。\n"
-"請保存場景並重試。"
+"無法判斷光照圖的儲存路徑。\n"
+"請儲存場景並重試。"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid ""
@@ -8760,7 +8422,7 @@ msgstr "烘焙光照圖"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "LightMap Bake"
-msgstr ""
+msgstr "光照貼圖烘培"
#: editor/plugins/baked_lightmap_editor_plugin.cpp
msgid "Select lightmap bake file:"
@@ -9069,9 +8731,8 @@ msgid "Alt+Drag: Move selected node."
msgstr "Alt+拖移:移動所選的節點。"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Alt+Drag: Scale selected node."
-msgstr "Alt+拖移:移動所選的節點。"
+msgstr "Alt+拖曳:縮放所選的節點。"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "V: Set selected node's pivot position."
@@ -9202,9 +8863,8 @@ msgstr "在其位置上鎖定所選物件(無法移動)。"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Lock Selected Node(s)"
-msgstr "鎖定所選"
+msgstr "鎖定所選的節點"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
@@ -9213,9 +8873,8 @@ msgstr "解鎖所選物件(可移動)。"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Unlock Selected Node(s)"
-msgstr "取消鎖定所選"
+msgstr "取消鎖定所選的節點"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
@@ -9224,9 +8883,8 @@ msgstr "確保物件的子級項目無法被選擇。"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Group Selected Node(s)"
-msgstr "為所選的項目建立群組"
+msgstr "為所選的節點建立群組"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
@@ -9235,9 +8893,8 @@ msgstr "恢復讓物件的子級項目可選擇。"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Ungroup Selected Node(s)"
-msgstr "移除所選項目的群組"
+msgstr "取消所選節點的群組"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Skeleton Options"
@@ -9262,23 +8919,20 @@ msgid "View"
msgstr "檢視"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Show"
-msgstr "顯示網格"
+msgstr "顯示"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Show When Snapping"
-msgstr "智慧型吸附"
+msgstr "當吸附時顯示"
#: editor/plugins/canvas_item_editor_plugin.cpp
msgid "Hide"
-msgstr ""
+msgstr "隱藏"
#: editor/plugins/canvas_item_editor_plugin.cpp
-#, fuzzy
msgid "Toggle Grid"
-msgstr "切換模式"
+msgstr "切換網格"
#: editor/plugins/canvas_item_editor_plugin.cpp
#: editor/plugins/polygon_2d_editor_plugin.cpp
@@ -9556,7 +9210,7 @@ msgstr "平面0"
#: editor/plugins/curve_editor_plugin.cpp
msgid "Flat 1"
-msgstr ""
+msgstr "平面 1"
#: editor/plugins/curve_editor_plugin.cpp editor/property_editor.cpp
msgid "Ease In"
@@ -9635,9 +9289,8 @@ msgid "Swap Gradient Fill Points"
msgstr ""
#: editor/plugins/gradient_texture_2d_editor_plugin.cpp
-#, fuzzy
msgid "Toggle Grid Snap"
-msgstr "切換模式"
+msgstr "切換網格吸附"
#: editor/plugins/item_list_editor_plugin.cpp editor/project_export.cpp
#: scene/3d/label_3d.cpp scene/gui/button.cpp scene/gui/dialogs.cpp
@@ -9656,13 +9309,12 @@ msgstr "圖示"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "ID"
-msgstr ""
+msgstr "ID"
#: editor/plugins/item_list_editor_plugin.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Separator"
-msgstr "分隔:"
+msgstr "分隔線"
#: editor/plugins/item_list_editor_plugin.cpp
msgid "Item %d"
@@ -9891,9 +9543,8 @@ msgstr ""
"%s"
#: editor/plugins/mesh_library_editor_plugin.cpp
-#, fuzzy
msgid "MeshLibrary"
-msgstr "網格庫"
+msgstr "網格資源庫"
#: editor/plugins/mesh_library_editor_plugin.cpp
msgid "Add Item"
@@ -9916,14 +9567,12 @@ msgid "Update from Scene"
msgstr "自場景更新"
#: editor/plugins/mesh_library_editor_plugin.cpp
-#, fuzzy
msgid "Apply without Transforms"
-msgstr "套用MeshInstance變換"
+msgstr "不包含變換的套用"
#: editor/plugins/mesh_library_editor_plugin.cpp
-#, fuzzy
msgid "Apply with Transforms"
-msgstr "套用MeshInstance變換"
+msgstr "包含變換的套用"
#: editor/plugins/multimesh_editor_plugin.cpp
msgid "No mesh source specified (and no MultiMesh set in node)."
@@ -10089,9 +9738,8 @@ msgid "Volume"
msgstr "體積"
#: editor/plugins/particles_editor_plugin.cpp
-#, fuzzy
msgid "Emission Source:"
-msgstr "發射源: "
+msgstr "發射源:"
#: editor/plugins/particles_editor_plugin.cpp
msgid "A processor material of type 'ParticlesMaterial' is required."
@@ -10522,7 +10170,7 @@ msgstr "清除最近的檔案"
#: editor/plugins/script_editor_plugin.cpp
msgid "Close and save changes?"
-msgstr "關閉並保存修改嗎?"
+msgstr "關閉並儲存修改嗎?"
#: editor/plugins/script_editor_plugin.cpp
msgid "Error writing TextFile:"
@@ -10595,7 +10243,7 @@ msgstr "保存錯誤"
#: editor/plugins/script_editor_plugin.cpp
msgid "Save Theme As..."
-msgstr "保存主題為..."
+msgstr "儲存主題為..."
#: editor/plugins/script_editor_plugin.cpp
msgid "%s Class Reference"
@@ -10662,7 +10310,7 @@ msgstr "重新打開關閉的腳本"
#: editor/plugins/script_editor_plugin.cpp
msgid "Save All"
-msgstr "全部保存"
+msgstr "全部儲存"
#: editor/plugins/script_editor_plugin.cpp
msgid "Soft Reload Script"
@@ -10690,7 +10338,7 @@ msgstr "重新載入主題"
#: editor/plugins/script_editor_plugin.cpp
msgid "Save Theme"
-msgstr "保存主題"
+msgstr "儲存主題"
#: editor/plugins/script_editor_plugin.cpp
msgid "Close All"
@@ -10776,50 +10424,43 @@ msgstr ""
#: editor/plugins/script_editor_plugin.cpp
msgid "External"
-msgstr ""
+msgstr "額外的"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Use External Editor"
-msgstr "使用外部編輯器進行除錯"
+msgstr "使用外部編輯器"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Exec Path"
-msgstr "匯出路徑"
+msgstr "執行路徑"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Script Temperature Enabled"
-msgstr "選擇樣板檔案"
+msgstr "啟用腳本樣式"
#: editor/plugins/script_editor_plugin.cpp
msgid "Highlight Current Script"
-msgstr ""
+msgstr "強調顯示目前的腳本"
#: editor/plugins/script_editor_plugin.cpp
msgid "Script Temperature History Size"
msgstr ""
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Current Script Background Color"
-msgstr "無效的背景顏色。"
+msgstr "目前腳本背景顏色"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Group Help Pages"
-msgstr "為所選的項目建立群組"
+msgstr "幫助頁分組"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "Sort Scripts By"
-msgstr "建立腳本"
+msgstr "排序腳本根據"
#: editor/plugins/script_editor_plugin.cpp
-#, fuzzy
msgid "List Script Names As"
-msgstr "腳本名稱:"
+msgstr "將腳本名稱列為"
#: editor/plugins/script_editor_plugin.cpp
msgid "Exec Flags"
@@ -10976,9 +10617,8 @@ msgid "Find in Files..."
msgstr "在檔案中搜尋..."
#: editor/plugins/script_text_editor.cpp
-#, fuzzy
msgid "Replace in Files..."
-msgstr "取代..."
+msgstr "在檔案中取代..."
#: editor/plugins/script_text_editor.cpp
msgid "Contextual Help"
@@ -11182,15 +10822,13 @@ msgstr "移動"
#. TRANSLATORS: Refers to changing the scale of a node in the 3D editor.
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Scaling:"
-msgstr "縮放: "
+msgstr "縮放:"
#. TRANSLATORS: Refers to changing the position of a node in the 3D editor.
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Translating:"
-msgstr "移動: "
+msgstr "移動:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Rotating %s degrees."
@@ -11238,7 +10876,7 @@ msgstr "頂點:"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "FPS: %d (%s ms)"
-msgstr ""
+msgstr "FPS: %d (%s 毫秒)"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Top View."
@@ -11338,13 +10976,12 @@ msgstr "效果預覽"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "(Not in GLES2)"
-msgstr ""
+msgstr "(不在GLES2中)"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid ""
"Debug draw modes are only available when using the GLES3 renderer, not GLES2."
-msgstr "使用 GLES2 算繪引擎時無法使用。"
+msgstr "除錯繪製模式僅在使用 GLES3 算繪引擎時可用,GLES2 不可用。"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Freelook Left"
@@ -11507,16 +11144,15 @@ msgstr "開啟/關閉自由視圖"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Decrease Field of View"
-msgstr ""
+msgstr "減少可視範圍"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Increase Field of View"
-msgstr ""
+msgstr "增加可視範圍"
#: editor/plugins/spatial_editor_plugin.cpp
-#, fuzzy
msgid "Reset Field of View to Default"
-msgstr "重設為預設值"
+msgstr "重設為預設視野"
#: editor/plugins/spatial_editor_plugin.cpp
msgid "Snap Object to Floor"
@@ -11730,19 +11366,16 @@ msgid "Sprite"
msgstr "拼合圖"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Simplification:"
-msgstr "簡化: "
+msgstr "簡化:"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Shrink (Pixels):"
-msgstr "收縮(像素): "
+msgstr "收縮(像素):"
#: editor/plugins/sprite_editor_plugin.cpp
-#, fuzzy
msgid "Grow (Pixels):"
-msgstr "擴展(像素): "
+msgstr "擴展(像素):"
#: editor/plugins/sprite_editor_plugin.cpp
msgid "Update Preview"
@@ -12288,9 +11921,8 @@ msgid "Available Node-based types:"
msgstr "可用設定檔:"
#: editor/plugins/theme_editor_plugin.cpp
-#, fuzzy
msgid "Type name is empty!"
-msgstr "檔案名稱為空。"
+msgstr "型別名稱為空!"
#: editor/plugins/theme_editor_plugin.cpp
#, fuzzy
@@ -12987,9 +12619,8 @@ msgstr "吸附選項"
#: scene/gui/graph_node.cpp scene/gui/rich_text_effect.cpp
#: scene/main/canvas_layer.cpp scene/resources/material.cpp
#: scene/resources/particles_material.cpp scene/resources/style_box.cpp
-#, fuzzy
msgid "Offset"
-msgstr "偏移:"
+msgstr "偏移"
#: editor/plugins/tile_set_editor_plugin.cpp editor/rename_dialog.cpp
#: scene/gui/range.cpp scene/resources/animation.cpp
@@ -13000,9 +12631,8 @@ msgstr "步長"
#: editor/plugins/tile_set_editor_plugin.cpp
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Separation"
-msgstr "分隔:"
+msgstr "間距"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
@@ -13021,16 +12651,14 @@ msgid "Texture"
msgstr "純文字"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Tex Offset"
-msgstr "網格偏移量:"
+msgstr "紋理偏移"
#: editor/plugins/tile_set_editor_plugin.cpp modules/csg/csg_shape.cpp
#: scene/2d/canvas_item.cpp scene/2d/particles_2d.cpp
#: scene/3d/mesh_instance.cpp scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Material"
-msgstr "材質變更:"
+msgstr "材質"
#: editor/plugins/tile_set_editor_plugin.cpp scene/2d/canvas_item.cpp
#: scene/3d/label_3d.cpp scene/3d/sprite_3d.cpp scene/resources/style_box.cpp
@@ -13049,9 +12677,8 @@ msgid "Autotile Bitmask Mode"
msgstr "優先模式"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Subtile Size"
-msgstr "輪廓尺寸:"
+msgstr "子圖塊大小"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
@@ -13069,9 +12696,8 @@ msgid "Navigation Offset"
msgstr "導航模式"
#: editor/plugins/tile_set_editor_plugin.cpp
-#, fuzzy
msgid "Shape Offset"
-msgstr "偏移:"
+msgstr "形狀偏移"
#: editor/plugins/tile_set_editor_plugin.cpp
#, fuzzy
@@ -13120,7 +12746,7 @@ msgstr "無可用的版本控制 (VCS) 擴充功能。"
#: editor/plugins/version_control_editor_plugin.cpp
msgid ""
"Remote settings are empty. VCS features that use the network may not work."
-msgstr ""
+msgstr "遠端設定是空的。使用網路的VCS功能恐無法運作。"
#: editor/plugins/version_control_editor_plugin.cpp
#, fuzzy
@@ -13132,32 +12758,28 @@ msgid "Commit"
msgstr "提交"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Staged Changes"
-msgstr "著色器變更:"
+msgstr "暫存變更"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Unstaged Changes"
-msgstr "著色器變更:"
+msgstr "未暫存變更"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Commit:"
-msgstr "提交"
+msgstr "提交:"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Date:"
-msgstr ""
+msgstr "日期:"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Subtitle:"
-msgstr "子樹"
+msgstr "副標題:"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Do you want to remove the %s branch?"
-msgstr ""
+msgstr "你確定要移除 %s 分支?"
#: editor/plugins/version_control_editor_plugin.cpp
#, fuzzy
@@ -13184,34 +12806,31 @@ msgstr "移除控制點"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Select SSH public key path"
-msgstr ""
+msgstr "選擇SSH公鑰的路徑"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Select SSH private key path"
-msgstr ""
+msgstr "選擇SSH私鑰的路徑"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "SSH Passphrase"
-msgstr ""
+msgstr "SSH 通關片段"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Detect new changes"
msgstr "偵測新改動"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Discard all changes"
-msgstr "關閉並保存修改嗎?"
+msgstr "捨棄所有變更"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Stage all changes"
-msgstr "正在儲存變更..."
+msgstr "預存所有變更"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Unstage all changes"
-msgstr "材質變更:"
+msgstr "撤銷暫存所有變更"
#: editor/plugins/version_control_editor_plugin.cpp
#, fuzzy
@@ -13229,12 +12848,11 @@ msgstr "提交"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Commit list size"
-msgstr ""
+msgstr "簽入列表大小"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Branches"
-msgstr "符合條件:"
+msgstr "分支"
#: editor/plugins/version_control_editor_plugin.cpp
#, fuzzy
@@ -13248,7 +12866,7 @@ msgstr "刪除動畫軌"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Branch Name"
-msgstr ""
+msgstr "分支名稱"
#: editor/plugins/version_control_editor_plugin.cpp
#, fuzzy
@@ -13266,31 +12884,28 @@ msgid "Remove Remote"
msgstr "移除項目"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Remote Name"
-msgstr "遠端 "
+msgstr "遠端名稱"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Remote URL"
-msgstr "遠端 "
+msgstr "遠端網址"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Fetch"
-msgstr ""
+msgstr "提取"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Pull"
-msgstr ""
+msgstr "拉送"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Push"
-msgstr ""
+msgstr "推送"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "Force Push"
-msgstr "來源網格:"
+msgstr "強制推送"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Modified"
@@ -13310,12 +12925,11 @@ msgstr "格式更改"
#: editor/plugins/version_control_editor_plugin.cpp
msgid "Unmerged"
-msgstr ""
+msgstr "未合併"
#: editor/plugins/version_control_editor_plugin.cpp
-#, fuzzy
msgid "View:"
-msgstr "檢視"
+msgstr "檢視:"
#: editor/plugins/version_control_editor_plugin.cpp
#, fuzzy
@@ -14304,28 +13918,24 @@ msgid "More Info..."
msgstr "移動至..."
#: editor/project_export.cpp
-#, fuzzy
msgid "Export PCK/Zip..."
-msgstr "匯出 PCK/ZIP"
+msgstr "匯出 PCK/ZIP..."
#: editor/project_export.cpp
-#, fuzzy
msgid "Export Project..."
-msgstr "匯出專案"
+msgstr "匯出專案..."
#: editor/project_export.cpp
msgid "Export All"
msgstr "全部匯出"
#: editor/project_export.cpp
-#, fuzzy
msgid "Choose an export mode:"
-msgstr "請選擇一個空資料夾。"
+msgstr "選擇匯出模式:"
#: editor/project_export.cpp
-#, fuzzy
msgid "Export All..."
-msgstr "全部匯出"
+msgstr "全部匯出..."
#: editor/project_export.cpp editor/project_manager.cpp
msgid "ZIP File"
@@ -14630,8 +14240,8 @@ msgid ""
"Language changed.\n"
"The interface will update after restarting the editor or project manager."
msgstr ""
-"語言已更改。\n"
-"界面將會在重新啟動編輯器或專案管理員後更新。"
+"語言已變更。\n"
+"重新啟動編輯器或專案管理員後將會套用界面更新。"
#: editor/project_manager.cpp
msgid ""
@@ -14908,7 +14518,7 @@ msgstr "保存設定時發生錯誤。"
#: editor/project_settings_editor.cpp
msgid "Settings saved OK."
-msgstr "設定保存成功。"
+msgstr "設定儲存成功。"
#: editor/project_settings_editor.cpp
msgid "Moved Input Action Event"
@@ -14992,7 +14602,7 @@ msgstr "索引:"
#: editor/project_settings_editor.cpp
msgid "Localization"
-msgstr "本地化"
+msgstr "在地化"
#: editor/project_settings_editor.cpp
msgid "Translations"
@@ -15367,7 +14977,7 @@ msgid ""
"FileSystem dock context menu\n"
"or create an inherited scene using Scene > New Inherited Scene... instead."
msgstr ""
-"無法保存作為實體化場景的根節點分支。\n"
+"無法儲存作為實體化場景的根節點分支。\n"
"請使用檔案系統停佇列的右鍵選單來複製它,以拷貝目前場景加以編輯。\n"
"或是使用場景 > 新增繼承場景...以建立一個繼承場景。"
@@ -15377,7 +14987,7 @@ msgid ""
"To create a variation of a scene, you can make an inherited scene based on "
"the instanced scene using Scene > New Inherited Scene... instead."
msgstr ""
-"無法保存已實體化場景的分支。\n"
+"無法儲存已實體化場景的分支。\n"
"若要建立場景變體,您可使用場景 > 新增繼承場景...根據實體化的場景建立一個繼承"
"場景。"
@@ -15422,14 +15032,12 @@ msgid "Another node already uses this unique name in the scene."
msgstr ""
#: editor/scene_tree_dock.cpp
-#, fuzzy
msgid "Enable Scene Unique Name"
-msgstr "節點名稱:"
+msgstr "啟用場景獨立名稱"
#: editor/scene_tree_dock.cpp editor/scene_tree_editor.cpp
-#, fuzzy
msgid "Disable Scene Unique Name"
-msgstr "節點名稱:"
+msgstr "停用場景獨立名稱"
#: editor/scene_tree_dock.cpp
msgid "New Scene Root"
@@ -15487,7 +15095,7 @@ msgstr "更改節點的型別"
msgid ""
"Couldn't save new scene. Likely dependencies (instances) couldn't be "
"satisfied."
-msgstr "無法保存新場景。可能是由於無法滿足其依賴性(實體)。"
+msgstr "無法儲存新場景。可能是由於無法滿足其依賴性(實體)。"
#: editor/scene_tree_dock.cpp
msgid "Error saving scene."
@@ -15495,7 +15103,7 @@ msgstr "保存場景時發生錯誤。"
#: editor/scene_tree_dock.cpp
msgid "Error duplicating scene to save it."
-msgstr "複製場景以進行保存時發生錯誤。"
+msgstr "複製場景以進行儲存時發生錯誤。"
#: editor/scene_tree_dock.cpp
msgid "Sub-Resources"
@@ -15552,7 +15160,7 @@ msgstr "合併自場景"
#: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp
msgid "Save Branch as Scene"
-msgstr "保存分支為場景"
+msgstr "儲存分支為場景"
#: editor/scene_tree_dock.cpp editor/script_editor_debugger.cpp
msgid "Copy Node Path"
@@ -15843,9 +15451,8 @@ msgid "Attach Node Script"
msgstr "附加節點腳本"
#: editor/script_editor_debugger.cpp
-#, fuzzy
msgid "Remote %s:"
-msgstr "遠端 "
+msgstr "遠端 %s:"
#: editor/script_editor_debugger.cpp
msgid "Bytes:"
@@ -16297,9 +15904,8 @@ msgid "Driver"
msgstr ""
#: main/main.cpp
-#, fuzzy
msgid "Driver Name"
-msgstr "腳本名稱:"
+msgstr "驅動名稱"
#: main/main.cpp
msgid "Fallback To GLES2"
@@ -16384,9 +15990,8 @@ msgid "Physics FPS"
msgstr "物理影格 %"
#: main/main.cpp
-#, fuzzy
msgid "Force FPS"
-msgstr "來源網格:"
+msgstr "強制 FPS"
#: main/main.cpp
msgid "Enable Pause Aware Picking"
@@ -16500,9 +16105,8 @@ msgid "Fullsize"
msgstr ""
#: main/main.cpp scene/resources/dynamic_font.cpp
-#, fuzzy
msgid "Use Filter"
-msgstr "篩選:"
+msgstr "使用篩選器"
#: main/main.cpp scene/resources/style_box.cpp
#, fuzzy
@@ -16549,9 +16153,8 @@ msgid "Custom Image Hotspot"
msgstr ""
#: main/main.cpp
-#, fuzzy
msgid "Tooltip Position Offset"
-msgstr "旋轉偏移量:"
+msgstr "工具提示位置偏移"
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
#, fuzzy
@@ -16564,9 +16167,8 @@ msgid "Wait For Debugger"
msgstr "除錯工具"
#: main/main.cpp modules/mono/mono_gd/gd_mono.cpp
-#, fuzzy
msgid "Wait Timeout"
-msgstr "逾時。"
+msgstr "等待逾時"
#: main/main.cpp
msgid "Runtime"
@@ -16680,14 +16282,12 @@ msgstr "轉換大小寫"
#: scene/resources/cylinder_shape.cpp scene/resources/environment.cpp
#: scene/resources/navigation_mesh.cpp scene/resources/primitive_meshes.cpp
#: scene/resources/sphere_shape.cpp
-#, fuzzy
msgid "Radius"
-msgstr "半徑:"
+msgstr "半徑"
#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Radial Segments"
-msgstr "主場景引數:"
+msgstr "徑向段數"
#: modules/csg/csg_shape.cpp scene/resources/primitive_meshes.cpp
#, fuzzy
@@ -16756,9 +16356,8 @@ msgid "Path Simplify Angle"
msgstr ""
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Rotation"
-msgstr "隨機旋轉:"
+msgstr "路徑旋轉"
#: modules/csg/csg_shape.cpp
#, fuzzy
@@ -16771,14 +16370,12 @@ msgid "Path Continuous U"
msgstr "連續"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path U Distance"
-msgstr "選擇距離:"
+msgstr "路徑 U 距離"
#: modules/csg/csg_shape.cpp
-#, fuzzy
msgid "Path Joined"
-msgstr "隨機旋轉:"
+msgstr "路徑接合"
#: modules/enet/networked_multiplayer_enet.cpp
#, fuzzy
@@ -16826,9 +16423,8 @@ msgid "Use FBX"
msgstr ""
#: modules/gdnative/gdnative.cpp
-#, fuzzy
msgid "Config File"
-msgstr "儲存檔案:"
+msgstr "組態檔案"
#: modules/gdnative/gdnative.cpp
#, fuzzy
@@ -16842,9 +16438,8 @@ msgid "Singleton"
msgstr "骨架"
#: modules/gdnative/gdnative.cpp
-#, fuzzy
msgid "Symbol Prefix"
-msgstr "前置:"
+msgstr "符號前綴"
#: modules/gdnative/gdnative.cpp
#, fuzzy
@@ -16902,19 +16497,16 @@ msgid "Disabled GDNative Singleton"
msgstr "禁用 GDNative 單例"
#: modules/gdnative/gdnative_library_singleton_editor.cpp
-#, fuzzy
msgid "Libraries:"
-msgstr "函式庫: "
+msgstr "函式庫:"
#: modules/gdnative/nativescript/nativescript.cpp
-#, fuzzy
msgid "Class Name"
-msgstr "類別名稱:"
+msgstr "類別名稱"
#: modules/gdnative/nativescript/nativescript.cpp
-#, fuzzy
msgid "Script Class"
-msgstr "腳本名稱:"
+msgstr "腳本類別"
#: modules/gdnative/nativescript/nativescript.cpp
#, fuzzy
@@ -16993,9 +16585,8 @@ msgid "Object can't provide a length."
msgstr "物件無法提供長度。"
#: modules/gdscript/language_server/gdscript_language_server.cpp
-#, fuzzy
msgid "Language Server"
-msgstr "語言:"
+msgstr "語言伺服器"
#: modules/gdscript/language_server/gdscript_language_server.cpp
#, fuzzy
@@ -17024,9 +16615,8 @@ msgid "Buffer View"
msgstr "後視圖"
#: modules/gltf/gltf_accessor.cpp modules/gltf/gltf_buffer_view.cpp
-#, fuzzy
msgid "Byte Offset"
-msgstr "網格偏移量:"
+msgstr "字節偏移"
#: modules/gltf/gltf_accessor.cpp
#, fuzzy
@@ -17039,9 +16629,8 @@ msgid "Normalized"
msgstr "格式"
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Count"
-msgstr "數量:"
+msgstr "數量"
#: modules/gltf/gltf_accessor.cpp scene/resources/visual_shader_nodes.cpp
#, fuzzy
@@ -17067,9 +16656,8 @@ msgid "Sparse Indices Byte Offset"
msgstr ""
#: modules/gltf/gltf_accessor.cpp
-#, fuzzy
msgid "Sparse Indices Component Type"
-msgstr "正在解析多邊形..."
+msgstr "稀疏頂點元件型別"
#: modules/gltf/gltf_accessor.cpp
msgid "Sparse Values Buffer View"
@@ -17099,9 +16687,8 @@ msgid "Indices"
msgstr "所有裝置"
#: modules/gltf/gltf_camera.cpp
-#, fuzzy
msgid "FOV Size"
-msgstr "大小:"
+msgstr "FOV 大小"
#: modules/gltf/gltf_camera.cpp
msgid "Zfar"
@@ -17148,9 +16735,8 @@ msgid "Blend Weights"
msgstr "烘焙光照圖"
#: modules/gltf/gltf_mesh.cpp
-#, fuzzy
msgid "Instance Materials"
-msgstr "材質變更:"
+msgstr "實體材質"
#: modules/gltf/gltf_node.cpp scene/3d/skeleton.cpp
#, fuzzy
@@ -17238,9 +16824,8 @@ msgid "Gloss Factor"
msgstr ""
#: modules/gltf/gltf_spec_gloss.cpp
-#, fuzzy
msgid "Specular Factor"
-msgstr "純量運算子。"
+msgstr "鏡面反射係數"
#: modules/gltf/gltf_spec_gloss.cpp
msgid "Spec Gloss Img"
@@ -17279,9 +16864,8 @@ msgid "Accessors"
msgstr ""
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Scene Name"
-msgstr "場景路徑:"
+msgstr "場景名稱"
#: modules/gltf/gltf_state.cpp
#, fuzzy
@@ -17308,9 +16892,8 @@ msgid "Lights"
msgstr "燈光"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Unique Animation Names"
-msgstr "新增動畫名稱:"
+msgstr "獨立動畫名稱"
#: modules/gltf/gltf_state.cpp
#, fuzzy
@@ -17323,9 +16906,8 @@ msgid "Skeleton To Node"
msgstr "選擇一個節點"
#: modules/gltf/gltf_state.cpp
-#, fuzzy
msgid "Animations"
-msgstr "動畫:"
+msgstr "動畫"
#: modules/gltf/gltf_texture.cpp
#, fuzzy
@@ -17570,9 +17152,8 @@ msgstr ""
#: modules/minimp3/resource_importer_mp3.cpp
#: modules/stb_vorbis/audio_stream_ogg_vorbis.cpp
#: modules/stb_vorbis/resource_importer_ogg_vorbis.cpp
-#, fuzzy
msgid "Loop Offset"
-msgstr "偏移:"
+msgstr "循環偏移"
#: modules/mobile_vr/mobile_vr_interface.cpp
msgid "Eye Height"
@@ -17691,9 +17272,8 @@ msgid "Seamless"
msgstr ""
#: modules/opensimplex/noise_texture.cpp
-#, fuzzy
msgid "As Normal Map"
-msgstr "隨機縮放:"
+msgstr "作為法線貼圖"
#: modules/opensimplex/noise_texture.cpp
msgid "Bump Strength"
@@ -17704,9 +17284,8 @@ msgid "Noise"
msgstr ""
#: modules/opensimplex/noise_texture.cpp
-#, fuzzy
msgid "Noise Offset"
-msgstr "網格偏移量:"
+msgstr "噪聲偏移"
#: modules/opensimplex/open_simplex_noise.cpp
msgid "Octaves"
@@ -17735,9 +17314,8 @@ msgid "Names"
msgstr "名稱"
#: modules/regex/regex.cpp
-#, fuzzy
msgid "Strings"
-msgstr "設定:"
+msgstr "字串"
#: modules/upnp/upnp.cpp
msgid "Discover Multicast If"
@@ -17798,18 +17376,16 @@ msgid ""
msgstr "回傳值需被指定為運算記憶體節點的第一個元素!請修正該節點。"
#: modules/visual_script/visual_script.cpp
-#, fuzzy
msgid "Node returned an invalid sequence output:"
-msgstr "節點回傳了一個無效的連續輸出: "
+msgstr "節點回傳了一個無效的序列輸出:"
#: modules/visual_script/visual_script.cpp
msgid "Found sequence bit but not the node in the stack, report bug!"
msgstr "發現了連續位元 (Sequance Bit) 但並非在堆疊中的節點,請回報該錯誤!"
#: modules/visual_script/visual_script.cpp
-#, fuzzy
msgid "Stack overflow with stack depth:"
-msgstr "堆疊深度的堆疊溢出: "
+msgstr "堆疊深度的堆疊溢出:"
#: modules/visual_script/visual_script.cpp
#, fuzzy
@@ -18176,18 +17752,16 @@ msgid "for (elem) in (input):"
msgstr ""
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Input type not iterable:"
-msgstr "輸入型別非可迭代型別: "
+msgstr "輸入型別非可迭代型別:"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Iterator became invalid"
msgstr "迭代器已不可用"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Iterator became invalid:"
-msgstr "迭代器已不可用: "
+msgstr "迭代器無效:"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Sequence"
@@ -18204,18 +17778,16 @@ msgid "Steps"
msgstr "步長"
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Switch"
-msgstr "仰角:"
+msgstr "切換"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "'input' is:"
msgstr ""
#: modules/visual_script/visual_script_flow_control.cpp
-#, fuzzy
msgid "Type Cast"
-msgstr "類別:"
+msgstr "型別轉換"
#: modules/visual_script/visual_script_flow_control.cpp
msgid "Is %s?"
@@ -18261,9 +17833,8 @@ msgid "Use Default Args"
msgstr "重設為預設"
#: modules/visual_script/visual_script_func_nodes.cpp
-#, fuzzy
msgid "Validate"
-msgstr "可使用的字元:"
+msgstr "驗證"
#: modules/visual_script/visual_script_func_nodes.cpp
#, fuzzy
@@ -18355,19 +17926,16 @@ msgstr "調整陣列大小"
#: modules/visual_script/visual_script_nodes.cpp scene/resources/material.cpp
#: scene/resources/visual_shader_nodes.cpp
-#, fuzzy
msgid "Operator"
-msgstr "疊加運算子。"
+msgstr "運算子"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Invalid argument of type:"
-msgstr ": 無效的引數型別: "
+msgstr "無效的引數型別:"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "Invalid arguments:"
-msgstr ": 無效的引數: "
+msgstr "無效的引數:"
#: modules/visual_script/visual_script_nodes.cpp
msgid "a if cond, else b"
@@ -18379,14 +17947,12 @@ msgid "Var Name"
msgstr "名稱"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "VariableGet not found in script:"
-msgstr "腳本中未找到 VariableGet(取得變數): "
+msgstr "腳本中未找到 VariableGet(取得變數):"
#: modules/visual_script/visual_script_nodes.cpp
-#, fuzzy
msgid "VariableSet not found in script:"
-msgstr "腳本中未找到 VariableSet(設定變數): "
+msgstr "腳本中未找到 VariableSet(設定變數):"
#: modules/visual_script/visual_script_nodes.cpp
#, fuzzy
@@ -18501,7 +18067,7 @@ msgstr "產生"
#: modules/visual_script/visual_script_yield_nodes.cpp
msgid "Wait"
-msgstr ""
+msgstr "等待"
#: modules/visual_script/visual_script_yield_nodes.cpp
#, fuzzy
@@ -18606,9 +18172,8 @@ msgid "CA Chain"
msgstr "清除 IK 鏈"
#: modules/websocket/websocket_server.cpp
-#, fuzzy
msgid "Handshake Timeout"
-msgstr "逾時。"
+msgstr "Handshake 逾時"
#: modules/webxr/webxr_interface.cpp
#, fuzzy
@@ -18616,14 +18181,12 @@ msgid "Session Mode"
msgstr "區域模式"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "Required Features"
-msgstr "主要功能:"
+msgstr "必要特性"
#: modules/webxr/webxr_interface.cpp
-#, fuzzy
msgid "Optional Features"
-msgstr "主要功能:"
+msgstr "可選特性"
#: modules/webxr/webxr_interface.cpp
msgid "Requested Reference Space Types"
@@ -18728,9 +18291,8 @@ msgid "Export Format"
msgstr "匯出路徑"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Min SDK"
-msgstr "輪廓尺寸:"
+msgstr "最小 SDK"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18785,9 +18347,8 @@ msgid "Package"
msgstr "正在打包"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
-#, fuzzy
msgid "Unique Name"
-msgstr "節點名稱:"
+msgstr "獨立名稱"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18795,9 +18356,8 @@ msgid "Signed"
msgstr "訊號"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Classify As Game"
-msgstr "類別名稱:"
+msgstr "分類為遊戲"
#: platform/android/export/export_plugin.cpp
msgid "Retain Data On Uninstall"
@@ -18809,9 +18369,8 @@ msgid "Exclude From Recents"
msgstr "刪除節點"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Graphics"
-msgstr "網格偏移量:"
+msgstr "圖形"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -18881,9 +18440,8 @@ msgid "Command Line"
msgstr "社群"
#: platform/android/export/export_plugin.cpp platform/uwp/export/export.cpp
-#, fuzzy
msgid "Extra Args"
-msgstr "額外呼叫引數:"
+msgstr "額外引數"
#: platform/android/export/export_plugin.cpp
#, fuzzy
@@ -19080,14 +18638,12 @@ msgid "Code Signing"
msgstr "訊號"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"'apksigner' could not be found. Please check that the command is available "
"in the Android SDK build-tools directory. The resulting %s is unsigned."
msgstr ""
-"找不到「apksigner'」。\n"
-"請確認此命令可用於Android SDK build-tools的目錄。\n"
-"%s 未簽署。"
+"找不到「apksigner」。請檢查 Android SDK 的 build-tools 資料夾中是否有此指令。"
+"「%s」未簽署。"
#: platform/android/export/export_plugin.cpp
msgid "Signing debug %s..."
@@ -19102,9 +18658,8 @@ msgid "Could not find keystore, unable to export."
msgstr "找不到金鑰儲存區,無法匯出。"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not start apksigner executable."
-msgstr "無法啟動子處理程序!"
+msgstr "無法啟動 apksigner 可執行檔案。"
#: platform/android/export/export_plugin.cpp
msgid "'apksigner' returned with error #%d"
@@ -19135,9 +18690,8 @@ msgid "Invalid filename! Android APK requires the *.apk extension."
msgstr "無效的檔案名稱!Android APK 必須要有 *.apk 副檔名。"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Unsupported export format!"
-msgstr "不支援的匯出格式!\n"
+msgstr "不支援的匯出格式!"
#: platform/android/export/export_plugin.cpp
msgid ""
@@ -19147,26 +18701,21 @@ msgstr ""
"嘗試自自定建置樣板進行建置,但無版本資訊可用。請自「專案」選單中重新安裝。"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"Android build version mismatch: Template installed: %s, Godot version: %s. "
"Please reinstall Android build template from 'Project' menu."
msgstr ""
-"Android 建置版本不符合:\n"
-" 已安裝的樣板:%s\n"
-" Godot 版本:%s\n"
-"請自「專案」目錄中重新安裝 Android 建置樣板。"
+"Android 建構版本不匹配:已安裝模板: %s,Godot 版本:%s。請從專案選單重新安"
+"裝 Android 構建模板。"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"Unable to overwrite res://android/build/res/*.xml files with project name."
-msgstr "無法以專案名稱覆蓋檔案res://android/build/res/*.xml"
+msgstr "無法以專案名稱覆蓋 res://android/build/res/*.xml 檔案。"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not export project files to gradle project."
-msgstr "無法匯出專案檔至Gradle專案。\n"
+msgstr "無法匯出專案檔至 Gradle 專案。"
#: platform/android/export/export_plugin.cpp
msgid "Could not write expansion package file!"
@@ -19177,13 +18726,12 @@ msgid "Building Android Project (gradle)"
msgstr "建置 Android 專案(Gradle)"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"Building of Android project failed, check output for the error. "
"Alternatively visit docs.godotengine.org for Android build documentation."
msgstr ""
-"建置 Android 專案失敗,請檢查輸出以確認錯誤。\n"
-"也可以瀏覽 docs.godotengine.org 以瀏覽 Android 建置說明文件。"
+"建置 Android 專案失敗,請檢查輸出以確認錯誤。也可以瀏覽 docs.godotengine.org "
+"檢視 Android 建置說明文件。"
#: platform/android/export/export_plugin.cpp
msgid "Moving output"
@@ -19196,39 +18744,33 @@ msgid ""
msgstr "無法複製並更名匯出的檔案,請於 Gradle 專案資料夾內確認輸出。"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Package not found: \"%s\"."
-msgstr "未找到套件:「%s」"
+msgstr "未找到套件:「%s」。"
#: platform/android/export/export_plugin.cpp
msgid "Creating APK..."
msgstr "正在建立APK……"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not find template APK to export: \"%s\"."
-msgstr ""
-"找不到樣板APK以匯出:\n"
-"%s"
+msgstr "找不到 APK 模板以匯出:「%s」。"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid ""
"Missing libraries in the export template for the selected architectures: %s. "
"Please build a template with all required libraries, or uncheck the missing "
"architectures in the export preset."
msgstr ""
-"遺失所選取架構(%s)的匯出樣板函式庫。\n"
-"請使用所有必要的函式庫建構樣板,或在匯出預設設定中取消勾選遺失的架構。"
+"遺失所選架構(%s)的匯出模板函式庫。請使用所有必要的函式庫建構模板,或在匯出"
+"預設設定中取消勾選遺失的架構。"
#: platform/android/export/export_plugin.cpp
msgid "Adding files..."
msgstr "正在加入檔案 %s……"
#: platform/android/export/export_plugin.cpp
-#, fuzzy
msgid "Could not export project files."
-msgstr "無法匯出專案檔案"
+msgstr "無法匯出專案檔。"
#: platform/android/export/export_plugin.cpp
msgid "Aligning APK..."
@@ -19324,9 +18866,8 @@ msgid "Code Sign Identity Release"
msgstr ""
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Export Method Release"
-msgstr "匯出模式:"
+msgstr "發行匯出模式"
#: platform/iphone/export/export.cpp
msgid "Targeted Device Family"
@@ -19337,9 +18878,8 @@ msgid "Info"
msgstr ""
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
-#, fuzzy
msgid "Identifier"
-msgstr "無效的識別符:"
+msgstr "標識符"
#: platform/iphone/export/export.cpp platform/osx/export/export.cpp
#, fuzzy
@@ -19363,14 +18903,12 @@ msgid "Capabilities"
msgstr "貼上屬性"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Access Wi-Fi"
-msgstr "成功!"
+msgstr "存取 Wi-Fi"
#: platform/iphone/export/export.cpp
-#, fuzzy
msgid "Push Notifications"
-msgstr "隨機旋轉:"
+msgstr "推送通知"
#: platform/iphone/export/export.cpp
#, fuzzy
@@ -19502,19 +19040,16 @@ msgid "Run exported HTML in the system's default browser."
msgstr "在系統的預設瀏覽器中執行已匯出的 HTML。"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not open template for export: \"%s\"."
-msgstr "無法開啟樣板以輸出:"
+msgstr "無法開啟模板以匯出:「%s」。"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Invalid export template: \"%s\"."
-msgstr "無效的輸出樣板:"
+msgstr "無效的匯出模板:「%s」。"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not write file: \"%s\"."
-msgstr "無法寫入檔案:"
+msgstr "無法寫入檔案:「%s」。"
#: platform/javascript/export/export.cpp platform/osx/export/export.cpp
#, fuzzy
@@ -19522,18 +19057,16 @@ msgid "Icon Creation"
msgstr "設定外邊距"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not read file: \"%s\"."
-msgstr "無法讀取檔案:"
+msgstr "無法讀取檔案:「%s」。"
#: platform/javascript/export/export.cpp
msgid "PWA"
msgstr ""
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Variant"
-msgstr "分隔:"
+msgstr "變體"
#: platform/javascript/export/export.cpp
#, fuzzy
@@ -19605,19 +19138,16 @@ msgid "Icon 512 X 512"
msgstr ""
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not read HTML shell: \"%s\"."
-msgstr "無法讀取HTML殼層:"
+msgstr "無法讀取 HTML 殼層:「%s」。"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Could not create HTTP server directory: %s."
-msgstr "無法建立HTTP伺服器目錄:"
+msgstr "無法建立 HTTP 伺服器目錄:%s。"
#: platform/javascript/export/export.cpp
-#, fuzzy
msgid "Error starting HTTP server: %d."
-msgstr "啟動HTTP伺服器時發生錯誤:"
+msgstr "啟動 HTTP 伺服器時發生錯誤:%d。"
#: platform/javascript/export/export.cpp
msgid "Web"
@@ -19721,9 +19251,8 @@ msgid "Unknown object type."
msgstr ""
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "App Category"
-msgstr "分類:"
+msgstr "App 分類"
#: platform/osx/export/export.cpp
msgid "High Res"
@@ -19899,9 +19428,8 @@ msgid "Custom Options"
msgstr "匯流排選項"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Notarization"
-msgstr "本地化"
+msgstr "公證"
#: platform/osx/export/export.cpp
msgid "Apple ID Name"
@@ -19916,19 +19444,16 @@ msgid "Apple Team ID"
msgstr ""
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not open icon file \"%s\"."
-msgstr "無法匯出專案檔案"
+msgstr "無法開啟符號檔 「%s」。"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not start xcrun executable."
-msgstr "無法啟動子處理程序!"
+msgstr "無法啟動 xcrun 可執行檔案。"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Notarization failed."
-msgstr "本地化"
+msgstr "公證失敗。"
#: platform/osx/export/export.cpp
msgid "Notarization request UUID: \"%s\""
@@ -19981,9 +19506,8 @@ msgid "No identity found."
msgstr "未發現任何圖示。"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Cannot sign file %s."
-msgstr "無法保存檔案:%s"
+msgstr "無法簽署檔案 %s。"
#: platform/osx/export/export.cpp
msgid "Relative symlinks are not supported, exported \"%s\" might be broken!"
@@ -19995,9 +19519,8 @@ msgid "DMG Creation"
msgstr "方向"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not start hdiutil executable."
-msgstr "無法啟動子處理程序!"
+msgstr "無法啟動 hdiutil 可執行檔案。"
#: platform/osx/export/export.cpp
msgid "`hdiutil create` failed - file exists."
@@ -20013,16 +19536,12 @@ msgid "Creating app bundle"
msgstr "正在建立縮圖"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not find template app to export: \"%s\"."
-msgstr ""
-"找不到樣板APK以匯出:\n"
-"%s"
+msgstr "找不到 app 模板以匯出:「%s」。"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Invalid export format."
-msgstr "無效的輸出樣板:"
+msgstr "無效的匯出格式。"
#: platform/osx/export/export.cpp
msgid ""
@@ -20078,9 +19597,8 @@ msgid "ZIP Creation"
msgstr "專案"
#: platform/osx/export/export.cpp
-#, fuzzy
msgid "Could not open file to read from path \"%s\"."
-msgstr "無法匯出專案檔至Gradle專案。\n"
+msgstr "無法打開位於「%s」的檔案進行讀取。"
#: platform/osx/export/export.cpp
msgid "Invalid bundle identifier:"
@@ -20207,23 +19725,20 @@ msgid "Display Name"
msgstr "全部顯示"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Short Name"
-msgstr "腳本名稱:"
+msgstr "短名稱"
#: platform/uwp/export/export.cpp
msgid "Publisher"
msgstr ""
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Publisher Display Name"
-msgstr "無效的套件發佈者顯示名稱。"
+msgstr "發布者顯示名稱"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Product GUID"
-msgstr "無效的產品 GUID。"
+msgstr "產品 GUID"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20236,9 +19751,8 @@ msgid "Signing"
msgstr "訊號"
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Certificate"
-msgstr "頂點:"
+msgstr "憑證"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20306,9 +19820,8 @@ msgid "Wide 310 X 150 Logo"
msgstr ""
#: platform/uwp/export/export.cpp
-#, fuzzy
msgid "Splash Screen"
-msgstr "繪製呼叫:"
+msgstr "啟動畫面"
#: platform/uwp/export/export.cpp
#, fuzzy
@@ -20398,9 +19911,8 @@ msgid "Debug Algorithm"
msgstr "除錯工具"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Failed to rename temporary file \"%s\"."
-msgstr "無法移除臨時檔案:"
+msgstr "無法重新命名模板檔案 「%s」。"
#: platform/windows/export/export.cpp
msgid "Identity Type"
@@ -20426,19 +19938,16 @@ msgid "File Version"
msgstr "版本"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Product Version"
-msgstr "無效的產品 GUID。"
+msgstr "產品版本"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Company Name"
-msgstr "節點名稱:"
+msgstr "公司名稱"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Product Name"
-msgstr "專案名稱:"
+msgstr "產品名稱"
#: platform/windows/export/export.cpp
#, fuzzy
@@ -20450,9 +19959,8 @@ msgid "Trademarks"
msgstr ""
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Resources Modification"
-msgstr "隨機旋轉:"
+msgstr "資源修改"
#: platform/windows/export/export.cpp
#, fuzzy
@@ -20487,9 +19995,8 @@ msgid "Could not find osslsigncode executable at \"%s\"."
msgstr "找不到金鑰儲存區,無法匯出。"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Invalid identity type."
-msgstr "無效的識別符:"
+msgstr "身份類型無效。"
#: platform/windows/export/export.cpp
#, fuzzy
@@ -20509,9 +20016,8 @@ msgid ""
msgstr ""
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Failed to remove temporary file \"%s\"."
-msgstr "無法移除臨時檔案:"
+msgstr "無法移除模板檔案 「%s」。"
#: platform/windows/export/export.cpp
msgid ""
@@ -20520,19 +20026,16 @@ msgid ""
msgstr ""
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Invalid icon path:"
-msgstr "無效的路徑。"
+msgstr "無效符號路徑:"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Invalid file version:"
-msgstr "無效的副檔名。"
+msgstr "無效的檔案版本:"
#: platform/windows/export/export.cpp
-#, fuzzy
msgid "Invalid product version:"
-msgstr "無效的產品 GUID。"
+msgstr "無效的產品版本:"
#: platform/windows/export/export.cpp
msgid "Windows executables cannot be >= 4 GiB."
@@ -20701,9 +20204,8 @@ msgstr ""
#: scene/3d/light.cpp scene/3d/reflection_probe.cpp
#: scene/3d/visibility_notifier.cpp scene/3d/visual_instance.cpp
#: scene/resources/material.cpp
-#, fuzzy
msgid "Max Distance"
-msgstr "選擇距離:"
+msgstr "最大距離"
#: scene/2d/audio_stream_player_2d.cpp scene/3d/light.cpp
#, fuzzy
@@ -20731,15 +20233,13 @@ msgid "Anchor Mode"
msgstr "圖示模式"
#: scene/2d/camera_2d.cpp
-#, fuzzy
msgid "Rotating"
-msgstr "旋轉步長:"
+msgstr "旋轉"
#: scene/2d/camera_2d.cpp scene/2d/listener_2d.cpp scene/3d/camera.cpp
#: scene/3d/listener.cpp scene/animation/animation_blend_tree.cpp
-#, fuzzy
msgid "Current"
-msgstr "目前:"
+msgstr "目前"
#: scene/2d/camera_2d.cpp scene/gui/graph_edit.cpp
#, fuzzy
@@ -20821,14 +20321,12 @@ msgid "Drag Margin"
msgstr "設定外邊距"
#: scene/2d/camera_2d.cpp
-#, fuzzy
msgid "Draw Screen"
-msgstr "繪製呼叫:"
+msgstr "繪製螢幕"
#: scene/2d/camera_2d.cpp
-#, fuzzy
msgid "Draw Limits"
-msgstr "繪製呼叫:"
+msgstr "繪製限制"
#: scene/2d/camera_2d.cpp
#, fuzzy
@@ -21005,9 +20503,8 @@ msgstr ""
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
-#, fuzzy
msgid "Emitting"
-msgstr "設定:"
+msgstr "發射"
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
@@ -21033,9 +20530,8 @@ msgstr ""
#: scene/2d/cpu_particles_2d.cpp scene/2d/particles_2d.cpp
#: scene/3d/cpu_particles.cpp scene/3d/particles.cpp
-#, fuzzy
msgid "Randomness"
-msgstr "隨機重新開始(秒):"
+msgstr "隨機性"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21077,9 +20573,8 @@ msgstr "發射遮罩"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Sphere Radius"
-msgstr "發射源: "
+msgstr "球體半徑"
#: scene/2d/cpu_particles_2d.cpp
#, fuzzy
@@ -21147,9 +20642,8 @@ msgstr "線性"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Accel"
-msgstr "成功!"
+msgstr "加速度"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21208,9 +20702,8 @@ msgid "Angle Curve"
msgstr "關閉曲線"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
-#, fuzzy
msgid "Scale Amount"
-msgstr "數量:"
+msgstr "縮放量"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
msgid "Scale Amount Random"
@@ -21234,27 +20727,23 @@ msgstr ""
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Hue Variation"
-msgstr "分隔:"
+msgstr "色相變化"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Variation"
-msgstr "分隔:"
+msgstr "變化"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Variation Random"
-msgstr "分隔:"
+msgstr "隨機變化"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Variation Curve"
-msgstr "分隔:"
+msgstr "變化曲線"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21270,9 +20759,8 @@ msgstr "拆分控制點"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Offset Random"
-msgstr "偏移:"
+msgstr "隨機偏移"
#: scene/2d/cpu_particles_2d.cpp scene/3d/cpu_particles.cpp
#: scene/resources/particles_material.cpp
@@ -21465,14 +20953,12 @@ msgid "Begin Cap Mode"
msgstr "區域模式"
#: scene/2d/line_2d.cpp
-#, fuzzy
msgid "End Cap Mode"
-msgstr "吸附模式:"
+msgstr "尾端模式"
#: scene/2d/line_2d.cpp scene/2d/polygon_2d.cpp scene/resources/style_box.cpp
-#, fuzzy
msgid "Border"
-msgstr "重新命名資料夾:"
+msgstr "邊框"
#: scene/2d/line_2d.cpp
msgid "Sharp Limit"
@@ -21499,9 +20985,8 @@ msgid "Cell Size"
msgstr ""
#: scene/2d/navigation_2d.cpp scene/3d/navigation.cpp
-#, fuzzy
msgid "Edge Connection Margin"
-msgstr "編輯連接內容:"
+msgstr "邊界連接邊距"
#: scene/2d/navigation_2d.cpp
msgid ""
@@ -21516,18 +21001,16 @@ msgid "Pathfinding"
msgstr "綁定"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Path Desired Distance"
-msgstr "選擇距離:"
+msgstr "路徑所需距離"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
msgid "Target Desired Distance"
msgstr ""
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Path Max Distance"
-msgstr "選擇距離:"
+msgstr "路徑最大距離"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
#, fuzzy
@@ -21553,9 +21036,8 @@ msgid "Time Horizon"
msgstr "水平翻轉"
#: scene/2d/navigation_agent_2d.cpp scene/3d/navigation_agent.cpp
-#, fuzzy
msgid "Max Speed"
-msgstr "速度:"
+msgstr "最大速度"
#: scene/2d/navigation_agent_2d.cpp
msgid ""
@@ -21597,24 +21079,21 @@ msgstr "行程"
#: scene/2d/node_2d.cpp scene/2d/polygon_2d.cpp scene/3d/spatial.cpp
#: scene/main/canvas_layer.cpp
-#, fuzzy
msgid "Rotation Degrees"
-msgstr "旋轉 %s 度。"
+msgstr "旋轉角度"
-#: scene/2d/node_2d.cpp
+#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
msgid "Global Rotation"
msgstr "常數"
#: scene/2d/node_2d.cpp
-#, fuzzy
msgid "Global Rotation Degrees"
-msgstr "旋轉 %s 度。"
+msgstr "全域旋轉角度"
#: scene/2d/node_2d.cpp
-#, fuzzy
msgid "Global Scale"
-msgstr "隨機縮放:"
+msgstr "全域縮放"
#: scene/2d/node_2d.cpp scene/3d/spatial.cpp
#, fuzzy
@@ -21632,9 +21111,8 @@ msgid "Scroll"
msgstr ""
#: scene/2d/parallax_background.cpp
-#, fuzzy
msgid "Base Offset"
-msgstr "偏移:"
+msgstr "基礎偏移"
#: scene/2d/parallax_background.cpp
#, fuzzy
@@ -21724,19 +21202,16 @@ msgid "PathFollow2D only works when set as a child of a Path2D node."
msgstr "PathFollow2D 僅在其為 Path2D 的子節點時有效。"
#: scene/2d/path_2d.cpp scene/3d/path.cpp
-#, fuzzy
msgid "Unit Offset"
-msgstr "網格偏移量:"
+msgstr "單位偏移"
#: scene/2d/path_2d.cpp scene/3d/camera.cpp scene/3d/path.cpp
-#, fuzzy
msgid "H Offset"
-msgstr "偏移:"
+msgstr "H 偏移"
#: scene/2d/path_2d.cpp scene/3d/camera.cpp scene/3d/path.cpp
-#, fuzzy
msgid "V Offset"
-msgstr "偏移:"
+msgstr "V 偏移"
#: scene/2d/path_2d.cpp scene/3d/path.cpp
msgid "Cubic Interp"
@@ -21797,9 +21272,8 @@ msgid "Mass"
msgstr ""
#: scene/2d/physics_body_2d.cpp
-#, fuzzy
msgid "Inertia"
-msgstr "垂直:"
+msgstr "慣性"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
@@ -21836,9 +21310,8 @@ msgid "Sleeping"
msgstr "智慧型吸附"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Can Sleep"
-msgstr "速度:"
+msgstr "可以睡眠"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
msgid "Damp"
@@ -21862,9 +21335,8 @@ msgid "Safe Margin"
msgstr "設定外邊距"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Sync To Physics"
-msgstr " (物理)"
+msgstr "與物理同步"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
@@ -21884,9 +21356,8 @@ msgid "Normal"
msgstr "格式"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Remainder"
-msgstr "算繪引擎:"
+msgstr "餘量"
#: scene/2d/physics_body_2d.cpp scene/3d/physics_body.cpp
#, fuzzy
@@ -22076,9 +21547,8 @@ msgid "Compatibility Mode"
msgstr "優先模式"
#: scene/2d/tile_map.cpp
-#, fuzzy
msgid "Centered Textures"
-msgstr "主要功能:"
+msgstr "紋理居中"
#: scene/2d/tile_map.cpp
msgid "Cell Clip UV"
@@ -22197,9 +21667,8 @@ msgid "ARVROrigin requires an ARVRCamera child node."
msgstr "ARVROrigin 必須有一個 ARVRCamera 子節點。"
#: scene/3d/arvr_nodes.cpp servers/arvr_server.cpp
-#, fuzzy
msgid "World Scale"
-msgstr "隨機縮放:"
+msgstr "世界縮放"
#: scene/3d/audio_stream_player_3d.cpp
#, fuzzy
@@ -22228,9 +21697,8 @@ msgid "Emission Angle"
msgstr "發射色彩"
#: scene/3d/audio_stream_player_3d.cpp
-#, fuzzy
msgid "Degrees"
-msgstr "旋轉 %s 度。"
+msgstr "角度"
#: scene/3d/audio_stream_player_3d.cpp
#, fuzzy
@@ -22312,9 +21780,8 @@ msgid "Bounce Indirect Energy"
msgstr ""
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Use Denoiser"
-msgstr "篩選:"
+msgstr "使用降噪器"
#: scene/3d/baked_lightmap.cpp scene/resources/texture.cpp
msgid "Use HDR"
@@ -22341,9 +21808,8 @@ msgid "Generate"
msgstr "一般"
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Max Size"
-msgstr "大小:"
+msgstr "最大大小"
#: scene/3d/baked_lightmap.cpp
#, fuzzy
@@ -22351,9 +21817,8 @@ msgid "Custom Sky"
msgstr "剪下節點"
#: scene/3d/baked_lightmap.cpp
-#, fuzzy
msgid "Custom Sky Rotation Degrees"
-msgstr "旋轉 %s 度。"
+msgstr "自定義天空旋轉角度"
#: scene/3d/baked_lightmap.cpp scene/3d/ray_cast.cpp
#, fuzzy
@@ -22385,9 +21850,8 @@ msgid "Light Data"
msgstr "包含數據"
#: scene/3d/bone_attachment.cpp scene/3d/physics_body.cpp
-#, fuzzy
msgid "Bone Name"
-msgstr "節點名稱:"
+msgstr "骨骼名稱"
#: scene/3d/camera.cpp
msgid "Keep Aspect"
@@ -22412,9 +21876,8 @@ msgid "FOV"
msgstr ""
#: scene/3d/camera.cpp
-#, fuzzy
msgid "Frustum Offset"
-msgstr "網格偏移量:"
+msgstr "視錐偏移"
#: scene/3d/camera.cpp
#, fuzzy
@@ -22666,9 +22129,8 @@ msgid "Font"
msgstr "字體"
#: scene/3d/label_3d.cpp scene/resources/primitive_meshes.cpp
-#, fuzzy
msgid "Horizontal Alignment"
-msgstr "水平:"
+msgstr "水平對齊"
#: scene/3d/label_3d.cpp
#, fuzzy
@@ -22732,9 +22194,8 @@ msgid "Split 3"
msgstr "拆分路徑"
#: scene/3d/light.cpp
-#, fuzzy
msgid "Blend Splits"
-msgstr "混合時間:"
+msgstr "混合拆分"
#: scene/3d/light.cpp
#, fuzzy
@@ -22778,9 +22239,8 @@ msgid "Software Skinning"
msgstr ""
#: scene/3d/mesh_instance.cpp
-#, fuzzy
msgid "Transform Normals"
-msgstr "已中止變換。"
+msgstr "變換法線"
#: scene/3d/navigation.cpp
msgid ""
@@ -22869,14 +22329,12 @@ msgid "Visibility AABB"
msgstr "切換可見/隱藏"
#: scene/3d/particles.cpp
-#, fuzzy
msgid "Draw Passes"
-msgstr "繪製呼叫:"
+msgstr "繪製階段"
#: scene/3d/particles.cpp
-#, fuzzy
msgid "Passes"
-msgstr "繪製呼叫:"
+msgstr "階段"
#: scene/3d/path.cpp
msgid "PathFollow only works when set as a child of a Path node."
@@ -22972,9 +22430,8 @@ msgstr ""
#: scene/3d/physics_body.cpp scene/3d/physics_joint.cpp
#: scene/3d/vehicle_body.cpp
-#, fuzzy
msgid "Relaxation"
-msgstr "分隔:"
+msgstr "鬆弛"
#: scene/3d/physics_body.cpp
#, fuzzy
@@ -22987,9 +22444,8 @@ msgid "Angular Limit Upper"
msgstr "線性"
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Angular Limit Lower"
-msgstr "最大角度誤差:"
+msgstr "角度下限"
#: scene/3d/physics_body.cpp
#, fuzzy
@@ -23120,9 +22576,8 @@ msgid "Angular Equilibrium Point"
msgstr ""
#: scene/3d/physics_body.cpp
-#, fuzzy
msgid "Body Offset"
-msgstr "偏移:"
+msgstr "形體偏移"
#: scene/3d/physics_joint.cpp
msgid "Node A and Node B must be PhysicsBodies"
@@ -23154,9 +22609,8 @@ msgid "Exclude Nodes"
msgstr "刪除節點"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Params"
-msgstr "已更改參數:"
+msgstr "引數"
#: scene/3d/physics_joint.cpp
msgid "Angular Limit"
@@ -23182,9 +22636,8 @@ msgid "Target Velocity"
msgstr "向右環視"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Max Impulse"
-msgstr "速度:"
+msgstr "最大衝量"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23192,14 +22645,12 @@ msgid "Linear Limit"
msgstr "線性"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Upper Distance"
-msgstr "選擇距離:"
+msgstr "距離上限"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Lower Distance"
-msgstr "選擇距離:"
+msgstr "距離下限"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23232,9 +22683,8 @@ msgid "Angular Motion"
msgstr "動畫"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Angular Ortho"
-msgstr "最大角度誤差:"
+msgstr "角度正交"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23247,9 +22697,8 @@ msgid "Linear Motor X"
msgstr "初始化"
#: scene/3d/physics_joint.cpp
-#, fuzzy
msgid "Force Limit"
-msgstr "繪製呼叫:"
+msgstr "力度限制"
#: scene/3d/physics_joint.cpp
#, fuzzy
@@ -23347,9 +22796,8 @@ msgid "Two Way"
msgstr ""
#: scene/3d/portal.cpp
-#, fuzzy
msgid "Linked Room"
-msgstr "即時編輯根節點:"
+msgstr "連接房間"
#: scene/3d/portal.cpp
#, fuzzy
@@ -23366,9 +22814,8 @@ msgid "Dispatch Mode"
msgstr ""
#: scene/3d/proximity_group.cpp
-#, fuzzy
msgid "Grid Radius"
-msgstr "半徑:"
+msgstr "網格半徑"
#: scene/3d/ray_cast.cpp
#, fuzzy
@@ -23385,9 +22832,8 @@ msgid "Update Mode"
msgstr "旋轉模式"
#: scene/3d/reflection_probe.cpp
-#, fuzzy
msgid "Origin Offset"
-msgstr "網格偏移量:"
+msgstr "原點偏移"
#: scene/3d/reflection_probe.cpp
#, fuzzy
@@ -23649,14 +23095,12 @@ msgid "Parent Collision Ignore"
msgstr "建立碰撞多邊形"
#: scene/3d/soft_body.cpp
-#, fuzzy
msgid "Simulation Precision"
-msgstr "無效的動畫樹。"
+msgstr "模擬精度"
#: scene/3d/soft_body.cpp
-#, fuzzy
msgid "Total Mass"
-msgstr "總計:"
+msgstr "總質量"
#: scene/3d/soft_body.cpp
msgid "Linear Stiffness"
@@ -23700,13 +23144,17 @@ msgstr ""
"請改為修改其子節點的碰撞形狀之大小。"
#: scene/3d/spatial.cpp
+#, fuzzy
+msgid "Global Translation"
+msgstr "保持全域變換"
+
+#: scene/3d/spatial.cpp
msgid "Matrix"
msgstr ""
#: scene/3d/spatial.cpp
-#, fuzzy
msgid "Gizmo"
-msgstr "Gizmo"
+msgstr "控制器"
#: scene/3d/spatial_velocity_tracker.cpp
#, fuzzy
@@ -23765,18 +23213,16 @@ msgid "VehicleBody Motion"
msgstr ""
#: scene/3d/vehicle_body.cpp
-#, fuzzy
msgid "Use As Traction"
-msgstr "分隔:"
+msgstr "用作牽引"
#: scene/3d/vehicle_body.cpp
msgid "Use As Steering"
msgstr ""
#: scene/3d/vehicle_body.cpp
-#, fuzzy
msgid "Wheel"
-msgstr "滾輪向上。"
+msgstr "車輪"
#: scene/3d/vehicle_body.cpp
msgid "Roll Influence"
@@ -23812,9 +23258,8 @@ msgid "Material Override"
msgstr "複寫"
#: scene/3d/visual_instance.cpp
-#, fuzzy
msgid "Material Overlay"
-msgstr "材質變更:"
+msgstr "材質覆蓋層"
#: scene/3d/visual_instance.cpp
#, fuzzy
@@ -23822,9 +23267,8 @@ msgid "Cast Shadow"
msgstr "建立著色器節點"
#: scene/3d/visual_instance.cpp
-#, fuzzy
msgid "Extra Cull Margin"
-msgstr "額外呼叫引數:"
+msgstr "額外剔除邊距"
#: scene/3d/visual_instance.cpp
#, fuzzy
@@ -23846,9 +23290,8 @@ msgstr ""
#: scene/3d/visual_instance.cpp scene/animation/skeleton_ik.cpp
#: scene/resources/material.cpp
-#, fuzzy
msgid "Min Distance"
-msgstr "選擇距離:"
+msgstr "最小距離"
#: scene/3d/visual_instance.cpp
msgid "Min Hysteresis"
@@ -24349,18 +23792,16 @@ msgid "Mouse"
msgstr ""
#: scene/gui/control.cpp
-#, fuzzy
msgid "Default Cursor Shape"
-msgstr "載入預設匯流排配置。"
+msgstr "預設游標形狀"
#: scene/gui/control.cpp
msgid "Pass On Modal Close Click"
msgstr ""
#: scene/gui/control.cpp
-#, fuzzy
msgid "Size Flags"
-msgstr "大小: "
+msgstr "大小 Flag:"
#: scene/gui/control.cpp
#, fuzzy
@@ -24726,9 +24167,8 @@ msgid "Max Value"
msgstr "數值"
#: scene/gui/range.cpp
-#, fuzzy
msgid "Page"
-msgstr "頁: "
+msgstr "頁"
#: scene/gui/range.cpp
#, fuzzy
@@ -24916,9 +24356,8 @@ msgid "All Tabs In Front"
msgstr ""
#: scene/gui/tab_container.cpp scene/gui/tabs.cpp
-#, fuzzy
msgid "Drag To Rearrange Enabled"
-msgstr "拖放以重新排列。"
+msgstr "啟用拖移重新排列"
#: scene/gui/tab_container.cpp
msgid "Use Hidden Tabs For Min Size"
@@ -25055,9 +24494,8 @@ msgid "Initial Angle"
msgstr "初始化"
#: scene/gui/texture_progress.cpp
-#, fuzzy
msgid "Fill Degrees"
-msgstr "旋轉 %s 度。"
+msgstr "填充角度"
#: scene/gui/texture_progress.cpp scene/resources/primitive_meshes.cpp
#, fuzzy
@@ -25164,9 +24602,8 @@ msgid "Max Redirects"
msgstr ""
#: scene/main/http_request.cpp
-#, fuzzy
msgid "Timeout"
-msgstr "逾時。"
+msgstr "逾時"
#: scene/main/node.cpp
msgid ""
@@ -25294,9 +24731,8 @@ msgid "Draw 2D Outlines"
msgstr "建立輪廓"
#: scene/main/scene_tree.cpp servers/visual_server.cpp
-#, fuzzy
msgid "Reflections"
-msgstr "方向"
+msgstr "反射"
#: scene/main/scene_tree.cpp
#, fuzzy
@@ -25933,9 +25369,8 @@ msgid "Labeled Separator Right"
msgstr "帶名稱的分隔線"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Font Separator"
-msgstr "色彩運算子。"
+msgstr "分隔線字體"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -25943,9 +25378,8 @@ msgid "Font Color Accel"
msgstr "重新命名顏色項目"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Font Color Separator"
-msgstr "色彩運算子。"
+msgstr "分隔線字體顏色"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26233,9 +25667,8 @@ msgid "Label Width"
msgstr "左延展"
#: scene/resources/default_theme/default_theme.cpp
-#, fuzzy
msgid "Screen Picker"
-msgstr "濾色運算子。"
+msgstr "屏幕取色器"
#: scene/resources/default_theme/default_theme.cpp
#, fuzzy
@@ -26450,9 +25883,8 @@ msgid "Sky Rotation"
msgstr "旋轉步長:"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Sky Rotation Degrees"
-msgstr "旋轉 %s 度。"
+msgstr "天空旋轉角度"
#: scene/resources/environment.cpp
msgid "Canvas Max Layer"
@@ -26632,9 +26064,8 @@ msgid "Distance"
msgstr "選擇距離:"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Transition"
-msgstr "轉場: "
+msgstr "轉場效果"
#: scene/resources/environment.cpp
msgid "DOF Near Blur"
@@ -26717,9 +26148,8 @@ msgid "Saturation"
msgstr "分隔:"
#: scene/resources/environment.cpp
-#, fuzzy
msgid "Color Correction"
-msgstr "顏色函式。"
+msgstr "顏色校正"
#: scene/resources/font.cpp
#, fuzzy
@@ -26801,9 +26231,8 @@ msgid "Disable Ambient Light"
msgstr "向右縮排"
#: scene/resources/material.cpp
-#, fuzzy
msgid "Ensure Correct Normals"
-msgstr "已中止變換。"
+msgstr "確保正確法線"
#: scene/resources/material.cpp
msgid "Albedo Tex MSDF"
@@ -26970,9 +26399,8 @@ msgid "Subsurf Scatter"
msgstr ""
#: scene/resources/material.cpp
-#, fuzzy
msgid "Transmission"
-msgstr "轉場: "
+msgstr "轉場"
#: scene/resources/material.cpp
#, fuzzy
@@ -27040,14 +26468,12 @@ msgid "NavMesh Transform"
msgstr "清除變換"
#: scene/resources/multimesh.cpp
-#, fuzzy
msgid "Color Format"
-msgstr "色彩運算子。"
+msgstr "顏色格式"
#: scene/resources/multimesh.cpp
-#, fuzzy
msgid "Transform Format"
-msgstr "已中止變換。"
+msgstr "變換格式"
#: scene/resources/multimesh.cpp
msgid "Custom Data Format"
@@ -27063,9 +26489,8 @@ msgid "Visible Instance Count"
msgstr ""
#: scene/resources/navigation_mesh.cpp
-#, fuzzy
msgid "Sampling"
-msgstr "縮放: "
+msgstr "縮放:"
#: scene/resources/navigation_mesh.cpp
#, fuzzy
@@ -27073,9 +26498,8 @@ msgid "Partition Type"
msgstr "設定變數型別"
#: scene/resources/navigation_mesh.cpp
-#, fuzzy
msgid "Parsed Geometry Type"
-msgstr "正在解析多邊形..."
+msgstr "解析幾何體類型"
#: scene/resources/navigation_mesh.cpp
msgid "Source Geometry Mode"
@@ -27209,9 +26633,8 @@ msgid "Point Texture"
msgstr "發射點:"
#: scene/resources/particles_material.cpp
-#, fuzzy
msgid "Normal Texture"
-msgstr "發射源: "
+msgstr "法線紋理貼圖"
#: scene/resources/particles_material.cpp
#, fuzzy
@@ -27415,9 +26838,8 @@ msgid "Base Texture"
msgstr "移除紋理"
#: scene/resources/texture.cpp
-#, fuzzy
msgid "Image Size"
-msgstr "頁: "
+msgstr "圖片大小"
#: scene/resources/texture.cpp
#, fuzzy
@@ -27829,9 +27251,8 @@ msgid "Pan Pullout"
msgstr ""
#: servers/audio/effects/audio_effect_stereo_enhance.cpp
-#, fuzzy
msgid "Time Pullout (ms)"
-msgstr "逾時。"
+msgstr "撤離時間(毫秒)"
#: servers/audio/effects/audio_effect_stereo_enhance.cpp
msgid "Surround"
@@ -27886,119 +27307,105 @@ msgstr "透視"
#: servers/physics/space_sw.cpp servers/physics_2d/space_2d_sw.cpp
msgid "Sleep Threshold Linear"
-msgstr ""
+msgstr "線性睡眠速度閾值"
#: servers/physics/space_sw.cpp servers/physics_2d/space_2d_sw.cpp
msgid "Sleep Threshold Angular"
-msgstr ""
+msgstr "睡眠角速度閾值"
#: servers/physics/space_sw.cpp servers/physics_2d/space_2d_sw.cpp
msgid "Time Before Sleep"
-msgstr ""
+msgstr "睡眠前時間"
#: servers/physics_2d/physics_2d_server_sw.cpp
-#, fuzzy
msgid "BP Hash Table Size"
-msgstr "大小:"
+msgstr "BP 雜湊表大小"
#: servers/physics_2d/physics_2d_server_sw.cpp
msgid "Large Object Surface Threshold In Cells"
-msgstr ""
+msgstr "大物件表面單位格閾值"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Inverse Mass"
-msgstr ""
+msgstr "逆質量"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Inverse Inertia"
-msgstr "自由視圖 左"
+msgstr "逆慣性"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Total Angular Damp"
-msgstr ""
+msgstr "總角速度減幅"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Total Linear Damp"
-msgstr "線性"
+msgstr "總線性速度減幅"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Total Gravity"
-msgstr "預設預覽"
+msgstr "總重力"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Linear Velocity"
-msgstr "初始化"
+msgstr "線性速度"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Exclude"
-msgstr ""
+msgstr "排除"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Shape RID"
-msgstr ""
+msgstr "形狀RID"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collide With Bodies"
-msgstr "碰撞模式"
+msgstr "形體間碰撞"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Collide With Areas"
-msgstr ""
+msgstr "區域間碰撞"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
msgid "Motion Remainder"
-msgstr ""
+msgstr "運動剩餘量"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collision Point"
-msgstr "碰撞模式"
+msgstr "碰撞點"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collision Normal"
-msgstr "碰撞模式"
+msgstr "碰撞法線"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collision Depth"
-msgstr "碰撞模式"
+msgstr "碰撞深度"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collision Safe Fraction"
-msgstr "碰撞模式"
+msgstr "碰撞安全比值"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Collision Unsafe Fraction"
-msgstr "碰撞模式"
+msgstr "碰撞非安全比值"
#: servers/physics_2d_server.cpp servers/physics_server.cpp
-#, fuzzy
msgid "Physics Engine"
-msgstr "物理影格 %"
+msgstr "物理引擎"
#: servers/physics_server.cpp
-#, fuzzy
msgid "Center Of Mass"
-msgstr "中左"
+msgstr "質量中心"
#: servers/physics_server.cpp
msgid "Principal Inertia Axes"
-msgstr ""
+msgstr "主慣性軸"
#: servers/visual/shader_language.cpp
msgid "Varying may not be assigned in the '%s' function."
-msgstr "Varying 變數不可在函式「%s」中被指派。"
+msgstr "Varying變數不可在「%s」函式中被指派。"
#: servers/visual/shader_language.cpp
-#, fuzzy
msgid ""
"Varyings which were assigned in 'vertex' function may not be reassigned in "
"'fragment' or 'light'."
@@ -28007,7 +27414,6 @@ msgstr ""
"指派。"
#: servers/visual/shader_language.cpp
-#, fuzzy
msgid ""
"Varyings which were assigned in 'fragment' function may not be reassigned in "
"'vertex' or 'light'."
@@ -28028,39 +27434,32 @@ msgid "Constants cannot be modified."
msgstr "不可修改常數。"
#: servers/visual/visual_server_scene.cpp
-#, fuzzy
msgid "Spatial Partitioning"
-msgstr "正在分割..."
+msgstr "空間分割"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Render Loop Enabled"
-msgstr "篩選訊號"
+msgstr "啟用算繪迴圈"
#: servers/visual_server.cpp
-#, fuzzy
msgid "VRAM Compression"
-msgstr "設定表示式"
+msgstr "VRAM壓縮"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Import BPTC"
-msgstr "匯入"
+msgstr "匯入BPTC"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Import S3TC"
-msgstr "匯入"
+msgstr "匯入S3TC"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Import ETC"
-msgstr "匯入"
+msgstr "匯入ETC"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Import ETC2"
-msgstr "匯入"
+msgstr "匯入ETC2"
#: servers/visual_server.cpp
#, fuzzy
@@ -28072,9 +27471,8 @@ msgid "Lossless Compression"
msgstr ""
#: servers/visual_server.cpp
-#, fuzzy
msgid "Force PNG"
-msgstr "來源網格:"
+msgstr "強制 PNG"
#: servers/visual_server.cpp
msgid "WebP Compression Level"
@@ -28118,7 +27516,7 @@ msgstr "篩選節點"
#: servers/visual_server.cpp
#, fuzzy
msgid "Texture Array Reflections"
-msgstr "置中所選"
+msgstr "紋理貼圖陣列反射"
#: servers/visual_server.cpp
msgid "High Quality GGX"
@@ -28175,20 +27573,24 @@ msgid "Use Nearest Mipmap Filter"
msgstr ""
#: servers/visual_server.cpp
+#, fuzzy
msgid "Skinning"
-msgstr ""
+msgstr "外觀變更"
#: servers/visual_server.cpp
+#, fuzzy
msgid "Software Skinning Fallback"
-msgstr ""
+msgstr "軟體外觀變更後備"
#: servers/visual_server.cpp
+#, fuzzy
msgid "Force Software Skinning"
-msgstr ""
+msgstr "強制軟體外觀變更"
#: servers/visual_server.cpp
+#, fuzzy
msgid "Use Software Skinning"
-msgstr ""
+msgstr "使用軟體外觀變更"
#: servers/visual_server.cpp
#, fuzzy
@@ -28218,9 +27620,8 @@ msgid "Legacy Stream"
msgstr ""
#: servers/visual_server.cpp
-#, fuzzy
msgid "Batching"
-msgstr "正在搜尋..."
+msgstr "分批"
#: servers/visual_server.cpp
msgid "Use Batching"
@@ -28250,7 +27651,7 @@ msgstr ""
#: servers/visual_server.cpp
#, fuzzy
msgid "Max Join Items"
-msgstr "管理項目……"
+msgstr "最大加入項目數"
#: servers/visual_server.cpp
msgid "Batch Buffer Size"
@@ -28306,7 +27707,7 @@ msgstr "使用縮放吸附"
#: servers/visual_server.cpp
msgid "PVS Logging"
-msgstr ""
+msgstr "PVS 日誌"
#: servers/visual_server.cpp
#, fuzzy
@@ -28338,9 +27739,8 @@ msgid "Max Active Polygons"
msgstr "移動多邊形"
#: servers/visual_server.cpp
-#, fuzzy
msgid "Shader Compilation Mode"
-msgstr "插值模式"
+msgstr "著色器編譯模式"
#: servers/visual_server.cpp
msgid "Max Simultaneous Compiles"
@@ -28351,6 +27751,5 @@ msgid "Log Active Async Compiles Count"
msgstr ""
#: servers/visual_server.cpp
-#, fuzzy
msgid "Shader Cache Size (MB)"
-msgstr "更改相機尺寸"
+msgstr "著色器快取大小 (MB)"
diff --git a/modules/gdscript/gdscript_compiler.cpp b/modules/gdscript/gdscript_compiler.cpp
index af8e4b3746..e36252ada5 100644
--- a/modules/gdscript/gdscript_compiler.cpp
+++ b/modules/gdscript/gdscript_compiler.cpp
@@ -43,7 +43,7 @@ bool GDScriptCompiler::_is_class_member_property(CodeGen &codegen, const StringN
return false;
}
- if (codegen.locals.has(p_name)) {
+ if (codegen.parameters.has(p_name) || codegen.locals.has(p_name)) {
return false; //shadowed
}
diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp
index 2616d1f09e..76b354805c 100644
--- a/scene/2d/camera_2d.cpp
+++ b/scene/2d/camera_2d.cpp
@@ -439,7 +439,7 @@ void Camera2D::clear_current() {
void Camera2D::set_limit(Side p_side, int p_limit) {
ERR_FAIL_INDEX((int)p_side, 4);
limit[p_side] = p_limit;
- update();
+ _update_scroll();
}
int Camera2D::get_limit(Side p_side) const {
diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp
index 8eb48ffb30..9862c4bfb1 100644
--- a/scene/2d/path_2d.cpp
+++ b/scene/2d/path_2d.cpp
@@ -304,6 +304,7 @@ void PathFollow2D::_bind_methods() {
}
void PathFollow2D::set_offset(real_t p_offset) {
+ ERR_FAIL_COND(!isfinite(p_offset));
offset = p_offset;
if (path) {
if (path->get_curve().is_valid()) {
diff --git a/scene/3d/path_3d.cpp b/scene/3d/path_3d.cpp
index f53e783fbd..1f10337b4c 100644
--- a/scene/3d/path_3d.cpp
+++ b/scene/3d/path_3d.cpp
@@ -397,6 +397,7 @@ void PathFollow3D::_bind_methods() {
}
void PathFollow3D::set_offset(real_t p_offset) {
+ ERR_FAIL_COND(!isfinite(p_offset));
prev_offset = offset;
offset = p_offset;
diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h
index a34aa8e2cd..a512feacc8 100644
--- a/scene/main/scene_tree.h
+++ b/scene/main/scene_tree.h
@@ -90,8 +90,8 @@ private:
Window *root = nullptr;
uint64_t tree_version = 1;
- double physics_process_time = 1.0;
- double process_time = 1.0;
+ double physics_process_time = 0.0;
+ double process_time = 0.0;
bool accept_quit = true;
bool quit_on_go_back = true;
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index b8eac6de00..b68cce9dda 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -30,6 +30,7 @@
#include "visual_shader.h"
+#include "core/templates/rb_map.h"
#include "core/templates/vmap.h"
#include "servers/rendering/shader_types.h"
#include "visual_shader_nodes.h"
@@ -3189,18 +3190,18 @@ VisualShaderNodeInput::VisualShaderNodeInput() {
////////////// UniformRef
-List<VisualShaderNodeUniformRef::Uniform> uniforms;
+RBMap<RID, List<VisualShaderNodeUniformRef::Uniform>> uniforms;
-void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) {
- uniforms.push_back({ p_name, p_type });
+void VisualShaderNodeUniformRef::add_uniform(RID p_shader_rid, const String &p_name, UniformType p_type) {
+ uniforms[p_shader_rid].push_back({ p_name, p_type });
}
-void VisualShaderNodeUniformRef::clear_uniforms() {
- uniforms.clear();
+void VisualShaderNodeUniformRef::clear_uniforms(RID p_shader_rid) {
+ uniforms[p_shader_rid].clear();
}
-bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) {
- for (const VisualShaderNodeUniformRef::Uniform &E : uniforms) {
+bool VisualShaderNodeUniformRef::has_uniform(RID p_shader_rid, const String &p_name) {
+ for (const VisualShaderNodeUniformRef::Uniform &E : uniforms[p_shader_rid]) {
if (E.name == p_name) {
return true;
}
@@ -3313,14 +3314,24 @@ String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
return "";
}
+void VisualShaderNodeUniformRef::set_shader_rid(const RID &p_shader_rid) {
+ shader_rid = p_shader_rid;
+}
+
void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
uniform_name = p_name;
+ if (shader_rid.is_valid()) {
+ update_uniform_type();
+ }
+ emit_changed();
+}
+
+void VisualShaderNodeUniformRef::update_uniform_type() {
if (uniform_name != "[None]") {
uniform_type = get_uniform_type_by_name(uniform_name);
} else {
uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
}
- emit_changed();
}
String VisualShaderNodeUniformRef::get_uniform_name() const {
@@ -3328,35 +3339,45 @@ String VisualShaderNodeUniformRef::get_uniform_name() const {
}
int VisualShaderNodeUniformRef::get_uniforms_count() const {
- return uniforms.size();
+ ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
+
+ return uniforms[shader_rid].size();
}
String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
- if (p_idx >= 0 && p_idx < uniforms.size()) {
- return uniforms[p_idx].name;
+ ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
+
+ if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
+ return uniforms[shader_rid][p_idx].name;
}
return "";
}
VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
- for (int i = 0; i < uniforms.size(); i++) {
- if (uniforms[i].name == p_name) {
- return uniforms[i].type;
+ ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT);
+
+ for (int i = 0; i < uniforms[shader_rid].size(); i++) {
+ if (uniforms[shader_rid][i].name == p_name) {
+ return uniforms[shader_rid][i].type;
}
}
return UniformType::UNIFORM_TYPE_FLOAT;
}
VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
- if (p_idx >= 0 && p_idx < uniforms.size()) {
- return uniforms[p_idx].type;
+ ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT);
+
+ if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
+ return uniforms[shader_rid][p_idx].type;
}
return UniformType::UNIFORM_TYPE_FLOAT;
}
VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_by_index(int p_idx) const {
- if (p_idx >= 0 && p_idx < uniforms.size()) {
- switch (uniforms[p_idx].type) {
+ ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
+
+ if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
+ switch (uniforms[shader_rid][p_idx].type) {
case UniformType::UNIFORM_TYPE_FLOAT:
return PORT_TYPE_SCALAR;
case UniformType::UNIFORM_TYPE_INT:
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index afd84e49cc..7ca4e5fc4a 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -561,6 +561,7 @@ public:
};
private:
+ RID shader_rid;
String uniform_name = "[None]";
UniformType uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
@@ -568,9 +569,9 @@ protected:
static void _bind_methods();
public:
- static void add_uniform(const String &p_name, UniformType p_type);
- static void clear_uniforms();
- static bool has_uniform(const String &p_name);
+ static void add_uniform(RID p_shader_rid, const String &p_name, UniformType p_type);
+ static void clear_uniforms(RID p_shader_rid);
+ static bool has_uniform(RID p_shader_rid, const String &p_name);
public:
virtual String get_caption() const override;
@@ -583,9 +584,13 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
+ void set_shader_rid(const RID &p_shader);
+
void set_uniform_name(const String &p_name);
String get_uniform_name() const;
+ void update_uniform_type();
+
void _set_uniform_type(int p_uniform_type);
int _get_uniform_type() const;
diff --git a/tests/scene/test_text_edit.h b/tests/scene/test_text_edit.h
index 4098dd7ace..5d969b1fbc 100644
--- a/tests/scene/test_text_edit.h
+++ b/tests/scene/test_text_edit.h
@@ -3139,7 +3139,7 @@ TEST_CASE("[SceneTree][TextEdit] viewport") {
v_scroll = text_edit->get_v_scroll();
SEND_GUI_MOUSE_BUTTON_EVENT(text_edit, Point2i(10, 10), MouseButton::WHEEL_DOWN, MouseButton::WHEEL_DOWN, Key::NONE);
text_edit->notification(TextEdit::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
- CHECK(text_edit->get_v_scroll() > v_scroll);
+ CHECK(text_edit->get_v_scroll() >= v_scroll);
SEND_GUI_MOUSE_BUTTON_EVENT(text_edit, Point2i(10, 10), MouseButton::WHEEL_UP, MouseButton::WHEEL_UP, Key::NONE);
text_edit->notification(TextEdit::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
CHECK(text_edit->get_v_scroll() == v_scroll);
@@ -3148,7 +3148,7 @@ TEST_CASE("[SceneTree][TextEdit] viewport") {
text_edit->set_v_scroll_speed(10000);
SEND_GUI_MOUSE_BUTTON_EVENT(text_edit, Point2i(10, 10), MouseButton::WHEEL_DOWN, MouseButton::WHEEL_DOWN, Key::NONE);
text_edit->notification(TextEdit::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
- CHECK(text_edit->get_v_scroll() > v_scroll);
+ CHECK(text_edit->get_v_scroll() >= v_scroll);
SEND_GUI_MOUSE_BUTTON_EVENT(text_edit, Point2i(10, 10), MouseButton::WHEEL_UP, MouseButton::WHEEL_UP, Key::NONE);
text_edit->notification(TextEdit::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
CHECK(text_edit->get_v_scroll() == v_scroll);